Overview
########
One of the Pokemon that has significantly dropped in usage thanks to certain mechanics being changed in Generation 6 Pokemon (Knock Off & Gems being unreleased)
+Surprise Factor
+Its an extremely versatile Pokemon
+Its typing gives you 3 nice immunities (normal, ground, fighting), 3 more resistances and 5 total weakness'
+can run both physical and special sets, even a support set can be extremely dangerous
-Has no gems for easy unburden abuse
-knock off is ~the~ coverage move to have this gen and drifblim is weak to it
-relatively frail despite high hp
-easily check (unless its late game)
ACRO BLIMP
########
name: ACRO BLIMP
move 1:Substitute
move 2:Acrobatics
move 3:Will-o-Wisp
move 4:Destiny Bond
ability: Unburden
item: Sitrus Berry
evs: 252 Atk/ 252 Spe/ 4 Def
nature:Adamant
Moves
========
-Sub down to sitrus range
-Get access to huge speed + powerful stab
-Destiny Bond so that you can take at least one poke down with you after an unburden boost since you pretty much outspeed to entire non scarfed meta
-functions by crippling its switch ins before it switches out itself, providing nice support for other set-up sweepers
Set Details
========
-You want all your EVs invested in Attack to compensate for drifblims lack-lustre attacking stat
-Its still too weak with just 252 in Attack, therefore i give it an Adamant Nature to bolster its weak base 80 attack stat
-Invest the rest into speed so you can outspeed a lot of the unscarfed meta (timid acceglor and electrode only pokemon without a scarf able to outspeed other than ninjask)
Usage Tips
========
-Sub down on bulky attackers to sitrus range and get access to powerful stab + lots of speed
-Try and wittle your opponent down until you either knock yourself into sitrus range or the opponent does so for you
-When in sitrus range, spam acrobatics after it activates
-When on the cusp of dieing, destiny bond a foe with you
-If a pokemon slower than you is sweeping (without the unburden boost) it might be the best play to destiny bond it since this pokemon doesn't have a standard set used all the time.
-Its very difficult to predict a destiny bond coming from this
-don't sub down to sitrus range if a counter to acroblimp is on the other field as you will waste your unburden boost harming your ability to sweep late game.
Team Options
========
-Stuff that deals with what resists its main stab
-Magnet Trapper Probopass is extremely helpful for dealing with common steel types
-Seismitoad or another ground type to deal with electric mons
-Sawk or another fighting type to deal with rock pokemon
Baton Pass
########
name: Baton Pass
move 1:Stockpile
move 2:Baton Pass
move 3:Will-O-Wisp/Magic Coat/Destiny Bond/Protect
move 4:Shadow Ball
ability: Unburden
item: Weakness Policy
evs: 248 HP/ 252 Def/ 8 SpD
nature:Bold
Moves
========
-start setting up stockpiles and a weak pokemon like audino
-When the Weakness Policy activates, you have bulk and offenses to pass to any pokemon of your choice.
-For your last 2 move slots, you can decide for more longevity on field or more use after it has baton passed and its job has been finished.
-With Magic Coat, you can bounce back incoming taunts/encores that you dont want, Will-O-Wisp gives you an easier way to take physical hits (you have to consider this because of Drifblim's low defense)
-Protect so it is easier to predict what the opponents next move will be and baton pass out appropriately.
-Shadow ball in the final slot just because taunt is a thing, and i dont want to be caught with my trousers down setting up
Set Details
========
-You want all your EVs into making this thing as bulky as possible to take the incoming Super-Effective moves
-People often target this things low physical defense and as a result i put all EVs into it
-You dont need speed thanks to unburden.
-You can run more special defense EVs if you are finding special attackers a problem:
252 HP/ 140 Def/ 120 SpD with a Bold Nature is more optimised to passing bulk on both sides
Usage Tips
========
-Bring it in on weak attackers and try to lure weak knock offs to try and activate your weakness policy
-Opponents may set-up along side you, if this is threatening to you and your team baton pass as soon as possible. If the opponent lets you set-up to full and baton pass, the game is in your hands.
Team Options
========
-You should pass into a Pokemon that isnt easily affected by status and can easily abuse all the boosts given by drifblim.
-My favourite baton pass recipient has to be Xatu, since it isnt affected by status and the extra bulk physical allow it to set-up calm minds with ease.
- Crits definately bring this set down, be sure to have that in mind every time you set-up so try not to be too greedy
Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Thunderbolt / Hidden Power Fighting
move 3: Shadow Ball
move 4: Rest/Substitute
ability: Unburden
item: Chesto Berry / Sitrus Berry
evs: 140 SpA/ 208 Spe/ 160 HP
nature: Modest
Moves
========
-Perfect Neutral Coverage with ghost/fighting ( if you decide to go down that route).
