Drifblim (UU Anti-Lead)

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PLEASE LOCK!

Here's another set that I've been working on, and I've tested it many times to great effect. One thing that seperates it from the Lead set is that the regular Drifblim Lead attempts to cripple enemy leads, while the Anti-lead attempts to kill enemy leads. With its great speed, as well as good attacking stats and movepool, Drifblim makes a great anti-lead.

Also, I have included how it matches up against the top 10 most common UU leads to show that it works. I will admit that I haven't faced Spiritiomb with this lead, but I already know how it will play out if it happens. (It ends badly for Drifblim)

Drifblim@Life Orb/Lum Berry
Aftermath/Unburden (with Lum Berry)
Rash Nature
32 Atk/252 SpA/224 Spe
-Shadow Ball
-Sucker Punch/Hidden Power Fighting
-Thunderbolt
-Explosion

Why this set deserves to be on-site:
- Drifblim’s Speed and good attacking stats, along with its good attacking movepool, allow it to be an effective anti-lead
- Beats many of the top UU leads

Additional Comments:
-Sucker Punch gives Drifblim a priority move, allowing it to outspeed and beat Lead Alakazams and Ambipoms
-Explosion helps Drifblim deal with less common leads such as Moltres and Scyther
-Aftermath allows Drifblim to hurt enemies who kill it with a contact move
-Lum Berry helps against Status leads

Teammates and Counters:
-Teammates:
-Hitmontop appreciates the lack of Ghosts and Psychics that Drifblim kills, and can Rapid Spin away Stealth Rock that Drifblim failed to prevent
-Counters:
-Spiritomb can Sucker Punch Drifblim to death easily, and is 3HKOed by Shadow Ball (Drifblim is OHKOed by Spiritomb Sucker Punch)
-Registeel utterly walls this set, but gets hurt by Aftermath if it Iron Heads Drifblim to death


Top 10 UU Leads:

1) Ambipom- Unfortunately, Drifblim can't beat this, but Thunderbolt+Sucker Punch seriously hurts it
2) Uxie- Drifblim outspeeds it, and 2HKOs it with Shadow Ball
3) Mesprit- See Uxie
4) Omastar- Thunderbolt 2HKOs it
5) Cloyster- Thunderbolt OHKOs Life Orb version, but can have problems with Utility lead, as it survives Thunderbolt, and can kill with Rock Blast.
6) Spiritomb- Drifblim has problems, as Spiritomb OHKOs with Sucker Punch, and Drifblim 3HKOs Spiritomb with Shadow Ball
7) Electrode- Shadow Ball, then Sucker Punch
8) Hippopotas- Shadow Ball 2HKO (due to Focus Sash)
9) Qwilfish- Thunderbolt 2HKO (due to Focus Sash)
10) Alakazam- Shadow Ball, then Sucker Punch

What I'm currently testing:
-Nothing so far
 
Your lead breakdown is off for a few of the Pokemon.

Uxie: Tie/Win. It Thunderwaves and sets up Stealth Rock. There's a 25% chance that you outright lose (if you proc a paralysis on the second turn) and a 75% chance that your opponent has rocks up and you have a crippled, easily killed Drifblim. I would not call this a win.
You do win against TrickScarf variants though.

Mespirt: Lose/Tie. Yeah a lot worse here, because Mespirit has the ability to outright kill you with Thunderbolt/Ice Beam in addition to paralyzing you, while you roll 83% max against 252/0 variants.
Again, you do better against TrickScarf variants, because even though they do a lot of damage with Ice/Thunder Punch, you can ohko back with Shadow Ball sometimes (and if not you can Sucker Punch, although this has a chance of killing you too with LO recoil, or just rely on Aftermath).

Omastar: Win. Thunderbolt does not ohko it (73.3% - 86.6%). HP Fighting does not 2hko it all the time, although the chances are pretty high good (54.1% - 64%). Surprisingly Ice Beam does not ohko back (64.1% - 75.5%) even with a Naive nature. This is a bulky fucker.

