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

Discussion in 'Uploaded Analyses' started by Joim, Feb 2, 2013.

  1. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    I'm playing NU lately and using AcroBlimp to great result. I'm not adding the SubCM set because it's outclassed and the BP set just sucks and Unburden is not passed. ChestoRest seems subpar, but it could work as a second option.
    Drifblim

    [Overview]

    <p>Drifblim is the epitome of uniqueness: it has a one of a kind typing with atypical stats, abilities, and movepool. These traits might imply greatness, but competitive viability does not work that way. Despite boasting three immunities, including to the common Normal-type, and a gargantuan HP stat&mdash;the seventh highest in the game&mdash;, the same typing that blesses it with the aforementioned immunities also gives it a glaring weakness to Stealth Rock, Pursuit, and the BoltBeam combination, all of which are common in NU. Add in puny defenses that don't match its HP and you'll realize that Drifblim is being held back. However, despite all of these negative features, Drifblim has a great ability in Unburden, which, combined with its extensive movepool, Drifblim is able to exploit it with great success. You might not deem this purple balloon threatening, but it will easily prove otherwise.</p>

    [SET]
    Name: AcroBlimp
    move 1: Acrobatics
    move 2: Will-O-Wisp
    move 3: Substitute / Disable
    move 4: Destiny Bond / Disable
    item: Flying Gem
    ability: Unburden
    nature: Jolly
    evs: 252 Atk / 4 Def / 252 Spe

    [SET COMMENTS]

    <p>This set excels in its utility, spreading status with Will-O-Wisp, wearing down the opposing team with heavy blows, and luring its checks in to be burned. Drifblim can try to KO weak Pokemon such as Scolipede, Jynx, or Primeape with its first Flying Gem-boosted hit, gaining the Unburden boost. At this point, Drifblim will be the fastest Pokemon in the metagame, barring a few Choice Scarfers over base 100 Speed, and will prefer to attempt to sweep until it faints; it can even KO revenge killers with Destiny Bond. To take care of the physical attackers that threaten Drifblim, such as Skuntank and Tauros, Will-O-Wisp can be used on switch-ins to burn them. There are no hard counters to this set, as Will-O-Wisp will cripple almost anything and Destiny Bond will threaten to KO. Additionally, a fast Will-O-Wisp will deter physical attackers and common spinners such as Armaldo, the most common and dangerous one, which will find itself in a tough situation against an Unburden-boosted Drifblim.</p>

    <p>When getting Drifblim into the game, the first Acrobatics attack is crucial, since the Flying Gem works once and you don't want to waste it on an incoming Bastiodon or Regirock. What Drifblim does best is luring out foes such as Skuntank and Regirock to burn them, rendering them pretty much useless. Despite its positive traits, you must take into account that Drifblim doesn't really pack a punch after the first hit, and it will need team support and Unburden to do its job. You can choose to run a SubDisable set or sacrifice Substitute for Disable, since it will buy you turns to deal additional damage. If you manage to disable a Pokémon's most powerful attack against Drifblim, it will have to either switch out or take an Acrobatics hit.</p>

    [ADDITIONAL COMMENTS]

    <p>The chosen EV spread is used to outspeed base 70s with a positive speed nature and Speed tie with base 80s before the Unburden boost, letting it pick on as many Pokemon as possible to start disruption. Don't be bothered about the low damage output; you will be moving first and using Will-O-Wisp often. As Drifblim is a good team staple, Pokemon such as Swellow, Braviary, Zangoose, and Kangaskhan, which struggle against Rock- and Steel-types, will be glad to count on it to burn or KO them with Destiny Bond. Some teams pack both a physical wall and a Flying-type counter, so be cautious when using Drifblim and a Flying Pokemon. Given that Drifblim forces a lot of switches and can spinblock and cripple common Rapid Spin users, Pokemon that set up hazards work decently with it. Garbodor and Roselia team up nicely with Drifblim, setting up Spikes and Toxic Spikes on relatively easily. Armaldo can both set up Stealth Rock and use Rapid Spin reliably, so it is very welcome. Drifblim is an offensive spinblocker at best; it'll pressure spinners and hurt them so they can be taken out. It can switch into a Rapid Spin, but it can't switch in and out consistently; however, Drifblim can lure them in to then burn them or use Destiny Bond to get a troublesome Rock-type out of the game.</p>

    [SET]
    Name: SubCM
    move 1: Substitute
    move 2: Calm Mind
    move 3: Shadow Ball
    move 4: Thunderbolt / Hidden Power Fighting
    item: Ghost Gem
    ability: Unburden
    nature: Modest
    evs: 4 Def / 252 SpA / 252 Spe

    [SET COMMENTS]

    <p>This set does mainly one thing: sweeping. If you manage to set up a Substitute on a Pokemon that can't hurt it, you can easily trigger Unburden, boost up with Calm Mind, and start delivering powerful attacks. You can switch on a foe you can scare out, such as Sawk or Roselia, set up a Substitute, and proceed to Calm Mind. After the first Ghost Gem-powered Shadow Ball, Drifblim's Speed is boosted by Unburden and it becomes nearly impossible to outpace, outspeeding many Choice Scarf users. Thanks to its three immunities and six resistances, you will find plenty of occasions to start setting up. Add in one or two Calm Mind boosts and Drifblim will hit hard. The only Pokemon that can reliably stop your sweep then are Regice and Skuntank, followed by Lickilicky, which can be dealt with with the help of teammates. Shadow Ball and Hidden Power Fighting used together grant perfect coverage, but Thunderbolt is generally more useful and will hit more Pokémon for more damage and helps defeat foes like Alomomola, Braviary, and Samurott; however, Hidden Power Fighting is super effective against Bastiodon and Lickilicky.</p>

    [ADDITIONAL COMMENTS]

    <p>You can use a ChestoRest set, using Calm Mind, Rest, Shadow Ball, and Hidden Power Fighting or Thunderbolt as a moveset, Chesto Berry as an item, and an EV spread of 252 Def / 140 SpA / 116 Spe with a Modest nature. The EVs allow Drifblim to outspeed Choice Scarf Sawk after Unburden. The Defense helps Drifblim to set up, since Calm Mind already covers Special Defense.</p>

    <p>Despite the potential Unburden brings, Drifblim needs team support to prevail. Generally, Skuntank and Regice are the main threats to this set. Fighting-types, namely Sawk and Gurdurr, the premier Fighting-types of NU, will help dealing with opposing Dark-type threats, and they can force out Regice. They also lure in physical walls, such as Alomomola, that Drifblim can use to set up on, as it will take little damage, can use Substitute to block status, and get at least a Calm Mind boost before firing off the first Shadow Ball. Colbur Berry Golurk can take a Sucker Punch and OHKO Skuntank with Earthquake, while other Rock- and Ground-types, including Golem or Gigalith, can dispatch it with their own Earthquakes. Gardevoir is a very good teammate; SubWisp can burn Drifblim's threats and LO + 3 attacks is a very powerful set that can KO or weaken many NU Pokemon. Piloswine will help take out both Rotom-F and Rotom-S, which threaten Drifblim with their powerful super effective attacks and superior Speed before Unburden. Lickilicky doesn't take much damage even from Hidden Power Fighting, so it's best to burn it or let a teammate deal with it before trying to set up with Drifblim. Putting it in KO range for Drifblim might be enough to balance the game in your favor. You can also use Rotom formes to Trick Lickilicky a Choice item or let Samurott or Skuntank Taunt it. A bulky Substitute will render its Dragon Tail useless as well.</p>