-Shadow Ball and TBolt are only resisted by
-Substitute so you can sub down to your sitrus range if your opponent doesnt attack you and get your unburden boost ready for a sweep
-Substitute can be used over Rest with a sitrus berry if your finding drifblims physical bulk rather problematic
Set Details
========
-252 in speed so its easier to sub down to sitrus range in the first place
-timid nature allows you to outspeed the entire meta after an unburden boost! (and speed tie with max speed ninjask lol)
-weak special attack, invest rest into special attack
-gives menace before even setting up
Usage Tips
========
-Start Calm Minding as soon as you get a free turn
-When something faster than you comes in (provided you have a substitute up) sub down into sitrus range
-Or start calm minding until you are threatened, live the hit it throws, rest back to full (thus activating chesto berry) and therefore able to sweep easier
-After the unburden boost, spam high powered shadow balls at the other team
-At +2 Sp.Attack Drifblim is a threat
Team Options
========
-Best Paired with hazard stackers to give drifblim extra turns to set-up (most hazard removers are special and therefore set-up fodder, sandslash has small sp def anyway)
-Pokemon that deal with physical threats and are physically defensive e.g. vileplume or spiritomb
-Powerful Wall Softeners that make it easier for blimp to sweep late game
Other Options
########
-defog + 3 attacks: It has the niche "the only defogger that can spinblock" if thats really a niche
-Flare Boost+ Flame Orb: Can cool for more instant access to power but is alot worse generally that unburden sub calm mind drifblim. It isnt worth the trade of
Checks & Counters
########
**Ferroseed** The most common answer to this set. Just sets up hazards while you are struggling behind a substitute. I just attack it with weak acrobatics until iron barbs puts me in sitrus range
**Physical Tanks** Stuff like Regirock literally stop this and set-up hazards whilst this is behind a sub. I normally destiny bond these pokes to force them out, or take them down with me. This should only be really take into account if you are using AcroBlimp
**Infiltrators** Spiritomb is an even better answer now since it can will-o-wisp through a sub should it feel endangered. Foul Play does ~a lot~ through the substitute
**Taunter's/Encore** Especially liepard and this is especially true for the first 2 sets as they require set-up. This probably the biggest threat to all drifblim so plan around liepard with caution
########
One of the Pokemon that has significantly dropped in usage thanks to certain mechanics being changed in Generation 6 Pokemon (Knock Off & Gems being unreleased)
+Surprise Factor
+Its an extremely versatile Pokemon
+Its typing gives you 3 nice immunities (normal, ground, fighting), 3 more resistances and 5 total weakness'
+can run both physical and special sets, even a support set can be extremely dangerous
-Has no gems for easy unburden abuse
-knock off is ~the~ coverage move to have this gen and drifblim is weak to it
-relatively frail despite high hp
-easily check (unless its late game)
ACRO BLIMP
########
name: ACRO BLIMP
move 1:Substitute
move 2:Acrobatics
move 3:Will-o-Wisp
move 4:Destiny Bond
ability: Unburden
item: Sitrus Berry
evs: 252 Atk/ 252 Spe/ 4 Def
nature:Adamant
Moves
========
-Sub down to sitrus range
-Get access to huge speed + powerful stab
-Destiny Bond so that you can take at least one poke down with you after an unburden boost since you pretty much outspeed to entire non scarfed meta
-functions by crippling its switch ins before it switches out itself, providing nice support for other set-up sweepers
Set Details
========
-You want all your EVs invested in Attack to compensate for drifblims lack-lustre attacking stat
-Its still too weak with just 252 in Attack, therefore i give it an Adamant Nature to bolster its weak base 80 attack stat
-Invest the rest into speed so you can outspeed a lot of the unscarfed meta (timid acceglor and electrode only pokemon without a scarf able to outspeed other than ninjask)
Usage Tips
========
-Sub down on bulky attackers to sitrus range and get access to powerful stab + lots of speed
-Try and wittle your opponent down until you either knock yourself into sitrus range or the opponent does so for you
-When in sitrus range, spam acrobatics after it activates
-When on the cusp of dieing, destiny bond a foe with you
-If a pokemon slower than you is sweeping (without the unburden boost) it might be the best play to destiny bond it since this pokemon doesn't have a standard set used all the time.
-Its very difficult to predict a destiny bond coming from this
-don't sub down to sitrus range if a counter to acroblimp is on the other field as you will waste your unburden boost harming your ability to sweep late game.
