Drifblim (GP 3/3)

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
[Overview]

<p>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.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Magmortar after the Unburden boost, while the Defense EVs boost the defensive stat not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near-useless with Drifblim's already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat.</p>

<p>Without proper team support, this Drifblim will never be able to sweep, so the choice of teammates is an important decision. When using Drifblim early on, use it to lure out its counters, which should then be identified and eliminated; Fighting-types, such as Sawk, are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblim's counters have been suitably weakened or removed should it attempt a sweep. However, this is not all that Drifblim demands from its teammates. A Rapid Spinner, too, is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblim's checks and counters.</p>

[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item of choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes it the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EV spread on this set is the standard sweeper one: Special Attack and Speed are maximized for the most attacking potential, while a Timid nature lets it outspeed dangerous threats such as Absol and at worst Speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, playing off its numerous immunities and resistances to force switches so it can safely set up a Substitute. More often than not, firing off unboosted attacks from behind a Substitute is better than using Calm Mind as Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Steel-types such as Probopass make excellent teammates as they can switch into most of Drifblim's weaknesses. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponent's side to hurt switch-ins and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team, so its customizations reflect its job. The EVs and nature all contribute to giving Drifblim the maximum amount of physical and special bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed, so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item, which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up; good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts from the likes of Gorebyss or Mawile should definitely be passed to Drifblim as, despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim. While all Pokemon appreciate stat boosts being passed to them, there at some who can use them more efficiently; Musharna can use the boosts accrued to unleash a powerful Stored Power while Octillery can counter phazing attempts with Suction Cups.</p>

[Other Options]

<p>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. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flying Gem + Acrobatics, or even with a Focus Sash set that can use Destiny Bond after the opponent triggers Unburden when they activate the Sash. 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.</p>

[Checks and Counters]

<p>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.</p>
 

breh

強いだね
weather abuse looks iffy (you don't want SR weak setters). no mention of flare boost (which is like a mini-LO mismagius for refernce) at all?

charge beam, twave, and toxic in OO?

spinblocker (restalk, shadow ball, will-o-wisp) set? mono-attacker set (HP flying)?

neat mon.
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
Yeah, Weather Abuse is kinda iffy but it does work, its up to QC as to weather it remains a set. As for the other options, i've only added Charge Beam as most Pokemon can learn Thunder Wave and Toxic anyway so it isn't really an option that is unique at all to Drifblim, anyway, neither benefits Drifblim at all.
Drifblim is such a deceptive Pokemon, it looks really bulky with that high Hp stat so its easy to think "Oh, Resttalk really should work"
But after using Drifblim, Resttalk really won't work, Drifblim is just not Bulky enough
 

Ice-eyes

Simper Fi
Looks solid, but I'd like to see SubCM as the second set. It's bulky, it can set up on a *lot* of walls and it has really good coverage.
 

tennisace

not quite too old for this, apparently
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Yeah move that Weather Abuse set to AC, idk why you would use a Gem over Leftovers, I dont think it would get any notable KOs. I agree SubCM should be the second set, with ChestoRest first and BP third. Add Regirock to checks/counters, its really really bulky and can easily KO, especially if you don't have HP Fighting.
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
After using the SubCM set for a while before writing this up, Im not really sure what it has over the ChestoRest set.
Rest already removes status from Drifblim while most Pokemon can break Drifblims Substitute anyway, the SubCM set also doesnt have any better coverage than the ChestoRest set. I know the SubCM set is in previous analyses in other tiers, but I dont see why anyone would use it over ChestoRest
Ill add it anyway cause two QC members want it but Ill test it more first
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
Double Post...

Changes have been added, even the SubCM set which I'm not a fan of.
Could QC please explain what the SubCM set has over ChestoRest?
Anyway, this is ready for Stamps (I Hope)
 

tennisace

not quite too old for this, apparently
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Immune to status, less vulnerable to Sucker Punch. I'll fully check this tomorrow.
 

