CM Drifloon (Revamp)

Merritt

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[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Will-O-Wisp / Thunderbolt
move 3: Recycle
move 4: Hex / Shadow Ball
item: Berry Juice
ability: Unburden
nature: Modest
evs: 116 HP / 164 Def / 36 SpA / 84 SpD / 36 Spe

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

Calm Mind allows Drifloon to set up on special attackers that normally threaten Acrobatics Drifloon and set up to dangerous levels. Will-O-Wisp helps cripple physical attackers and is useful in the early-game to weaken the opponent's team, as well as provide more setup opportunities. Recycle provides Drifloon with an extremely large amount of recovery, allowing it to set up without too much difficulty. Hex synergizes well with Will-O-Wisp and is much stronger than Shadow Ball on foes that have a status condition, while only being slightly weaker on healthy Pokemon. Shadow Ball is an alternative for scenarios where Drifloon doesn't have much status support and allows for easier sweeps on healthy teams. Thunderbolt is an alternative to Will-O-Wisp that allows Drifloon to hit Fletchling and Vullaby hard, as well as Normal-types for neutral damage, while Hidden Power Fighting hits Pawniard and most Dark- and Normal-types harder, but it also makes Fletchling and Vullaby more threatening. Psychic is a subpar option that hits Timburr and other Fighting-types harder but leaves Drifloon mostly helpless against Dark-types.

Set Details
========

Berry Juice is a necessary item due to Unburden and Recycle, allowing Drifloon to continuously recover 20 HP and double its Speed. With Unburden and the given Speed EVs, Drifloon hits 28 Speed after consuming Berry Juice, allowing it to outrun Bellsprout in the sun and Choice Scarf Gastly. The HP and Defense EVs allow Drifloon to take physical hits from burned attackers much more easily, and 84 Special Defense EVs allow Drifloon to survive hits like Chinchou's Volt Switch and Focus Sash Abra's Psychic after Stealth Rock damage. 36 Special Attack EVs and a Modest nature make Drifloon reach 14 Special Attack, giving it more power after boosting with Calm Mind. Since this set is unable to face Pawniard without having activated its Berry Juice first, the maximum possible of 17 Speed is unnecessary, and Drifloon greatly appreciates more bulk to set up Calm Mind. If running Hidden Power Fighting, an EV spread of 116 HP / 168 Def / 40 SpA / 88 SpD / 40 Spe is required to account for the lower IVs.

Usage Tips
========

Berry Juice allows Drifloon to come in on many attacks and return to nearly full HP before utilizing Calm Mind and Recycle to boost to threatening levels. Will-O-Wisp is a good move to use in the beginning of the game, as there are multiple counters to this set that do not appreciate a burn. This can also be used to bluff non-Calm Mind Drifloon, which has very different checks. In addition, Hex is much stronger against a burned foe, making it beneficial to burn most of the opponent's team before sweeping. In addition, Normal- and Dark-types should be eliminated before attempting a sweep when not running a coverage move due to Drifloon's inability to hurt them outside of Will-O-Wisp. Strong physical attackers also pose a threat to this set. Drifloon can set up on many special attackers like Abra, so don't be too shy about letting it take a hit to then use Calm Mind, as the boosted Speed after Berry Juice activates can help save Drifloon. Stealth Rock can be used to your advantage in order to activate Berry Juice on the switch in, giving Drifloon much more Speed and full health to deal with the opposing Pokemon.

Team Options
========

Knock Off absorbers are greatly appreciated, as Drifloon cannot activate its own Berry Juice with Substitute, and losing Berry Juice to Knock Off will cause Recycle to not work. While common Knock Off users like Pawniard and Vullaby don't appreciate a burn, Timburr can be difficult to deal with when at high HP. Vullaby makes for a great partner as well, since it resists Knock Off and can deal with Timburr. Mienfoo makes for a good choice as a Pokemon that resists Dark and is also able to deal heavy damage to Normal-types that plague sets without a coverage move. Entry hazard support from Pokemon such as Ferroseed and Dwebble is greatly appreciated to aid Drifloon's sweep, and Toxic Spikes is extremely helpful for powering up Hex, although it slightly interferes with Will-O-Wisp. Similarly, status spreaders such as Ferroseed, Ponyta, and Snubbull are helpful if running Hex, since it means Drifloon does not have to burn as many opposing Pokemon on its own. Hazard removal from Pokemon like Vullaby is useful but not necessary, as Drifloon can use Stealth Rock to activate its own Berry Juice and come in with full health, an Unburden boost, and no item. Lastly, Diglett and Gothita are good teammates, as they can trap and take out potential checks such as Pawniard, Vullaby, and Fletchling.
 