Team Options
========
-Stuff that deals with what resists its main stab
-Magnet Trapper Probopass is extremely helpful for dealing with common steel types
-Seismitoad or another ground type to deal with electric mons
-Sawk or another fighting type to deal with rock pokemon
Baton Pass
########
name: Baton Pass
move 1:Stockpile
move 2:Baton Pass
move 3:Will-O-Wisp/Magic Coat/Destiny Bond/Protect
move 4:Shadow Ball
ability: Unburden
item: Weakness Policy
evs: 248 HP/ 252 Def/ 8 SpD
nature:Bold
Moves
========
-start setting up stockpiles and a weak pokemon like audino
-When the Weakness Policy activates, you have bulk and offenses to pass to any pokemon of your choice.
-For your last 2 move slots, you can decide for more longevity on field or more use after it has baton passed and its job has been finished.
-With Magic Coat, you can bounce back incoming taunts/encores that you dont want, Will-O-Wisp gives you an easier way to take physical hits (you have to consider this because of Drifblim's low defense)
-Protect so it is easier to predict what the opponents next move will be and baton pass out appropriately.
-Shadow ball in the final slot just because taunt is a thing, and i dont want to be caught with my trousers down setting up
Set Details
========
-You want all your EVs into making this thing as bulky as possible to take the incoming Super-Effective moves
-People often target this things low physical defense and as a result i put all EVs into it
-You dont need speed thanks to unburden.
-You can run more special defense EVs if you are finding special attackers a problem:
252 HP/ 140 Def/ 120 SpD with a Bold Nature is more optimised to passing bulk on both sides
Usage Tips
========
-Bring it in on weak attackers and try to lure weak knock offs to try and activate your weakness policy
-Opponents may set-up along side you, if this is threatening to you and your team baton pass as soon as possible. If the opponent lets you set-up to full and baton pass, the game is in your hands.
Team Options
========
-You should pass into a Pokemon that isnt easily affected by status and can easily abuse all the boosts given by drifblim.
-My favourite baton pass recipient has to be Xatu, since it isnt affected by status and the extra bulk physical allow it to set-up calm minds with ease.
- Crits definately bring this set down, be sure to have that in mind every time you set-up so try not to be too greedy
Calm Mind
########
name: Calm Mind
move 1: Calm Mind
move 2: Thunderbolt / Hidden Power Fighting
move 3: Shadow Ball
move 4: Rest/Substitute
ability: Unburden
item: Chesto Berry / Sitrus Berry
evs: 140 SpA/ 208 Spe/ 160 HP
nature: Modest
Moves
========
-Perfect Neutral Coverage with ghost/fighting ( if you decide to go down that route).
-Shadow Ball and TBolt are only resisted by
-Substitute so you can sub down to your sitrus range if your opponent doesnt attack you and get your unburden boost ready for a sweep
-Substitute can be used over Rest with a sitrus berry if your finding drifblims physical bulk rather problematic
Set Details
========
-252 in speed so its easier to sub down to sitrus range in the first place
-timid nature allows you to outspeed the entire meta after an unburden boost! (and speed tie with max speed ninjask lol)
-weak special attack, invest rest into special attack
-gives menace before even setting up
Usage Tips
========
-Start Calm Minding as soon as you get a free turn
-When something faster than you comes in (provided you have a substitute up) sub down into sitrus range
-Or start calm minding until you are threatened, live the hit it throws, rest back to full (thus activating chesto berry) and therefore able to sweep easier
-After the unburden boost, spam high powered shadow balls at the other team
-At +2 Sp.Attack Drifblim is a threat
Team Options
========
-Best Paired with hazard stackers to give drifblim extra turns to set-up (most hazard removers are special and therefore set-up fodder, sandslash has small sp def anyway)
-Pokemon that deal with physical threats and are physically defensive e.g. vileplume or spiritomb
-Powerful Wall Softeners that make it easier for blimp to sweep late game
Other Options
########
-defog + 3 attacks: It has the niche "the only defogger that can spinblock" if thats really a niche
-Flare Boost+ Flame Orb: Can cool for more instant access to power but is alot worse generally that unburden sub calm mind drifblim. It isnt worth the trade of
Checks & Counters
########
**Ferroseed** The most common answer to this set. Just sets up hazards while you are struggling behind a substitute. I just attack it with weak acrobatics until iron barbs puts me in sitrus range
**Physical Tanks** Stuff like Regirock literally stop this and set-up hazards whilst this is behind a sub. I normally destiny bond these pokes to force them out, or take them down with me. This should only be really take into account if you are using AcroBlimp
**Infiltrators** Spiritomb is an even better answer now since it can will-o-wisp through a sub should it feel endangered. Foul Play does ~a lot~ through the substitute
**Taunter's/Encore** Especially liepard and this is especially true for the first 2 sets as they require set-up. This probably the biggest threat to all drifblim so plan around liepard with caution
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