Drifblim

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
fly me to the moon...



[OVERVIEW]

Drifblim is an uncommon threat that can make good use of Unburden and its varied movepool to disrupt opposing teams. STAB Acrobatics, Hex, and Will-O-Wisp make it very hard to wall completely, as common Flying-resistant Pokemon such as Steelix and Rhydon are crippled by Will-O-Wisp and Hex while most specially defensive targets such as Skuntank, Magmortar, and Hariyama dislike taking a boosted Acrobatics. Combined with incredible Speed once Unburden has triggered and a solid range of resistances and immunities, Drifblim can cause a lot of trouble for unprepared teams once it enters battle safely. However, despite its strong moves, Drifblim lacks the power of other cleaners like Tauros and Archeops, which is further emphasized by its need to split its offensive investment and by both of its attacking moves having conditions for maximum power. It's also very difficult to hit a good middle ground between giving Acrobatics good cleaning power and Hex good wallbreaking power, meaning Drifblim often comes up short without heavy entry hazard support. Drifblim also struggles against most special attackers due to Will-O-Wisp not crippling them while still being necessary to use a strong Hex against them, especially if they have the Defense to take Acrobatics. Furthermore, its multiple type weaknesses combined with its low uninvested defensive stats make it hard to use defensively and make it difficult to preserve its Substitutes for long. Finally, while Unburden is useful and gives Drifblim a solid niche, it also allows only one chance to sweep during a match, so Drifblim can be dealt with easily if it tries to sweep early and gets forced out by a priority attack user.

[SET]
name: Mixed Offensive
move 1: Substitute
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Hex
item: Sitrus Berry
ability: Unburden
nature: Rash
evs: 88 Atk / 240 SpA / 180 Spe
ivs: 30 HP

[SET COMMENTS]
Moves
========

Substitute lets Drifblim block Sucker Punch and status moves such as Will-O-Wisp and Thunder Wave, making it easier to disrupt foes consistently, while also letting it lower its own HP into Sitrus Berry's activation range after Stealth Rock so that it can trigger Unburden on its own. Acrobatics is a powerful physical STAB attack for Drifblim to use after Unburden is triggered, giving Drifblim good matchups against Grass-, Bug-, and Fighting-types such as Lilligant, Vivillon, and Guts Hariyama, particularly special attackers that don't mind Will-O-Wisp. It also lets Drifblim hit Normal-types directly and hits most Fire-types that can absorb Will-O-Wisp for good damage, such as Pyroar and Magmortar. Will-O-Wisp lets Drifblim cripple physical attackers that it can sometimes switch into, such as Rhydon and Primeape, as well as Choice item users in general that are locked into a resisted move or one that Drifblim is immune to, and it boosts Hex to ridiculous power levels. It also helps Drifblim set up Substitutes more easily against weak physical attackers. Hex is an extremely powerful special attack against foes inflicted with status and has excellent neutral coverage in general, especially with Acrobatics. Most physically defensive Pokemon that can take an Acrobatics, such as Aggron and Steelix, strongly dislike taking a full-powered Hex.

Set Details
========

Unburden allows Drifblim to double its Speed and become a threat. 176 Speed EVs let Drifblim outspeed maximum Speed Adamant Samurott, maximum Speed Hasty Abomasnow, and many other Pokemon that hang around that Speed tier before an Unburden boost, as well as outspeeding Modest Ludicolo in rain, Choice Scarf Jynx, and Choice Scarf Primeape after Unburden activates. Investing more Speed EVs to outspeed Skuntank lets Drifblim burn it before it can Taunt back, but underspeeding means that Pursuit can trigger Unburden and let Drifblim get an extra boosted Acrobatics off, potentially letting it break through Skuntank depending on Sucker Punch mind games. The Attack investment guarantees that Acrobatics 2HKOes standard Skuntank after Stealth Rock damage while ensuring OHKOs against super effective targets such as Lilligant and Shiftry. The rest of the EVs are invested in Special Attack alongside a Rash nature to boost Hex's power; a Rash nature is generally preferred so that Drifblim can take the occasional priority attack better, but a Mild nature prevents its Substitutes from being broken by defensive Vileplume. Alternative EV spreads can be used to make Acrobatics a more potent cleaning tool; 216 Attack EVs ensure the 2HKO on Skuntank without Stealth Rock support, while 176 Attack EVs and a Naughty or Lonely nature let Drifblim OHKO standard Hariyama after Stealth Rock damage, but these spreads make Hex considerably weaker against targets such as specially defensive Rhydon. 30 HP IVs give Drifblim a stat of 440, which is divisible by 4 so that it's at exactly 50% when it uses Substitute after taking Stealth Rock damage, triggering Unburden automatically. Sitrus Berry is the item of choice because it lets Drifblim trigger Unburden on its own and provides Drifblim with an extra opportunity to use Substitute.

Usage Tips
========

Drifblim should be preserved until the late-game, when checks such as Mega Audino and Aurorus have been removed by teammates and Drifblim can break through the remaining defensive foes. Drifblim only gets one opportunity to sweep in a match, so don't waste it too early. Additionally, Drifblim's Acrobatics is powerful enough to OHKO targets it hits super effectively, but it will need extra residual damage on neutral targets to clean effectively. Drifblim should enter battle against an initially slower foe that it can switch into and use Will-O-Wisp or Substitute freely against, such as Vileplume, Weezing, or Garbodor, so that it can set up a sweep more easily. Will-O-Wisp and Hex should be used to break down threats until Drifblim's Substitute is broken, at which point it should keep using Substitute until Unburden triggers and it can sweep and use Acrobatics effectively. Drifblim can also switch into Choice item users such as Primeape if you predict an attack that it is immune to, guaranteeing Drifblim can set up a Substitute the following turn. In some cases it may be worth it to let the opponent set up Stealth Rock or avoid removing it with your own entry hazard controller so that Drifblim can trigger Unburden automatically upon switching into it, letting it revenge kill targets such as Speed-boosted Lilligant, Vivillon, and Ludicolo with Acrobatics. While Drifblim's Ghost typing lets it block Rapid Spin, it shouldn't be relied on for this due to its low defensive stats and multiple weaknesses to coverage moves such as Hitmonchan's Ice Punch and Kabutops's Stone Edge.