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Mention that WoW lets Drifloon set up on a lot of physical attackers, and synergizes well with Hex.
Split Thunderbolt / HP Fighting into different points (sentences once written up).

Set details:
Say that a Modest nature and 36 SpA lets Drifloon hit 14 SpA which gives it a decent amount of power after one CM boost.
Specify that Drifloon hits 28 Speed after Berry Juice is activated because of Unburden.

Usage Tips:
For the first point, just say that you should switch into moves that activate Berry Juice instead of specifying non-se special attacks, since it comes in on some physical attacks too. Say that this is a good idea so that Drifloon doesn't take as much from Knock Off later on.
  • In early game Will-o-Wisp is a good tool to use on switchins, while Calm Mind might be better kept for cleaning
Expand on this - if you only use Will-O-Wisp early on, they may assume it's a physical Drifloon set. Make sure to say that strong physical attackers should be removed if Will-O-Wisp isn't used before attempting to sweep, and Normal-types should be removed if Thunderbolt isn't used. Drifloon can help to cripple them early on with Will-O-Wisp.

Team Options:
Explain that Timburr checks should be run, and give examples. Same for Knock Off absorbers / users.
Emphasize Toxic Spikes as an especially good hazard choice if Hex is used.
Mention trappers to trap specific targets, like Diglett for Pawniard, Gothita for Fletchling etc.

Very good work, QC 1/3
 
This looks pretty good, only a few things:

-Maybe mention Psychic to deal better with Fighting-types, particularly Timburr, as it's this set's best option for dealing with them. I don't thinnk it's worth a slash, though.
-I do think HP Fighting is, though.
-I think you should include a faster spread to deal better with physical attackers, although it's noticeably less bulky. That spread would look something like: 84 Def / 116 SpA / 84 SpD / 196 Spe with a Timid nature.

Everything else looks great, 2/3!
 
- I think that HP Fighting should be deslashed. Will-O-Wisp and Thunderbolt are just more consistently useful, and by running HP Fighting, Drifloon basically loses the ability to do much of anything to Fletchling in exchange for a move that can still lose to Pawniard depending on the situation (pawn clicking sucker). I guess an argument could be made for hitting it on the switch, but then again, pawn doesn't exactly like eating a wisp either. Point is, floon loses quite a bit more than it gains by running the move.
- Do mention the HP Fighting spread to Set Details, though. (116 HP / 168 Def / 40 SpA / 88 SpD / 40 Spe)

Anyway, this is well-written, good work! QC 3/3

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1/2

[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Hex / Shadow Ball Will-O-Wisp / Thunderbolt
move 3: Recycle
move 4: Will-O-Wisp / Thunderbolt Hex / Shadow Ball
item: Berry Juice

ability: Unburden
nature: Modest
item: Berry Juice
ev
s: 116 HP / 164 Def / 36 SpA / 84 SpD / 36 Spe
nature: Modest
(Note: I changed the order to match the description. However, I think the most logical one is Calm Mind / Will-O-Wisp / Hex / Recycle , because wow+hex are usually used in conjunction and therefore they should be mentioned together, and from what I understand both of them are main choices on this set. If you want to follow this order, be sure to change the order of the moves below as well. If not just leave it as it is)
[SET COMMENTS]

Moves
========

Calm Mind is the main point of this set, as it allows Drifloon to set up on special attackers that normally threaten Acrobatics Drifloon and threaten to sweep (sounds a bit awkward, either reword it or remove it completely). Will-O-Wisp helps cripple physical attackers and is useful in the early-game (add hyphen) to weaken the opponent's team, as well as providinge more setup opportunities. Recycle provides Drifloon with an extremely large amount of recovery, allowing it to set up without too much difficulty. Hex synergizes well with Will-O-Wisp and is much stronger than Shadow Ball on foes that have a status condition are status'd, while only being slightly weaker on healthy Pokemon opponents. Shadow Ball is an alternative for scenarios where you don't Drifloon doesn't have much status support and allows for easier sweeps on healthy teams. Thunderbolt is an alternative to Will-O-Wisp that allows Drifloon to hit Fletchling and Vullaby hard, as well as normal types Normal-types for neutral damage, while Hidden Power Fighting hits Pawniard and most Dark- and Normal-types harder, but in return makes Fletchling and Vullaby more threatening. Psychic is a subpar alternative that hits Timburr and other Fighting-types harder, but leaves Drifloon mostly helpless against Dark-types.

