Drifblim

Unburden
Speed increases when an item is used or lost.
Aftermath
Deals 25% damage when KOed by contact damage.
Type Tier
Ghost / Flying NU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
150
- 441 504 -
Atk
80
176 196 259 284
Def
44
111 124 187 205
SpA
90
194 216 279 306
SpD
54
129 144 207 227
Spe
80
176 196 259 284
  • Underused

Overview

Baton Pass is the main reason to use Drifblim over its Ghost-type brethren; it has a massive HP stat, immunity to common Ground-, Fighting-, and Normal-type moves, and two useful abilities in Aftermath and Unburden. Drifblim also has passable defenses and a variety of good supporting moves such as Hypnosis, Thunder Wave, and Haze. The downsides to using Drifblim are its Pursuit weakness, lack of reliable recovery outside of Rest (unlike other Flying-types, Drifblim does not learn Roost), and crippling Stealth Rock weakness. Overall, Drifblim is outclassed by Mismagius and Rotom, but if you can utilize Drifblim for its good points, it becomes an excellent addition to your team.

Name Item Ability Nature

ChestoRest

Chesto Berry Unburden Modest
Moveset EVs
~ Calm Mind
~ Rest
~ Shadow Ball
~ Hidden Power Fighting / Thunderbolt / Baton Pass
252 Def / 108 SpA / 148 Spe

This set takes advantage of Drifblim's arguably better ability, Unburden. The idea behind this set is to boost Drifblim's stats with Calm Mind, and when it is at low health, Rest is used to restore its HP. After activating Drifblim's Chesto Berry, it'll be at full health, maintaining all Calm Mind boosts, and having its Speed doubled by Unburden. From there, Drifblim should attempt to sweep the opponent. Shadow Ball is used for STAB, Hidden Power Fighting provides coverage against Normal-, Steel-, and Dark-types, and Thunderbolt is used to hit Milotic who carry Haze. Baton Pass is another good choice, as it allows Drifblim to support teammates with Calm Mind boosts as well. This set is better left for late-game when the opponent's powerful sweepers are removed, and you are able to set up against weaker Pokemon such as Chansey, Venusaur, or Clefable.

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

Baton Pass

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

Drifblim's mammoth base 150 HP stat allows it to pass huge Substitutes to its teammates, along with boosts from Calm Mind or Stockpile. Shadow Ball is listed so Drifblim isn't completely crippled by Taunt users, though Normal-types such as Ambipom may cause problems, making Explosion an option in the last slot. Drifblim has good typing compared to most Baton Pass users, having an immunity to common moves like Earthquake and Close Combat, and having many more useful resistances. Aftermath is the ability of choice, as this set doesn't carry a single use item, and it also deals damage to the opposing Pokemon that KOed Drifblim if they used a move that makes contact with it.

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

Pinch Berry Baton Pass

Petaya Berry / Liechi Berry Unburden Timid
Moveset IVs
~ Baton Pass
~ Substitute
~ Shadow Ball
~ Hypnosis / Recycle
30 HP
EVs
196 Def / 252 SpD / 60 Spe

Although this set also uses Baton Pass, it's played in a completely different way than the above set. This Drifblim variant utilizes a pinch Berry alongside Unburden to raise its Speed. Shadow Ball is used as a reliable STAB move, while Hypnosis cripples the opposing Pokemon and aids setting up. Recycle may also be used in the last slot, allowing Drifblim to reuse its pinch Berry. To begin the setup, you should switch Drifblim into a Fighting-, Ground-, or Normal-type move, then proceed to use Substitute. If you predict the opponent will switch, you may Baton Pass the Substitute or hit the switch-in with Hypnosis or Shadow Ball. If you think the opponent will stay in and attack, Drifblim should Substitute again until its Berry activates, in turn activating Unburden. Be warned, after using Baton Pass, the receiving Pokemon doesn't get its Speed doubled; only Drifblim does due to its ability.

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

Hindenburg (UU Lead)

Focus Sash Unburden Mild
Moveset IVs
~ Shadow Ball
~ Hidden Power Fighting
~ Explosion
~ Hypnosis
2 HP / 2 Def / 30 SpA / 2 SpD / 30 Spe
EVs
108 Atk / 252 SpA / 148 Spe

Drifblim makes a great lead: its objective is to take two of the opponent's Pokemon out of the match (provided Hypnosis hits) and scout the opponent's team by forcing switches. The strategy behind this set is to play aggressively and attack or put a Pokemon to sleep while surviving a normally fatal hit. Losing Focus Sash activates Unburden, letting Drifblim reach a Speed stat of 464, outpacing Timid Choice Scarf Rotom, who is almost certainly the fastest Pokemon you will face in UU. Many common leads can unwittingly activate Drifblim's Focus Sash by dealing 100% damage, at which point Drifblim can attack freely, put an opposing Pokemon to sleep, and Explode when it's in danger of being KOed.