    <p>Stealth Rock support is mandatory, since it puts Regice in 2HKO range and Rotom formes can be OHKOed, which is a huge deal. Piloswine is an excellent teammate for this reason, as it can use its powerful STAB Earthquake to dispose of Regice and other Ice-type dangers that can obliterate Drifblim and reliably lay Stealth Rock. Rapid Spin support is not necessary to ensure its survival as Drifblim is meant to stay in and attempt to sweep, but it helps Drifblim to set up from full health. Most players will expect the AcroBlimp set on Drifblim, so you can use this to your advantage to scare out a Pokemon weak to Flying like Ludicolo, or a weakened slow Pokemon, to set up on the switch.</p>

    [Other Options]

    <p>Driblim has a lot of options. Aftermath as an ability is pretty much outclassed by Unburden in all cases. A Baton Pass set is also possible using an EV spread of 4 HP / 252 Def / 252 SpD, passing either Calm Mind, Stockpile, or both, as well as high HP Substitutes. Unburden will let you use Baton Pass very quickly so you won't be killed before you do, but you must always keep in mind that the Unburden Speed boost cannot be passed. Drifblim can use both Sunny Day and Rain Dance with Weather Ball, so it's able to function well in a weather team, but it's slow and doesn't gain any good coverage, so it's not a good option. Drifblim has access to a wide variety of support moves, including Hypnosis, Trick, and Thunder Wave. It can even use Memento, forcing a switch out that will help a lot. You can use Flare Boost and a Flame Orb with Trick, a gimmicky option that gives you a boost and cripples an opponent; however, using Calm Mind with Unburden is usually a superior option. Despite Explosion's nerf, it can be used in a Memento-like fashion, dealing decent damage. Drifblim has also access to Recycle to reuse a Chesto Berry, but its defenses are too puny to effectively use this tactic against most offensive teams and it is wasting a precious moveslot that Drifblim needs to be effective. Drifblim also has access to Charge Beam which can be used against the plethora of Flying-types in NU and serves as a boosting move at the same time, but Calm Mind is generally better. It can even run Sucker Punch to deal with other Ghost-types on a physical set, but the moveslot for that is disputed by more useful moves and if an opposing Pokemon is sure to attack, it's just better to use Destiny Bond.</p>

    [Checks and Counters]

    <p>The Ghost- and Dark-types of NU are amongst the more perilous foes for Drifblim. Haunter, offensive Misdreavus, and Skuntank will all easily dispatch it before the Unburden boost. Its glaring Pursuit weakness is one of Drifblim's worst traits. Rotom-F and Rotom-S can scare Drifblim off before it gets an Unburden boost, taking little damage from Acrobatics and KOing it back, but they can be easily KOed by either Drifblim with Ghost Gem Shadow Ball or Destiny Bond. Alomomola can wall AcroBlimp ad infinitum, taking the hits and using Wish + Protect to heal back, plus using Toxic to wear Drifblim down. It can burn Drifblim with Scald as well; the most you can do to it is burn it. AcroBlimp will have trouble breaking through physical walls, such as Bastiodon, Regirock, and Golem, however, you need to avoid Destiny Bond by either using Taunt, stalling its PP, or phazing it with Roar. Both Regice and Stunfisk can easily KO Drifblim with their STABs. They also happen to have high bulk to avoid being hit hard by Drifblim. Phazing Drifblim will make it lose Unburden for the rest of the battle as well as its Substitute, and if Stealth Rock is set up, Roar users such as Bastiodon and Lairon are very dangerous to Drifblim; they also resist Drifblim's STABs. Keep in mind that both main sets require different counters, so it's hard to safely switch a Pokemon into Drifblim until you know which set it's running, even though bulky Electric-types are good to go against any kind of Drifblim; Eelektross, Ampharos, and even Luxray can beat it, albeit risking a burn. Bastiodon is the safest choice to counter any Drifblim, resisting all of its common attacks and being able to phaze it. Finally, there's no single hard counter to Drifblim, as it can always use Destiny Bond and KO your counter, so be cautious.</p>
    Last edited: Aug 5, 2013
  2. MMF

    MMF Give me the strength to part this sea

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    ok first things first. Add a SubCM set. There is really no debate about this lol. Its one of Drifblim's best sets right now and it completely deserves to be in the analysis. (I'll include the set at the end).

    Being able to set up a Sub on a Choiced Close Combat or insert other fighting move here is unreal. Because then you can proceed to CM, use Shadow Ball and use up your Ghost Gem allowing you to outspeed pretty much the entire meta. The only thing that can reliably stop this Drifblim on any offensive team is Skuntank and Regice. Everything else is outsped and KO'd after an Unburden boost. Its definitely not outclassed by Gardevoir in any way, shape, or form. The Unburden boost by itself is enough to differentiate the two but having immunities to Fighting, Ground, and Normal also helps quite a bit. Not to mention it still sets up on the same things that Gardevoir does.

    Here's the set I'm talking about:

    Drifblim @ Ghost Gem
    Trait: Unburden
    EVs: 4 Def / 252 SAtk / 252 Spd
    Modest Nature
    - Substitute
    - Calm Mind
    - Shadow Ball
    - Hidden Power [Fighting]

    Good teammates include things like SubWisp Gardevoir who lures in Skuntank and burns it, Piloswine who can take on Rotom-F/S and basically any electric type, and Sawk is cool as well since it lures in Alomomola and other physical walls that Drifblim can set up on. Hazards users also work really well too.

    BTW, this is pretty much non-negotiable. I will not check this until that set is included. Make this the second set and move ChestoRestCM down to the third set. If you have any questions about this set, pm me and I'll make sure and tell you.


    Edit @ FLCL: Apparently Raz still likes the Chesto Set but I agree with you
  3. FLCL

    FLCL
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    cm chesto rest and sub cm ghost gem basically attempt to accomplish the same thing, which is to try and boost up as many times as possible and then sweep with doubled speed. defensive drifblim is not great in the metagame right now outside of countering sawsbuck, so i would like to see the two sets merged with chesto rest being in the additonal comments section (if that's how it works lol)
  4. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Ok, you convinced me :p I changed the set and ACd ChestoRest.
  5. Sweet Jesus

    Sweet Jesus Neal and Jack and me, absent lovers...

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    Not so true, I would delete this. Misdreavus is more bulky and has some kind of recovery with pain split (driblim has a much harder time using it because of it's high hp).

    This seems to me like a random fact and it's not too clear weather it implies the flying gem or not.

    good teamates for acroblim: you could mention other birds like swellow and braviary can abuse the opponent when the main flying counter is either burnt or dead through d bond. Many teams will often carry a main physical wall and a bird counter however.

    If the paragraph ends up too long once written, you could resume alomomola and musharna fact like this: Driflbim does not hit hard enough to break some common physical walls such as musharna and alomomola which means sending him out before they are weakend implies you will waste your only unburden boost.

    In AC, mention the possibilty to go jolly + max spe because before you manage to activate unburden you could want to outspeed base 70's like ludi and samurott and speed tie with base 80's like gardevoir and braviary.