Ice-eyes

Simper Fi
Yeah, looks good now. I'd like to see mention of an Aftermath SubCM set, though; with Leftovers it gets more longevity and can keep coming in on walls, in contrast to ChestoRest.

 

jake

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I'd actually rather have Aftermath and Lefties on the SubCM set in the first place. Otherwise, it's really a poor man's CM+Rest Drifblim that's losing all of its HP due to rocks/Substitute. Change that and



QC APPROVED (3/3)
 

Ice-eyes

Simper Fi
how did this get 3 QC checks without a single mention of Flare Boost?
Oops. It's probably OO material though, seems kinda bad; you're undermining Drifblim's bulk, not taking advantage of Unburden and not hitting all that hard. Unless anyone's tested it?
 

jake

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i've played against several flare boost sets and they were all mediocre compared to the unburden ones
 

erisia

Innovative new design!
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Isn't Flare Boost just a suped-up Life Orb? Unless a Life Orb attacker set is worth a mention (and it probably isn't) then Flare Boost probably isn't worth it.
 

tennisace

not quite too old for this, apparently
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Flare Boost is decidedly OO, you can boost Drifblim's SpA without a health loss but you can't really boost its speed.
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus
This is ready for GP checks, if anyone thinks that any of the sections should be more detailed than just say so
 

macle

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Drifblim

[Overview]

<p>Drifblim is definitely a unique Pokemon; unique typing, unique stats, unique abilities and unique movepool. All of these help in making Drifblim more than just a regular balloon. Unfortunately unique doesn't always translate to good. While Drifblim's typing gives it three immunities and resistances including the Normal-type, it also curses Drifblim with a weakness to Stealth Rock, Pursuit, and the BoltBeam combination, which are commonly used offensive attacks. Drifblim also boasts the seventh highest HP in the game 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 can abuse it to the fullest. Although Drifblim may not seem to threatening at first, be aware for it can easily blow away unprepared teams.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
Nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>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 simple. 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 allowing 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, while activating Unburden to boost Drifblim's Speed past most 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 Psychic- and opposing 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.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Scarf Sawk and Scarf Magmortar after the Unburden boost, while the Defense EVs boost the Defense not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near useless with Drifblims already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat. Without proper team support, this Drifblim will never be able to sweep, so the choice of teammate is an important decision. When using Drifblim early on, use it to lure out its counters which should then be identified and eliminated; Fighting-types such as Sawk are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblims counters have been suitably weakened or removed, should it attempt a sweep. However, this is not all that Drifblim demands from its teammates, a rapid spinner is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblims checks and counters.</p>


[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

<p>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 they 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 sweeper 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, the main STAB move is Shadow Ball while coverage options are Thunderbolt and Hidden Power Fighting.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes Drifblim into the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EVs on this set is the standard sweeper spread, Special Attack and Speed are maximized for the most attacking potential while the Timid nature lets it outspeed dangerous threats like Absol and at worst, speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, using its numerous immunities and resistances to force switches so it can safely set-up a Substitute. More often than not, attacking from behind the Substitute is better than using Calm Mind as this Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponents side to hurt switchins, and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>


[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
Nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>Drifblim can also use its unique traits to become a valuable member in Baton Pass chains. Drifblim's main advantage over other Baton Passers 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 Defense and Special Defense. While Stockpile only boosts up to +3, that is more than enough to make Drifblims substitutes very hard to break. If a more offensive boosting move is required, then 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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team so its customizations reflect its job. The EVs and Nature all contribute into giving Drifblim the maximum amount of Physical and Special bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As this Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up, good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts should definitely be passed to Drifblim from a Pokemon such as Gorebyss as despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim.</p>


[Other Options]

<p>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 or Sun, but unlike others, it can actually abuse them efficiently with Weather Ball which has excellent coverage with Shadow Ball regardless lf which weather you choose. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flight Gem + Acrobatics or even with a Focus Sash set that can use Destiny Bond first after the opponent triggers Unburden when they activate the Sash. 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 Drifblim 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 Black and White, it may not be able to do as much damage as before. Another suicidal move that Drifblim can use is Memento, which can open up a window for powerful setup Pokemon like Gorebyss to continue the destruction. Instead of dying with flare, 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; but Drifblim is better off using Calm Mind to boost its Special Attack and Unburden to bypass its Speed problem.</p>

