Drifblim (QC 3/3) [GP 2/2]


Drifblim

[Overview]

<p>Drifblim is a unique Ghost-type Pokemon in RU. Boasting a huge base 150 HP, a massive support movepool, and the rare Unburden ability, this blimp is more than ready to support its team. Drifblim's Ghost / Flying typing gives it many useful resistances and immunities, but it also comes with a few drawbacks. The first is a weakness to Stealth Rock, which severely hinders Drifblim's spinblocking abilities. It is also weak to Pursuit, and with base 44 Defense, Drifblim will be hard-pressed to survive one. While Unburden cures Drifblim's low base 80 Speed, its mediocre offenses hinder its ability to sweep. Nevertheless, Drifblim has a solid niche in RU as a team supporter and should not be overlooked.</p>

[SET]
name: Air Support
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Destiny Bond
move 4: Shadow Ball / Substitute
item: Flying Gem
ability: Unburden
nature: Naughty / Adamant
evs: 20 HP / 252 Atk / 236 Spe

[SET COMMENTS]

<p>Because of the deficit of spinners in RU, Spikes-stacking teams have become popular, so a spinblocker will likely be necessary. Drifblim can fill that role fairly well, as it is able to beat the most common Rapid Spin users in RU. The combination of Flying Gem, Acrobatics, and Unburden allows Drifblim to hit hard and become extremely fast. Acrobatics will OHKO Hitmonchan, Hitmonlee, and Cryogonal, while Will-O-Wisp cripples other Rapid Spin users, such as Kabutops and Sandslash. After Unburden activates, Drifblim reaches 510 Speed, which allows it to outspeed all Choice Scarf Pokemon with base 105 Speed or less. This enables Drifblim to use Destiny Bond to secure one more KO before it goes down. Finally, Shadow Ball allows Drifblim to hit physical walls and opposing Ghost-types, but Substitute can be used in order to avoid status.</p>

[ADDITIONAL COMMENTS]

<p>Drifblim's EVs give it as much Attack as possible, as well as enough Speed to outspeed Choice Scarf Manectric after the boost from Unburden; 168 Speed EVs are an option to outrun Choice Scarf Primeape after Unburden if Manectric is not a problem. The remaining EVs are put into HP to make Drifblim a bit bulkier overall. An Attack boosting nature lets Acrobatics hit as hard as possible; however, if Drifblim is using Shadow Ball, use a Naughty nature. Flying Gem is mandatory, as its use increases the power of Acrobatics and activates Unburden.</p>

<p>Drifblim greatly appreciates hazard support, as it can both spinblock and gain a few more OHKOs and 2HKOs on Pokemon such as Moltres, Tangrowth, and Mandibuzz. Roselia and Rhydon are thus ideal partners, as not only can they set up all the hazards between them, but they also resist Electric-type attacks commonly aimed at Drifblim, as well as Rock-type attacks in Rhydon's case. A Pursuit user works well with Drifblim too by eliminating troublesome Ghost-types, such as Rotom and Cofagrigus. Rapid Spin support should also be considered, as the damage from Stealth Rock limits Drifblim's survivability. Hitmonchan is a great partner; it can not only remove Stealth Rock, but also take out Rock- and Steel-types that give this set problems. Aerodactyl, Aggron, and Klinklang can wall Drifblim but must be careful of Will-O-Wisp and Destiny Bond. Choice Scarf Galvantula outspeeds Drifblim even after the Unburden boost and can OHKO with a STAB Electric-type attack. Other special attackers are also dangerous; bulky Ghost-types, such as Trick Room Cofagrigus and Calm Mind Spiritomb, can take a hit and KO Drifblim with a super effective hit of their own.</p>

[SET]
name: Weather Balloon
move 1: Rain Dance
move 2: Weather Ball
move 3: Thunder
move 4: Acrobatics
item: Flying Gem
ability: Unburden
nature: Rash
evs: 20 Atk / 252 SpA / 236 Spe

[SET COMMENTS]

<p>This Drifblim can support itself as well as its teammates. Rain Dance lets it support its Swift Swim teammates, gives it a good coverage move in Weather Ball, and boosts Thunder's accuracy to 100%. Weather Ball and Thunder both hit reasonably hard due to Drifblim's base 90 Special Attack, so they should not be underestimated; Thunder also hits the Water-type Pokemon that resist Weather Ball. Finally, Acrobatics rounds out Drifblim's already great coverage. A Flying Gem-boosted STAB Acrobatics will annihilate any Grass-types that stand in this set's way and will also double Drifblim's Speed by activating Unburden. With good coverage to complement its high Speed, Drifblim will surely KO at least one Pokemon and can even pull off one more Rain Dance before it goes down.</p>

[ADDITIONAL COMMENTS]

<p>236 Speed EVs let Drifblim outrun Choice Scarf Manectric after Unburden activates. While standard, this is especially useful on a rain team, as Manectric is a huge threat to Water-types. 252 Special Attack EVs maximize the power of Drifblim's main attacking options, and the rest are put in Attack to boost the power of Acrobatics. A Naughty nature can be used instead of a Rash one to boost the power of Acrobatics, but Drifblim should generally capitalize on its higher Special Attack and powerful special moves.</p>

<p>Sunny Day lets Drifblim support a sun team, but Thunder cannot be used. Drifblim can run Thunderbolt instead, but its significantly lower Base Power will hinder its ability to sweep. Shadow Ball is another alternative, but it is generally less useful as it does not provide good coverage. In the sun, Weather Ball becomes a Fire-type move, which can be useful in eliminating Steel-types. Good teammates in the sun include Charizard, Sawsbuck, and Victreebel, but note that Rapid Spin support will be almost mandatory.</p>

<p>Naturally, Swift Swim Pokemon are ideal partners for Drifblim. Kabutops is particularly notable for its ability to Rapid Spin; it can even set up Stealth Rock, which will help Drifblim gain some KOs. Drifblim can also aid its Swift Swim friends by eliminating the Grass-types that stand in their way. However, note that most Swift Swim Pokemon are Water-types and therefore compound the team's weakness to Electric-type moves, so either Lanturn or a Ground-type teammate will be appreciated.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Thunderbolt / Hidden Power Fighting
move 4: Rest / Substitute
item: Chesto Berry / Sitrus Berry
ability: Unburden
nature: Modest
evs: 20 HP / 252 SpA / 236 Spe

[SET COMMENTS]

<p>Calm Mind is Drifblim's best setup option, and Drifblim can hit surprisingly hard after one boost due to its decent base 90 Special Attack. Shadow Ball is Drifblim's most powerful attack here, and only a few Pokemon, mainly Dark-types, resist it. Thunderbolt hits Mandibuzz, which would otherwise wall this set and phaze Drifblim with Whirlwind. However, Hidden Power Fighting lets Drifblim dent troublesome Steel-type Pokemon, such as Steelix and Klinklang. Rest is a surprisingly good recovery move for this set, as its Chesto Berry not only wakes Drifblim instantly but also activates Unburden. Substitute is an alternative over Rest to block status and possibly obtain a free Calm Mind boost. With a Sitrus Berry, Drifblim will recover the HP lost from Substitute while activating Unburden to become a fast special sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Manectric after Unburden, but note that if Drifblim is using Hidden Power Fighting, it needs 240 Speed EVs. Drifblim's Special Attack is maximized so that it hits as hard as possible, and the remaining EVs are put into HP to make it a bit bulkier. As previously mentioned, Rest should be used with a Chesto Berry and Substitute with a Sitrus Berry. Another viable item is a Ghost Gem, which will both boost Shadow Ball's power on the first use and activate Unburden. Drifblim can use Hidden Power Fighting in the fourth moveslot for additional coverage. It will still work well with a Sitrus Berry, as Drifblim can survive a surprising amount of attacks after a Calm Mind, including Life Orb Moltres's Fire Blast.</p>