Cloyster: Lose. You lose most of the time to the Utility variant since Rock Blast and Ice Beam ohko (after Life Orb) while Thunderbolt has like a 10% chance of ohkoing. You outright lose to the Focus Sash variant unless it uses Rock Blast (which makes contact and activates Aftermath? I think).

Electrode: Lose. Not ohko'd by Shadow Ball (61.3% - 72.4%), gets up Rain and ohkos back easily with Thunder.

Qwilfish: Tie. It gets up 2 layers, which is what it's meant to do. Calling this a tie because at least you start 5-6.

Alakazam: Lose/Tie. You lose 100% of the time if you follow the strategy presented in the OP, because it's just going to Encore Sucker Punch the second time and get free turns. Shadow Ball -> Sucker Punch is more reliable, but still dangerous because of Encore. It's even worse because Shadow Ball from Alakazam rolls 82% minimum, meaning the best case scenario is starting off 5-5, and the worse case is Alakazam surviving with 1 HP.

Still, it does have some nice match-ups, so don't take this as a rejection. Just correcting the OP.

Running Lum Berry solves some of the issues against Thunder Wave Uxie/Mespirit, and also helps out against Sleep leads (which you don't mention here).

The moves are currently a bit slash-y as well. Explosion is too useful to be slashed in, so move Sucker Punch up to a slash with HP Fighting (which only hits Ambipom).

Mention Hypnosis in AC (over HP Fighting).

That's all I can think of for now.
 
Your lead breakdown is off for a few of the Pokemon.

Uxie: Tie/Win. It Thunderwaves and sets up Stealth Rock. There's a 25% chance that you outright lose (if you proc a paralysis on the second turn) and a 75% chance that your opponent has rocks up and you have a crippled, easily killed Drifblim. I would not call this a win.
You do win against TrickScarf variants though.

Mespirt: Lose/Tie. Yeah a lot worse here, because Mespirit has the ability to outright kill you with Thunderbolt/Ice Beam in addition to paralyzing you, while you roll 83% max against 252/0 variants.
Again, you do better against TrickScarf variants, because even though they do a lot of damage with Ice/Thunder Punch, you can ohko back with Shadow Ball sometimes (and if not you can Sucker Punch, although this has a chance of killing you too with LO recoil, or just rely on Aftermath).

Omastar: Win. Thunderbolt does not ohko it (73.3% - 86.6%). HP Fighting does not 2hko it all the time, although the chances are pretty high good (54.1% - 64%). Surprisingly Ice Beam does not ohko back (64.1% - 75.5%) even with a Naive nature. This is a bulky fucker.

Cloyster: Lose. You lose most of the time to the Utility variant since Rock Blast and Ice Beam ohko (after Life Orb) while Thunderbolt has like a 10% chance of ohkoing. You outright lose to the Focus Sash variant unless it uses Rock Blast (which makes contact and activates Aftermath? I think).

Electrode: Lose. Not ohko'd by Shadow Ball (61.3% - 72.4%), gets up Rain and ohkos back easily with Thunder.

Qwilfish: Tie. It gets up 2 layers, which is what it's meant to do. Calling this a tie because at least you start 5-6.

Alakazam: Lose/Tie. You lose 100% of the time if you follow the strategy presented in the OP, because it's just going to Encore Sucker Punch the second time and get free turns. Shadow Ball -> Sucker Punch is more reliable, but still dangerous because of Encore. It's even worse because Shadow Ball from Alakazam rolls 82% minimum, meaning the best case scenario is starting off 5-5, and the worse case is Alakazam surviving with 1 HP.

Still, it does have some nice match-ups, so don't take this as a rejection. Just correcting the OP.

Running Lum Berry solves some of the issues against Thunder Wave Uxie/Mespirit, and also helps out against Sleep leads (which you don't mention here).