[Checks and Counters]

<p>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 of Pursuit it as it tries to float away. Special walls are equally annoying with their huge special bulk that can easily tank Drifblim's moves and whittle it down or status it. Even better are those such as 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.</p>

blaaaaah
 

Nix_Hex

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in chesto rest set:
Thunderbolt has higher base power and hurts Flying- and Water-types,(comma) but Hidden Power Fighting has perfect neutral coverage alongside Shadow Ball.
and in AC of that same set
The EVs on this set is the standard sweeper spread:(colon) Special Attack and Speed are maximized for the most attacking potential while the Timid nature lets it outspeed dangerous threats like Absol and at worst, speed-tie with Mesprit.
...
More often than not, attacking from behind the Substitute is better than using Calm Mind as this Drifblim is quite easily outsped and killed while setting up.
...
and due to Drifblim's Ghost typing(no hyphen), it can block any attempts to spin the hazards away.
Also, it's Flying Gem, not Flight Gem

macle's check is good, just make sure to make my corrections on top of this. I'm afraid this will require two more checks since there are a number of weird prose issues that need to be dealt with. Otherwise...

[GP 1/3]
 
[Overview]

<p>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 goodcompetitive viability. While Drifblim's typing gives it three immunities and resistances, including one to the Normal-type, it also curses Drifblim with a weakness to Stealth Rock, Pursuit, and the BoltBeam combination, which are commonly used offensive attacks in NU. Drifblim also 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 it to the fullest. Although Drifblim may not seem too threatening at first, be awarecareful, for it can easily blow away unprepared teams.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>This set is meant to set up with Calm Mind and sweep with boosted Special Attack and Speed after activating Unburden.
I
—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 allowings 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 while; this also activatinges 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 Psychic- and opposing Ghost-types, while the last slot is for coverage. Thunderbolt has higher bBase pPower and hurts Flying- and Water-types, but Hidden Power Fighting has perfect neutral coverage alongside Shadow Ball.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Magmortar after the Unburden boost, while the Defense EVs boost the Defense not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near -useless with Drifblim's already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat.
</p>

<p>
Without proper team support, this Drifblim will never be able to sweep, so the choice of teammates is an important decision. When using Drifblim early on, use it to lure out its counters, which should then be identified and eliminated; Fighting-types, such as Sawk, are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblim's counters have been suitably weakened or removed, should it attempt a sweep. However, this is not all that Drifblim demands from its teammates, a r. A Rapid sSpinner, too, is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblim's checks and counters.</p>


[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

<p>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 theyit 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, theDrifblim's main STAB move is Shadow Ball while, and its main coverage options are Thunderbolt and Hidden Power Fightingeither 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 effectivel.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes Drifblim into the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EVs spread on this set is the standard sweeper spreadone: Special Attack and Speed are maximized for the most attacking potential, while thea Timid nature lets it outspeed dangerous threats likesuch as Absol and at worst, s Speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, usingplaying off its numerous immunities and resistances to force switches so it can safely set- up a Substitute. More often than not, attacking from behind thefiring off unboosted attacks from behind a Substitute is better than using Calm Mind as this Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponents side to hurt switch-ins and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>


[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>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 sSubstitutes very hard to break. If a more offensive boosting move is required, then 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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team, so its customizations reflect its job. The EVs and Nnature all contribute into giving Drifblim the maximum amount of Pphysical and Sspecial bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed, so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up, good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts from the likes of Gorebyss should definitely be passed to Drifblim from a Pokemon such as Gorebyss as, despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim.</p>


[Other Options]