    I've never used sub CM so I won't talk about it.

    You can add that unburden will let it baton pass very fast making sure you won't get killed before you do, but the unburden speed boost is not passed along.

    In checkers and counters, mention both sets require completely different counters which makes it hard to switch the good counter on an unrevealed drifblim
  6. ebeast

    ebeast she's probably sexting nprtprt
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    Adding onto what Sweet Jesus said, change the AcroBlimp set to:
    [SET]
    Name: AcroBlimp
    move 1: Acrobatics
    move 2: Will-O-Wisp
    move 3: Substitute
    move 4: Destiny Bond / Disable
    Item: Flying Gem
    Ability: Unburden
    Nature: Adamant
    EV's: 252 Atk / 56 Def / 200 Spe

    Disable works best when used alongside Substitute and shouldn't be used over it. Destiny Bond still gets the nod over Disable due to its ability to almost guarantee Drifblim a KO.


    Do these as well and I'll come back and stamp it afterwards:

    • Mention a simple 252 Atk / 4 Def / 252 Spe Jolly set in the AC of AcroBlimp for the ability to outspeed the common Timid Samurott and Ludicolo, making as a decent check to both. This EV spread and Nature work best with SubDisable Blim who takes isn't bothered as much about a lower damage output, since its abusing Disable to get free turns of damage.
    • Remove mentions of Golurk and Liepard as teammates, especially in the case of beating Haunter. Neither are capable of doing so as Golurk is OHKOed by Shadow Ball unless it's holding a Kasib Berry and Liepard is only a check. Mention Skuntank for this role instead as it can easily switch into Haunter and Pursuit trap it. Skuntank also holds pretty good defensive synergy with Drifblim and appreciates the bulky Ground/Rock/Steel types being crippled by WoW.
    • Remove mentions of Ludicolo in Rain, because it's doesn't really apply for Drifblim. If it's Jolly Drifblim, it outpaces Timid Ludicolo in Rain anyways (How is it getting up Rain against Drifblim anyways? If its brought as a free switch chances are Drifblim already activated Unburden) If it's Adamant Drifblim, then Ludicolo outspeeds anyways and is just as much of a threat outside of Rain as it would be in it.
    • Remove the Drifblim sets up on Spinners thing on Set Comments of AcroBlimp. Armaldo gives it a hard time due to STAB Rock Blast goes past the Substitute and it can easily take an Acrobatics. Drifblim switching into Torkoal is likely to end up with Drifblim getting OHKOed by Torkoal's Fire Blast after it sets up a Shell Smash.
    • You can add Garbodor and Roselia as good partners for Drifblim as they set up easily on Alomomola and can even get Toxic Spikes on the field to help AcroBlimp get past it much easier. Roselia with its Water-type resistance deals better with Alomomola, but shares an Ice-type weakness with Drifblim that should be mentioned.
    • Make sure you remove mentions of counters and such in the Set Comments and AC unless it's in reference to how a change in a move option would allow you to beat said counter. Add these counters to Checks and Counters instead.


    I'm still not too sure if the Adamant 252 Atk / 56 Def / 200 Spe or the Jolly 252 Atk / 4 Def / 252 Spe should be the main on AcroBlimp. It would be great to have other QC member's input on that.
  7. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Ok, I think I made all changes. I wish to leave Disable slashed to Substitute too since I find Disable + Destiny Bond can be used as well as Substitute + Disable. I'm also leaving Liepard as a check to deal with Haunter since Swagger Liepard has a spread to outspeed and easily 2HKO it.
  8. ebeast

    ebeast she's probably sexting nprtprt
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    The Disable thing sounds good to me. Don't mention Swagger Liepard specifically but rather Liepard in general, since all of its sets outspeed Haunter and threaten it. Do make sure to point out that Liepard cannot switch into Haunter without getting 2HKOed by Sludge Bomb.

    After that:

    [QC]1/3[/QC]

    To save the 2nd QC'er some time I'll re-iterate what Raseri pointed out to me. As of this announcement you only need 2 QC checks to start writing your analysis. Once you finish the write-up, a 3rd QC member will look over it and give you the final QC stamp before handing it over to GP.
  9. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Done, it's ready for the next check :)
  10. Menshay

    Menshay

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  11. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Waiting for the next QC check, it's been revised.
  12. Zebraiken

    Zebraiken what's important
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    I'd like to be the one to check this over post-writeup, but the skeleton looks fine to me. Let me know when you've written this up, and I'll go over it again.

    [qc]2/3[/qc]
  13. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Okay, this is written up! Sorry it took so long, I've been busy with translations and Gastrodon analysis :(
  14. Zebraiken

    Zebraiken what's important
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    i'll probably be incredibly critical at times, so don't get offended by this check, haha. :P

    this should be 252 atk / 252 spe jolly, for reasons i'll go into detail below. you can mention this alternate spread, but yeah speed is more important.

    it's important to note that this has been established as drifblim's "best" set (i put that in quotes because while it is quite good, it's not really phenomenal, and its popularity has led to some other more interesting sets seeing use), so be careful to not praise it an extraordinary amount and to keep in mind that this is what people -expect- when they see drifblim nowadays. that doesn't prevent drifblim from being able to wreak havoc with this style of set (a trademark of a good one, surely) but yeah.

    however, it's even more important to keep in perspective what it actually is: a utility set designed to spread status around the opponent's team and generally disrupt stuff (though netting a kill with dbond is great!). acrobatics, while decently strong and useful for threatening stuff like ludicolo, is not the primary lure of the set. it is simply the means that drifblim uses to get fast and spread status / kill another pokemon with dbond. you don't need to praise the strength of acrobatics; that's really not what it's here for, though it's nice. you honestly probably shouldn't even be using acrobatics the moment it comes in; since people /know/ that most drifblim are the acro set now, they'll likely bring in their rock-type or general bird counter, and you can burn it and run away for next time. this is the reasoning behind using 252/252+ rather than adamant - jolly lets blim speed tie stuff like weakened gardevoir / braviary and pick them off with acrobatics if necessary, and then do whatever it does. you can mention the adamant spread in AC somewhere for those who want more power, but it isn't strictly necessary whatsoever.

    ideally you don't mention blim as a spinblocker unless it's using disable; it gets owned by stuff like armaldo stone edge and would otherwise have to sacrifice itself via dbond to "spinblock". also, this drifblim set does not truly have counters (barring like magic coat roar bastiodon...?), since if you play it well you can put yourself in a position to have an advantage over every mon in NU thanks to dbond & will-o-wisp, so don't talk about removing drifblim's "counters" beforehand.

    this paragraph doesn't tell us too much about how to play drifblim, apart from naming a few pokemon and how drifblim has to handle them. ideally, the description of what it does in the meta should cover a few things: 1) that drifblim simply needs an opportunity to set up and start going, whether that's picking on something weak to flying (ludicolo, etc) or killing off a weakened pokemon like a 50% golurk or something of the sort; 2) that it's the kind of set that acts as a "glue" or helps break down walls for an offensive team, not really something that you build around or try to set up for a sweep; and 3) that you don't really need to spend all of your time trying to create the perfect scenario for it to come in and sweep, because that's not what it does. i know it sounds kind of repetitive lol, but you really need to highlight that it's a utility set. you can mention specific pokemon like skuntank, regirock, etc if you like (because this set is actually really good at luring them in and burning them).

