Drifblim (NU Analysis) [Done]

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[OVERVIEW]

Drifblim is an unique Pokemon with a great signature ability in Unburden that allows it to act as a one-time sweeper when used in tandem with Calm Mind. Its unique typing gives it a useful Ghost STAB to hit the numerous Psychic-types in the tier, mainly special walls like Slowking, Grumpig, and Hypno, for good damage. Drifblim also has useful resistances to act as an offensive check to the likes of Tauros and Sunny Day Vileplume and to invalidate most Lickilicky variants. Furthermore, thanks to its wide movepool and its other ability Aftermath, Drifblim is versatile enough to fulfill tasks such as leading, revenge killing, Baton Passing, and setting weather. However, its typing sports several crippling weaknesses, mainly to Stealth Rock and Pursuit, leaving Drifblim very vulnerable to the omnipresent Skuntank. Moreover, due to its middling Speed and Special Attack, Drifblim relies on boosts to pose a threat and thus faces heavy competition from Haunter as an offensive Ghost-type.

[SET]
name: Substitute + Calm Mind
move 1: Calm Mind
move 2: Substitute
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Sitrus Berry / Petaya Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

Drifblim's most common set acts as a very threatening late-game sweeper. However, keep in mind that Unburden's effect disappears as Drifblim switches out, so choose an effective moment for it to set up and to eat its Berry carefully. Calm Mind allows Drifblim to attempt a sweep thanks to the Special Attack boost. The added boost in Special Defense is very handy in a metagame where fast special attackers are common, as it makes Drifblim harder to revenge kill before Unburden is activated. Substitute is meant to be used repeatedly until Drifblim eats its Berry; it also allows Drifblim to play around Sucker Punch users, to escape Pursuit, to protect itself from revenge killers before Unburden activates, and to avoid status. Shadow Ball is Drifblim's best STAB attack that hits Psychic-types such as Slowking, Gardevoir, and Jynx hard, all of which are very common threats. Hidden Power Fighting gives Drifblim perfect coverage alongside Shadow Ball that allows it to hit Regirock, Cradily, Magneton, Lickilicky, Regice, and Dark-types not named Skuntank super effectively.

[ADDITIONAL SET COMMENTS]

The given EV spread allows Drifblim to outspeed Choice Scarf Timid Manectric after the Unburden boost, which is likely the fastest revenge killer it will face aside from the somewhat rare Choice Scarf Tauros. The Special Attack is maximized so Drifblim is guaranteed to OHKO Tauros, Floatzel, and Manectric and to 2HKO Regirock after a Calm Mind and Stealth Rock damage. However, the EV spread is pretty customizable, depending on what you need. For instance, 140 SpA / 124 SpD / 244 Spe ensures that Drifblim's Substitute won't break to Slowking's Surf after a Calm Mind, but you'll miss some of the crucial aforementioned KOs.

The chosen Berry depends mostly on personal preferences; Sitrus Berry doesn't require Drifblim to be at very low health, which means it may activate Unburden sooner, and grants it an additional Substitute. Petaya Berry, on the other hand, is very helpful if Drifblim faces too much pressure to set up manually with Calm Mind.

Hidden Power Ground is an appealing option, since it 2HKOes Skuntank even when unboosted, but it leaves Drifblim completely walled by Dodrio and much more vulnerable to other Dark-types, namely Shiftry and Cacturne. Hidden Power Flying provides a secondary STAB option that hits all of Skuntank, Vileplume, Hitmonchan, specially defensive Cacturne, Poliwrath, and Meganium, at the cost of leaving Drifblim weaker against Regirock, Cradily, Magneton, and Tauros. Status moves like Will-O-Wisp can prove to be useful to cripple some of Drifblim's usual checks and let it avoid Sucker Punch, but outside of the accuracy issue, a Drifblim without a coverage move is walled by Normal-types and struggles even more against Dark-types. Since Drifblim may end up being unable to sweep the opposing team, Baton Pass ensures that all of the Calm Mind boosts accumulated won't be a waste if you pack another special attacker. Moreover, Baton Pass allows Drifblim to escape Pursuit. If Drifblim is holding a Petaya Berry, giving up Calm Mind is also possible, as it will free up a moveslot and let it use one of the above options or other offensive options like Thunderbolt and Explosion instead. Although it wouldn't have to set up manually with Calm Mind anymore, eating the Berry requires Drifblim to be at very low health, and it will only get a +1 boost in Special Attack by doing so, making sweeping difficult.