This set has the surprise factor on its side, as most people expect Drifblim to create bulky Substitutes and Baton Pass them. Drifblim fares very well against many common leads in the UU metagame, although Hypnosis is a high-risk, high-reward move. However, Drifblim will often get two chances to use Hypnosis if it needs to, thanks to Focus Sash and its ability, Unburden.

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

Rain Support

Damp Rock Aftermath Hasty
Moveset EVs
~ Rain Dance
~ Shadow Ball
~ Thunder / Weather Ball
~ Explosion
4 Atk / 252 SpA / 252 Spe

Surprisingly, Drifblim makes an excellent Rain Dance user due to its high Speed and access to Explosion, Thunder, and Weather Ball. Drifblim also beats common threats to Rain Dance teams with Explosion, especially Tangrowth, as Drifblim resists every attack it commonly carries barring Hidden Power Ice. Thunder is an excellent option, it has 100% accuracy in the rain as well as a high paralysis rate. Weather Ball is another good choice, giving Drifblim a 150 Base Power Water attack to play with. Damp Rock is the item of choice as it prolongs the rain, and Aftermath is good to weaken opponents who dare KO Drifblim. Baton Pass is an option in the last slot if you don't want to witness the Hindenburg disaster, allowing Drifblim to escape the battlefield.

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

Choice

Choice Scarf / Choice Specs Aftermath Modest / Timid
Moveset EVs
~ Trick
~ Shadow Ball
~ Hidden Power Fighting
~ Thunderbolt / Baton Pass
4 HP / 252 SpA / 252 Spe

This set uses Choice items to turn Drifblim into a revenge killer, along with Trick to cripple an opponent's wall or any Pokemon that tries to set up on Drifblim. Shadow Ball is used for a reliable STAB move, while Hidden Power Fighting provides perfect type coverage alongside it, hitting Steel-, Dark-, and Normal-type opponents. In the last slot, Thunderbolt hits Water-types such as Milotic, and Flying-types like Moltres and Scyther. Baton Pass is also listed as an option the the fourth slot, as it turns Drifblim into a scout and allows it to escape Pursuit users unharmed. If you're playing hardball, Explosion could be used in the last slot. If you decide to do this, then a Mild or Hasty nature is recommended; taking out a special wall such as Chansey is very welcome.

Team Options & Additional Comments >>>

Other Options

Drifblim is a very versatile Pokemon with a lot of extraneous moves not mentioned in the above sets. Destiny Bond may be useful against slower opponents such as Rhyperior, who can hit Drifblim super effectively and is guaranteed to KO it. Haze may be helpful to erase boosts from Pokemon like Swords Dance Venusaur and Rock Polish Torterra. Memento can replace Explosion on any of the sets and may be useful to set up for a fragile sweeper, such as BellyZard or Belly Drum Linoone. Ominous Wind may be useful as it has the chance to raise all stats, though the 10% chance of that happening makes it almost useless. On the subject of stat boosts, Psych Up is an interesting option that allows Drifblim to steal any boosts the opponent has gained, and have them for itself, or even Baton Pass them. Drifblim's Flying-type STAB is poor, though Air Slash and Hidden Power Flying are available if you wish to use them. Sucker Punch helps hit faster opponents for priority, and it works reasonably well off Drifblim's base 80 Attack. Finally, Drifblim has access to Pain Split for recovery, but its base HP is too high to make it useful.

Checks and Counters

Drifblim is hard to counter outright due to Baton Pass. Phazers, such as Milotic and Hariyama, make the best counters as they can erase any boosts Drifblim may have accumulated and scout the rest of Drifblim's team. Chansey, Clefable, and Registeel are difficult for Drifblim to get past, as its Shadow Ball does a pittance to all of them; these Pokemon all have respectable HP and defensive stats, as well as good recovery (barring Registeel). The only issue is that none of them like being Tricked a Choice item, and the former two want to avoid Explosion. Specially defensive Dark-types such as Spiritomb are great, as they take little damage from any of Drifblim's attacks, and Spiritomb is also immune to Explosion. Drapion is another decent choice due to its ability to trap Drifblim with Pursuit or slice it with Night Slash, dealing hefty damage. Lesser used options are good too: Porygon2 makes a decent counter, as it has excellent defenses, immunity to Shadow Ball, and access to super effective moves such as Thunderbolt and Ice Beam. Skuntank is another great option as it can switch into most of Drifblim's attacks, and threaten it with STAB Dark-type moves such as Night Slash and Pursuit; it also has Taunt to cripple Baton Pass sets and any that attempt to set up.