<p>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 Rrain or Sand 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. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flying Gem + Acrobatics, or even with a Focus Sash set that can use Destiny Bond first after the opponent triggers Unburden when they activate the Sash. 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 Drifblimit 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 Black and White, it may not be able to do as muchW, it will do less damage asthan before. Another suicidal move that Drifblim can use is Memento, which can open up a window for powerful setup Pokemon like, such as Gorebyss, to continue the destruction. Instead of dying with flareir, 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; but Drifblim is better off using Calm Mind to boost its Special Attack and Unburden to bypass its Speed problemovercome its Speed issues.</p>

[Checks and Counters]

<p>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, ofr Pursuit it as it tries to float away. Special walls are equally annoying, with their huge special bulk that canallowing them to easily tank Drifblim's moves and whittle it down or status it. Even better are those such asspecially 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.</p>


2/3

I found pretty little to change, actually, NixHex! S:

[Overview]

<p>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.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>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 Psychic- and opposing 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.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Magmortar after the Unburden boost, while the Defense EVs boost the Defense not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near-useless with Drifblim's already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat.</p>

<p>Without proper team support, this Drifblim will never be able to sweep, so the choice of teammates is an important decision. When using Drifblim early on, use it to lure out its counters, which should then be identified and eliminated; Fighting-types, such as Sawk, are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblim's counters have been suitably weakened or removed should it attempt a sweep. However, this is not all that Drifblim demands from its teammates. A Rapid Spinner, too, is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblim's checks and counters.</p>

[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>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 effectivel.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes Drifblim the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EV spread on this set is the standard sweeper one: Special Attack and Speed are maximized for the most attacking potential, while a Timid nature lets it outspeed dangerous threats such as Absol and at worst Speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, playing off its numerous immunities and resistances to force switches so it can safely set up a Substitute. More often than not, firing off unboosted attacks from behind a Substitute is better than using Calm Mind as Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponents side to hurt switch-ins and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team, so its customizations reflect its job. The EVs and nature all contribute to giving Drifblim the maximum amount of physical and special bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed, so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up, good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts from the likes of Gorebyss should definitely be passed to Drifblim as, despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim.</p>

[Other Options]

<p>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. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flying Gem + Acrobatics, or even with a Focus Sash set that can use Destiny Bond after the opponent triggers Unburden when they activate the Sash. 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; but Drifblim is better off using Calm Mind to boost its Special Attack and Unburden to overcome its Speed issues.</p>

[Checks and Counters]

<p>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.</p>
 
[Overview]

<p>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.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>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 opposing 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.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Magmortar after the Unburden boost, while the Defense EVs boost the Ddefenseive stat not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near-useless with Drifblim's already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat.</p>

<p>Without proper team support, this Drifblim will never be able to sweep, so the choice of teammates is an important decision. When using Drifblim early on, use it to lure out its counters, which should then be identified and eliminated; Fighting-types, such as Sawk, are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblim's counters have been suitably weakened or removed should it attempt a sweep. However, this is not all that Drifblim demands from its teammates. A Rapid Spinner, too, is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblim's checks and counters.</p>

[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item of choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes Drifblimit the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EV spread on this set is the standard sweeper one: Special Attack and Speed are maximized for the most attacking potential, while a Timid nature lets it outspeed dangerous threats such as Absol and at worst Speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, playing off its numerous immunities and resistances to force switches so it can safely set up a Substitute. More often than not, firing off unboosted attacks from behind a Substitute is better than using Calm Mind as Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponent's side to hurt switch-ins and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team, so its customizations reflect its job. The EVs and nature all contribute to giving Drifblim the maximum amount of physical and special bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed, so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item, which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up,; good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts from the likes of Gorebyss should definitely be passed to Drifblim as, despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim.</p>

[Other Options]

<p>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. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flying Gem + Acrobatics, or even with a Focus Sash set that can use Destiny Bond after the opponent triggers Unburden when they activate the Sash. 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; buthowever, Drifblim is better off using Calm Mind to boost its Special Attack and Unburden to overcome its Speed issues.</p>

[Checks and Counters]

<p>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.</p>

[Overview]