With Skuntank being Drifblim's biggest threat, Pokemon that can lure it out and either cripple or outright KO it like Gardevoir with Will-O-Wisp, Focus Blast, or Destiny Bond and Shiftry with Explosion make good partners. Other Dark-types with super effective priority moves like Shiftry and Cacturne are pretty annoying as well, although Substitute helps Drifblim against them. Therefore, having a good switch-in to most of them like Vileplume is appreciated. Specially bulky Pokemon with super effective coverage like Regirock, Cradily, Regice, and Muk need to be out of the way or severely damaged in order to sweep with Drifblim. Wallbreakers like Medicham threaten all of them. Another way to wear down said Pokemon is with Spikes and Stealth Rock support. Drifblim's Ghost typing is something to take advantage of against opposing spinners, although its weaknesses to Hitmonchan's Ice Punch and Sandslash's Night Slash make it a pretty subpar spinblocker. Even though Drifblim doesn't mind Stealth Rock that much, as it needs to get in Sitrus Berry's range anyway, Rapid Spin support from Hitmonchan or Sandslash is still appreciated, as Drifblim will likely have an easier time setting up if it comes in at full health. Moreover, both of these Pokemon are pretty good at checking most of Drifblim's threats, namely Regirock and Skuntank. Also, due to Unburden, most of Drifblim's answers are either strong priority users or specially bulky Pokemon. Nonetheless, naturally faster Pokemon can also pose a threat if they pressure Drifblim enough to prevent it from setting up. These include most special attackers like Haunter, Jynx, and Manectric. Thus, packing a special wall or tank like Lickilicky is a good idea.

[SET]
name: Rest + Calm Mind
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

An alternative to the more offensive Calm Mind set, which is very effective as well if played right. Instead of lowering its health to reach the Sitrus Berry's range, Drifblim has access to a one-time full recovery with the combination of Rest and Chesto Berry. This variant has to activate Unburden manually by using Rest, which is a double-edged sword, as Unburden can't be triggered against your will by reaching a given range and without the protection of Substitute. Calm Mind stays as the needed move to pull off a sweep, as this variant will likely be able to accumulate more boosts thanks to its ability to heal itself. Shadow Ball and Hidden Power Fighting keep perfect coverage together and thus remain Drifblim's preferred offensive tools.

[ADDITIONAL SET COMMENTS]

The given EV spread allows Drifblim to outspeed Choice Scarf Timid Manectric after the Unburden boost. The Special Attack is maximized to hit as hard as possible, and the remaining EVs are thrown into Defense in order to take physical hits a little better. Putting 252 EVs in Defense is an option that almost guarantees Drifblim can take a Life Orb-boosted Sucker Punch from Adamant Skuntank, but it doesn't necessarily hit hard enough in return.

Hidden Power Ground is a coverage option to hit Skuntank, but Hidden Power Fighting stays as the best choice overall since it makes Drifblim less vulnerable to Shiftry, Cacturne, and Dodrio. Hidden Power Flying might be a more solid option with this variant, since Drifblim has a harder time playing around Sucker Punch users and status without Substitute, which means that the improved matchup against Skuntank, Vileplume, and Meganium may be important. Recycle is also an option, as retrieving its Berry allows Drifblim to take greater advantage of the ChestoRest strategy. The selling point of this move is to activate Unburden possibly several times throughout the match. However, it's difficult to find a moveslot for it.

When using this variant, you need to be prepared against Sucker Punch users like Shiftry, Cacturne, and especially Skuntank which also threatens Drifblim with Pursuit while taking Hidden Power Fighting reasonably well. Hence, Pokemon like Will-O-Wisp Gardevoir and Shiftry make good teammates due to their ability to lure in and significantly cripple Skuntank. Said Pokemon are also suited for damaging the likes of Regirock and Cradily, two common threats that tend to prevent Drifblim from sweeping. In spite of its one-time full recovery move in Rest, Drifblim appreciates having Rapid Spin support from the likes of Hitmonchan and Sandslash, as Stealth Rock could hamper its ability to set up. Drifblim may also struggle to find an opportunity if it's facing too much offensive pressure. Thus, defensive backbones like Lickilicky are partners of choice due to their ability to take hits from the likes of Haunter and Jynx.

