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Kadabra @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Signal Beam
- Hidden Power [Ground]
- Thunder Wave
So my first attempt at building around Klang, I built with 2xTheTap and we tried an offensive Shift Gear set, but I honestly found it pretty underwhelming. Since most people were running more defensive Shift Gear + RestTalk sets, I decided to take a different approach and use Detect Marowak's Choice Banded Klang. Most of the things that could check Klang were Fire-types such as Ninetales and Water-types such as Carracosta, which is where Pelipper came into play. Basically, Klang could Volt Switch on an incoming Fire- or Water-type, allowing Pelipper a switch-in to use Tailwind to punch holes in the opponent's team or allow my bulky, slower wallbreakers such as Klang, Stoutland, and Golem to get off a few big hits. Roselia was added not only to check things like Tangela, Simipour, and Floatzel, but also to add some more survivability to the team as well as Toxic Spikes support, which makes it harder for Pokemon such as Tangela and Stunfisk to switch into Klang and Stoutland. For my last Pokemon, I added Kadabra, which I find myself adding to a ton of teams because of Carracosta and Barbaracle, but it's also really nice that Kadabra in Tailwind can outspeed the fastest of scarfers that can be annoying to the team. It's overall a pretty fun team and I hope you all enjoy.
Floatzel @ Life Orb
Ability: Water Veil
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Aqua Jet
- Hydro Pump
- Ice Beam
- Hidden Power [Electric]
Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 160 Atk / 100 SpD
Adamant Nature
- Stealth Rock
- Icicle Spear
- Ice Shard
- Earthquake
This team is built around removing Pokemon that are problematic to Klang, whether they have the ability to check Klang before it sets up or to take boosted Gear Grinds. Firstly, Dodrio is here as a lure for Probopass and Stunfisk, so that Klang can avoid being trapped by Probo / beaten by Fisk's STAB Earth Power. As you send in Dodrio to check something with Brave Bird, normally your opponent will switch out to something that can take a STAB BB (presumably, Stunfisk or Probopass). At this point, you double out into either Floatzel, who handles Stunfisk with LO Hydro Pump, Machoke, who eats Probopass with CC, or even Piloswine, who can EQ both Stunfisk and Probopass (or even predict a switch and setup a free SR). Coincidentally, Guts Machoke and Water Veil Floatzel both take W-o-W for Klang and Piloswine, so that's cool too.
In the same vein, Misdreavus baits and cripples physical attackers for Klang. Rather than taking a W-o-W from Misdreavus, your opponent is more likely to instead switch in either a Flash Fire mon (i.e. Rapidash / Ninetales), or something with Guts / Facade (Stoutland / Ursaring / Machoke). This is where Misdreavus' Thunder Wave comes in handy, as it makes all of these targets much easier to handle (save Quick Feet Ursaring, although it can be haxed out thanks to Para). Misdreavus hits 240 Speed with this spread, letting you Thunder Wave Mightyena before it uses Crunch if you have to. Similarly, running Aqua Jet on Floatzel makes Mightyena fail its first Sucker Punch, so a +1 Mightyena is less of a threat on this team overall.
Zebstrika and Raichu also present problems for Klang, given they outspeed and can hit Klang with their coverage moves (Overheat or Focus Blast, respectively). Therefore, I'm using I'm using a bulkier Piloswine to continually check both of these threats and set SR consistently. 100 SpDef EVs on Piloswine turns LO Simisage's Leaf Storm into a 2HKO, LO Simipour's Hydro Pump into a 2HKO, 252+ Roselia's Leaf Storm into a 2HKO, 252+ Probopass' Flash Cannon into a 3HKO, Scarf Raichu's Focus Blast into a 3HKO, etc.
Once you've removed or crippled Probopass, Stunfisk, Rapidash, Ninetales, Misdreavus, Stoutland, Ursaring, Raichu and Zebstrika with these methods, you can setup and win with SG + 3 Attack Klang from there. I am using enough Speed to outspeed Kadabra after a Shift Gear to OHKO through its Sash via Gear Grind, but you can run up to 192 Spe to outspeed Zebra before it hits you with Overheat.
some s/o to galbia for twave missy, gasquakee for suggesting floatzel, Dundies for some team building advice at the beginning. :]
Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake
Relicanth @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Head Smash
- Waterfall
- Earthquake
So basically Drifblim is almost as terrible as Anty himself so i picked one of the worst sets possible for it. It works however since you can usually fire off a moderately strong hit against Pokemon such as Grumpig and Misdreavus / Gourgeist and use Destiny Bond to pick up unexpected kills when low (most useful thing). Paired it with CB Luxray since it is a Pokemon that gets momentum very easily with its power and with Intimidate it also kinda contributes to team synergy. Also i guessed that Blimp lures in shit like Stunfisk quite easily and maybe i can Dbond them and let Luxray destroy even more. I then added CB Floatzel since its the best set ever and hits very hard against everything bar Tangela and Gourgeist (a guy today lol wisped me so i 3hkod like a god shoutouts to Water Veil) which is pretty cool. CB Aqua Jet helps me with Mightyena as well which is a big winner after the suspect and you only need to win one 50/50 since its strong enough to do over 50%. Ice Punch with CB also manhandles Roselia which is fun. Pilo + Rose is standard boring SR + Spikes core that always works nicely. Finally i added a RP Relicanth since i was p weak to Stoutland or so i thought. Bye.