The moves are currently a bit slash-y as well. Explosion is too useful to be slashed in, so move Sucker Punch up to a slash with HP Fighting (which only hits Ambipom).

Mention Hypnosis in AC (over HP Fighting).

That's all I can think of for now.

I'll reply to your comments.

Uxie/Mesprit: I've found that they tend to set up Stealth Rock first, and attack second. However, I might be wrong about that, but I'll change when I see it happen.

Cloyster: Thunderbolt OHKOs the Life Orb lead 100% of the time, so check your calcs. However, I'll redo the part about the Utility lead.

Electrode: Oops. Thanks for catching that. However, Shadow Ball+Sucker Punch almost always kills Electrode off.

Qwilfish: With the sets posted, neither kind of Spiker set outspeeds Drifblim, minus priority moves. Therefore, Drifblim still wins, and Qwilfish only sets up one layer.

Alakazam: I actually realized the same thing ten minutes after posting this set.

Lum Berry: Sleep leads aren't that common, and I haven't seen many leads start with Thunder Wave. Plus, Life Orb gives Drifblim a good kick in power. I will slash Lum Berry, though.

Moves: I'll test out Sucker Punch over HP Fighting and Explosion in the last slot. However, I feel that adding Hypnosis will make it similar to the Lead Drifblim, and people might confuse the two.

Thanks a ton for your comments!

EDIT: I have tested the switcharound of Sucker Punch and Explosion, and I've found that it's very effective; therefore, I have changed the set around to match these changes. Thanks, FlareBlitz!
 
If running Lum Berry, Unburden should be slashed with Aftermath. That way if you survive the lead encounter and have the Berry intact, you can act as a status absorber and double your speed... Then you can start a mini-sweep or just blow up on the opposing Pokemon.
 
I tried your suggestion, YaM, and I haven't found it effective. It might be me and my bad luck trying new suggestions, but I must admit that I was unsure about the change in the first place. Lum Berry kinda takes away from the Anti-Lead part by replacing Life Orb, and putting Unburden over Aftermath makes it too much like a Lead Drifblim for my liking. Sorry, YaM.

By the way, I'm also not too comfortable about Lum Berry on Drifblim in the first place. How do other people feel about it?

I think I finally chose a good set to report on, unlike my past sets.
 
Is there a specific reason you are running so much speed?
You don't outspeed much other leads with max Speed, so I suggest you take out a little speed for more power. If i'm correct you should run a spread of 32 Atk / 252 SpA / 224 Spe and a Rash nature. With this you'll still outspeed leads as max Speed Cloyster (if there are any), Nidoking, ..., while you gain a higher possibility to OHKO Cloyster (94.7% - 111.8% against Utility sets and 128.8% - 151.6% against the Life Orb attacker lead). With the exta 32 Atk EV's you gain a more powerful Sucker Punch and Explosion. This gives you a chance of 2HKO'ing Ambipom after it is hurt by Life Orb with Thunderbolt (55% - 64.9%) + Sucker Punch (30.9% - 36.8%).
 
I'd need to test this, but currently I think it's a bit outclassed by Mismagius as a lead. Mismagius's high Speed and Taunt guarantee's that no slower Pokemon will ever set anything up, and it has more power so it can afford to run Lum Berry instead of Life Orb (so Thunder Wave > SR leads don't screw it up). Explosion would be a nice advantage if Drifblims common switch-ins weren't Registeel and Spiritomb, who ruin its effectiveness. Also, Electrode sets up Rain anyway and does its job, but looking at the big picture Mismagius is one of the biggest threats to Rain teams when Rain is finished, so it's technically "better off" at fighting Electrode anyway.

Just my pre-testing thoughts.
 
@Delko: Thanks for your comments! I've run max speed just in case I find any unexpected leads, which has happened before, but I'll change the EVs and Nature.