[SET]
name: Hindenburg (Lead)
move 1: Hypnosis
move 2: Explosion
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Focus Sash
ability: Unburden
nature: Mild
evs: 12 Atk / 252 SpA / 244 Spe
ivs: 2 HP / 2 Def / 30 SpA / 2 SpD / 30 Spe

[SET COMMENTS]

Thanks to Unburden, Hypnosis, Explosion, and its immunity to Fake Out, Drifblim makes a pretty effective lead. Hypnosis is a high-risk, high-reward move that allows Drifblim to beat Pokemon that would normally have the upper hand against it—provided it doesn't miss. It also prevents slower Pokemon from setting Stealth Rock, and sleep disables just about any Pokemon. A sleep-inducing move fits nicely on Drifblim, since its Ghost STAB scares Hypno off, which is the most common sleep absorber. Explosion is a last-ditch tool that will hopefully KO the opposing Pokemon. Drifblim's Ghost STAB proves to be useful to discourage opposing Ghost-types from trying to absorb Explosion. In the best scenario, this variant of Drifblim can take down two opposing Pokemon. Hidden Power Fighting allows Drifblim to take care of opposing lead Persian and has perfect coverage with Shadow Ball.

[ADDITIONAL SET COMMENTS]

The EV spread allows Drifblim to outspeed Choice Scarf Manectric after the Unburden boost, which you may encounter in the lead position. Drifblim's defenses are minimized so that Focus Sash can be activated more easily, since Unburden won't activate otherwise.

Memento and Destiny Bond aren't bad alternatives to Explosion, since they are far less predictable. The former gives your team a plethora of setup opportunities early-game, and the latter can catch Pokemon like Regirock as well as being a great tool against Sucker Punch users when the Sleep Clause is active. Nonetheless, the immediate threat of Explosion is hard to give up. Sucker Punch is a pretty neat priority attack that allows Drifblim to get some surprise KOs against opposing Focus Sash leads, but it's hard to fit.

Faster sleep inducers like Jynx, Venomoth, and Jumpluff are extremely threatening, since they can prevent Drifblim from doing anything. Therefore, sleep absorbers like Hypno and RestTalk Mantine make good partners. Faster leads like Floatzel and Glalie can possibly beat Drifblim one-on-one or set up multiple layers of Spikes, respectively, as long as they predict Hypnosis correctly or simply avoid it, so be sure to have something to deal with them afterwards. Even if Drifblim survives at 1 HP, priority users and Rock-types like Regirock don't fear much from it if Sleep Clause is already active. Therefore, packing a Pokemon that can take advantage of most of them like Poliwrath is something to consider.

[SET]
name: Choice Scarf
move 1: Trick
move 2: Shadow Ball
move 3: Thunderbolt
move 4: Explosion
item: Choice Scarf
ability: Aftermath
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

Drifblim makes good use of Choice Scarf, as it makes for very appealing role compression between Trick, Explosion, its defensive utility, its ability to spinblock, and its ability to revenge kill fast Pokemon. Its other ability Aftermath allows it to wear down the opposing Pokemon further if it eliminates Drifblim with a contact move, which can prove to be useful in case Explosion wouldn't work. Trick is a neat tool, especially if your team has trouble against Skuntank, Regirock, Lickilicky, or Cradily, since it either cripples them or makes them outright useless. Shadow Ball is Drifblim's best and mandatory STAB move, and Thunderbolt is Drifblim's best option to revenge kill Charizard, Dodrio, Floatzel, Sharpedo, and Crawdaunt. Explosion is an immediately threatening offensive move that can take down most Pokemon that don't resist it and serve as a last-dish tool in emergency cases. This variant of Drifblim can ideally cripple two opposing Pokemon by using Trick and Explosion.