<p>A bulky EV spread of 252 Def / 16 SpA / 240 Spe with a Modest nature lets Drifblim set up more easily and possibly even Baton Pass its boosts, but note that this EV spread leaves Drifblim extremely weak and unable to KO many threats. The likes of Magneton, Tangrowth, and Cofagrigus are good recipients of the Calm Mind boosts, though. Magneton can remove troublesome Steel-types, offensive Tangrowth can eliminate Absol and Drapion, and Cofagrigus is a more reliable spinblocker.</p>

<p>Drapion and Mandibuzz are Calm Mind Drifblim's worst enemies because they can shrug off Drifblim's attacks with ease and phaze it with Whirlwind, which removes all acquired boosts and Unburden's effect. Pokemon that can dispose of these two are good partners; Sandslash in particular can also set up Stealth Rock and spin for Drifblim. Other banes to this set include Cryogonal and Munchlax, as they both boast massive Special Defense stats and can Haze or Whirlwind Drifblim, respectively. Dark-type Pokemon, such as Spiritomb and Absol, can take advantage of Drifblim's horrible Defense stat and use either Sucker Punch or Pursuit to take it down. Finally, Steel-types such as Ferroseed and Steelix will wall this set if Drifblim lacks Hidden Power Fighting. Magneton is therefore a great teammate as it removes these Steel-types while resisting all moves super effective against Drifblim.</p>

[Other Options]

<p>Due to Drifblim's massive support movepool, it has quite a few alternative options, though most of them are not worthy of individual sets. It can run a dedicated Baton Pass set to pass Substitute and boosts from Calm Mind or Stockpile. It can also run a more defensive set to become a sturdier spinblocker, and the Aftermath ability can let it rack up damage on spinners. Though rather gimmicky, Drifblim can play the role of a Flare Boost sweeper as well; when it is burned, its Special Attack will be increased by 1.5x. It has a niche as the only fully evolved Pokemon with the ability, but this is not a reliable strategy as it will be worn down too quickly by Stealth Rock and burn damage to sweep.</p>

<p>Drifblim has a few other support options it can use. Will-O-Wisp, Toxic, or Thunder Wave can be used to cripple opposing Pokemon. Will-O-Wisp is helpful if Drifblim is the only spinblocker on your team, as it will help against Kabutops. Toxic helps to wear down opposing walls that give Drifblim trouble, such as Mandibuzz. Thunder Wave cripples sweepers that attempt to OHKO Drifblim, such as Omastar. Haze removes boosts from Pokemon such as Lilligant, while Memento sacrifices Drifblim to cripple an opposing attacker. Disable is an interesting move; due to Drifblim's many resistances and immunities, most Pokemon have only one move effective against it. Drifblim can try a SubDisable set, but it is inferior to every listed set.</p>

[Checks and Counters]

<p>The best way to take down Drifblim is to keep Stealth Rock on the field; due to its Flying typing, Drifblim will take 25% damage upon switching in, and its lack of reliable recovery and its low defenses mean that it will not be able to take many hits after Stealth Rock damage. Drapion is perhaps the most solid counter to Drifblim, as it only takes neutral damage from any of Drifblim's moves and can either hit it with a super effective STAB Crunch or phaze it with Whirlwind. Magneton resists all of Drifblim's moves except for Hidden Power Fighting and can KO it with a super effective STAB Electric-type move. Absol and Cofagrigus will decimate Drifblim with Sucker Punch and Shadow Ball, respectively, but they will take a massive amount of damage if they switch into Acrobatics. Finally, phazers render Drifblim useless, as it will lose its Unburden boost for the remainder of the match, and it cannot do much with its base 80 Speed; Mandibuzz and Munchlax are the best phazers to use against Drifblim, as they boast good defenses in addition to Whirlwind.</p>
 

SilentVerse

Into the New World
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  • For the weather balloon set, Naive is actually unnecessary; just those EVs beat Choice Scarf Manectric after Unburden. Make the nature Rash.

  • Mention a bulky CM spread of 252 Def / 16 SpA / 240 Spe Modest in AC, since it's a viable option, though it makes Drifblim stupidly weak and unable to kill a bunch of stuff. Still, it's ok since it makes set up a bit easier, so it's worth a mention.
  • Also mention using Hidden Power Fighting in the last slot of Calm Mind in AC, since the extra coverage is helpful, and it still works well with Sitrus as Drifblim survives a surprising amount of attacks (like LO Moltres's Fire Blast).
  • Oh, and remove the Chestorest mention in OO since it actually has a set now.
Once you do these things, consider this:





QC APPROVED 1/3
 
just a nitpick, you said Driflblim reaches 476 speed with a neutral nature after unburden with the current spread, it actually reaches 510 speed with 236 Ev's and a neutral nature.
 

Cereza

Tastes Like Candy
hold it ^^
am check!
[Overview]

<p>Drifblim is one of the most unique Ghost-type Pokemon in RU<Here>*. Boasting a huge 150 base 150 HP stat, a massive support movepool, and the rare Unburden ability, this blimp is more than ready to support its team. Drifblim's Ghost / Flying typing gives it many useful resistances and immunities<such as?>, but with this comes also grants it a few drawbacks. Drifblim is weak to Stealth Rock, and this whichseverely hinders its spinblocking abilities. It is also weak to and Pursuit, and with base 44 Defense, Drifblim will not survive without difficulty. While Unburden cures makes up for its low base 80 Speed stat, a base 80 Attack stat and average base 90 Special Attack stat will hinder Drifblim's ability to sweep. Nevertheless, Drifblim has a solid niche in RU as a team supporter and thus should not be overlooked.</p>

[SET]
name: Air Support
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Destiny Bond
move 4: Shadow Ball / Substitute
item: Flying Gem
ability: Unburden
nature: Naughty / Adamant
evs: 20 HP / 252 Atk / 236 Spe

[SET COMMENTS]

<p>Because of the deficit of spinners in RU, Spikes-stacking has become very popular, so making a spinblocker may be necessary for this kind of teams. Drifblim can fill that role fairly well, as it is able to beat the most common Rapid Spin users in RU. Thanks to its ability, Unburden, Drifblim is able to hit hard with Acrobatics and become extremely fast due to after the consumption of its Flying Gem. Acrobatics will OHKOes Hitmonchan, Hitmonlee, and Cryogonal, while Will-O-Wisp cripples other Rapid Spin users, such as Kabutops and Sandslash. After Unburden activates, Drifblim reaches 510 Speed, which allows it to outspeed all Choice Scarf Pokemon with base 105 Speed or less;. Tthis enables Drifblim to use Destiny Bond before it gets hit,allowing it to and get one a more KO before if it goes down. Finally, Shadow Ball allows Drifblim to hit physical walls and opposing Ghost-types<such as?>, but Substitute can be used in order over it to avoid status.</p>

[ADDITIONAL COMMENTS]

<p>Drifblim's The EVs give it Drifblim as much Attack as possible while also giving it enough Speed to outspeed Choice Scarf Manectric after if Unburden is activated; 168 Speed EVs are is also an option to outrun Choice Scarf Primeape after Unburden activates, but only if Manectric is not a problem. The remaining EVs are put into HP to make Drifblim a bit bulkier overall. An Attack-boosting nature works best so that Acrobatics can hit as hard as possible; however, if Drifblim is using Shadow Ball, use a Naughty nature is preferred. Flying Gem also boosts the power of Acrobatics, and when combined with STAB, it hits surprisingly hard. Thus, it is the most preferred item since as when it is used, the power of Acrobatics is increased and Unburden is activated.</p>