Team Options
========

Toxic Spikes support lets Drifblim hit targets with Hex for heavy damage, letting it sweep more reliably in the late-game by not having to burn weakened targets such as Rhydon and Steelix first to OHKO them with Hex. Garbodor and Weezing can set these entry hazards reliably while also setting Spikes and spreading burns with Will-O-Wisp, respectively, to complement Drifblim's sweep. Additional cleaners such as Swellow and Tauros can take advantage of the holes Drifblim can break in offensive teams due to its disruptive capabilities and excellent speed after Unburden triggers. They can also soften up Rock- and Steel-types such as Aggron and Steelix with their coverage moves, or less sturdy foes such as Aurorus and Kabutops with repeated attacks, helping Drifblim sweep later instead if required. Wallbreakers such as Life Orb Magmortar and Choice Specs Aurorus can break down bulky specially offensive Pokemon such as Mega Audino that can otherwise tank Acrobatics with ease and aren't particularly bothered by Will-O-Wisp. Slow pivots such as Mesprit and Lanturn can use U-turn and Volt Switch to bring Drifblim into foes safely, mitigating its poor defensive stats and letting it set up more consistently. They can also use Thunder Wave to paralyze faster threats that resist Acrobatics, such as Archeops, so that they can be easily KOed with Hex. Musharna can similarly provide paralysis support and a slow Baton Pass or, alternatively, pass Calm Mind boosts to Drifblim to ensure an easier sweep. A second Ghost-type can also be somewhat useful for spinblocking and preserving entry hazards, relieving pressure from Drifblim to fill this role and letting it sweep more consistently while potentially overwhelming the opponent's Ghost-type checks with repeated Hexes. Rotom and Mismagius are good candidates for this due to their decent bulk, offensive power, and utility in coverage moves such as Trick, Thunder Wave, and Memento.

[STRATEGY COMMENTS]
Other Options
=============

Drifblim can run a physically based Unburden set with an EV spread of 252 Atk / 76 Def / 180 Spe and an Adamant nature, using either a physical coverage move such as Knock Off or a support move such as Destiny Bond or Disable. This can provide Drifblim with additional utility and some extra defense against priority attacks such as Samurott's Aqua Jet, but this also makes it significantly easier to wall. Destiny Bond can usually net a KO after Unburden is activated and is difficult for the opponent to play around if they lack a status user or a faster Choice Scarf user such as Pyroar. Disable is a good choice on Drifblim due to its multiple immunities and resistances, which mean that many dangerous Pokemon such as Steelix and Rhydon can be completely walled once their super effective attack is Disabled. This lets Drifblim inflict free burns or set up Substitutes with ease. However, both of these options use up a valuable moveslot and can make sweeping more difficult overall. Different items can be used with Unburden, with Colbur Berry letting Drifblim actually switch into Knock Offs to activate Unburden, luring in usual checks such as Shiftry and Liepard and crippling them with Will-O-Wisp or Disable. A Liechi or Petaya Berry can be used to give Drifblim a surprise power boost, making Drifblim's health situation more precarious but potentially securing a sweep under the right conditions. However, Sitrus Berry is generally more reliable than these options, as it can be triggered reliably regardless of the opponent's actions. Defensive investment can be used on these sets to help Drifblim avoid being OHKOed before it can sweep. While Drifblim can also run specially based Unburden sets and defensive sets, these are usually not consistent enough to warrant using over the given options.

Checks and Counters
===================

**Specially Offensive Pokemon**: Specially based attackers, particularly Fire-types such as Pyroar and Charizard, aren't too bothered by Will-O-Wisp and force Drifblim to either trigger Unburden and Acrobatics early to deal with them effectively or use Will-O-Wisp against a non-Fire-type and tank a hit in the process. Assault Vest Lanturn can stop a sweep outright due to its resistance to Acrobatics and ability to take a boosted Hex with ease. Floatzel is also immune to Will-O-Wisp if it runs Water Veil and thus won't take boosted Hex damage. Aurorus resists Acrobatics and can bypass Drifblim's Substitute with Refrigerate Hyper Voice.

**Faster Offensive Pokemon**: Drifblim struggles to deal with faster attackers such as Kangaskhan, Archeops, Jynx, and Scyther, but they can only force it out if it hasn't been able to trigger Unburden or set up a Substitute to block them yet. Maintaining offensive pressure with these Pokemon can deny Drifblim opportunities from entering battle safely until it's too late for it to make a difference. Priority attackers such as Kabutops and Piloswine can also inflict heavy damage if Drifblim is left without a Substitute for some reason, although Sucker Punch users have to watch out for Substitute and Will-O-Wisp.

**Normal-type Pokemon**: Normal-type Pokemon are immune to Drifblim's strongest attack, and they can usually take an Acrobatics or Will-O-Wisp and hit back if necessary. Mega Audino is particularly threatening, as it can set up against Drifblim without much worry and can take repeated Acrobatics without issue. Pyroar is also immune to Will-O-Wisp and can take a single boosted Acrobatics if need be, while Swellow can bypass Drifblim's Substitute altogether with Scrappy Boomburst.
 