[ADDITIONAL SET COMMENTS]

A Naive nature is needed to outspeed Electrode and slower Choice Scarf users like Magneton without lowering the power of Explosion. Hidden Power Fighting is very underwhelming when unboosted but can prove to be useful against Shiftry and Cacturne.

Hidden Power Grass is an option if you're really afraid of Dragon Dance Whiscash and Rock Polish Rhydon, but their usage is still pretty low. Baton Pass can be useful to scout the opponent's team and bring an answer to the incoming switch-in; note that it also allows Drifblim to escape safely from Pursuit.

Since Skuntank will either faint or be at low health after eliminating Drifblim due to Explosion and Aftermath, anything that appreciates having it out of the way is a good teammate. Examples include Jynx, Shiftry, and Gardevoir. You also may end up giving Drifblim's Choice Scarf to bulky Pokemon like Regirock, Cradily, and Regice with Trick. If you succeed in doing this, Pokemon like Tauros and Haunter will have a much easier time sweeping through the opponent's team.

[STRATEGY COMMENTS]
Other Options
========
Drifblim makes a very good user of Baton Pass due to its ability to pass high HP Substitutes and either Calm Mind or Stockpile; the lack of phazers in the tier helps its case. With the first set, Drifblim may be unable to use any move if it's facing faster and stronger Pokemon like Charizard and Manectric. Due to this, Substitute can be swapped for Endure in order to have a chance to do some damage, but with its typing and bulk, Drifblim will more often than not have at least one opportunity to set up in each match. Drifblim can also act as a Sunny Day or Rain Dance user on dedicated weather teams. Its access to Weather Ball, Thunder, and Explosion allows it to deal with common threats to these kinds of teams. Choice Specs is an option if you really want immediate power, but Life Orb Haunter hits harder and is also faster. A support set with moves like Memento can work on some hyper offensive teams, but dual screens users are generally better options. Drifblim can act as a status spreader with moves such as Will-O-Wisp, Hypnosis, and Thunder Wave, but more powerful Pokemon like Gardevoir are more suited for this task. A defensive variant with moves like Will-O-Wisp and Haze has some merits due to Drifblim's unique typing, but its Stealth Rock weakness and the existence of Sableye and Dusclops hinder it.

Checks and Counters
========
Dark-types are Drifblim's biggest nemeses mainly due to their super effective priority moves that bypass the Unburden boost; some of them also trap it with Pursuit. The omnipresent Skuntank in particular will often spell doom for Drifblim with either Sucker Punch, Crunch, or Pursuit, only fearing Hidden Power Ground from Drifblim. Sneasel can fire off Ice Shard without hesitation and threaten Drifblim with Pursuit as well, but it has to be wary of Hidden Power Fighting. Shiftry and Cacturne are extremely scary as well with their strong Sucker Punch, but Substitute variants can play around them. Rock-types like Regirock and Cradily are bulky enough to withstand even boosted hits and will do massive damage with their STAB attacks. Specially bulky Pokemon with super effective coverage like Regice, Muk, and Lapras have the upper hand against Drifblim if they're healthy, but they can be in trouble if it already has several Calm Mind boosts under its belt. Some special walls or tanks can cripple Drifblim in their own way; Politoed can lock it in a setup move with Encore, Mantine may erase its boosts with Haze, and Lickilicky can pack another offensive move specifically for Haunter and Drifblim. Finally, a ton of revenge killers can take care of Drifblim if Unburden isn't active or if it hasn't set up a Substitute or Calm Mind boosts, such as Manectric, Haunter, Jynx, Charizard, Choice Scarf Magneton, and Sharpedo.

[CREDITS]
- Written by: [[Wenderz, 331114]]
- Quality checked by: [[Honko, 42413], [Oglemi, 40358]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Oglemi, 40358]]
 
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Bughouse

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This is effectively identical to the on-site UU Analysis. Not sure how I feel about it...

Oglemi
 

Oglemi

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tbh blim's play doesn't change that much between the two tiers. But it really doesn't need this many sets for NU, don't think I've ever seen half of them. I would just list CM and Lead and leave the rest in OO. Scarf is debatable to keep.

Cut the bulk out and let's see how it looks from there
 
As asked, I removed the BP and Weather set. I decided to leave the Scarf set until it's decided to keep it or not. I think it deserves a set but I'm fine with getting rid of it as well.

