Drifblim

Aftermath
Deals 25% damage when KOed by contact damage.
Unburden
Speed increases when an item is used or lost.
Flare Boost
Special Attack is increased by 50% when burned.
Type Tier
Ghost / Flying NU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
150
- 225 257 -
Atk
80
90 100 132 145
Def
44
57 64 96 105
SpA
90
99 110 142 156
SpD
54
66 74 106 116
Spe
80
90 100 132 145

Overview

Drifblim is definitely a unique Pokemon, possessing unique typing, unique stats, unique abilities, and a unique movepool. All of these help in making Drifblim more than just a regular balloon. Unfortunately for it, uniqueness doesn't always translate to competitive viability. While Drifblim's typing gives it three immunities, including one to the Normal-type, it also curses Drifblim with a weakness to Stealth Rock, Pursuit, and the BoltBeam combination, which are common in NU. Drifblim boasts the seventh highest HP in the game as well, but is held back by its pathetic defensive stats and weaknesses to common attacking types. However, Drifblim was blessed with an excellent ability in Unburden and a movepool that it can abuse to the fullest. Although Drifblim may not seem too threatening at first, be careful, for it can easily blow away unprepared teams.

Name Item Ability Nature

AcroBlimp

Flying Gem Unburden Adamant
Moveset EVs
~ Acrobatics
~ Will-O-Wisp
~ Destiny Bond
~ Substitute
252 Atk / 56 Def / 200 Spe

This set is specifically designed to take advantage of the rare Unburden ability that Drifblim possesses. Given the right circumstances, it can reliably pull off a sweep. Even if it can't sweep an entire team, Drifblim can usually guarantee a kill if played correctly due to the combination of Unburden and Destiny Bond. Acrobatics also has another huge advantage in that it can lure out and beat common checks to Drifblim such as Ludicolo. Common Rapid Spin users such as Armaldo are crippled by Will-O-Wisp or taken out by Destiny Bond. Drifblim can also dent almost everything that doesn't resist its Flying Gem-boosted Acrobatics. In addition, Drifblim can act as a decent check to weather teams and even sweep with the Unburden boost. Another thing that is notable about Drifblim is that it's one of the few sturdy counters to Swords Dance Sawsbuck; it resists all of the latter's attacks bar the rare Wild Charge and can OHKO it with Acrobatics.

Flying Gem doubles the Base Power of Acrobatics while also activating Unburden when the move is used. The main purpose of Will-O-Wisp is to cripple the many Rock-types in NU that can easily switch into Acrobatics. Once burned, they will be worn down and Drifblim can attempt to sweep later on. Destiny Bond makes a fantastic combination with Unburden; as Drifblim will outspeed almost the entire metagame once Unburden is activated, it is almost guaranteed to take an opponent down with it through Destiny Bond. The main use of Substitute is to avoid powerful Sucker Punches from Pokemon such as Skuntank, which will bring an untimely end to Drifblim's fun.

Team Options & Additional Comments >>>
Name Item Ability Nature

ChestoRest

Chesto Berry Unburden Modest
Moveset EVs
~ Calm Mind
~ Rest
~ Shadow Ball
~ Hidden Power Fighting / Thunderbolt
252 Def / 140 SpA / 116 Spe

This set is meant to set up with Calm Mind and sweep with boosted Special Attack and Speed after activating Unburden—if only it were that easy to to execute. Fortunately, Drifblim does have some handy resistances and immunities on which it can start setting up Calm Minds, the most useful being the immunity to Fighting-type attacks, which allows Drifblim to come in on most Choice-locked Fighting-types. After a few Calm Mind boosts, or when Drifblim's HP is running dangerously low, use Rest to heal up fully and instantly wake up with the Chesto Berry; this also activates Unburden to boost Drifblim's Speed past most Choice Scarf holders. If this strategy is pulled off successfully, there is little that can stop Drifblim from ravaging the opposing team. Shadow Ball is the obligatory STAB move that hurts opposing Psychic- and Ghost-types, while the last slot is for coverage. Thunderbolt has higher Base Power and hurts Flying- and Water-types, but Hidden Power Fighting has perfect neutral coverage alongside Shadow Ball.