@Thund91: It is somewhat outclassed by Mismagius, but Drifblim has some advantages over Mismagius. First, Drifblim has a good Attack stat to run off of, as well as a good Special Attack stat, while Mismagius has a great Special Attack stat but a crappy Attack stat. This allows Drifblim to use Physical moves to great effect, namely Sucker Punch and Explosion. Using these two moves well are Drifblim's second advantage. Sucker Punch is a good priority move, and, while both Missy and Drifblim can learn it, Drifblim can use it effectively, unlike Mismagius (and her crappy Attack stat). Explosion gives Drifblim a reliable suicide move, unlike Destiny Bond, which can only be activated by the opponent using an attacking move to kill Missy. Explosion can also hurt opponents on the switch, either killing or weakening them if it hits (unless the enemy is a Ghost or something along the lines of Registeel or Regirock). Finally, Drifblim has Aftermath, which hurts the enemy if it kills Drifblim with a contact move. Mismagius has Levitate, which Drifblim essentially has thanks to its Flying-type.
I understand your arguments, Thund, as I will admit that I have used Missy leads in the past. However, I feel that Drifblim has some advantages as a lead and anti-lead that simply cannot be ignored. Still, thanks for contributing your views to the group!
 
Bump again...Come on, this is a good anti-lead. I've seen a lot of people look at it, but not many comment on it. Does anyone else have anything to say about the set?
 
This set actually looks pretty good. At first i thought it was outclassed by Mismagius untill i noticed the priority move Sucker Punch,i have actually fought sers on the ladder using this exact set and it wasnt bad.Anyways i think Lum Berry and Unburden could be slashed for if an opposing Uxie or Mespirit tries to T-Wave you,you suddenly have +1 spe.
 
id prefer if you figured out a way to combine this set with this one. they are both clearly anti lead drifblim and their playstyles are also pretty similar. it doesn't make much sense to have two very similar sets on site.
 
id prefer if you figured out a way to combine this set with this one. they are both clearly anti lead drifblim and their playstyles are also pretty similar. it doesn't make much sense to have two very similar sets on site.


Those two sets actually look pretty different to me,this one abuses priority in Sucker Punch,and Aftermath for killing opposing leads.While that one seems to abuse Unburden+Sash.
 
minor changes do not affect the overall playstyle of a set. unburden and aftermath are both bonuses to each set on top of their main goal. your goal with this set is not to suicide it into a physical attack so it can do 25% recoil damage - that's just a perk that happens to come in handy against a few physically oriented leads. the goal with the other lead set is not to lose its sash for the sake of losing your sash, it is to do damage while turning what is normally a disadvantage (losing health) into an advantage.

more generally, these two sets are both immediate damage leads that seek to disrupt the opponent's strategy by threatening KOes on many common leads. unburden gives the other set the ability to do more damage to a few leads that would otherwise OHKO it. aftermath gives this set the ability to do more damage (from the grave) against a similar set of leads. the goals, and for the large part methods, of both sets are equivalent.

anyways, even when i was playtesting the other set i always felt a little like i was wasting its bulk with 0 ivs and negative natures. maybe that can be fixed by using unburden with lum berry and aftermath with life orb.
 
minor changes do not affect the overall playstyle of a set. unburden and aftermath are both bonuses to each set on top of their main goal. your goal with this set is not to suicide it into a physical attack so it can do 25% recoil damage - that's just a perk that happens to come in handy against a few physically oriented leads. the goal with the other lead set is not to lose its sash for the sake of losing your sash, it is to do damage while turning what is normally a disadvantage (losing health) into an advantage.

more generally, these two sets are both immediate damage leads that seek to disrupt the opponent's strategy by threatening KOes on many common leads. unburden gives the other set the ability to do more damage to a few leads that would otherwise OHKO it. aftermath gives this set the ability to do more damage (from the grave) against a similar set of leads. the goals, and for the large part methods, of both sets are equivalent.

anyways, even when i was playtesting the other set i always felt a little like i was wasting its bulk with 0 ivs and negative natures. maybe that can be fixed by using unburden with lum berry and aftermath with life orb.