How is it "identical" to the on-site analysis ? Believe me or not, but I didn't "calc" my analysis on it. Some sets seem effectively almost untouched but the comments are focused solely on the NU metagame. I've discussed a bit with Honko about how this analyis would look like before writing it, so I like to know his opinion as well.
 

Honko

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Scarf is good, it should stay. I'd personally change the moves up a bit though so it's just Trick / Shadow Ball / Thunderbolt / Explosion. HP Fighting sucks imo since it only does like 60% to Tauros (who will switch out anyway since it's probably locked into a move Drifblim is immune to) and Shiftry (who probably has Sucker Punch), doesn't really hit anything else, and makes you lose the speed tie against other scarf 80s. Mention it and BP in the comments but I don't think they're worth slashing.

BP was a pretty common back Drifblim set in the old PO ladder days, and I'm convinced that the only reason we don't see it anymore is because of the post-BW stigma against BP. Especially now with hail/sand banned (indirectly making Taunt/Encore and phazers less common) I think BP would be really solid in NU if anyone bothered using it. It probably deserves a set, but I at least agree that it would be 4th after CM/Lead/Scarf, so I guess we can leave it in OO until someone decides to use it in some tournaments.

Weather Balloon in OO makes sense.

The most important difference between this and the UU analysis should be an emphasis on offensive SubCM + Sitrus/Petaya, since that's probably Drifblim's best set now and it currently only gets a tiny mention buried in the comments on UU ChestoRest. I think I'd actually prefer to see SubCM and ChestoRest split into two different sets, since there are a lot of interesting tweaks you can make to SubCM (EV spread, Sitrus vs Petaya, HP Fighting vs Ground, and then the more adventurous stuff like dropping CM for Thunderbolt or Explosion, or dropping coverage for BP or WoW, or dropping Sub for Endure...), and almost none of that stuff applies to ChestoRest.
 
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Updated and made the asked changes. Sorry it took so long.

I'm not sure if they are other options that are really worth slashing in the SubCM, although I could understand if you really want me to slash HP Ground due to the ubiquity of Skunktank.

By the way, should I repeat in the second set every single problems and teamates for Drifblim since they're pratically unchanged from the set ?

I also think I shoul re-add the BP but I'll wait for a clear answer.
 

Honko

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This looks pretty good to me. Leave BP in OO for now. A few comments:

SubCM:
  • That EV spread is ok, but I'd at least mention some alternatives since Drifblim is pretty customizable. For example, dropping the SpD and maxing SpA guarantees you OHKO Tauros/Manectric/Floatzel and 2HKO Regirock after SR, whereas they all have a chance to survive with 140 SpA.
  • I would never run Thunderbolt or Explosion over HP Fighting. They're only worth mentioning in the case where you drop CM and run SubPetaya + 3 attacks. I also don't think Hypnosis is worth mentioning at all on this set.
  • Remove the Sneasel mention; it's not relevant outside of leading, and Vileplume would not be a good answer to it even if it was.
Scarf:
  • Aftermath isn't really a big selling point so I wouldn't highlight it as much. It's a neat ability but it's not the main reason you'd use this set.
  • The real selling points of this set are fast Explosion and its ability to spinblock in a pinch the same way Haunter does, and to a lesser extent Trick. It's useful for certain teams to be able to compress the roles of spinblocker and catch-all emergency revenge killer with a single teamslot. And as you mention, Trick is great for crippling most of Drifblim's switch-ins. Against defensive teams you have a good chance of crippling 2 things with Trick + Explosion.
  • Your sentence about taking Skuntank down with HP Ground is confusing. I think you mean that hitting it with HP Ground on the switch puts it in Aftermath range so that it dies when it kills you with Sucker Punch the next turn, but that's not actually true: 252+ SpA Drifblim Hidden Power Ground vs. 0 HP / 4 SpD Skuntank: 194-230 (55.9 - 66.2%).
  • HP Grass would be for Whiscash and Rhydon. Gastrodon isn't really a threat, and even if it was, HP Grass only does like 50% to it.
OO:
  • Tailwind isn't worth mentioning.
 