<p>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.</p>

[SET]
name: ChestoRest
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 252 Def / 140 SpA / 116 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>The Speed EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Magmortar after the Unburden boost, while the Defense EVs boost the defensive stat not raised by Calm Mind and help Drifblim in setting up. The leftover EVs are placed in Special Attack as any investment in HP is near-useless with Drifblim's already sky-high HP stat. Like most special sweepers, a Modest nature should be used too boost offensive potential while reducing Drifblim's unneeded Attack stat.</p>

<p>Without proper team support, this Drifblim will never be able to sweep, so the choice of teammates is an important decision. When using Drifblim early on, use it to lure out its counters, which should then be identified and eliminated; Fighting-types, such as Sawk, are the best partners for Drifblim as they can easily eliminate Dark-types and special walls. Only after all of Drifblim's counters have been suitably weakened or removed should it attempt a sweep. However, this is not all that Drifblim demands from its teammates. A Rapid Spinner, too, is almost mandatory to alleviate Drifblim's unfortunate Stealth Rock weakness. Entry hazards on the opponent's side are also helpful to wear down Drifblim's checks and counters.</p>

[SET]
name: SubCM
move 1: Substitute
move 2: Calm Mind
move 3: Shadow Ball
move 4: Hidden Power Fighting / Thunderbolt
item: Leftovers
ability: Aftermath
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>Like most Pokemon that abuse Substitute, Leftovers is the item of choice; the ability to restore health at the end of every turn is more important than the Speed Boost granted from Unburden. Aftermath is also a decent ability for Drifblim as it makes it the perfect death fodder. When Drifblim can no longer be of much use, it can be sacrificed to physical attackers to inflict damage upon them. The EV spread on this set is the standard sweeper one: Special Attack and Speed are maximized for the most attacking potential, while a Timid nature lets it outspeed dangerous threats such as Absol and at worst Speed-tie with Mesprit.</p>

<p>This Drifblim should be used more offensively than the previous set, playing off its numerous immunities and resistances to force switches so it can safely set up a Substitute. More often than not, firing off unboosted attacks from behind a Substitute is better than using Calm Mind as Drifblim is quite easily outsped and killed while setting up. Only after the opponent can do little to threaten Drifblim should it attempt to set up. Once again, Rapid Spin support from the likes of Cryogonal is much appreciated so Drifblim does not have to lose 25% of its health every time it switches in. Drifblim also appreciates hazards on the opponent's side to hurt switch-ins and due to Drifblim's Ghost typing, it can block any attempts to spin the hazards away.</p>

[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Shadow Ball
move 3: Substitute
move 4: Stockpile / Calm Mind
item: Leftovers
ability: Aftermath
nature: Bold
evs: 4 HP / 252 Def / 252 SpD

[SET COMMENTS]

<p>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.</p>

[ADDITIONAL COMMENTS]

<p>This Drifblim dedicates itself to supporting the team, so its customizations reflect its job. The EVs and nature all contribute to giving Drifblim the maximum amount of physical and special bulk to support its team and take hits while setting up. Unfortunately for this set, the Unburden Speed boost cannot be Baton Passed, so Aftermath is the ability that should be used. The use of Aftermath also frees up the item slot for a more permanent item, which for this set should always be Leftovers, again, increasing Drifblim's respectable bulk. As Drifblim should only be run in Baton Pass teams, the choice of teammates should be quite specific. As this set cannot boost its Speed, Drifblim appreciates Speed being passed to it first before it attempts to boost up; good teammates that can pass Speed include Ninjask. Should Drifblim choose to use Calm Mind instead of Stockpile, then Defense boosts from the likes of Gorebyss should definitely be passed to Drifblim as, despite full investment, powerful physical attacks such as Absol's Night Slash can still easily shred through Drifblim.</p>

[Other Options]

<p>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. Aside from ChestoRest, Drifblim can activate its Unburden ability through Flying Gem + Acrobatics, or even with a Focus Sash set that can use Destiny Bond after the opponent triggers Unburden when they activate the Sash. 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.</p>

[Checks and Counters]

<p>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.</p>

GP 3/3
 

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