<p>Drifblim greatly appreciates hazard support, as it will blocks Rapid Spin and gains a few more OHKOs and 2HKOs with Spikes. Roselia is thus an ideal partner, as it not only sets up Spikes and Toxic Spikes but also also resists Electric-type attacks commonly aimed at Drifblim. A Pursuit user <such as?>also works well with Drifblim, as it eliminatesing troublesome Ghost-types such as Rotom and Cofagrigus. Rapid Spin support of Drifblim's own should also be considered, as the damage from Stealth Rock limits Drifblim's survivability longevity. Hitmonchan is a great partner; it can not only remove Stealth Rock but also take out Rock- and Steel-types that give this set problems. Aerodactyl, Aggron, and Klinklang can wall Drifblim, but must be careful of Will-O-Wisp and Destiny Bond. Choice Scarf Manectric and Choice Scarf Galvantula outspeed Drifblim even after Unburden< You mentioned Drifblim being able to outspeed Manectric after Unburden, I don't really know how to make calcs but you should look into this>, and can OHKO with a STAB Electric-type attack. Other special attackers are also dangerous; bulky Ghost-types, such as Trick Room Cofagrigus and Calm Mind Spiritomb, can take a hit and KO Drifblim with a super effective hit of their own.</p>

[SET]
name: Weather Balloon
move 1: Rain Dance
move 2: Weather Ball
move 3: Thunder
move 4: Acrobatics
item: Flying Gem
ability: Unburden
nature: Rash
evs: 20 Atk / 252 SpA / 236 Spe

[SET COMMENTS]

<p>With this set, Drifblim is able to support itself as well as its teammates. Rain Dance provides support for its Drifblim's Swift Swimmer teammates, and also gives Drifblim a good coverage move in Weather Ball, and boosts Thunder's accuracy to 100%. Weather Ball and Thunder both hit reasonably hard due to Drifblim's base 90 Special Attack, so the Weather Balloon should not be underestimated. Thunder also hits the Water-type Pokemon that resist Weather Ball, and finally, Acrobatics rounds off its already great coverage. A STAB, Flying Gem-boosted Acrobatics will annihilates any Grass-types that stand in this set's way, and will also activates Unburden, which doublesing Drifblim's Speed. With good coverage and high Speed, Drifblim will surely KO something, and will at least perform one more Rain Dance before it goes down.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread consists of the standard 236 Speed EVs to outrun Scarf Manectric after Unburden. This is especially useful on a rain team, as Manectric is a huge threat to Water-types. 252 Special Attack EVs are used to maximize the power of Drifblim's main attacking options, and the rest are put in Attack to boost the power of Acrobatics. An Attack-boosting nature can be used instead of a Rash nature to boost the power of Acrobatics, but it is generally better to take advantage of Drifblim's higher Special Attack and powerful special moves in rain.</p>

<p>A Sunny Day set can be used instead of Rain Dance if Drifblim is on a sun team, but it cannot should not use Thunder because of its low accuracy in the sun. Thunderbolt can be used in place of Thunder, but the significantly loweress Base Power will hinders Drifblim's ability to sweep. Shadow Ball can be used instead of Thunder, but is generally less useful as it does not provide good coverage. In the sun, Weather Ball becomes a Fire-type move, so that it can be useful in to eliminateing Steel-types. Good teammates in the sun include Charizard, Sawsbuck, and Victreebel, but note that Rapid Spin support willould be needed.</p>

<p>Naturally, Swift Swimmers users are ideal partners for a set with Rain Dance. Kabutops is good in particular, as it provides Rapid Spin support for Drifblim and can also set up Stealth Rock, which will helps Drifblim gain some KOs. Drifblim will also aids its Swift Swimming friends by eliminating the Grass-types that stand in their way. However, most Swift Swimmers users are Water-types and share the same Electric-type weakness with Drifblim, so either Lanturn or a Ground-type teammate is appreciated. Ground-types share an ice weakness with Drifblim so you should make a mention of that</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Thunderbolt / Hidden Power Fighting
move 4: Rest / Substitute
item: Chesto Berry / Sitrus Berry
ability: Unburden
nature: Modest
evs: 16 HP / 252 SpA / 240 Spe

[SET COMMENTS]

<p>Calm Mind is Drifblim's best setup option, and Drifblim can hit surprisingly hard after just one boost due to its decent base 90 Special Attack stat. Shadow Ball is Drifblim's hardest hitting the main attack on this set, and as only a few Pokemon, mainly Dark-types, are able to resist it. Thunderbolt is preferred in order usedto hit Mandibuzz, who would otherwise wall this set and phaze Drifblim with Whirlwind. However, Hidden Power Fighting can be used instead of Thunderbolt, as it hits troublesome Steel-type Pokemon such as Steelix and Klinklang. Rest is actually a good recovery move for this set, as with a Chesto Berry, Drifblim will wakes up instantly, allowing it to increase its longevity, removes status, which increases its longevity, and activates Unburden. Substitute is an alternative over Rest to block status and possibly obtain a free Calm Mind; with a Sitrus Berry, Drifblim will recover the HP lost from Substitute which will also activate Unburden, making Drifblim a fast special sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The EV spread allows for Drifblim to outspeed Scarf Manectric after Unburden. Normally, Drifblim would have 236 Speed EVs, but if Hidden Power Fighting is used, Drifblim needs the extra 4 Speed EVs because Hidden Power Fighting lowers its Speed IV by one point. 252 Special Attack EVs are used so Drifblim can hit as hard as possible, and the remaining EVs are put into HP to make Drifblim a bit more bulkier. Additionally, a bulky EV spread of 252 Def / 16 SpA / 240 Spe with a Modest nature can be used to make setting up a bit easier, but Drifblim will becomes extremely weak and thus unable to KO many threats. This EV spread would also be good if Drifblim is trying to Baton Pass its boosts, as it will allow Drifblim to survive more attacks. Also, if Drifblim uses Rest in the last moveslot, a Chesto Berry is the item of choice. If Drifblim uses Substitute, then a Sitrus Berry is the preferred item. Another viable item for Drifblim to hold would be a Ghost Gem, as it will boosts Shadow Ball's power on the first use and will activates Unburden.</p>

<p>The aforementioned Baton Pass can be used to give Drifblim's Special Attack and Special Defense boosts to a teammate. Magneton, Tangrowth, and Cofagrigus are good recipients; Magneton can remove troublesome Steel-types, Offensive Tangrowth can eliminate Absol and Drapion, and Cofagrigus works well with Drifblim because Drifblim is sometimes unreliable when spinblocking. Hidden Power Fighting can also be used in the fourth moveslot for additional coverage, and it will still works well with a Sitrus Berry, as Drifblim can survive a surprising amount of attacks after <a?> Calm Mind, including Life Orb Moltres's Fire Blast. An alternative to a Sitrus Berry would be a Ghost Gem or <You already mentioned this possibility> Life Orb in order to boost the power of Drifblim's attacks.</p>

<p>Drapion and Mandibuzz are Calm Mind Drifblim's worst enemies, because they can shrug off Drifblim's attacks with ease and phaze it with Whirlwind, removing all acquired boosts and Unburden's effect. A Pokemon which can dispose of these two is a good partner; Sandslash is good in particular, as it can also set up Stealth Rock and spin for Drifblim. Other banes to this set include Cryogonal and Munchlax, as they both boast a massive Special Defense stat set and can Haze or Whirlwind Drifblim, respectively. Dark-type Pokemon, such as Spiritomb and Absol, can take advantage of Drifblim's horrible Defense stat and use either Sucker Punch or Pursuit to take it down. Finally, Steel-types, such as Ferroseed and Steelix, will wall this set if Drifblim lacks Hidden Power Fighting. Thus, Magneton is a great teammate as it removes these Steel-types and resists all of Drifblim's weaknesses.</p>