Set Details
========

Berry Juice is a necessary item due to Unburden and Recycle, allowing Drifloon to continuously recover 20 HP and double its Speed. Due to With Unburden and the given Speed EVs, Drifloon hits 28 Speed after consuming Berry Juice, allowing it to outrun Bellsprout in the sun and Choiec Scarf Gastly. The HP and Defense EVs allow Drifloon to take physical hits from burned attackers much more easily, and 84 Special Defense EVs with 116 HP EVs allow Drifloon to survive hits like Volt Switch from Chinchou and Focus Sash Abra's Psychic after Stealth Rock damage. 36 Special Attack EVs and a Modest nature give Drifloon 14 Special Attack, giving it more power after boosting with Calm Mind. Since this set is unable to face Pawniard without having activated its Berry Juice first, 17 (I assume this is the maximum?) Speed is unnecessary and Drifloon greatly appreciates the greater more bulk to set up Calm Mind. If running Hidden Power Fighting, (AC) a spread of 116 HP / 168 Def / 40 SpA / 88 SpD / 40 Spe is required to account for the lower IVs.

Usage Tips
========

Berry Juice allows Drifloon to come in on many attacks and return to nearly full HP before utilizing Calm Mind and Recycle to boost to threatening levels. Will-O-Wisp is a good move to use in the beginning of the game, as there are multiple counters to this set that do not appreciate a burn. This can also be used to bluff non-Calm Mind Drifloon, which has very different checks. In addition, Hex is much stronger against a burned foe, making it beneficial to burn most of the opponent's team before sweeping. In addition, Normal- and Dark-types should be eliminated before attempting a sweep when running Will-O-Wisp, due to Drifloon's difficulties hurting them (If I'm not getting anything wrong, Normal-types trouble it because they are immune to Difloon's only attacking move, not Willo-O-Wisp per se...?) . Strong physical attackers also pose a threat to this set. Drifloon can set up on many special attackers like Abra, so don't be too shy about letting it take a hit to then use Calm Mind, as the boosted Speed after Berry Juice activates can help save Drifloon. Stealth Rock can be used to your advantage in order to activate Berry Juice on the switch in, giving Drifloon much more Speed and full health to deal with the opposing Pokemon.

Team Options
========

Knock Off absorbers are greatly appreciated, as Drifloon cannot activate its own Berry Juice with Substitute before being KOed by the move. While common Knock Off users such as Pawniard and Vullaby don't appreciate a burn, Timburr can be difficult to deal with when at high HP. Vullaby make for a great partner as well, as it resists Knock Off and can deal with Timburr. Mienfoo makes for a good choice as a Pokemon that resists Dark-type resistance and is also able to deal heavy damage to normal types Normal-types that plague sets running Will-O-Wisp (same as in UT). Entry hazard support from Pokemon like such as Ferroseed or and Dwebble is greatly appreciated to aid Drifloon's sweep, and Toxic Spikes are is extremely helpful for powering up Hex, although they it slightly interfere with Will-O-Wisp. Similarly, status spreaders like such as Ferroseed, Ponyta, or and Snubbull are helpful if running Hex for Hex sets, since it means they mean Drifloon does not have to burn as many opposing Pokemon on its own. Hazard removal from Pokemon like Vullaby is useful but not necessary, as Drifloon can use Stealth Rock to activate its own Berry Juice and come in with full health, an Unburden boost, and no item. Lastly, trappers like Diglett to remove Pawniard and Gothita to trap Vullaby and Fletchling Diglett and Gothita are good teammates, (AC) as they can trap and take out potential checks such as Pawniard, Vullaby, and Fletchling (This is a more subjective change; I think mentioning only Diglett and Gothita is enough, as other trappers are not really relevant [Trapinch is something like 160th in usage?]. This is totally up to you. If you want to maintain a general idea of trappers, feel free to keep "trappers such as Diglett and Gothita", if not, start directly with "Diglett and Gothita" as I did. Up to you!).
 