Thanks for making your points, whistle! I'll add in Unburden for Lum Berry. I didn't find it that effective, but it might have been just me. However, I have to also make some of my own points, as I've tested the other set to see how it feels. First, the other lead attempts to Sleep the enemy lead, then attack, whereas this lead straight out attacks the enemy. My anti-lead also makes use of Drifblim's varied movepool, using Thunderbolt, as well as Sucker Punch, two great moves not seen on the lead. Third, I've found that the lowered IVs on the lead set cause problems from time to time. While it does allow Drifblim to lose its Focus Sash more easily and activate Unburden, it also opens up for Drifblim to be killed by a weak priority move (Bullet Punch) at low health. I also have some calcs that show some difference in how damaging moves are against the two Drifblims:

Lead Hariyama Bullet Punch vs. Lead Drifblim: 39.8% - 46.8%
Lead Hariyama Bullet Punch vs. Anti-Lead Drifblim: 25.4% - 29.9%
Utility Omastar Ice Beam vs. Lead Drifblim: 76.7% - 90.3%
Utility Omastar Ice Beam vs. Anti-Lead Drifblim: 63.9% - 75.3%
Supporting Attacker Mesprit Ice Beam vs. Lead Drifblim: 77.2% - 91.3%
Supporting Attacker Mesprit Ice Beam vs. Anti-Lead Drifblim: 64.4% - 76.2%

Also, this anti-lead isn't just useful against other leads. It can also take on other Pokemon if it is successful against the lead, having a chance to score a 2HKO with Thunderbolt against Milotic, for example, even while factoring in Lefties, and Anti-Lead Drifblim takes 56.2% - 66.7% from Bulky Milotic's Ice Beam. Even if Thunderbolt doesn't 2HKO the bulky sea serpent, a Thunderbolt-Explosion combo will, removing a potential counter to your team. The regular Lead would do best to get away from Milotic, as it can't do much other than exploding, which won't kill it. I hope I made my view more clear.
 
so basically you just pointed out a few minor differences between the sets. which happens to be the reason you should work with diesel to produce one final product.

i even outlined what i think the combined product should look like? the only issue you'll have to resolve is sucker punch vs hypnosis and how to slash them if you decide to do that.
 
this is completely outclassed by lead Mismagius. from your set comments, drifblim unfortunately falls short in the attacking department even failing to OHKO omastar! drifblim's speed also means it will have a shakey match-up against the pixies - two pokemon that drifblim should have an immediate jump on and flareblitz highlighted the scenario perfectly. scyther and moltres are also dealt with a faster thunderbolt instead of resorting to explosion as you said in the set comments. qwilfish is also shut down by taunt + thunderbolt. lastly, explosion is not exactly something to boast about when your common switch-ins are registeel and spiritomb.

i think the diesel/whistle drifblim set is just fine (even though I think that set is outclassed by missy too!) but hypnosis seems perfectly fine enough to merit its own lead analysis.
 
I asked for this to be removed from drifblim's uu sets for a reason. how does it beat other leads whose job is to like set up sr/spikes? and as franky mentioned, why would i not just use lead mismagius? sure explosion is nice, but every single drifblim set attracts spiritomb, and at least mismagius can hit it hard with shadow ball without a boost for like 30%ish.

imo, drifblim is a horrible lead. hypnosis leads aren't as great as they were because of the accuracy drop, and with everything and their mom setting up entry hazards as a lead (barring like hariyama or something similar), running drifblim as a lead isn't too smart because the hazards get out either way.
 
All right. I understand. I'll send some comments to Franky about his lead, and I might suggest Thunderbolt and Sucker Punch. If any mod wants to, they can close this thread and move it.
 
I noticed that this was still around somehow, so mods can lock this unless they find that this is unique than diesel/whistle's Drifblim lead.
 
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