[Other Options]

<p>Due to Drifblim's massive support movepool, it has quite a few alternative options, though most of them are not worthy of personal sets. Drifblim can run a dedicated Baton Pass set, passing Substitute and boosts from Calm Mind or Stockpile. Drifblim can also be used as a gophysically defensive wall to become a better make its job as a spinblocker easier, and the Aftermath ability can be used to rack up damage on spinners physical attackers that decide to KO Drifblim. The last set that can be used, although a gimmicky, is a Flare Boost sweeper set. When Drifblim is burned, its Special Attack will it's be increased by 1.5x. Drifblim is the only fully evolved Pokemon with the ability, but it will be worn down too quickly by Stealth Rock and burn damage to survive long enough to sweep.</p>

<p>Drifblim has a few other support options up its sleeve that it can use. Will-O-Wisp, Toxic, or Thunder Wave can be used to cripple opposing Pokemon. Haze can be used to remove boosts from Pokemon such as Lilligant. Memento, although it sacrifices Drifblim, can be used to cripple an opposing attacker by lowering its Attack and Special Attack by two stages. Disable is an interesting move to use, as most Pokemon cannot hit Drifblim with multiple moves due to its many resistances and immunities. Drifblim can try a SubDisable set, but it is inferior to every other set.</p>

[Checks and Counters]

<p>The best way to take down Drifblim is keeping Stealth Rock on the field; due to its Flying typing, Drifblim will take 25% damage upon switching in, and the lack of reliable recovery and low defenses means that Drifblim will not be able to take many hits after Stealth Rock damage. Drapion is perhaps the most solid counter to any Drifblim set, as it only takes neutral damage from any of Drifblim's moves and can either hit it with a super effective STAB Crunch or phaze it with Whirlwind. Magneton resists all of Drifblim's moves except for Hidden Power Fighting, and can KO with a super effective STAB Electric-type move. Absol and Cofagrigus will decimate Drifblim with Sucker Punch or Shadow Ball respectively, but will take a massive amount of damage if they switch into Acrobatics. Finally, Pokemon with either Roar or Whirlwind will make Drifblim useless, as it will lose its Unburden boost for the remainder of the match, and it cannot do much with base 80 Speed. Mandibuzz and Munchlax are the best Pokemon to use against Drifblim, as they boast good defenses and can Whirlwind the blimp.</p>
 
I disagree with almost every change in the first set. The Air Support set was already GP approved, and a lot of changes are either unnecessary or wrong (ex. removing the comma after "spinners in RU"). I did change the EV spread and added/changed a few sentences because of this, so I removed the mention of Choice Scarf Manectric that you noted. I didn't look over the rest of the check but I did notice a few errors, so if a GP member can look this over that would be greatly appreciated! However, I did make some fixes, thanks! :)
 
contact me on irc/ via vm if you want a diff'd version :) if not i shan't bother!

[Overview]

<p>Drifblim is one of the most unique (something can't be more/ less unique - there isn't a spectrum of uniqueness :]) Ghost-type Pokemon in RU. Boasting a huge base 150 HP, a massive support movepool, and the rare Unburden ability, this blimp is more than ready to support its team. Drifblim's Ghost / Flying typing gives it many useful resistances and immunities, but with this comes a few drawbacks. The first is a weakness to Stealth Rock, which severely hinders its spinblocking abilities. It is also weak to Pursuit, and with base 44 Defense, Drifblim will be hard-pressed to survive one. While Unburden cures its low base 80 Speed, its mediocre offenses hinder Drifblim's ability to sweep. Nevertheless, Drifblim has a solid niche in RU as a team supporter, and should not be overlooked.</p>

[SET]
name: Air Support
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Destiny Bond
move 4: Shadow Ball / Substitute
item: Flying Gem
ability: Unburden
nature: Naughty / Adamant
evs: 20 HP / 252 Atk / 236 Spe

[SET COMMENTS]

<p>Because of the deficit of spinners in RU, Spikes-stacking has become popular, so a spinblocker will likely be necessary. Drifblim can fill that role fairly well, as it is able to beat the most common Rapid Spin users in RU. The combination of Flying Gem, Acrobatics, and Unburden allows Drifblim to hit hard and become extremely fast. Acrobatics will OHKO Hitmonchan, Hitmonlee, and Cryogonal, while Will-O-Wisp cripples other Rapid Spin users, such as Kabutops and Sandslash. After Unburden activates, Drifblim reaches 510 Speed, which allows it to outspeed all Choice Scarf Pokemon with base 105 Speed or less. This enables Drifblim to use Destiny Bond to secure one more KO before it goes down. Finally, Shadow Ball allows Drifblim to hit physical walls and opposing Ghost-types, but Substitute can be used in order to avoid status.</p>

[ADDITIONAL COMMENTS]

<p>Drifblim's EVs give it as much Attack as possible, as well as enough Speed to outspeed Choice Scarf Manectric after Unburden; 168 Speed EVs are an option to outrun Choice Scarf Primeape after Unburden if Manectric is not a problem. The remaining EVs are put into HP to make Drifblim a bit bulkier overall. An Attack-boosting nature lets Acrobatics hit as hard as possible; however, if Drifblim is using Shadow Ball, use a Naughty nature. Flying Gem is mandatory as, when it is used, the power of Acrobatics is increased and Unburden is activated.</p>

<p>Drifblim greatly appreciates hazard support, as it can both spinblock and gain a few more OHKOs and 2HKOs (give significant examples if possible). Roselia is thus an ideal partner, as it can not only set up Spikes and Toxic Spikes, but also resists Electric-type attacks commonly aimed at Drifblim. A Pursuit user works well with Drifblim too by eliminating troublesome Ghost-types, such as Rotom and Cofagrigus. Rapid Spin support should also be considered as the damage from Stealth Rock limits Drifblim's survivability. Hitmonchan is a great partner; it can not only remove Stealth Rock, but also take out Rock- and Steel-types that give this set problems. Aerodactyl, Aggron, and Klinklang can wall Drifblim, but must be careful of Will-O-Wisp and Destiny Bond. Choice Scarf Galvantula outspeeds Drifblim even after Unburden, and can OHKO with a STAB Electric-type attack. Other special attackers are also dangerous; bulky Ghost-types, such as Trick Room Cofagrigus and Calm Mind Spiritomb, can take a hit and KO Drifblim with a super effective hit of their own.</p>

[SET]
name: Weather Balloon
move 1: Rain Dance
move 2: Weather Ball
move 3: Thunder
move 4: Acrobatics
item: Flying Gem
ability: Unburden
nature: Rash
evs: 20 Atk / 252 SpA / 236 Spe

[SET COMMENTS]

<p>This Drifblim can support itself as well as its teammates. Rain Dance lets it support its Swift Swim teammates, gives it a good coverage move in Weather Ball, and boosts Thunder's accuracy to 100%. Weather Ball and Thunder both hit reasonably hard due to Drifblim's base 90 Special Attack, so it should not be underestimated. Thunder also hits the Water-type Pokemon that resist Weather Ball, and finally, Acrobatics rounds off its already great coverage. A STAB- and Flying Gem-boosted Acrobatics will annihilate any Grass-types that stand in this set's way, and will also activate Unburden and double Drifblim's Speed. With good coverage to complement its high Speed, Drifblim will surely KO something, and can even pull off one more Rain Dance before it goes down.</p>

[ADDITIONAL COMMENTS]