    again, flip the ev spreads; you can talk about the adamant one here, but jolly is ideal. "this spread works better with subdisable" - what's the justification for that? it works exactly the same. damage output honestly does not matter; drifblim honestly is quite weak after the initial acrobatics, and it doesn't really need to be strong anyway. drifblim does not need teammates that take apart walls for it either, because that's its job. teammates should be those that can appreciate the burns / destiny bond KOes that drifblim accomplishes, especially pokemon that struggle with rock- / steel-types (swellow, braviary, zangoose, kangaskhan, etc). really you don't need to name so many pokemon that can outspeed and KO drifblim; if you're not an idiot with it, then you can just _not_ try to switch in drifblim on them, haha. haunter nor braviary need to be mentioned. hazard-setting teammates are an ok mention, though drifblim is an "offensive" spinblocker at best so it can only delay the spin or hopefully push the spinner into range of something else. ideally, the reasoning behind mentioning them is that drifblim actually can force a ton of switches if you play it well, and the fact that it can pseudo-spinblock is really more of an aftereffect.

    the first sentence already isn't true. they aren't comparable; this is meant to sweep, the other set is not. also, duh it can sweep if you remove its counters. this should be obvious, and it's really just you using it as filler (you don't need to use that phrase at all).

    choice-locked fighting attacks are literally only seen on sawk, and you risk getting mauled by ice punch if you predict incorrectly or if it's like fist plate or something dumb. in contrast to the acrobatics set, this set is phenomenal against offensive teams, where it can set up while scaring out something like musharna and deal a ton of damage, then suddenly outspeed all scarfers. apart from the fact that this is missing a little bit of explanation of how it works in the meta, i think you picked up on a lot of stuff which is nice. :>

    this section primarily needs to talk about the best ways to defeat regice and skuntank (and lickilicky), and although you talk about luring skuntank a bit, you say ~nothing about regice. sr support is a must, since it means that you can eventually push regice into 2HKO range (and also push other things into ko range, like the rotom formes). you shouldn't really generalize "dark-types"; skuntank walls you, and liepard can encore sub / shadow ball / cm. these are the only two troublesome dark-types. stone edge piloswine beats regice really easily (even though you didn't mention it at all there lol), as do the fighting-types you mentioned and most physical attackers.

    rapid spin support is not really a "necessity", especially since this set doesn't switch in and out constantly. that's just a crutch that we fall back on when looking for teammates to add to the set; does armaldo honestly even do anything else apart from spinning for drifblim? (not really.) i'm ok with the mention of wisp gardevoir, especially the lo + 3 attacks set with focus blast since that owns everything that drifblim struggles with (subwisp isn't really a good set in this metagame, anyway), but in general you need more teammates here. i'm a bit pressed for time currently and i want to finish this qc check, but generally add stuff that beats on / lures skuntank, regice, lickilicky, and lures in stuff like musharna etc to force out. also, you can mention again that acrobatics is the ~expected~ set, so you can scare out some stuff like ludicolo if necessary, and set up.

    the first sentence is really cliche, haha. you don't have to omit it, but...

    you don't have to mention a separate subcm set; just point out that aftermath is generally inferior to unburden. i'm glad you pointed out that the unburden boost isn't BPed, good on ya. you don't need to mention the "taunt bait" bit part, though. weather ball drifblim is pretty mediocre though because its speed isn't actually boosted and it doesn't gain any additional or good coverage as a result, do note that. the flare boost mention should not be "absorbing misdreavus will-o-wisps"; like hell you want to switch into something that can OHKO you after sr with its standard STAB move. flame orb + trick is the ideal "gimmick" behind flare boost. recycle's effectiveness is not limited by its defenses as much as 4mss.

    important that you mention in the first bit that those offensive pokemon only beat it pre-unburden. neither rotom forme "totally counters" drifblim, as they take an assload from shadow ball (and im pretty sure they're 2HKOed after ghost gem + unburden + sr). acrobatics sets can sub + disable and force them to struggle, while dbond can just kill them by trapping them. every "counter" has to fear destiny bond, though i suppose that can be pp stalled out. alomomola will get burned, but does beat it eventually. pokemon with roar are really ideal for beating it since they force it out and it can never have its unburden active again, though they'll likely get burned in the process; lairon and bastiodon are probably best. bulky electrics in general are good for beating it - eelektross, ampharos, even luxray could work. don't mention "physical attackers"... they all get burned, lol. also keep in mind that acroblimp can disable musharna's moonlight :o

    ok this is all i can really muster right now. i'll give you the last stamp after this is all implemented and i give it another glance to make sure everything is a-ok
  15. Fizz

    Fizz

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    The SubCM set has 252 special defense EVs listed. I'm assuming you want speed, "spe".
  16. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Okay I'm working on this now. I hope to be done by tomorrow. I expected to do this soon, but I engaged in a lot of things on Smogon, lol. So this is a placeholder post to say "Implemented all changes".
    Edit: It took me longer than I expected due the sheer amount of things I'm doing, but this is ready for next check.
  17. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Sorry for the double post, I've been back for almost a week now and still waiting for this >.>
  18. Zebraiken

    Zebraiken what's important
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    i don't think anyone else could have pushed this off more than i have, i'm sorry for doing that to you joim :(

    you're giving a lot of fluff to drifblim here that it really doesn't need. in your first couple sentences, you give various calcs and such, and then later let the reader know that it didn't really matter that they read all that because that's not the main point of the set anyway. you can remove all of the calcs and the several-sentence explanation of how acrobatics + flying gem works; you can explain in two sentences that drifblim relies on acrobatics + flying gem to KO something frail (you can note scolipede / jynx / primeape here too, though drifblim is never going to be faster than them on its own) or finish off another pokemon and get the speed boost. to pick at specific parts here,

    if i'm a new player, the things i learn here are:

    - you shouldn't switch out with unburden active
    - it probably koes a pokemon with destiny bond if you play it well
    - you can burn physical attackers
    - there are no counters to this set, because you can burn things and scare them all out with the thread of destiny bond
    - also, you can burn physical attackers and scare them out with the threat of destiny bond
    - it can kinda spinblock because they have to risk their spinner (important to note that it can't really spinblock armaldo unless you're really good at dodging stone edges on switch-in)
    - drifblim has acrobatics

    do you see the redundancy here? this whole section is telling us mostly the same information again and again, and you can really condense it down into a sentence or two with minimal effort on your part and so that you don't have to say the same things over and over and over.

    first sentence is rather confusing and that's really a matter of wording; you don't need to try to jam so much information in there especially since you made it very clear what drifblim does in the last paragraph. "you have to try for the first acrobatics to be worth it" - as a new player, what do you mean? i try very hard when i battle. >:| be specific and try to clarify exactly what you mean: by that, i mean you need to clarify "don't waste your acrobatics on incoming bastiodon / regirock" or whatever.

    you don't need to go into the situational stuff here; braviary vs drifblim is not common enough to merit specific mention and is basically filler information that doesn't tell you much about the set apart from "it has to be previously boosted to deal with some stuff". that is a perfectly legitimate point, but you don't have to say things like "a brave bird ohkoes it" etc. "a disabled pokemon is a maimed..." is a filler sentence that people can derive themselves based on the effect of disable. disabling a choiced pokemon forces it to struggle; in the case of most choice band pokemon, it allows them to continue breaking subs.

    the ev spread is not chosen to outspeed those specific threats; it's so that drifblim can "pick off" as many pokemon as it can and start disrupting things. you don't even need to reference adamant, just make it clear that the power of the initial acrobatics isn't nearly as important as having the ability to get it off and start disrupting the opponent's game like drifblim should. skuntank is not a particularly good partner unless you're afraid of misdreavus.