Team Options & Additional Comments >>>
Name Item Ability Nature

SubCM

Leftovers Aftermath Timid
Moveset EVs
~ Substitute
~ Calm Mind
~ Shadow Ball
~ Hidden Power Fighting / Thunderbolt
4 Def / 252 SpA / 252 Spe

Drifblim's typing gives it a whopping 6 resistances and immunities to take advantage of. It is only natural, then, to have a set that can abuse the switches it can cause with Substitute. Due to Drifblim's vast range of immunities and resistances, there are many Pokemon that this set can take advantage of; Choice Scarf holders locked into ineffective moves and physical sweepers such as Leafeon are just some of the potential victims. While under the protection of a Substitute, Drifblim can either start setting up with Calm Mind or just hit hard off the bat with its two attacks. Like the previous set, Drifblim's main STAB move is Shadow Ball, and its main coverage options are either Hidden Power Fighting or Thunderbolt; the former has perfect neutral coverage alongside Drifblim's Ghost-type STAB, while the latter packs greater power and hits Flying- and Water-types super effectively.

Team Options & Additional Comments >>>
Name Item Ability Nature

Baton Pass

Leftovers Aftermath Bold
Moveset EVs
~ Baton Pass
~ Shadow Ball
~ Substitute
~ Stockpile / Calm Mind
4 HP / 252 Def / 252 SpD

Drifblim can also use its unique traits to become a valuable member in Baton Pass chains. Drifblim's main advantage over other Baton Pass users is its sky-high HP stat, which means Drifblim can create and pass huge Substitutes. To further bulk up Drifblim and its recipients, Drifblim can use Stockpile to boost both its Defense and Special Defense. While Stockpile only boosts up to +3, that is more than enough to make Drifblim's Substitutes very hard to break. If a more offensive boosting move is required, Drifblim can use Calm Mind instead of Stockpile to raise its Special Attack while still raising its Special Defense. The last move of the set is Shadow Ball, which means Drifblim is not helpless against taunt users. After a few Special Attack boosts, Shadow Ball can hit quite hard.

Team Options & Additional Comments >>>

Other Options

Drifblim has a movepool as big as its HP stat so all I can say is, you've been warned! Like many Pokemon, Drifblim can summon rain and sun, but unlike others, it can actually abuse them efficiently with Weather Ball, which has excellent coverage with Shadow Ball regardless of which weather you choose. Drifblim also has numerous support moves, which range from status, such as Hypnosis and Will-O-Wisp, to Trick, and even Substitute and Disable. Drifblim's ability Aftermath is just one of the ways it can make its presence felt even after death. Drifblim can utilize Explosion to try to take the opponent with it, but with the nerf to Explosion that came with BW, it will do less damage than before. Another suicidal move that Drifblim can use is Memento, which can open up a window for powerful setup Pokemon, such as Gorebyss, to continue the destruction. Instead of dying with flair, Drifblim can choose to extend its life indefinitely with the combination of Recycle and Chesto Berry, which basically gives Drifblim unlimited recovery and status removal. In terms of other offensive options, Drifblim has access to Charge Beam, the Flare Boost ability, and Sucker Punch; however, Drifblim is better off using Calm Mind to boost its Special Attack and Unburden to overcome its Speed issues.

Checks and Counters

Drifblim is deathly afraid of Dark-types, who can easily switch in on Shadow Ball or a non-attacking move and proceed to pop Drifblim with their STAB move of choice, or Pursuit it as it tries to float away. Special walls are equally annoying, with their huge special bulk allowing them to easily tank Drifblim's moves and whittle it down or status it. Especially notable are Regice or Stunfisk, who can reply with a super effective STAB move to deflate Drifblim. Phazing is probably the most effective way to deal with any Drifblim sets; most of them rely on boosting or using Substitute, so phazing out Drifblim will remove any boosts and force possible hazard damage on Drifblim next time it switches in.