Last edited:
Overview:
  • Specify the 2nd bullet point more. Traditional Flying type resists such as Rotom, Rhydon, and Steelix hate getting burned and Hex'd, while usual Ghost resists like Skuntank, Liepard, and Kangaskhan don't like taking an Acro.
Moves:
  • When talking about Wil-O-Wisp you mention Drifblim sometimes switching into Hariyama and Rhydon, swap Yama with Primeape as it is usually much safer given how often Yama spams Knock Off. Getting Drifblim in on a Primeape's CC is also far more beneficial as it is essentially a guaranteed Substitute considering they're almost all choiced.
Set Details:
  • The speed happens to allows Drifblim to outspeed base 95 scarfers specifically, so instead of saying "most choice scarf users" mention base 95's and below such as Jynx and Primeape.
Team Options:
  • Remove Musharna from the third bullet point, as although it doesn't mind the attack drop which comes with Wil-O, it can't check Drifblim due to boosted Hex, so removing it is not particularly necessary for Drifblim to sweep.
  • Maybe add Baton Pass Musharna into the slow pivots section, as it not only immediately boosts Hex's power but can also help mitigate for Drifblim's lackluster Special Defense with CM boosts.
Other Options:
  • Note that Disable allows Drifblim to specifically take on very common pokemon such as Steelix lacking Dark coverage and Rhydon with ease, while also beating Mono attackers like Cro-Dino as you can disable they're only attacking move.
This is really solid, QC 1/3
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
[OVERVIEW]
  • Unburden is broken and Drifblim can use it pretty well to disrupt opposing teams. Checking it offensively is very difficult once it has triggered Unburden due to its ludicrous speed.
  • Surprisingly hard to wall between STAB Acrobatics, Hex, and Will-O-Wisp, most Pokemon can only deal with one-or-two of these moves at once. For example, common Flying-resists such as Steelix and Rhydon are crippled by Will-O-Wisp + Hex, while common Ghost-resists and specially defensive Pokemon such as Skuntank, Magmortar, and Hariyama don't like taking Acrobatics.
  • Lots of defensive weaknesses to types like Dark, Electric, and Ice, combined with its low base defenses make it hard to use defensively without significant investment.
  • It only gets one shot at using Unburden, so it's easy to deal with if it tries to sweep too early and gets forced out by an Ice Shard user or something.
- Nice fluff.
- Emphasize that while Drifblim has great dual STABs, Drifblim itself isn't that powerful, and its damage output becomes further compromised by its need to go mixed. Not to mention both attacks require conditions to be fulfilled before they become remotely strong.
- Also mention that it also makes it difficult for Drifblim to maintain its Substitutes. Mention Drifblim's poor defenses while you're at it.
- Lol just generalize it to priority, and mention Drifblim's need to KO opponents before they can retaliate, as Blimp cannot really afford to take direct hits.

Set Details
========
  • 88 Atk Drifblim Acrobatics (110 BP) vs. 0 HP / 0 Def Skuntank: 153-180 (44 - 51.8%) -- guaranteed 2HKO after Stealth Rock. It also OHKOes weak targets such as Shiftry and Lilligant.
  • Rest of the EVs and Rash nature go into Special Attack to boost Hex's power, Drifblim doesn't need to take special attacks.
- So here's what I've been thinking: why not list an alternative, or heck, even main spread for Drifblim with more emphasis on Attack instead of Special Attack? After all, while a strong Hex is nice, boosted Acrobatics is easily its superior cleaning tool. NU isn't short of fast and strong Hex users either, so focusing on the cleaning power of its Acrobatics would give Drifblim a more defined niche, imo.
- Also, I'd give the -Def nature (Mild, or Lonely should you go through with the revamp) more consideration: it ensures that Vileplume will never be able to break Driflblim's Substitutes.

Usage Tips
========
  • Drifblim should enter battle against an initially slower foe that it threatens with Will-O-Wisp, such as Steelix, so that it can use Substitute to effectively scout the opponent's decisions and bring itself closer to Unburden range. Will-O-Wisp and Hex should then be used to break down threats until the Substitute is broken, at which point Drifblim keeps using Substitute until Unburden triggers and it can sweep / use Acrobatics effectively.
- Steelix sounds like a really bad example for Drifblim to come in on; Steelix commonly carries either Toxic or Roar, both of which can blow Drifblim's chances to sweep right there. Drifblim should take advantage of mons that it resists, most notably Poison-types such as Vileplume, Garbodor, and Weezing.
- Also, mention that Drifblim's mid-game plan involves softening up foes with WispHex, then cleaning late-game with Acrobatics, as well as Hex if possible.

Team Options
========
  • Cleaners such as Swellow and Tauros can take advantage of the holes Drifblim can break in offensive teams due to its disruptive capabilities and excellent speed after Unburden triggers.
- These mons can also help wear down Drifblim's checks as well by softening up Acrobatics counters. More emphasis can be placed on teammates that can beat down / weaken Rock- and Steel-type Pokemon.