    "roselia can take water-type damage all day" why is this mention relevant? sr isn't really a problematic weakness, it just makes it so it can't sub as many times. "... rather than blocking rapid spin" surely it blocks rapid spin, but it can't switch in and out of spinners consistently; make that noteworthy. last sentence is confusing and untrue - drifblim very well can lure them and KO them with destiny bond, or cripple them with wisp. you don't need to run ludicolo to make drifblim's life easier, you should be using drifblim with the intention that perhaps you will need to sacrifice it to break through rock-types.


    hp fighting exists literally just for bastiodon, lickilicky; thunderbolt does more or similar damage to everything else really.

    it doesn't have to be a choice-locked fighting-type attack; just anything it can scare out. i guess it depends on the composition of your team but you can scare out pokemon like roselia by threatening acrobatics or pokemon like golurk by threatening shadow ball. lickilicky also does ok at beating it. skuntank can lose to timely paralysis.

    this entire paragraph is unnecessary

    gigalith > boldore

    doesn't have to be a fast fighting-type to beat licky; just something that can reliably threaten it and push it into ko range for blim. sr support isn't "almost" necessary, it very much is! it will never break through regice otherwise.

    this is a good section, you might want to consider breaking it into two paragraphs though because it looks rather huge and a bit daunting to read through

    that first sentence.. :( you don't need to use silly cliche phrases like that, just tell me the goods! there's a long run-on sentence about the weathers; just mention that it can use both weathers and also has access to weather ball (then in the next sentence, explain why it's bad). you don't need to explain what memento does. the flare boost mention is a bit confusing - just say you'd use flame orb + trick, and that cm unburden is generally better. when you mention sucker punch, i'd explicitly say that destiny bond is always the better option if your opponent is attacking anyways.

    only offensive missy outspeeds blim. why'd you mention zangoose after saying "ghost- and dark-types are dangerous"? it doesn't run pursuit either, contrary to your following sentence, so idg why that reference is there. rotom-a doesn't counter blim, just scares it out before it boosts or else it risks getting koed by destiny bond. musharna cannot successfully set up on blim, because a properly timed destiny bond means you have to predict phenomenally well to actually beat it.

    getting it to waste its flying gem on bulky pokemon or resists is a good idea; from there it's best trying to avoid its destiny bond, whether that's through taunt or stalling its low 8 pp or phazing with roar.. bulky electrics always win vs every set barring crits. in this sense, the "safest" counter is bastiodon, so give it a little more mention.

    after this,
    [qc]3/3[/qc]

    sorry for taking so long!
  19. Raseri

    Raseri here to help
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    EVs allow to outspeed Choice Scarf Sawk and Choice Scarf Marmogtar after Unburden. The Defense helps Drifblim to set up, since Calm Mind already covers Special Defense.</p>


    Magmortar isn't NU anymore! There's also a lot of typos, so I recommend reading it over before GP comes at this!
  20. Joim

    Joim All promises become a lie, all that's bening corrups in time
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    Okay, after several edits throughout these last weeks, revisions, and implementing Zeb's check carefully, this is finally ready for GP check. No probs, Zeb, I've been awfully slow with this one too with all the stuff that's been going on :/ Cheers to all NU QC and GP team!
  21. mikel

    mikel frizy will carry ocn
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    diff (open)

    [Overview]

    <p>Drifblim is the epitome of uniqueness: it has uniqua one of a kind typing, as well as atypical stats, abilities, and movepool. These traits call formight imply greatness, but competitive viability does not work that way. Despite boasting three immunities, including to the common Normal-type, and a gargantuan HP stat&mdash;the seventh highest in the game&mdash;, the same typing that blesses it with the aforementioned immunities also gives it a glaring weakness to the common Stealth Rock, Pursuit, and BoltBeam combination, all of them pwhich aretty common in NU. Add in puny defenses that don't match its HP and you'll realise that Drifblim is being held back. ButHowever, despite all these negative features, Drifblim's has a great ability in Unburden, which, combined with its extensive movepool, makes Drifblim is able to use exploit with great success. You might not deem this purple balloon threatening, but it will easily prove otherwise.</p>

    [SET]
    Name: AcroBlimp
    move 1: Acrobatics
    move 2: Will-O-Wisp
    move 3: Substitute / Disable
    move 4: Destiny Bond / Disable
    Iitem: Flying Gem
    Aability: Unburden
    Nnature: Jolly
    EV'evs: 252 Atk / 4 Def / 252 Spe

    [SET COMMENTS]

    <p>The main gist of this set iis set excels in its utility, where it excels, spreading status with Will-O-Wisp, disruptwearing down the opposing team with heavy blows, and forcing switches, luring its checks in to burn them. Drifblim will try to faintKO a weak Pokéemon like Scolipede, Jynx, or Primeape with its first Flying-g Gem powerboosted hit, gaining the Unburden boost,. At thenis point, Drifblim will be the fastest Pokemon in the metagame, barring a few Pokemon over base 100 Speed, and it will prefer to stay in the field, attempting a sweep until it faints, most likely getting another Pokemon downand can even KO revenge killers with Destiny Bond. To take care of the physical attackers that can threaten Drifblim, you can use Will-O-Wisp can be used on switch -ins to burn them, making the battle easier for your team. There are no realhard counters to this set, as Will-O-Wisp will cripple them and Destiny Bond will threat all them outen to KO. Additionally, a fast Will-O-Wisp will cripple physical attackers and common Rapid Sspinners likesuch as Armaldo, the most common and dangerous one, whoich will find itself in a tough situation against an Unburden boosted Drifblim, knowing it can use Destiny Bond to get rid of it and thus letting the hazards stay forevermore. Anything that tries to get past Drifblim will be seriously damaged by Acrobatics, so once you let it unleash its fury, your opponent will have a hard time stopping it.</p>

    <p>When getting Drifblim into the game, you have to try for the first Acrobatics to be worth itattack is crucial, since the Flying Gem works once and you don't want to waste it on an incoming Bastiodon or Regirock. The hit will be huge and you want it for something that Drifblim can KO. What Drifblim does best is luring out foes such as Skuntank and Regirock to burn them, rendering them pretty much useless. Despite its positive traits, oneyou must take into account that Drifblim doesn't really pack a punch after the first hit, and it will need team support and Unburden to do its job. You can choose to run a SubDisable set or sacrifice Substitute for Disable, since it will buy you turns to deal additional damage. If you manage to disable a Pokémon's most powerful attack against Drifblim, it will have to either switch out or take an Acrobatics hit.</p>

    [ADDITIONAL COMMENTS]