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[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Will-O-Wisp / Thunderbolt
move 3: Recycle
move 4: Hex / Shadow Ball
item: Berry Juice
ability: Unburden
nature: Modest
evs: 116 HP / 164 Def / 36 SpA / 84 SpD / 36 Spe

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

Calm Mind allows Drifloon to set up on special attackers that normally threaten Acrobatics Drifloon (rephrase this b/c you can't cross-reference another set here) and set up to dangerous levels. Will-O-Wisp helps cripple physical attackers and is useful in the early-game to weaken the opponent's team, as well as providing provide more setup opportunities. Recycle provides Drifloon with an extremely large amount of recovery, allowing it to set up without too much difficulty. Hex synergizes well with Will-O-Wisp and is much stronger than Shadow Ball on foes that have a status condition, while only being slightly weaker on healthy Pokemon. Shadow Ball is an alternative for scenarios where Drifloon doesn't have much status support and allows for easier sweeps on healthy teams. Thunderbolt is an alternative to Will-O-Wisp that allows Drifloon to hit Fletchling and Vullaby hard, as well as Normal-types for neutral damage, while Hidden Power Fighting hits Pawniard and most Dark- and Normal-types harder, but in return it also ("in return" has a positive implication) makes Fletchling and Vullaby more threatening. Psychic is a subpar alternative that hits Timburr and other Fighting-types harder, (RC) but leaves Drifloon mostly helpless against Dark-types. (Why even mention it then?)

Set Details
========

Berry Juice is a necessary item due to Unburden and Recycle, allowing Drifloon to continuously recover 20 HP and double its Speed. With Unburden and the given Speed EVs, Drifloon hits 28 Speed after consuming Berry Juice, allowing it to outrun Bellsprout in the sun and scarf Choice Scarf Gastly. The HP and Defense EVs allow Drifloon to take physical hits from burned attackers much more easily, and 84 Special Defense EVs allow Drifloon to survive hits like Chinchou's Volt Switch from Chinchou (keeping the phrasing consistent) and Focus Sash Abra's Psychic after Stealth Rock damage. 36 Special Attack EVs and a Modest nature give make Drifloon reach (repetition) 14 Special Attack, giving it more power after boosting with Calm Mind. Since this set is unable to face Pawniard without having activated its Berry Juice first, the maximum possible of 17 Speed is unnecessary, (AC) and Drifloon greatly appreciates more bulk to set up Calm Mind. If running Hidden Power Fighting, an EV spread of 116 HP / 168 Def / 40 SpA / 88 SpD / 40 Spe is required to account for the lower IVs.

Usage Tips
========

Berry Juice allows Drifloon to come in on many attacks and return to nearly full HP before utilizing Calm Mind and Recycle to boost to threatening levels. Will-O-Wisp is a good move to use in the beginning of the game, as there are multiple counters to this set that do not appreciate a burn. This can also be used to bluff non-Calm Mind Drifloon, which has very different checks. In addition, Hex is much stronger against a burned foe, making it beneficial to burn most of the opponent's team before sweeping. In addition, Normal- and Dark-types should be eliminated before attempting a sweep when not running a coverage move, (RC) due to Drifloon's inability to hurt them outside of Will-O-Wisp. Strong physical attackers also pose a threat to this set. Drifloon can set up on many special attackers like Abra, so don't be too shy about letting it take a hit to then use Calm Mind, as the boosted Speed after Berry Juice activates can help save Drifloon. Stealth Rock can be used to your advantage in order to activate Berry Juice on the switch in, giving Drifloon much more Speed and full health to deal with the opposing Pokemon.

Team Options
========

Knock Off absorbers are greatly appreciated, as Drifloon cannot activate its own Berry Juice with Substitute, and losing Berry Juice to Knock Off will cause Recycle to not work. While common Knock Off users like Pawniard and Vullaby don't appreciate a burn, Timburr can be difficult to deal with when at high HP. Vullaby makes for a great partner as well, since it resists Knock Off and can deal with Timburr. Mienfoo makes for a good choice as a Pokemon that resists Dark and is also able to deal heavy damage to Normal-types that plague sets without a coverage move. Entry hazard support from Pokemon such as Ferroseed and Dwebble is greatly appreciated to aid Drifloon's sweep, and Toxic Spikes is extremely helpful for powering up Hex, although it slightly interferes with Will-O-Wisp. Similarly, status spreaders such as Ferroseed, Ponyta, and Snubbull are helpful if running Hex, since it means Drifloon does not have to burn as many opposing Pokemon on its own. Hazard removal from Pokemon like Vullaby is useful but not necessary, as Drifloon can use Stealth Rock to activate its own Berry Juice and come in with full health, an Unburden boost, and no item. Lastly, Diglett and Gothita are good teammates, as they can trap and take out potential checks such as Pawniard, Vullaby, and Fletchling.
GP 2/2
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