[STRATEGY COMMENTS]
Other Options
=============
  • Drifblim can run a physically based Unburden set that uses either a physical coverage move such as Knock Off or a support move such as Destiny Bond or Disable. This can provide Drifblim with additional utility but makes it significantly easier to wall. EVs would be 252 Atk / 80 Def / 176 Spe with an Adamant nature, so that Acrobatics is as powerful as possible and Drifblim has a somewhat easier time against the physical attackers it checks.
  • Destiny Bond can usually net a KO after Unburden is activated, and is difficult to play around if the opponent lacks a status user or a faster Choice Scarf user such as Pyroar.
  • Disable is a good choice on Drifblim due to its multiple immunities and resistances, which mean that many dangerous Pokemon such as Steelix and Rhydon can be completely walled once their super-effective attack is Disabled. This lets Drifblim inflict free burns or set up Substitutes with ease.
  • Different items can be used with Unburden, with Colbur Berry letting Drifblim actually switch into Knock Offs to activate Unburden, luring in usual checks and crippling them with Will-O-Wisp or Disable. Weakness Policy can be used alongside Substitute to make Drifblim extremely deadly, but it's somewhat inconsistent as most neutral attacks can break Drifblim's Substitutes with ease. Sitrus Berry is more reliable as its the only way for Drifblim to trigger Unburden regardless of the opponent's actions. Defensive investment is necessary on these sets to avoid being OHKOed before Drifblim can sweep.
  • A Baton Pass set is somewhat effective due to Drifblim's high HP Substitutes, Calm Mind and Stockpile as boosting options, being fast enough to pass against almost anything after Unburden, and decent defensive stats when invested.
  • A defensive Defog set is also a decent option, and can use Aftermath to deal with physical attackers more reliably.
- Like I've mentioned earlier, the mixed set you listed above can easily go physically inclined and not lose too much effectiveness; no need to run Knock Off or a different EV spread on it or anything.
- Mention that Destiny Bond and Disable cost a moveslot which Drifblim would have difficulty replacing.
- For starters, Weakness Policy doesn't work through Substitute, and you definitely do not want Drifblim to take a super effective hit directly. Second, pinch berries, such as Liechi Berry and Petaya Berry should most definitely get mentions; they leave Drifblim in a much more precarious position health-wise, but give it better cleaning power. Mention these alongside the boosts Baton Pass can transfer as well.
- Defog Drifblim isn't fast, is extremely frail, weak to SR, has no reliable recovery, commonly revenge killed, etc... It just sounds like a really bad idea, and its status as a gimmick should definitely be noted.

Checks and Counters
===================

**Specially-offensive Pokemon** Specially based attackers, particularly Fire-types such as Pyroar and Charizard, aren't too bothered by Will-O-Wisp and force Drifblim to use its weaker Acrobatics against them or spend a turn using Will-O-Wisp and risk being KOed by one of their powerful STAB attacks. Assault Vest Lanturn can stop a sweep outright due to its resistance to Acrobatics and ability to take a boosted Hex with ease.
You should probably mention Drifblim's ability to consider activating its Unburden prematurely and using its newfound Speed and powered up Acrobatics to beat some of these mons. I mean that means Drifblim ends up busting out the guns early, which should be noted, but it also means you haven't actually dealt with Drifblim with some of the mons in question (particularly the frailer special attackers, like the Fire-types, Floatzel, etc.), so this section can be a bit misleading. I understand what you're trying to convey here (Drifblim's attacks are very weak initially, and special attackers can work around Drifblim's attempt to boost Hex by not being crippled by Wisp), but you could probably phrase it a bit better.

**Faster attackers** Drifblim struggles to deal with faster attackers such as Kangaskhan or Choice Band Scyther if it hasn't set up a Substitute, as they can often KO it with their STAB attacks before it can trigger Unburden or use Will-O-Wisp to stop them. Maintaining offensive pressure with these Pokemon can deny Drifblim opportunities from entering battle safely until it's too late for it to make a difference.
Despite mentioning 'Faster attackers' as your title, I'm surprised not one mention of priority is listed here, especially when you brought up Kangaskhan. Other priority users such as Kabutops and Piloswine should be listed as well, and note that Sucker Punch users have to risk Substitute and Will-O-Wisp. Also, you should obviously state that the faster attackers (Choice Band Scyther, and I'm sure you can mention more than this, like Jynx and Archeops or something) can only revenge Drifblim if Unburden is not activated and Drifblim is not hiding behind a Substitute.

Probably the most notable change is the possibility of revamping the EV spread of the main set (and moving the current EV spread to Set Details as an alternative...?). You can bring this up with the other QC members when you're ready, then I'll QC this.
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Implemented the small changes, I'd like some more feedback from QC before changing the set. I've used physically-based mixed too and having the more powerful Acrobatics makes it a more effective general cleaner, but Hex is so weak that it struggles to have much functionality over say a physical coverage move or a support move. Being able to OHKO Hariyama without Rocks is also really nice.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Implemented the small changes, I'd like some more feedback from QC before changing the set. I've used physically-based mixed too and having the more powerful Acrobatics makes it a more effective general cleaner, but Hex is so weak that it struggles to have much functionality over say a physical coverage move or a support move. Being able to OHKO Hariyama without Rocks is also really nice.
Alright, how about this? Since Hex is no longer as useful on a physically inclined Drifblim, that moveslot can be slashed with Disable / Destiny Bond, which didn't have space on the set before.

With that said, I'm not certain on the order of usefulness of these moves; sometimes I ponder if Hex should even remain on the set and just be relegated to moves, but I am also very unsure about this:

move 4: Hex / Disable / Destiny Bond
move 4: Disable / Destiny Bond / Hex
move 4: Disable / Destiny Bond
 

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
We had a big discussion about the best spread for this (216 Atk / 116 SpA / 176 Spe Rash and 176 Atk / 156 SpA / 176 Spe Naughty were both brought up) and for now we've decided to go with the original one. Writing this up.

EDIT: This is written, I implemented everything of note from the discussion.
 