    <p>There's not many other options for an attack oin the first moveslot besides Acrobatics, which is easily one of the best physical attacking moves. Despite the greatness of Drifblim's movepool, it is quite lacking in the physical department. The chosen EV spread is used to outspeed base 70s with a Timid nature and sSpeed tie with base 80s before the Unburden boost, letting it pick as many Pokéemon as possible to start disruptiong things. Don't be bothered about the low damage output,; you will be first moving first and you will useusing Will-O-Wisp often, it's more important than dealing more damage so Drifblim can make his job. As Drifblim is a good team staple, Pokemon which struggle against Rock- and Steel-types, such as Swellow, Braviary, Zangoose, and Kangaskhan, which struggle against Rock- and Steel-types will be glad to count on it to burn or faintKO them with Destiny Bond. Some teams pack both a physical wall and a birdFlying-type counter, so be cautious when using Drifblim and a birdFlying Pokemon. Given that Drifblim forces a lot of switches and additionally it can spin block and cripple common Rapid Spin users, Pokéemon that set up hazards work decently with it. Garbodor and Roselia team up nicely with Drifblim, setting up Spikes and Toxic Spikes on Alomomola easily. Armaldo can both set up Stealth Rock and use Rapid Spin realiably, so it is very welcome. Drifblim is an offensive spin blocker at best,; it'll pressure spinners and hurt them so they can be taken out. It can switch into a Rapid Spin, but it can't switch in and out consistently; however, Drifblim can lure them in to then burn them or use Destiny Bond to get a troublesome Rock-type out of the game.</p>

    [SET]
    Name: SubCM
    move 1: Calm Mind
    move 2: Substitute
    move 3: Shadow Ball
    move 4: Thunderbolt / Hidden Power Fighting
    Iitem: Ghost Gem
    Aability: Unburden
    Nnature: Modest
    EV'evs: 4 Def / 252 SpA / 252 Spe

    [SET COMMENTS]

    <p>This set does mainly one thing: sweeping. If you manage to set up a Substitute ion a good momenPokemon that can't hurt it, you can easily triggetr Unburden, Calm Mind, and start delivering painowerful attacks. You can switch on a foe you can scare offut, like Sawk or Roselia, set up a Substitute, and proceed to Calm Mind. Be wary of bluffed Choice Set or predictions,; an Ice Punch could mean an abrupt end to Drifblim's sweeping career. After the first Shadow Ball, sSpeed getis boosted by Unburden and you become nearly unstoppable, outspeeding Choice Scarf users. Thanks to theits three immunities and six resistances, you will find plenty of occasions to start setting up. The only Pokemon that can reliably stop your sweep then are Regice and Skuntank, followed by Lickilicky, which can be dealt with with the help of teammates. After the Unburden boost, there will be littlefew Pokemon that can outspeeding Drifblim. Add in one or two Calm Mind boosts and it will be hitting like a truck. Shadow Ball and Hidden Power Fighting used together grant a perfect coverage, but Thunderbolt is generally more useful and will hit more Pokémon for more damage and helps deafeating foes like Alomomola, Braviary, or Samurott; whilehowever, Hidden Power Fighting is used solely forsuper effective against Bastiodon and Lickilicky.</p>

    [ADDITIONAL COMMENTS]

    <p>Despite the potential Unburden brings, Drifblim needs team support to prevail; g. Generally, Skuntank and Regice are the main threats to this set. Fighting-types, namely Sawk or Gurdurr, the premier Fighting-types of NU, will help dealing with opposing Dark-type threats, such as Skuntank and Liepard, though they are the most troublesome, and they can deal withforce out Regice, which is a big threat to Drifblim. They also lure outin physical walls, such as Alomomola, that Drifblim can use to set up on, as it will take little damage, mightcan use Substitute to avoidblock status, and get at least a Calm Mind before shootfiring off the first Shadow Ball. Gardevoir is a very good teammate,; SubWisp can burn Drifblim's threats and LO + 3 attacks is a very powerful buildset that can KO a lot ofor weaken many NU Pokemon. Piloswine will help taking out both Rotom-F and Rotom-S, whoich threaten Drifblim with their powerful super effective attacks and superior sSpeed before Unburden. Colubur Berry Golurk can take a Sucker Punch and OHKO Skuntank with Earthquake, while some other Rock- or Ground- types, including Regirock or Gigalith, can dispatch it with their own STAB Earthquake, such as Regirock or Gigalith. Lickilicky doesn't take much damage even from Hidden Power Fighting, so it's best to burn it or let a teammate to deal with it before trying to set up with Drifblim. Putting it in KO range for Drifblim might be enough to balance the game in your favor. You can also use Rotom formes to Trick Lickilicky a cChoice item or let Samurott or Skuntank Taunt it. A bulky Substitute will render its Dragon Tail useless as well.</p>

    <p>Stealth Rock support is mandatory, since it pushets Regice to thein 2HKO range and Rotom formes tocan be OHKO ranged, which is a huge deal. Piloswine is an excellent teammate as well, as it can use Stone Edge to dispose of Regice and other Ice-type dangers that can obliterate Drifblim, and it can also lay Stealth Rock. Rapid Spin support is not necessary to ensure its survival as you areit is meant to switchtay in and stay, but it helps Drifblim to set up from full health. Most players will expect the AcroBlimp set on Drifblim, so you can use this to your advantage to scare out a Flying-typePokemon weak Pokemonto Flying like Ludicolo, or a low healthkened slow Pokemone, to set up on itsthe switch. Additionally, you can use a ChestoRest set, which works like this one, using Calm Mind, Rest, Shadow Ball, and Hidden Power Fighting or Thunderbolt as a moveset, Chesto Berry as an item, and an EV spread of 252 Def / 140 SpA / 116 Spe with a Modest nature. The EVs allow Drifblim to outspeed Choice Scarf Sawk and Choice Scarf Marmogtar after Unburden. The Defense helps Drifblim to set up, since Calm Mind already covers Special Defense.</p>

    [Other Options]

    <p>Driblim has a lot of options. Aftermath as an ability is pretty much outclassed by Unburden in all cases. A Baton Pass set is also possible using an EV spread of 4 HP / 252 Def / 252 SpD, passing either Calm Mind, Stockpile, or both, as well as high HP Substitutes. Unburden will let you use Baton Pass very quickly so you won't be killed before you do, but you must always keep in mind that the Unburden Speed boost cannot be passed. Drifblim can use both Sunny Day and Rain Dance with Weather Ball, so it's able to rfunction well in a weather team, but it's slow and it doesn't gain any good coverage, so it's not a good option. Besides the aforementioned support moves, Drifblim has access to a wide variety of themsupport moves, fincluding amongst its movepool Hypnosis, Trick, and Thunder Wave. It can even use Memento, forcing a switch out that will help a lot. You can use Flare Boost and a Flame Orb with Trick, a gimmicky option that gives you a boost and cripples an opponent,; however, using Calm Mind with Unburden is usually a superior option. Despite Explosion's nerf, it can be used in a Memento-like fashion, dealing still decent damage. Drifblim has also access to Recycle to abreuse a Chesto Berry, but its defenses are too puny to effectively use this tactic against most offensive teams and it is wasting a precious moveslot that Drifblim needs to be effective. Drifblim halso halso access to Charge Beam which can be used against the plethora of Flying-types in NU and serves as a boosting move at the same time, but Calm Mind is stigenerally better. It can even run Sucker Punch to deal with other Ghost-types in theon a physical sets, but the moveslot for that is disputed amongstby more useful moves and if an opposing Pokéemon is sure to attacking, it's just better to use Destiny Bond.</p>