<p>236 Speed EVs let Drifblim outrun Choice Scarf Manectric after Unburden. While standard, this is especially useful on a rain team, as Manectric is a huge threat to Water-types. 252 Special Attack EVs maximize the power of Drifblim's main attacking options, and the rest are put in Attack to boost the power of Acrobatics. An Attack-boosting nature (which, specifically?) can be used instead of a Rash one to boost the power of Acrobatics, but Drifblim should generally capitalize on its higher Special Attack and powerful special moves.</p>

<p>Sunny Day lets Drifblim support a sun team, but Thunder cannot be used. Thunderbolt can be run instead, but its significantly lower Base Power will hinder Drifblim's ability to sweep. Shadow Ball is another alternative, but it is generally less useful as it does not provide good coverage. In the sun, Weather Ball becomes a Fire-type move, which can be useful in eliminating Steel-types. Good teammates in the sun include Charizard, Sawsbuck, and Victreebel, but note that Rapid Spin support will be almost mandatory.</p>

<p>Naturally, Swift Swim Pokemon are ideal partners for Drifblim. Kabutops is particularly notable for its ability to Rapid Spin; it can even set up Stealth Rock, which will help Drifblim gain some KOs (again, examples?). Drifblim can also aid its Swift Swimming friends by eliminating the Grass-types that stand in their way. However, note that most Swift Swim are Water-types and therefore compound the team's weakness to Electric-type moves, so either Lanturn or a Ground-type teammate will be appreciated.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Thunderbolt / Hidden Power Fighting
move 4: Rest / Substitute
item: Chesto Berry / Sitrus Berry
ability: Unburden
nature: Modest
evs: 16 HP / 252 SpA / 240 Spe

[SET COMMENTS]

<p>Calm Mind is Drifblim's best setup option, and Drifblim can hit surprisingly hard after one boost as its base 90 Special Attack is decent. Shadow Ball is Drifblim's most powerful attack here, and only a few Pokemon, mainly Dark-types, resist it. Thunderbolt hits Mandibuzz, who would otherwise wall this set and phaze Drifblim with Whirlwind. However, Hidden Power Fighting lets Drifblim dent troublesome Steel-type Pokemon, such as Steelix and Klinklang. Rest is a surprisingly good recovery move for this set, as Chesto Berry not only wakes Drifblim instantly, but also activates Unburden. Substitute is an alternative over Rest to block status and possibly obtain a free Calm Mind boost. With a Sitrus Berry, Drifblim will recover the HP lost from Substitute while activating Unburden to become a fast special sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Manectric after Unburden (I think the convention is to give it 236 Speed EVs while noting that an extra 4 Spe EVs are needed if using HP Fighting!). Drifblim's Special Attack is maximized so it hits as hard as possible, and the remaining EVs are put into HP to make it a bit bulkier. As previously mentioned, Rest should be used with Chesto Berry and Substitute with Sitrus Berry. Another viable item (with either move?) is a Ghost Gem, which will both boost Shadow Ball's power on the first use and activate Unburden. Hidden Power Fighting can be used in the fourth moveslot for additional coverage. It will still work well with a Sitrus Berry, as Drifblim can survive a surprising amount of attacks after Calm Mind, including Life Orb Moltres's Fire Blast.</p>

<p>A bulky EV spread of 252 Def / 16 SpA / 240 Spe Modest lets Drifblim set up more easily and possibly even Baton Pass its boosts, but note that this EV spread leaves Drifblim extremely weak and unable to KO many threats. The likes of Magneton, Tangrowth, and Cofagrigus are good recipients of the Calm Mind boosts, though. Magneton can remove troublesome Steel-types, offensive Tangrowth can eliminate Absol and Drapion, and Cofagrigus is a more reliable spinblocker (did I understand your meaning correctly here? original wording: "Cofagrigus works well with Drifblim because Drifblim is sometimes unreliable when spinblocking.").</p>

<p>Drapion and Mandibuzz are Calm Mind Drifblim's worst enemies, because they can shrug off Drifblim's attacks with ease and phaze it with Whirlwind, which removes all acquired boosts and Unburden's effect. Pokemon that can dispose of these two are good partners; Sandslash in particular can also set up Stealth Rock and spin for Drifblim. Other banes to this set include Cryogonal and Munchlax, as they both boast massive Special Defense stats and can Haze or Whirlwind Drifblim, respectively. Dark-type Pokemon, such as Spiritomb and Absol, can take advantage of Drifblim's horrible Defense stat and use either Sucker Punch or Pursuit to take it down. Finally, Steel-types such as Ferroseed and Steelix will wall this set if Drifblim lacks Hidden Power Fighting. Magneton is therefore a great teammate as it removes these Steel-types while resisting all moves super effective against Drifblim.</p>

[Other Options]

<p>Due to Drifblim's massive support movepool, it has quite a few alternative options, though most of them are not worthy of individual sets. It can run a dedicated Baton Pass set to pass Substitute and boosts from Calm Mind or Stockpile. It can also run a more defensive set to become a better (sturdier?) spinblocker, and the Aftermath ability can let it rack up damage on spinners. Though rather gimmicky, Drifblim can play the role of a Flare Boost sweeper as well; when it is burned, its Special Attack will be increased by 1.5x. It has a niche as the only fully evolved Pokemon with the ability, but this is not a reliable strategy as it will be worn down too quickly by Stealth Rock and burn damage to sweep.</p>

<p>Drifblim has a few other support options that it can use. Will-O-Wisp, Toxic, or Thunder Wave can be used to cripple opposing Pokemon (perhaps mention who they work best against/ how likely they are to switch into Drifblim/ their effectiveness in comparison to the listed moves?). Haze removes boosts from Pokemon such as Lilligant, while Memento sacrifices Drifblim to cripple an opposing attacker. Disable is an interesting move; due to Drifblim's many resistances and immunities, most Pokemon have only one move effective against it. Drifblim can try a SubDisable set, but it is inferior to every other set.</p>

[Checks and Counters]

<p>The best way to take down Drifblim is to keep Stealth Rock on the field; due to its Flying typing, Drifblim will take 25% damage upon switching in, and its lack of reliable recovery and its low defenses mean Drifblim will not be able to take many hits after Stealth Rock damage. Drapion is perhaps the most solid counter to Drifblim, as it only takes neutral damage from any of Drifblim's moves and can either hit it with a super effective STAB Crunch or phaze it with Whirlwind. Magneton resists all of Drifblim's moves except for Hidden Power Fighting and can KO with a super effective STAB Electric-type move. Absol and Cofagrigus will decimate Drifblim with Sucker Punch and Shadow Ball respectively, but will take a massive amount of damage if they switch into Acrobatics. Finally, phazers render Drifblim useless, as it will lose its Unburden boost for the remainder of the match, and it cannot do much with its base 80 Speed; Mandibuzz and Munchlax are the best phazers to use against Drifblim, as they boast good defenses in addition to Whirlwind.</p>


slightly nitpicky, but note that "Swift Swimmers" and "Scarf users" are both unacceptable; these should be "Swift Swim users / Swift Swim Pokemon" and "Choice Scarf users" respectively! otherwise, I liked it, prose was great, was an easy read :)

 
sirndpt is a cruel slavedriver

edit
[14:17:11] * @sirndpt cracks whip
[14:17:18] <@sirndpt> get to it
[14:17:18] <@sirndpt> !

placeholder

lol i honestly forgot that flare boost existed until i read this analysis

[Overview]