Last edited:

erisia

Innovative new design!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Talked to bolts and I've condensed some of the content which would be more useful if Drifblim was more viable in general.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
GP 1/2
[OVERVIEW]

Drifblim is an uncommon threat that can make good use of Unburden and its varied movepool to disrupt opposing teams. STAB Acrobatics, Hex, and Will-O-Wisp make it very hard to wall completely, as common Flying-resistant Pokemon such as Steelix and Rhydon are crippled by Will-O-Wisp and Hex while most specially defensive targets such as Skuntank, Magmortar, and Hariyama dislike taking a boosted Acrobatics. Combined with ludicrous Speed once Unburden has triggered and a solid range of defensive resistances and immunities, Drifblim can cause a lot of trouble for unprepared teams once it enters battle safely. However, despite its strong moves, Drifblim lacks the power of other cleaners like Tauros and Archeops, which is further emphasized by its need to split its offensive investment and by both of its attacking moves having conditions for maximum power. It's also very difficult to hit a good middle ground between giving Acrobatics good cleaning power and Hex good wallbreaking power, meaning Drifblim often comes up short without heavy hazard support. Drifblim also struggles against most special attackers due to Will-O-Wisp not crippling them and being necessary to use a strong Hex against them, especially if they have the Defense to take Acrobatics. While Unburden is useful, it also gives Drifblim only one chance to sweep during a match, so it can be dealt with easily if it tries to sweep early and gets forced out by a priority attack user. Finally, its multiple type weaknesses combined with its low uninvested defensive stats make it hard to use defensively and make it difficult to preserve its Substitutes for long. However, don't let this discourage you; Drifblim still has all the tools it needs to successfully break through teams with a little preparation. (summary sentences that don't provide any new info are discouraged, so if you wanna keep this make sure it adds new info)

[SET]
name: Mixed Offensive
move 1: Substitute
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Hex
item: Sitrus Berry
ability: Unburden
nature: Rash
evs: 88 Atk / 240 SpA / 180 Spe
ivs: 30 HP

[SET COMMENTS]
Moves
========

Substitute lets Drifblim block Sucker Punch and status moves such as Will-O-Wisp and Thunder Wave, making it easier to disrupt foes consistently, while also letting it lower its own HP into Sitrus Berry's activation range after Stealth Rock so that it can trigger Unburden on its own. Acrobatics is a powerful physical STAB attack for Drifblim to use after Unburden is triggered, giving Drifblim good matchups against Grass-, Bug-, and Fighting-types such as Lilligant, Vivillon, and Guts Hariyama, particularly special attackers that don't mind Will-O-Wisp. It also lets Drifblim hit Normal-types directly, (RC) and hits most Fire-types that can absorb Will-O-Wisp for good damage, such as Pyroar and Magmortar. Will-O-Wisp lets Drifblim cripple physical attackers that it can sometimes switch into, such as Rhydon and Primeape, as well as Choice item users in general that are locked into a resisted move or one that Drifblim is immune to immunity, and it boosts Hex to ridiculous power levels. It also lets Drifblim set up Substitutes against weak, (AC) burned physical attackers. Hex is an extremely powerful special attack against opponents foes inflicted with status and has excellent neutral coverage in general, especially with Acrobatics. Most physically defensive Pokemon that can take an Acrobatics, such as Aggron and Steelix, strongly dislike taking a full-powered Hex.

Set Details
========

Unburden allows Drifblim to double its Speed and become a threat. 176 Speed EVs let Drifblim outspeed maximum Speed Adamant Samurott, maximum Speed Hasty Abomasnow, and many other Pokemon that hang around that Speed tier before an Unburden boost, as well as outspeeding Modest Ludicolo in rain, Choice Scarf Jynx, and Choice Scarf Primeape after Unburden activates. Investing more Speed EVs to outspeed Skuntank lets Drifblim burn it before it can Taunt back, but underspeeding means that Pursuit can trigger Unburden and let Drifblim get an extra boosted Acrobatics off, potentially letting it break through Skuntank depending on Sucker Punch mind games. The Attack investment guarantees that Acrobatics 2HKOes standard Skuntank after Stealth Rock damage while ensuring OHKOs against super effective targets such as Lilligant and Shiftry. The rest of the EVs are invested in Special Attack alongside a Rash nature to boost Hex's power; a Rash nature is generally preferred so that Drifblim can take the occasional priority attack better, but a Mild nature prevents its Substitutes from being broken by defensive Vileplume. Alternative EV spreads can be used to make Acrobatics a more potent cleaning tool; 216 Attack EVs ensure the 2HKO on Skuntank without Stealth Rock support, (AC) while 176 Attack EVs and a Naughty or Lonely nature let Drifblim OHKO standard Hariyama after Stealth Rock damage, but these spreads make Hex considerably weaker against targets such as specially defensive Rhydon. 30 HP IVs give Drifblim a stat of 440, which is divisible by 4 so that it's at exactly 50% when it uses Substitute after taking Stealth Rock damage, triggering Unburden automatically. Sitrus Berry is the item of choice because as it lets Drifblim trigger Unburden on its own and it provides Drifblim with an extra opportunity to use Substitute.

Usage Tips
========

Drifblim should be preserved until the late-game, when checks such as Mega Audino and Aurorus have been removed by teammates and Drifblim can break through the remaining defensive foes. Drifblim only gets one opportunity to sweep in a match, so don't waste it too early. Additionally, Drifblim's Acrobatics is powerful enough to OHKO targets it hits super effectively, but it will need extra residual damage on neutral targets to clean effectively. Drifblim should enter battle against an initially slower foe that it can switch into and use Will-O-Wisp or Substitute freely against, such as Vileplume, Weezing, or Garbodor, so that it can set up a sweep more easily. Will-O-Wisp and Hex should be used to break down threats until Drifblim's Substitute is broken, at which point it should keep using Substitute until Unburden triggers and it can sweep and use Acrobatics effectively. Drifblim can also switch into Choice item users such as Primeape if you predict an attack that it is immune to, guaranteeing Drifblim can set up a Substitute the following turn. In some cases it may be worth it to letting the opponent set up Stealth Rock or avoid removing them with your own hazard controller, (RC) so that Drifblim can trigger Unburden automatically upon switching into it, letting it revenge kill targets such as Speed-boosted Lilligant, Vivillon, and Ludicolo with Acrobatics. While Drifblim's Ghost typing lets it block Rapid Spin, it shouldn't be relied on for this due to its low defensive stats and multiple weaknesses to coverage moves such as Hitmonchan's Ice Punch and Kabutops's Stone Edge.