    [Checks and Counters]

    <p>The Ghost- and Dark-types of NU are amongst the more perilous foes for Drifblim. Haunter, offensive Misdreavus, and Skuntank awill wiall easily dispatch it before the Unburden boost; i. Its glaring Pursuit weakness is one of Drifblim's worst traits. Rotom-F and Rotom-S can scare Drifblim off before it gets an Unburden boost, taking little damage from Acrobatics and KOing it back, but they can be easily KOed by either Drifblim with Ghost Gem Shadow Ball or Destiny Bond. Additionally, AcroBlimp using SubDisable will force Rotom formes to Struggle, rendering them useless. Alomomola can wall AcroBlimp ad infinitum, taking the hits and using Wish + Protect to heal back, plus using Toxic to wear Drifblim down. It can burn Drifblim with Scald as well, the most you can do to it is burn it. AcroBlimp will have trouble breaking through physical walls, so sending it to battlein before they are dealt with will just waste your only Unburden boost; buthowever, you haveneed to avoid Destiny Bond by either using Taunt or, stalling its PP, or phazing it with Roar. Both Regice and Stunfisk can easily KO Drifblim with their STABs, t. They also happen to have high bulk to avoid being hitted hard by Drifblim. Phazing Drifblim will make it lose Unburden for the rest of the battle ands well as its Substitute, crippling it, especially if Stealth Rock is set up, so Roar users like Bastiodon and Lairon are very dangerous to Drifblim; they also resist Drifblim's STABs. Keep in mind that both Drifblimain sets require different counters, so it's hard to safely switch a Pokemon into Drifblim until you know which set it is us's running, even though bulky Electric-types are good to go against any kind of Drifblim; Eelektross, Ampharos, and even Luxray can beat it, albeit risking a burn; also. Bastiodon is the safest choice to counter any Drifblim, resisting all of its common attacks and being able to phaze it. Finally, there's no really safesingle hard counter againsto Drifblim, asince it can always could use Destiny Bond and getKO your counter down.</p>

    cp (open)

    [Overview]

    <p>Drifblim is the epitome of uniqueness: it has a one of a kind typing, as well as atypical stats, abilities, and movepool. These traits might imply greatness, but competitive viability does not work that way. Despite boasting three immunities, including to the common Normal-type, and a gargantuan HP stat&mdash;the seventh highest in the game&mdash;, the same typing that blesses it with the aforementioned immunities also gives it a glaring weakness to Stealth Rock, Pursuit, and BoltBeam combination, all of which are common in NU. Add in puny defenses that don't match its HP and you'll realise that Drifblim is being held back. However, despite all these negative features, Drifblim has a great ability in Unburden, which, combined with its extensive movepool, Drifblim is able to exploit with great success. You might not deem this purple balloon threatening, but it will easily prove otherwise.</p>

    [SET]
    Name: AcroBlimp
    move 1: Acrobatics
    move 2: Will-O-Wisp
    move 3: Substitute / Disable
    move 4: Destiny Bond / Disable
    item: Flying Gem
    ability: Unburden
    nature: Jolly
    evs: 252 Atk / 4 Def / 252 Spe

    [SET COMMENTS]

    <p>This set excels in its utility, spreading status with Will-O-Wisp, wearing down the opposing team with heavy blows, and forcing switches, luring its checks in to burn them. Drifblim will try to KO a weak Pokemon like Scolipede, Jynx, or Primeape with its first Flying Gem boosted hit, gaining the Unburden boost. At this point, Drifblim will be the fastest Pokemon in the metagame, barring a few over base 100 Speed, and will prefer to stay in, attempting a sweep until it faints, and can even KO revenge killers with Destiny Bond. To take care of the physical attackers that can threaten Drifblim, Will-O-Wisp can be used on switch-ins to burn them. There are no hard counters to this set, as Will-O-Wisp will cripple them and Destiny Bond will threaten to KO. Additionally, a fast Will-O-Wisp will cripple physical attackers and common spinners such as Armaldo, the most common and dangerous one, which will find itself in a tough situation against an Unburden boosted Drifblim.</p>

    <p>When getting Drifblim into the game, the first Acrobatics attack is crucial, since the Flying Gem works once and you don't want to waste it on an incoming Bastiodon or Regirock. What Drifblim does best is luring out foes such as Skuntank and Regirock to burn them, rendering them pretty much useless. Despite its positive traits, you must take into account that Drifblim doesn't really pack a punch after the first hit, and it will need team support and Unburden to do its job. You can choose to run a SubDisable set or sacrifice Substitute for Disable, since it will buy you turns to deal additional damage. If you manage to disable a Pokémon's most powerful attack against Drifblim, it will have to either switch out or take an Acrobatics hit.</p>

    [ADDITIONAL COMMENTS]

    <p>There's not many other options for an attack in the first moveslot besides Acrobatics, which is easily one of the best physical attacking moves. Despite the greatness of Drifblim's movepool, it is quite lacking in the physical department. The chosen EV spread is used to outspeed base 70s with a Timid nature and Speed tie with base 80s before the Unburden boost, letting it pick as many Pokemon as possible to start disruption. Don't be bothered about the low damage output; you will be moving first and using Will-O-Wisp often. As Drifblim is a good team staple, Pokemon, such as Swellow, Braviary, Zangoose, and Kangaskhan, which struggle against Rock- and Steel-types will be glad to count on it to burn or KO them with Destiny Bond. Some teams pack both a physical wall and a Flying-type counter, so be cautious when using Drifblim and a Flying Pokemon. Given that Drifblim forces a lot of switches and can spinblock and cripple common Rapid Spin users, Pokemon that set up hazards work decently with it. Garbodor and Roselia team up nicely with Drifblim, setting up Spikes and Toxic Spikes on Alomomola easily. Armaldo can both set up Stealth Rock and use Rapid Spin reliably, so it is very welcome. Drifblim is an offensive spinblocker at best; it'll pressure spinners and hurt them so they can be taken out. It can switch into a Rapid Spin, but it can't switch in and out consistently; however, Drifblim can lure them in to then burn them or use Destiny Bond to get a troublesome Rock-type out of the game.</p>

    [SET]
    Name: SubCM
    move 1: Calm Mind
    move 2: Substitute
    move 3: Shadow Ball
    move 4: Thunderbolt / Hidden Power Fighting
    item: Ghost Gem
    ability: Unburden
    nature: Modest
    evs: 4 Def / 252 SpA / 252 Spe

    [SET COMMENTS]

    <p>This set does mainly one thing: sweeping. If you manage to set up a Substitute on a Pokemon that can't hurt it, you can easily trigger Unburden, Calm Mind, and start delivering powerful attacks. You can switch on a foe you can scare out, like Sawk or Roselia, set up a Substitute, and proceed to Calm Mind. Be wary of bluffed Choice Set or predictions; an Ice Punch could mean an abrupt end to Drifblim's sweeping career. After the first Shadow Ball, Speed is boosted by Unburden and you become nearly unstoppable, outspeeding Choice Scarf users. Thanks to its three immunities and six resistances, you will find plenty of occasions to start setting up. The only Pokemon that can reliably stop your sweep then are Regice and Skuntank, followed by Lickilicky, which can be dealt with with the help of teammates. After the Unburden boost, there will be few Pokemon that can outspeed Drifblim. Add in one or two Calm Mind boosts and it will be hitting like a truck. Shadow Ball and Hidden Power Fighting used together grant perfect coverage, but Thunderbolt is generally more useful and will hit more Pokémon for more damage and helps defeating foes like Alomomola, Braviary, or Samurott; however, Hidden Power Fighting is super effective against Bastiodon and Lickilicky.</p>