<p>Drifblim is a very unique Ghost-type Pokemon in RU. Boasting a huge base 150 HP, a massive support movepool, and the rare Unburden ability, this blimp is more than ready to support its team. Drifblim's Ghost / Flying typing gives it many useful resistances and immunities, but with this also comes with a few drawbacks. The first is a weakness to Stealth Rock, which severely hinders itDrifblim's spinblocking abilities. It is also weak to Pursuit, and with base 44 Defense, Drifblim will be hard-pressed to survive one. While Unburden cures itDrifblim's low base 80 Speed, its mediocre offenses hinder Drifblim'its ability to sweep. Nevertheless, Drifblim has a solid niche in RU as a team supporter,(remove comma) and should not be overlooked.</p>

[SET]
name: Air Support
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Destiny Bond
move 4: Shadow Ball / Substitute
item: Flying Gem
ability: Unburden
nature: Naughty / Adamant
evs: 20 HP / 252 Atk / 236 Spe

[SET COMMENTS]

<p>Because of the deficit of spinners in RU, Spikes-stacking hasteams have become popular, so a spinblocker will likely be necessary. Drifblim can fill that role fairly well, as it is able to beat the most common Rapid Spin users in RU. The combination of Flying Gem, Acrobatics, and Unburden allows Drifblim to hit hard and become extremely fast. Acrobatics will OHKO Hitmonchan, Hitmonlee, and Cryogonal, while Will-O-Wisp cripples other Rapid Spin users, such as Kabutops and Sandslash. After Unburden activates, Drifblim reaches 510 Speed, which allows it to outspeed all Choice Scarf Pokemon with base 105 Speed or less. This enables Drifblim to use Destiny Bond to secure one more KO before it goes down. Finally, Shadow Ball allows Drifblim to hit physical walls and opposing Ghost-types, but Substitute can be used in order to avoid status.</p>

[ADDITIONAL COMMENTS]

<p>Drifblim's EVs give it as much Attack as possible, as well as enough Speed to outspeed Choice Scarf Manectric after the boost from Unburden; 168 Speed EVs are an option to outrun Choice Scarf Primeape after Unburden if Manectric is not a problem. The remaining EVs are put into HP to make Drifblim a bit bulkier overall. An Attack-boosting nature lets Acrobatics hit as hard as possible; however, if Drifblim is using Shadow Ball, use a Naughty nature. Flying Gem is mandatory,(comma) as, when it is used, increases the power of Acrobatics is increased and Unburden is activatedand activates Unburden.</p>

<p>Drifblim greatly appreciates hazard support, as it can both spinblock and gain a few more OHKOs and 2HKOs on Pokemon such as Moltres and Mandibuzz. Roselia is thus an ideal partner, as it can not only can it set up Spikes and Toxic Spikes, but it also resists Electric-type attacks commonly aimed at Drifblim. A Pursuit user works well with Drifblim too by eliminating troublesome Ghost-types, such as Rotom and Cofagrigus. Rapid Spin support should also be considered,(comma) as the damage from Stealth Rock limits Drifblim's survivability. Hitmonchan is a great partner; it can not only remove Stealth Rock, but also take out Rock- and Steel-types that give this set problems. Aerodactyl, Aggron, and Klinklang can wall Drifblim,(remove comma) but must be careful of Will-O-Wisp and Destiny Bond. Choice Scarf Galvantula outspeeds Drifblim even after the Unburden,(remove comma) boost and can OHKO with a STAB Electric-type attack. Other special attackers are also dangerous; bulky Ghost-types, such as Trick Room Cofagrigus and Calm Mind Spiritomb, can take a hit and KO Drifblim with a super effective hit of their own.</p>

[SET]
name: Weather Balloon
move 1: Rain Dance
move 2: Weather Ball
move 3: Thunder
move 4: Acrobatics
item: Flying Gem
ability: Unburden
nature: Rash
evs: 20 Atk / 252 SpA / 236 Spe

[SET COMMENTS]

<p>This Drifblim can support itself as well as its teammates. Rain Dance lets it support its Swift Swim teammates, gives it a good coverage move in Weather Ball, and boosts Thunder's accuracy to 100%. Weather Ball and Thunder both hit reasonably hard due to Drifblim's base 90 Special Attack, so itthey should not be underestimated.; Thunder also hits the Water-type Pokemon that resist Weather Ball, and f. Finally, Acrobatics rounds off itut Drifblim's already great coverage. A STAB- and Flying Gem-boosted STAB Acrobatics will annihilate any Grass-types that stand in this set's way,(remove comma) and will also double Drifblim's Speed by activateing Unburden and double Drifblim's Speed. With good coverage to complement its high Speed, Drifblim will surely KO something,at least one Pokemon and can even pull off one more Rain Dance before it goes down.</p>

[ADDITIONAL COMMENTS]

<p>236 Speed EVs let Drifblim outrun Choice Scarf Manectric after Unburden activates. While standard, this is especially useful on a rain team, as Manectric is a huge threat to Water-types. 252 Special Attack EVs maximize the power of Drifblim's main attacking options, and the rest are put in Attack to boost the power of Acrobatics. A Naughty nature can be used instead of a Rash one to boost the power of Acrobatics, but Drifblim should generally capitalize on its higher Special Attack and powerful special moves.</p>

<p>Sunny Day lets Drifblim support a sun team, but Thunder cannot be used. Drifblim can run Thunderbolt can be run instead, but its significantly lower Base Power will hinder Drifblim'its ability to sweep. Shadow Ball is another alternative, but it is generally less useful as it does not provide good coverage. In the sun, Weather Ball becomes a Fire-type move, which can be useful in eliminating Steel-types. Good teammates in the sun include Charizard, Sawsbuck, and Victreebel, but note that Rapid Spin support will be almost mandatory.</p>

<p>Naturally, Swift Swim Pokemon are ideal partners for Drifblim. Kabutops is particularly notable for its ability to Rapid Spin; it can even set up Stealth Rock, which will help Drifblim gain some KOs. Drifblim can also aid its Swift Swimming friends by eliminating the Grass-types that stand in their way. However, note that most Swift Swim Pokemon are Water-types and therefore compound the team's weakness to Electric-type moves, so either Lanturn or a Ground-type teammate will be appreciated.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Thunderbolt / Hidden Power Fighting
move 4: Rest / Substitute
item: Chesto Berry / Sitrus Berry
ability: Unburden
nature: Modest
evs: 20 HP / 252 SpA / 236 Spe

[SET COMMENTS]

<p>Calm Mind is Drifblim's best setup option, and Drifblim can hit surprisingly hard after one boost as itsdue to its decent base 90 Special Attack is decent. Shadow Ball is Drifblim's most powerful attack here, and only a few Pokemon, mainly Dark-types, resist it. Thunderbolt hits Mandibuzz, whoich would otherwise wall this set and phaze Drifblim with Whirlwind. However, Hidden Power Fighting lets Drifblim dent troublesome Steel-type Pokemon, such as Steelix and Klinklang. Rest is a surprisingly good recovery move for this set, as its Chesto Berry not only wakes Drifblim instantly,(remove comma) but also activates Unburden. Substitute is an alternative over Rest to block status and possibly obtain a free Calm Mind boost. With a Sitrus Berry, Drifblim will recover the HP lost from Substitute while activating Unburden to become a fast special sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Manectric after Unburden, but note that if Drifblim is using Hidden Power Fighting, it needs 240 Speed EVs. Drifblim's Special Attack is maximized so that it hits as hard as possible, and the remaining EVs are put into HP to make it a bit bulkier. As previously mentioned, Rest should be used with a Chesto Berry and Substitute with a Sitrus Berry. Another viable item is a Ghost Gem, which will both boost Shadow Ball's power on the first use and activate Unburden. Drifblim can use Hidden Power Fighting can be used in the fourth moveslot for additional coverage. It will still work well with a Sitrus Berry, as Drifblim can survive a surprising amount of attacks after a Calm Mind, including Life Orb Moltres's Fire Blast.</p>