Team Options
========

Toxic Spikes support lets Drifblim hit targets with Hex for heavy damage, letting it sweep more reliably in the late-game by not having to burn weakened targets such as Rhydon and Steelix first to OHKO them with Hex. Garbodor and Weezing can set these entry hazards reliably while also setting Spikes and spreading burns with Will-O-Wisp, (AC) respectively, (AC) to complement Drifblim's sweep. Additional cleaners such as Swellow and Tauros can take advantage of the holes Drifblim can break in offensive teams due to its disruptive capabilities and excellent speed after Unburden triggers. They can also soften up Rock- and Steel-types such as Aggron and Steelix with their coverage moves, or less sturdy foes such as Aurorus and Kabutops with repeated attacks, helping Drifblim sweep later instead if required. Wallbreakers such as Life Orb Magmortar and Choice Specs Aurorus can break down bulky specially offensive Pokemon such as Mega Audino that can otherwise tank Acrobatics with ease and aren't particularly bothered by Will-O-Wisp. Slow pivots such as Mesprit and Lanturn can use U-turn and Volt Switch to bring Drifblim into foes safely, mitigating its poor defensive stats and letting it set up more consistently. They can also use Thunder Wave to paralyze faster threats that resist Acrobatics, such as Archeops, so that they can be easily KOed with Hex. Musharna can similarly provide paralysis support and a slow Baton Pass, or alternatively pass Calm Mind boosts to Drifblim to ensure an easier sweep. A second Ghost-type can also be somewhat useful for spinblocking and preserving entry hazards, relieving pressure from Drifblim to fill this role and letting it sweep more consistently, (RC) while potentially overwhelming the opponent's Ghost-type checks with repeated Hexes. Rotom and Mismagius are good candidates for this due to their decent bulk, offensive power, and utility in coverage moves such as Trick, Thunder Wave, and Memento.

[STRATEGY COMMENTS]
Other Options
=============

Drifblim can run a physically based Unburden set with an EV spread of 252 Atk / 76 Def / 180 Spe and an Adamant nature, using either a physical coverage move such as Knock Off or a support move such as Destiny Bond or Disable. This can provide Drifblim with additional utility and some extra defense against priority attacks such as Samurott's Aqua Jet, but this also makes it significantly easier to wall. Destiny Bond can usually net a KO after Unburden is activated, (RC) and is difficult for the opponent to play around if they lack a status user or a faster Choice Scarf user such as Pyroar. Disable is a good choice on Drifblim due to its multiple immunities and resistances, which mean that many dangerous Pokemon such as Steelix and Rhydon can be completely walled once their super effective attack is Disabled. This lets Drifblim inflict free burns or set up Substitutes with ease. However, both of these options use up a valuable moveslot and can make sweeping more difficult overall. Different items can be used with Unburden, with Colbur Berry letting Drifblim actually switch into Knock Offs to activate Unburden, luring in usual checks such as Shiftry and Liepard and crippling them with Will-O-Wisp or Disable. A Liechi or Petaya Berry can be used to give Drifblim a surprise power boost, making Drifblim's health situation more precarious but potentially securing a sweep under the right conditions. However, Sitrus Berry is generally more reliable than these options, (AC) as it can be triggered reliably regardless of the opponent's actions. Defensive investment can be used on these sets to help Drifblim avoid being OHKOed before it can sweep. While Drifblim can also run specially based Unburden sets and defensive sets, these are usually not consistent enough to warrant using over the given options.

Checks and Counters
===================

**Specially Offensive Pokemon**: (add colon, repeat for next two sections) Specially based attackers, particularly Fire-types such as Pyroar and Charizard, aren't too bothered by Will-O-Wisp and force Drifblim to either trigger Unburden and Acrobatics early to deal with them effectively, (RC) or use Will-O-Wisp against a non-Fire-type and tank a hit in the process. Assault Vest Lanturn can stop a sweep outright due to its resistance to Acrobatics and ability to take a boosted Hex with ease. Floatzel is also immune to Will-O-Wisp outright if it runs Water Veil and thus won't take boosted Hex damage. Aurorus resists Acrobatics and can bypass Drifblim's Substitute with Refrigerate Hyper Voice.

**Faster Offensive Pokemon**: Drifblim struggles to deal with faster attackers such as Kangaskhan, Archeops, Jynx, and Scyther, but they can only force it out if it hasn't been able to trigger Unburden or set up a Substitute to block them yet. Maintaining offensive pressure with these Pokemon can deny Drifblim opportunities from entering battle safely until it's too late for it to make a difference. Priority attackers such as Kabutops and Piloswine can also inflict heavy damage if Drifblim is left without a Substitute for some reason, although Sucker Punch users have to watch out for Substitute and Will-O-Wisp.

**Normal-type Pokemon**: Normal-type Pokemon are immune to Drifblim's strongest attack, and they can usually take an Acrobatics or Will-O-Wisp and hit back if necessary. Mega Audino is particularly threatening, (AC) as it can set up against Drifblim without much worry and can take repeated Acrobatics without issue. Pyroar is also immune to Will-O-Wisp and can take a single boosted Acrobatics if need be, while Swellow can bypass Drifblim's Substitute altogether with Scrappy Boomburst.