    [ADDITIONAL COMMENTS]

    <p>Despite the potential Unburden brings, Drifblim needs team support to prevail. Generally, Skuntank and Regice are the main threats to this set. Fighting-types, namely Sawk or Gurdurr, the premier Fighting-types of NU, will help dealing with opposing Dark-type threats, such as Skuntank and Liepard, and they can force out Regice, which is a big threat to Drifblim. They also lure in physical walls, such as Alomomola, that Drifblim can use to set up on, as it will take little damage, can use Substitute to block status, and get at least a Calm Mind before firing off the first Shadow Ball. Gardevoir is a very good teammate; SubWisp can burn Drifblim's threats and LO + 3 attacks is a very powerful set that can KO or weaken many NU Pokemon. Piloswine will help taking out both Rotom-F and Rotom-S, which threaten Drifblim with their powerful super effective attacks and superior Speed before Unburden. Colbur Berry Golurk can take a Sucker Punch and OHKO Skuntank with Earthquake, while other Rock- or Ground-types, including Regirock or Gigalith, can dispatch it with their own Earthquakes. Lickilicky doesn't take much damage even from Hidden Power Fighting, so it's best to burn it or let a teammate to deal with it before trying to set up with Drifblim. Putting it in KO range for Drifblim might be enough to balance the game in your favor. You can also use Rotom formes to Trick Lickilicky a Choice item or let Samurott or Skuntank Taunt it. A bulky Substitute will render its Dragon Tail useless as well.</p>

    <p>Stealth Rock support is mandatory, since it puts Regice in 2HKO range and Rotom formes can be OHKOed, which is a huge deal. Piloswine is an excellent teammate as well, as it can use Stone Edge to dispose of Regice and other Ice-type dangers that can obliterate Drifblim and it can also lay Stealth Rock. Rapid Spin support is not necessary to ensure its survival as it is meant to stay in, but it helps Drifblim to set up from full health. Most players will expect the AcroBlimp set on Drifblim, so you can use this to your advantage to scare out a Pokemon weak to Flying like Ludicolo, or a weakened slow Pokemon, to set up on the switch. Additionally, you can use a ChestoRest set, using Calm Mind, Rest, Shadow Ball, and Hidden Power Fighting or Thunderbolt as a moveset, Chesto Berry as an item, and an EV spread of 252 Def / 140 SpA / 116 Spe with a Modest nature. The EVs allow Drifblim to outspeed Choice Scarf Sawk after Unburden. The Defense helps Drifblim to set up, since Calm Mind already covers Special Defense.</p>

    [Other Options]

    <p>Driblim has a lot of options. Aftermath as an ability is pretty much outclassed by Unburden in all cases. A Baton Pass set is also possible using an EV spread of 4 HP / 252 Def / 252 SpD, passing either Calm Mind, Stockpile, or both, as well as high HP Substitutes. Unburden will let you use Baton Pass very quickly so you won't be killed before you do, but you must always keep in mind that the Unburden Speed boost cannot be passed. Drifblim can use both Sunny Day and Rain Dance with Weather Ball, so it's able to function well in a weather team, but it's slow and doesn't gain any good coverage, so it's not a good option. Drifblim has access to a wide variety of support moves, including Hypnosis, Trick, and Thunder Wave. It can even use Memento, forcing a switch out that will help a lot. You can use Flare Boost and a Flame Orb with Trick, a gimmicky option that gives you a boost and cripples an opponent; however, using Calm Mind with Unburden is usually a superior option. Despite Explosion's nerf, it can be used in a Memento-like fashion, dealing decent damage. Drifblim has also access to Recycle to reuse a Chesto Berry, but its defenses are too puny to effectively use this tactic against most offensive teams and it is wasting a precious moveslot that Drifblim needs to be effective. Drifblim also has access to Charge Beam which can be used against the plethora of Flying-types in NU and serves as a boosting move at the same time, but Calm Mind is generally better. It can even run Sucker Punch to deal with other Ghost-types on a physical set, but the moveslot for that is disputed by more useful moves and if an opposing Pokemon is sure to attack, it's just better to use Destiny Bond.</p>

    [Checks and Counters]

    <p>The Ghost- and Dark-types of NU are amongst the more perilous foes for Drifblim. Haunter, offensive Misdreavus, and Skuntank will all easily dispatch it before the Unburden boost. Its glaring Pursuit weakness is one of Drifblim's worst traits. Rotom-F and Rotom-S can scare Drifblim off before it gets an Unburden boost, taking little damage from Acrobatics and KOing it back, but they can be easily KOed by either Drifblim with Ghost Gem Shadow Ball or Destiny Bond. Additionally, AcroBlimp using SubDisable will force Rotom formes to Struggle, rendering them useless. Alomomola can wall AcroBlimp ad infinitum, taking the hits and using Wish + Protect to heal back, plus using Toxic to wear Drifblim down. It can burn Drifblim with Scald as well, the most you can do to it is burn it. AcroBlimp will have trouble breaking through physical walls, so sending it in before they are dealt with will just waste your only Unburden boost; however, you need to avoid Destiny Bond by either using Taunt, stalling its PP, or phazing it with Roar. Both Regice and Stunfisk can easily KO Drifblim with their STABs. They also happen to have high bulk to avoid being hit hard by Drifblim. Phazing Drifblim will make it lose Unburden for the rest of the battle as well as its Substitute, crippling it, especially if Stealth Rock is set up, so Roar users like Bastiodon and Lairon are very dangerous to Drifblim; they also resist Drifblim's STABs. Keep in mind that both main sets require different counters, so it's hard to safely switch a Pokemon into Drifblim until you know which set it's running, even though bulky Electric-types are good to go against any kind of Drifblim; Eelektross, Ampharos, and even Luxray can beat it, albeit risking a burn. Bastiodon is the safest choice to counter any Drifblim, resisting all of its common attacks and being able to phaze it. Finally, there's no single hard counter to Drifblim, as it can always use Destiny Bond and KO your counter.</p>


    lots of changes, most of which were due to differences in romantic + english word order.

    too lazy to find the stamp image so have a gp 1/2
  22. Joim

    Joim All promises become a lie, all that's bening corrups in time
    is a Site Staff Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnusis an Administrator Alumnus

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    May the heavens pay you with 20 children. One QC left and Drifblim WILL BE FINALLY DONE.


    one GP joim. worst admin
  23. Namso

    Namso
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    QC check comin-- err, GP check coming up!

    Additions.
    Deletions.

    Comments.

    Cool beans.

    GP 2/2
  24. Joim

    Joim All promises become a lie, all that's bening corrups in time
    is a Site Staff Alumnusis a Battle Server Admin Alumnusis a Programmer Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnusis an Administrator Alumnus

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    I can't believe this - Drifblim is finally done :')
    Raseri and Hollywood like this.
  25. Raseri

    Raseri here to help
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    never trust an admin :)

    uploading

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