<p>A bulky EV spread of 252 Def / 16 SpA / 240 Spe Modestwith a Modest nature lets Drifblim set up more easily and possibly even Baton Pass its boosts, but note that this EV spread leaves Drifblim extremely weak and unable to KO many threats. The likes of Magneton, Tangrowth, and Cofagrigus are good recipients of the Calm Mind boosts, though. Magneton can remove troublesome Steel-types, offensive Tangrowth can eliminate Absol and Drapion, and Cofagrigus is a more reliable spinblocker.</p>

<p>Drapion and Mandibuzz are Calm Mind Drifblim's worst enemies,(remove comma) because they can shrug off Drifblim's attacks with ease and phaze it with Whirlwind, which removes all acquired boosts and Unburden's effect. Pokemon that can dispose of these two are good partners; Sandslash in particular can also set up Stealth Rock and spin for Drifblim. Other banes to this set include Cryogonal and Munchlax, as they both boast massive Special Defense stats and can Haze or Whirlwind Drifblim, respectively. Dark-type Pokemon, such as Spiritomb and Absol, can take advantage of Drifblim's horrible Defense stat and use either Sucker Punch or Pursuit to take it down. Finally, Steel-types such as Ferroseed and Steelix will wall this set if Drifblim lacks Hidden Power Fighting. Magneton is therefore a great teammate as it removes these Steel-types while resisting all moves super effective against Drifblim.</p>

[Other Options]

<p>Due to Drifblim's massive support movepool, it has quite a few alternative options, though most of them are not worthy of individual sets. It can run a dedicated Baton Pass set to pass Substitute and boosts from Calm Mind or Stockpile. It can also run a more defensive set to become a sturdier spinblocker, and the Aftermath ability can let it rack up damage on spinners. Though rather gimmicky, Drifblim can play the role of a Flare Boost sweeper as well; when it is burned, its Special Attack will be increased by 1.5x. It has a niche as the only fully evolved Pokemon with the ability, but this is not a reliable strategy as it will be worn down too quickly by Stealth Rock and burn damage to sweep.</p>

<p>Drifblim has a few other support options that it can use. Will-O-Wisp, Toxic, or Thunder Wave can be used to cripple opposing Pokemon. Will-O-Wisp is helpful if Drifblim is the only spinblocker on your team, as it will help against Kabutops. Toxic helps to wear down opposing walls that give Drifblim trouble, such as Mandibuzz. Thunder Wave cripples sweepers that attempt to OHKO Drifblim, such as Omastar. Haze removes boosts from Pokemon such as Lilligant, while Memento sacrifices Drifblim to cripple an opposing attacker. Disable is an interesting move; due to Drifblim's many resistances and immunities, most Pokemon have only one move effective against it. Drifblim can try a SubDisable set, but it is inferior to every otherlisted set.</p>

[Checks and Counters]

<p>The best way to take down Drifblim is to keep Stealth Rock on the field; due to its Flying typing, Drifblim will take 25% damage upon switching in, and its lack of reliable recovery and its low defenses mean Drifblimthat it will not be able to take many hits after Stealth Rock damage. Drapion is perhaps the most solid counter to Drifblim, as it only takes neutral damage from any of Drifblim's moves and can either hit it with a super effective STAB Crunch or phaze it with Whirlwind. Magneton resists all of Drifblim's moves except for Hidden Power Fighting and can KO it with a super effective STAB Electric-type move. Absol and Cofagrigus will decimate Drifblim with Sucker Punch and Shadow Ball,(comma) respectively, but they will take a massive amount of damage if they switch into Acrobatics. Finally, phazers render Drifblim useless, as it will lose its Unburden boost for the remainder of the match, and it cannot do much with its base 80 Speed; Mandibuzz and Munchlax are the best phazers to use against Drifblim, as they boast good defenses in addition to Whirlwind.</p>


[Overview]

<p>Drifblim is a unique Ghost-type Pokemon in RU. Boasting a huge base 150 HP, a massive support movepool, and the rare Unburden ability, this blimp is more than ready to support its team. Drifblim's Ghost / Flying typing gives it many useful resistances and immunities, but it also comes with a few drawbacks. The first is a weakness to Stealth Rock, which severely hinders Drifblim's spinblocking abilities. It is also weak to Pursuit, and with base 44 Defense, Drifblim will be hard-pressed to survive one. While Unburden cures Drifblim's low base 80 Speed, its mediocre offenses hinder its ability to sweep. Nevertheless, Drifblim has a solid niche in RU as a team supporter and should not be overlooked.</p>

[SET]
name: Air Support
move 1: Acrobatics
move 2: Will-O-Wisp
move 3: Destiny Bond
move 4: Shadow Ball / Substitute
item: Flying Gem
ability: Unburden
nature: Naughty / Adamant
evs: 20 HP / 252 Atk / 236 Spe

[SET COMMENTS]

<p>Because of the deficit of spinners in RU, Spikes-stacking teams have become popular, so a spinblocker will likely be necessary. Drifblim can fill that role fairly well, as it is able to beat the most common Rapid Spin users in RU. The combination of Flying Gem, Acrobatics, and Unburden allows Drifblim to hit hard and become extremely fast. Acrobatics will OHKO Hitmonchan, Hitmonlee, and Cryogonal, while Will-O-Wisp cripples other Rapid Spin users, such as Kabutops and Sandslash. After Unburden activates, Drifblim reaches 510 Speed, which allows it to outspeed all Choice Scarf Pokemon with base 105 Speed or less. This enables Drifblim to use Destiny Bond to secure one more KO before it goes down. Finally, Shadow Ball allows Drifblim to hit physical walls and opposing Ghost-types, but Substitute can be used in order to avoid status.</p>

[ADDITIONAL COMMENTS]

<p>Drifblim's EVs give it as much Attack as possible, as well as enough Speed to outspeed Choice Scarf Manectric after the boost from Unburden; 168 Speed EVs are an option to outrun Choice Scarf Primeape after Unburden if Manectric is not a problem. The remaining EVs are put into HP to make Drifblim a bit bulkier overall. An Attack-boosting nature lets Acrobatics hit as hard as possible; however, if Drifblim is using Shadow Ball, use a Naughty nature. Flying Gem is mandatory, as its use increases the power of Acrobatics and activates Unburden.</p>

<p>Drifblim greatly appreciates hazard support, as it can both spinblock and gain a few more OHKOs and 2HKOs on Pokemon such as Moltres and Mandibuzz. Roselia is thus an ideal partner, as not only can it set up Spikes and Toxic Spikes, but it also resists Electric-type attacks commonly aimed at Drifblim. A Pursuit user works well with Drifblim too by eliminating troublesome Ghost-types, such as Rotom and Cofagrigus. Rapid Spin support should also be considered, as the damage from Stealth Rock limits Drifblim's survivability. Hitmonchan is a great partner; it can not only remove Stealth Rock, but also take out Rock- and Steel-types that give this set problems. Aerodactyl, Aggron, and Klinklang can wall Drifblim but must be careful of Will-O-Wisp and Destiny Bond. Choice Scarf Galvantula outspeeds Drifblim even after the Unburden boost and can OHKO with a STAB Electric-type attack. Other special attackers are also dangerous; bulky Ghost-types, such as Trick Room Cofagrigus and Calm Mind Spiritomb, can take a hit and KO Drifblim with a super effective hit of their own.</p>

[SET]
name: Weather Balloon
move 1: Rain Dance
move 2: Weather Ball
move 3: Thunder
move 4: Acrobatics
item: Flying Gem
ability: Unburden
nature: Rash
evs: 20 Atk / 252 SpA / 236 Spe

[SET COMMENTS]