 
Last edited:

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Drifblim is an uncommon threat that can make good use of Unburden and its varied movepool to disrupt opposing teams. STAB Acrobatics, Hex, and Will-O-Wisp make it very hard to wall completely, as common Flying-resistant Pokemon such as Steelix and Rhydon are crippled by Will-O-Wisp and Hex while most specially defensive targets such as Skuntank, Magmortar, and Hariyama dislike taking a boosted Acrobatics. Combined with ludicrous incredible (ludicrous = moronic, doesn't really fit here) Speed once Unburden has triggered and a solid range of resistances and immunities, Drifblim can cause a lot of trouble for unprepared teams once it enters battle safely. However, despite its strong moves, Drifblim lacks the power of other cleaners like Tauros and Archeops, which is further emphasized by its need to split its offensive investment and by both of its attacking moves having conditions for maximum power. It's also very difficult to hit a good middle ground between giving Acrobatics good cleaning power and Hex good wallbreaking power, meaning Drifblim often comes up short without heavy entry hazard support. Drifblim also struggles against most special attackers due to Will-O-Wisp not crippling them and while still being necessary to use a strong Hex against them, especially if they have the Defense to take Acrobatics. Furthermore, its multiple type weaknesses combined with its low uninvested defensive stats make it hard to use defensively and make it difficult to preserve its Substitutes for long. Finally, while Unburden is useful and gives Drifblim a solid niche, it also allows only one chance to sweep during a match, so Drifblim can be dealt with easily if it tries to sweep early and gets forced out by a priority attack user.

[SET]
name: Mixed Offensive
move 1: Substitute
move 2: Acrobatics
move 3: Will-O-Wisp
move 4: Hex
item: Sitrus Berry
ability: Unburden
nature: Rash
evs: 88 Atk / 240 SpA / 180 Spe
ivs: 30 HP

[SET COMMENTS]
Moves
========

Substitute lets Drifblim block Sucker Punch and status moves such as Will-O-Wisp and Thunder Wave, making it easier to disrupt foes consistently, while also letting it lower its own HP into Sitrus Berry's activation range after Stealth Rock so that it can trigger Unburden on its own. Acrobatics is a powerful physical STAB attack for Drifblim to use after Unburden is triggered, giving Drifblim good matchups against Grass-, Bug-, and Fighting-types such as Lilligant, Vivillon, and Guts Hariyama, particularly special attackers that don't mind Will-O-Wisp. It also lets Drifblim hit Normal-types directly and hits most Fire-types that can absorb Will-O-Wisp for good damage, such as Pyroar and Magmortar. Will-O-Wisp lets Drifblim cripple physical attackers that it can sometimes switch into, such as Rhydon and Primeape, as well as Choice item users in general that are locked into a resisted move or one that Drifblim is immune to, and it boosts Hex to ridiculous power levels. It also lets helps Drifblim set up Substitutes more easily (this might intrude on content and therefore is kind of optional, but that "burned" is pretty redundant here so I want to get rid of that) against weak, burned physical attackers. Hex is an extremely powerful special attack against foes inflicted with status and has excellent neutral coverage in general, especially with Acrobatics. Most physically defensive Pokemon that can take an Acrobatics, such as Aggron and Steelix, strongly dislike taking a full-powered Hex.

Set Details
========

Unburden allows Drifblim to double its Speed and become a threat. 176 Speed EVs let Drifblim outspeed maximum Speed Adamant Samurott, maximum Speed Hasty Abomasnow, and many other Pokemon that hang around that Speed tier before an Unburden boost, as well as outspeeding Modest Ludicolo in rain, Choice Scarf Jynx, and Choice Scarf Primeape after Unburden activates. Investing more Speed EVs to outspeed Skuntank lets Drifblim burn it before it can Taunt back, but underspeeding means that Pursuit can trigger Unburden and let Drifblim get an extra boosted Acrobatics off, potentially letting it break through Skuntank depending on Sucker Punch mind games. The Attack investment guarantees that Acrobatics 2HKOes standard Skuntank after Stealth Rock damage while ensuring OHKOs against super effective targets such as Lilligant and Shiftry. The rest of the EVs are invested in Special Attack alongside a Rash nature to boost Hex's power; a Rash nature is generally preferred so that Drifblim can take the occasional priority attack better, but a Mild nature prevents its Substitutes from being broken by defensive Vileplume. Alternative EV spreads can be used to make Acrobatics a more potent cleaning tool; 216 Attack EVs ensure the 2HKO on Skuntank without Stealth Rock support, while 176 Attack EVs and a Naughty or Lonely nature let Drifblim OHKO standard Hariyama after Stealth Rock damage, but these spreads make Hex considerably weaker against targets such as specially defensive Rhydon. 30 HP IVs give Drifblim a stat of 440, which is divisible by 4 so that it's at exactly 50% when it uses Substitute after taking Stealth Rock damage, triggering Unburden automatically. Sitrus Berry is the item of choice because it lets Drifblim trigger Unburden on its own and provides Drifblim with an extra opportunity to use Substitute.

Usage Tips
========

Drifblim should be preserved until the late-game, when checks such as Mega Audino and Aurorus have been removed by teammates and Drifblim can break through the remaining defensive foes. Drifblim only gets one opportunity to sweep in a match, so don't waste it too early. Additionally, Drifblim's Acrobatics is powerful enough to OHKO targets it hits super effectively, but it will need extra residual damage on neutral targets to clean effectively. Drifblim should enter battle against an initially slower foe that it can switch into and use Will-O-Wisp or Substitute freely against, such as Vileplume, Weezing, or Garbodor, so that it can set up a sweep more easily. Will-O-Wisp and Hex should be used to break down threats until Drifblim's Substitute is broken, at which point it should keep using Substitute until Unburden triggers and it can sweep and use Acrobatics effectively. Drifblim can also switch into Choice item users such as Primeape if you predict an attack that it is immune to, guaranteeing Drifblim can set up a Substitute the following turn. In some cases it may be worth it to let the opponent set up Stealth Rock or avoid removing them it with your own entry hazard controller so that Drifblim can trigger Unburden automatically upon switching into it, letting it revenge kill targets such as Speed-boosted Lilligant, Vivillon, and Ludicolo with Acrobatics. While Drifblim's Ghost typing lets it block Rapid Spin, it shouldn't be relied on for this due to its low defensive stats and multiple weaknesses to coverage moves such as Hitmonchan's Ice Punch and Kabutops's Stone Edge.