Thanks for the feedback! I've implemented your comments and removed the HP Ground mention from the Scarf set, as no matter what you do you'll die against Skuntank if you use an offensive move, so you better use Explosion anyway.

Just so you know, I already faced and got swept by a BP team featuring Gligar and Drifblim so I'm pretty sure that BP is a viable strategy. But I'll stick with your decisions. Here's the BP set, just in case I'll have to add it :
[SET]
name: Baton Pass
move 1: Baton Pass
move 2: Substitute
move 3: Calm Mind / Stockpile
move 4: Shadow Ball / Hypnosis
item: Leftovers / Sitrus Berry
ability : Aftermath / Unburden
nature: Timid
evs: 132 Def / 124 Spd / 252 Spe

[SET COMMENTS]
- In a tier where phazers are almost non-existent, Baton Pass is a pretty easy strategy to pull off. Drifblim is probably the most viable Pokemon which are able to pass Calm Mind, and the only one noticeable to pass Stockpile.
- Drifblim's tremendous HP stat lets it give very sturdy to its teamates so you can bring them safely, especially against passive statues spreaders.
- The set-up depends mostly on the nature of the recipients. Calm Mind is the obvious choice if you pack one or several special sweepers, and allows Drifblim to be offensively threatening on its own. Stockpile suits more bulky teams with Pokemon that can boost themselves further in their own way.
- Shadow Ball remains Drifblim's best STAB and ensures it's not helpless against Taunt users. Hypnosis allows Drifblim to set-up more easily by preventing the opposing from disturbing it, but suffers from accuracy issues.

[ADDITIONAL COMMENTS]
- The Speed is maximized so Drifblim can use Substitute or its set-up before most Pokemon try to mess with it. The EVs in Special Defense guarantee that the Subsitute takes a Surf from Defensive Slowking after a boost. The remaining EVs are put in Defense.
- Leftovers increase Drifblim's longevity so you can accumulate as much set-ups as possible. Since it's not a consumable item, Aftermath is the ability of choice. But you can still opt for Unburden in tandem with Sitrus Berry as an item because outspeeding the whole metagame after eating the berry can make the set-up much easier. However, keep in mind that the Unburden boost cannot be passed.
- If you're using Calm Mind, then your team must include one or several special sweepers, possibly fast or physically bulky, like Electrode or Porygon2. But if you opted for Stockpile, then bulky sweepers like Swords Dance Lickilicky, Meganium or Cradily are the best recipients.
- Faster Taunt users that don't mind Shadow Ball like Skuntank or Persian completely shut down this variant, so being able to deal with them is strongly advised, Regirock does the job pretty well.
- Drifblim has an hard time setting up if it faces to much offensive pressure from faster Pokemon, which are special attackers gor the most part. Thus, special walls like Lickilicky are good teamates.

May I consider this analysis QCed and ready to see my english skills hammered by the GP team ?
 

Honko

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I approve this. I think you should get at least one of Bughouse or Oglemi to take another look and approve before you move forward though. I'm ambivalent about the BP set, so I leave that it up to those guys whether you should include it or not.
 

Oglemi

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I don't think BP needs a dedicated set, I think you can just add a hefty mention in the SubCM set about how it can be converted to work on BP teams

otherwise I approve too
 

Honko

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I know I already approved this but I wanna request a couple minor changes, especially after Drifblim got such heavy usage during NUPL.

1) Switch the main spread on the first set to max SpA and move the bulkier spread to AC. Setting up a sub that Slowking can't break is pretty situational, especially since most teams will have a better Drifblim answer than Slowking. The extra KOs from max SpA are much more useful in general imo, and I'm pretty sure max SpA is the standard that most people are running. (Someone please correct me if I'm wrong here.)

2) HP Flying should be mentioned in AC of the first two sets. Hits Skuntank, Vileplume, SpD Cacturne, Hitmonchan, Poliwrath, and Meganium harder than HP Fighting at the cost of being weaker vs Regirock, Cradily, Magneton, and Tauros. HP Fighting's still the best overall option but HP Flying is definitely worth considering, especially on ChestoRest where you don't have a Sub to help play around Sucker Punches or status once you've burnt your berry (meaning the calcs vs Vileplume/Meganium actually matter).