<p>This Drifblim can support itself as well as its teammates. Rain Dance lets it support its Swift Swim teammates, gives it a good coverage move in Weather Ball, and boosts Thunder's accuracy to 100%. Weather Ball and Thunder both hit reasonably hard due to Drifblim's base 90 Special Attack, so they should not be underestimated; Thunder also hits the Water-type Pokemon that resist Weather Ball. Finally, Acrobatics rounds out Drifblim's already great coverage. A Flying Gem-boosted STAB Acrobatics will annihilate any Grass-types that stand in this set's way and will also double Drifblim's Speed by activating Unburden. With good coverage to complement its high Speed, Drifblim will surely KO at least one Pokemon and can even pull off one more Rain Dance before it goes down.</p>

[ADDITIONAL COMMENTS]

<p>236 Speed EVs let Drifblim outrun Choice Scarf Manectric after Unburden activates. While standard, this is especially useful on a rain team, as Manectric is a huge threat to Water-types. 252 Special Attack EVs maximize the power of Drifblim's main attacking options, and the rest are put in Attack to boost the power of Acrobatics. A Naughty nature can be used instead of a Rash one to boost the power of Acrobatics, but Drifblim should generally capitalize on its higher Special Attack and powerful special moves.</p>

<p>Sunny Day lets Drifblim support a sun team, but Thunder cannot be used. Drifblim can run Thunderbolt instead, but its significantly lower Base Power will hinder its ability to sweep. Shadow Ball is another alternative, but it is generally less useful as it does not provide good coverage. In the sun, Weather Ball becomes a Fire-type move, which can be useful in eliminating Steel-types. Good teammates in the sun include Charizard, Sawsbuck, and Victreebel, but note that Rapid Spin support will be almost mandatory.</p>

<p>Naturally, Swift Swim Pokemon are ideal partners for Drifblim. Kabutops is particularly notable for its ability to Rapid Spin; it can even set up Stealth Rock, which will help Drifblim gain some KOs. Drifblim can also aid its Swift Swim friends by eliminating the Grass-types that stand in their way. However, note that most Swift Swim Pokemon are Water-types and therefore compound the team's weakness to Electric-type moves, so either Lanturn or a Ground-type teammate will be appreciated.</p>

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Thunderbolt / Hidden Power Fighting
move 4: Rest / Substitute
item: Chesto Berry / Sitrus Berry
ability: Unburden
nature: Modest
evs: 20 HP / 252 SpA / 236 Spe

[SET COMMENTS]

<p>Calm Mind is Drifblim's best setup option, and Drifblim can hit surprisingly hard after one boost due to its decent base 90 Special Attack. Shadow Ball is Drifblim's most powerful attack here, and only a few Pokemon, mainly Dark-types, resist it. Thunderbolt hits Mandibuzz, which would otherwise wall this set and phaze Drifblim with Whirlwind. However, Hidden Power Fighting lets Drifblim dent troublesome Steel-type Pokemon, such as Steelix and Klinklang. Rest is a surprisingly good recovery move for this set, as its Chesto Berry not only wakes Drifblim instantly but also activates Unburden. Substitute is an alternative over Rest to block status and possibly obtain a free Calm Mind boost. With a Sitrus Berry, Drifblim will recover the HP lost from Substitute while activating Unburden to become a fast special sweeper.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Manectric after Unburden, but note that if Drifblim is using Hidden Power Fighting, it needs 240 Speed EVs. Drifblim's Special Attack is maximized so that it hits as hard as possible, and the remaining EVs are put into HP to make it a bit bulkier. As previously mentioned, Rest should be used with a Chesto Berry and Substitute with a Sitrus Berry. Another viable item is a Ghost Gem, which will both boost Shadow Ball's power on the first use and activate Unburden. Drifblim can use Hidden Power Fighting in the fourth moveslot for additional coverage. It will still work well with a Sitrus Berry, as Drifblim can survive a surprising amount of attacks after a Calm Mind, including Life Orb Moltres's Fire Blast.</p>

<p>A bulky EV spread of 252 Def / 16 SpA / 240 Spe with a Modest nature lets Drifblim set up more easily and possibly even Baton Pass its boosts, but note that this EV spread leaves Drifblim extremely weak and unable to KO many threats. The likes of Magneton, Tangrowth, and Cofagrigus are good recipients of the Calm Mind boosts, though. Magneton can remove troublesome Steel-types, offensive Tangrowth can eliminate Absol and Drapion, and Cofagrigus is a more reliable spinblocker.</p>

<p>Drapion and Mandibuzz are Calm Mind Drifblim's worst enemies because they can shrug off Drifblim's attacks with ease and phaze it with Whirlwind, which removes all acquired boosts and Unburden's effect. Pokemon that can dispose of these two are good partners; Sandslash in particular can also set up Stealth Rock and spin for Drifblim. Other banes to this set include Cryogonal and Munchlax, as they both boast massive Special Defense stats and can Haze or Whirlwind Drifblim, respectively. Dark-type Pokemon, such as Spiritomb and Absol, can take advantage of Drifblim's horrible Defense stat and use either Sucker Punch or Pursuit to take it down. Finally, Steel-types such as Ferroseed and Steelix will wall this set if Drifblim lacks Hidden Power Fighting. Magneton is therefore a great teammate as it removes these Steel-types while resisting all moves super effective against Drifblim.</p>

[Other Options]

<p>Due to Drifblim's massive support movepool, it has quite a few alternative options, though most of them are not worthy of individual sets. It can run a dedicated Baton Pass set to pass Substitute and boosts from Calm Mind or Stockpile. It can also run a more defensive set to become a sturdier spinblocker, and the Aftermath ability can let it rack up damage on spinners. Though rather gimmicky, Drifblim can play the role of a Flare Boost sweeper as well; when it is burned, its Special Attack will be increased by 1.5x. It has a niche as the only fully evolved Pokemon with the ability, but this is not a reliable strategy as it will be worn down too quickly by Stealth Rock and burn damage to sweep.</p>

<p>Drifblim has a few other support options it can use. Will-O-Wisp, Toxic, or Thunder Wave can be used to cripple opposing Pokemon. Will-O-Wisp is helpful if Drifblim is the only spinblocker on your team, as it will help against Kabutops. Toxic helps to wear down opposing walls that give Drifblim trouble, such as Mandibuzz. Thunder Wave cripples sweepers that attempt to OHKO Drifblim, such as Omastar. Haze removes boosts from Pokemon such as Lilligant, while Memento sacrifices Drifblim to cripple an opposing attacker. Disable is an interesting move; due to Drifblim's many resistances and immunities, most Pokemon have only one move effective against it. Drifblim can try a SubDisable set, but it is inferior to every listed set.</p>

[Checks and Counters]

<p>The best way to take down Drifblim is to keep Stealth Rock on the field; due to its Flying typing, Drifblim will take 25% damage upon switching in, and its lack of reliable recovery and its low defenses mean that it will not be able to take many hits after Stealth Rock damage. Drapion is perhaps the most solid counter to Drifblim, as it only takes neutral damage from any of Drifblim's moves and can either hit it with a super effective STAB Crunch or phaze it with Whirlwind. Magneton resists all of Drifblim's moves except for Hidden Power Fighting and can KO it with a super effective STAB Electric-type move. Absol and Cofagrigus will decimate Drifblim with Sucker Punch and Shadow Ball, respectively, but they will take a massive amount of damage if they switch into Acrobatics. Finally, phazers render Drifblim useless, as it will lose its Unburden boost for the remainder of the match, and it cannot do much with its base 80 Speed; Mandibuzz and Munchlax are the best phazers to use against Drifblim, as they boast good defenses in addition to Whirlwind.</p>



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