Team Options
========

Toxic Spikes support lets Drifblim hit targets with Hex for heavy damage, letting it sweep more reliably in the late-game by not having to burn weakened targets such as Rhydon and Steelix first to OHKO them with Hex. Garbodor and Weezing can set these entry hazards reliably while also setting Spikes and spreading burns with Will-O-Wisp, respectively, to complement Drifblim's sweep. Additional cleaners such as Swellow and Tauros can take advantage of the holes Drifblim can break in offensive teams due to its disruptive capabilities and excellent speed after Unburden triggers. They can also soften up Rock- and Steel-types such as Aggron and Steelix with their coverage moves, or less sturdy foes such as Aurorus and Kabutops with repeated attacks, helping Drifblim sweep later instead if required. Wallbreakers such as Life Orb Magmortar and Choice Specs Aurorus can break down bulky specially offensive Pokemon such as Mega Audino that can otherwise tank Acrobatics with ease and aren't particularly bothered by Will-O-Wisp. Slow pivots such as Mesprit and Lanturn can use U-turn and Volt Switch to bring Drifblim into foes safely, mitigating its poor defensive stats and letting it set up more consistently. They can also use Thunder Wave to paralyze faster threats that resist Acrobatics, such as Archeops, so that they can be easily KOed with Hex. Musharna can similarly provide paralysis support and a slow Baton Pass (RC) or, (AC) alternatively, (AC) pass Calm Mind boosts to Drifblim to ensure an easier sweep. A second Ghost-type can also be somewhat useful for spinblocking and preserving entry hazards, relieving pressure from Drifblim to fill this role and letting it sweep more consistently while potentially overwhelming the opponent's Ghost-type checks with repeated Hexes. Rotom and Mismagius are good candidates for this due to their decent bulk, offensive power, and utility in coverage moves such as Trick, Thunder Wave, and Memento.

[STRATEGY COMMENTS]
Other Options
=============

Drifblim can run a physically based Unburden set with an EV spread of 252 Atk / 76 Def / 180 Spe and an Adamant nature, using either a physical coverage move such as Knock Off or a support move such as Destiny Bond or Disable. This can provide Drifblim with additional utility and some extra defense against priority attacks such as Samurott's Aqua Jet, but this also makes it significantly easier to wall. Destiny Bond can usually net a KO after Unburden is activated and is difficult for the opponent to play around if they lack a status user or a faster Choice Scarf user such as Pyroar. Disable is a good choice on Drifblim due to its multiple immunities and resistances, which mean that many dangerous Pokemon such as Steelix and Rhydon can be completely walled once their super effective attack is Disabled. This lets Drifblim inflict free burns or set up Substitutes with ease. However, both of these options use up a valuable moveslot and can make sweeping more difficult overall. Different items can be used with Unburden, with Colbur Berry letting Drifblim actually switch into Knock Offs to activate Unburden, luring in usual checks such as Shiftry and Liepard and crippling them with Will-O-Wisp or Disable. A Liechi or Petaya Berry can be used to give Drifblim a surprise power boost, making Drifblim's health situation more precarious but potentially securing a sweep under the right conditions. However, Sitrus Berry is generally more reliable than these options, (AC) as it can be triggered reliably regardless of the opponent's actions. Defensive investment can be used on these sets to help Drifblim avoid being OHKOed before it can sweep. While Drifblim can also run specially based Unburden sets and defensive sets, these are usually not consistent enough to warrant using over the given options.

Checks and Counters
===================

**Specially Offensive Pokemon**: Specially based attackers, particularly Fire-types such as Pyroar and Charizard, aren't too bothered by Will-O-Wisp and force Drifblim to either trigger Unburden and Acrobatics early to deal with them effectively or use Will-O-Wisp against a non-Fire-type and tank a hit in the process. Assault Vest Lanturn can stop a sweep outright due to its resistance to Acrobatics and ability to take a boosted Hex with ease. Floatzel is also immune to Will-O-Wisp outright (repetitive + unnecessary afaict) if it runs Water Veil and thus won't take boosted Hex damage. Aurorus resists Acrobatics and can bypass Drifblim's Substitute with Refrigerate Hyper Voice.

**Faster Offensive Pokemon**: Drifblim struggles to deal with faster attackers such as Kangaskhan, Archeops, Jynx, and Scyther, but they can only force it out if it hasn't been able to trigger Unburden or set up a Substitute to block them yet. Maintaining offensive pressure with these Pokemon can deny Drifblim opportunities from entering battle safely until it's too late for it to make a difference. Priority attackers such as Kabutops and Piloswine can also inflict heavy damage if Drifblim is left without a Substitute for some reason, although Sucker Punch users have to watch out for Substitute and Will-O-Wisp.

**Normal-type Pokemon**: Normal-type Pokemon are immune to Drifblim's strongest attack, and they can usually take an Acrobatics or Will-O-Wisp and hit back if necessary. Mega Audino is particularly threatening, (AC) as it can set up against Drifblim without much worry and can take repeated Acrobatics without issue. Pyroar is also immune to Will-O-Wisp and can take a single boosted Acrobatics if need be, while Swellow can bypass Drifblim's Substitute altogether with Scrappy Boomburst.


no minimize pass is the devil how dare u
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top