If you want to make this team good you need to use Machoke over Blim which is a shit ass mon
Yes that is a trapinch. Thinking about how to go around building with drifblim, I realised that several big checks to drifblim are rock/electric types like stunfisk, golem, and probopass, so trapinch makes more than perfect sense! NP chu was then added as a sorta wallbreaker for blim, which can bait in piloswine, and it also appreciate the removal of stunfisk (and the weakening of rose (it lives a giga drain lol). Next I wanted some sort of defensive back bone, though i originally had politoed + solrock, I felt I was too weak to scarf dodrio and grass types so I went with every ones favourite pilorose! Lastly scarf sawsbuck was added as a revenge killer for set up sweepers like regice, and importantly for floatzel and zebby (kadabra might fit well there for like machoke but i feel roselia isn't enough for floatzel).
I tried to test on the ladder but played one game with a meganium, and realised meganium meant costa/barb weren't broken and that the ladder sucks (raichu swept almost instantly).
This team focuses on removing any answers your opponent's team has for Drifblim, while simultaneously providing Drifblim with a few baits that it can setup Calm Minds on. In particular, using Scarf Raichu can bring out your opponent's Roselia, which allows Drifblim to setup a few easy Calm Minds if Roselia happens to stay in. Raichu's EVs and nature are different from the standard here: it is running Modest, given Barbaracle is no longer with us (RIP), so you don't need to run Timid on its Scarf set anymore. Modest 248 Spe is 318 Spe before Scarf, or 477 after, which outspeeds Scarf Sawsbuck by 2 points. You could still run Timid in order to outspeed Scarf Dodrio / Scarf Simipour if you wanted, but I find that to be unnecessary with Pelipper and Probopass on this team.
Scarf Raichu also has the tendency to bring out your opponent's Piloswine, which easily revenge kills Drifblim with Ice Shard. This is where you'd Double to CB Machoke: using Choice Band Close Combat OHKOs Piloswine even before Rocks, and hits insanely hard on everything else if Guts is active. Given there are no Grass immunities on this team, you'll find many opportunities to take a Sleep Powder, activate Sleep Clause, and switch out right afterward. The EVs on Machoke might look funny, but the bulk there lets Machoke survive an Acrobatics from Jumpluff after SR damage, if it absolutely needs to. However, Machoke should simply switch out to Probopass in order to handle Jumpluff after Sleep Clause has activated, letting Guts CB Machoke destroy something else later via Sleep Talk.
Probopass is here for its ability to trap other Steels, like Probopass and Klang, which pose a threat to Drifblim before it's been allowed to setup with CM. It's also your answer to Flying Spam from the likes of Dodrio, which clearly became better after Carracosta/Barbaracle left the tier. Probopass is running enough Speed to 2HKO Piloswine with Flash Cannon, or at the very least, setup SR before it faints to EQ. Probopass and Pelipper form a really nice, cohesive defensive core together that in turn creates a lot of extra turns for Pelipper to setup Tailwind and attack, or Probopass to SR and pivot on something. Probopass and Raichu also happen to form a momentum core together, with a fast and a slow V-Switch.
As you already know, Drifblim is pretty weak to priority in the form of Sucker Punch / Shadow Sneak, meaning Dusknoir is yet another problematic Pokemon to Drifblim. Machoke and Stoutland both switch into Dusknoir really easily, especially if it's running Wisp + 3 Attacks.
I didn't care about hazard removal on this team, given that Drifblim being hit by SR actually gives you the option of Resting and doubling your Speed via Unburden. Pelipper is also weak to SR, but both these flyers have recovery, so in the end, I decided not to use any form of hazard removal. Stoutland + Dundies' Tailwind Pelipper is a really nice core that provides Stoutland with a pseudo Sandstorm, letting you have yet another option to double the Speed of a Pokemon on your team. I simply upped the ante by giving it Toxic on a Silk Scarf set. Toxic lets you see what kind of Stoutland switchin your opponent has, wear it down, and come back in later to finish it off.
So I decided to build around the actually decent Drifblim set, Calm Mind + Rest. Drifblim struggles the most with Normal-types such as Stoutland and Dodrio and with bulky Fighting-types such as Machoke. Solrock covers those pretty well (especially with Colbur to eat Knock Off's and burn / Zen Headbutt in return. Solrock + Roselia is a good hazard stacking core that also benefits from Drifblim's Ghost-type to prevent Rapid Spin, and the Spikes also help Drifblim with cleaning up. I noticed that the team still somewhat struggled with strong Fighting- and Psychic-types and I wanted something to deal with fat builds so I added a standard Grumpig. I wanted a second sweeper and something to deal with Dark-types and fast Normal-types such as Ursaring which destroyed the team, so Life Orb Swords Dance Monferno was a good fit. In the last teamslot I wanted entry hazard removal and it needed to be a Rapid Spinner because Defog on Spikestack is bad. Wartortle was the best Pokemon for the job. I later noticed that Jumpluff kind of took a huge dump on the team so I made Roselia defensive to take an Acrobatics and hit back with Sludge Bomb. That meant Roselia couldn't beat Floatzel anymore though, so Wartortle became specially defensive.
Team is pretty straightforward to use, just set up Spikes and win with Drifblim, Monferno, or Grumpig depending on the opponent. Also this team has been proven to be effective on our prestigious ladder!
Drifblim @ Chesto Berry
Ability: Unburden
EVs: 8 HP / 32 Def / 252 SpA / 36 SpD / 180 Spe
Modest Nature
IVs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Rest
Solrock @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 204 Def / 56 Spe
Impish Nature
- Stealth Rock
- Zen Headbutt
- Morning Sun
- Will-O-Wisp