3) Move the Endure mention from the first set into OO. It's something I've played around with but haven't ever actually seen in an important match. That set already has plenty of less gimmicky alternatives it's covering in its comments.
 

deetah

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GP & SocMed Lead
Amcheck, feel free to implement what you would like. Add Remove Comments (AH) = Add Hyphen (RH) = Remove Hyphen (AC) = Add Comma (RC) = Remove Comma (AP) = Add Period (RP) = Remove Period (AS) = Add Space (RS) = Remove Space

Balloon n_n

[OVERVIEW]

Drifblim is an unique Pokemon with a great signature ability in Unburden which allows it to act as a one-time Sweeper sweeper when used in tandem with Calm Mind. It's Its unique typing gives it a useful Ghost STAB which hits the numerous Psychic-types (AH) in the tier, namely some Special special walls like Slowking, Grumpig, and Hypno. It Drifblim also gets handful has useful resistances to act as an offensive check to the likes of Tauros and Sunny Day Vileplume and to invalidate most Lickilicky variants as a counter. Furthermore, thanks to its wide movepool and its other ability Aftermath, Drifblim is versatile enough to fulfill tasks such as leading, revenge killing, passing boosts, and setting weather... However, its typing sports several crippling weaknesses, mainly to Stealth Rocks and to Pursuit, leaving Drifblim very vulnerable to the omnipresent Skuntank. Moreover, due to its middling Speed and Special Attack, Drifblim relies on boosts to pose a threat and thus faces heavy competition from Haunter as an offensive Ghost-type (AH).

[SET]
name: SubCM
move 1: Calm Mind
move 2: Substitute
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Sitrus Berry / Petaya Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

Here is Drifblim's bread-and-butter set, which Drifblim's most common set acts as a very threatening late game Sweeper sweeper. However, keep in mind that Unburden's effect disappears on switch-ins the switch in. (RP) (AC), So so choose your an effective moment for Drifblim to set-up (RH but keep space) and to eat your berry its Berry carefully. Calm Mind is a key set-up (RH, no space) move that Drifblim needs to attempt a sweep thanks to the Special Attack boost. The added boost in Special Defense is very handy in a metagame were where fast special attackers are so common as it makes Drifblim harder to revenge kill before Unburden is underway. (RS) Substitute is meant to be used over and over until Drifblim eats its berry Berry. It also allows you Drifblim to play around Sucker Punch users, to escape Pursuit, to protect yourself itself from revenge killers before Unburden activates, (AC) and to avoid statues status. Shadow Ball is Drifblim's best STAB and that hits Psychic-types (AH) like Slowking, Gardevoir, (AC) and Jynx, all very common threats. Hidden Power Fighting gives you a Drifblim perfect coverage alongside Shadow Ball and that allows you it to hit Regirock, Cradily, Magneton, Lickilicky, Regice, (AC) and Dark-types not named Skuntank super effectively.

[ADDITIONAL COMMENTS]

The given spread allows Drifblim to outspeed Scarf Timid Manectric after the Unburden boost, which is likely the fatest Revenge Killer you fastest revenge killer it will ever face aside from the somewhat rare Choice Scarf Tauros. The Special Attack is maximised maximized so you're Drifblim is guaranteed to OHKO Tauros, Floatzel, and Manectric, (AC) and to 2HKO Regirock after a Calm Mind and Stealth Rock damages. However, the EV spread is pretty customizable, depending on what you need. For instance, 140 SpA / 124 SpD / 244 Spe ensures that the substitute Substitute won't break to Slowking's Surf after a Calm Mind, but you'll miss some of the crucial aforementionned aforementioned KOs.

The chosen berry Berry depends mostly on personnal personal preferences; Sitrus Berry doesn't require you Drifblim to go be on very low health, which means it may activate Unburden sooner and grant an additional Substitute. Petaya Berry, on the other hand, is very helpful if Drifblim faces too much pressure to set-up (RH but keep space) manually with Calm Mind, as it will raise its Special Attack once its HP reaches the range.

Hidden Power Ground is an appealing option since it 2HKOs Skuntank even when unboosted, but it leaves you Drifblim completely walled by Dodrio and much more vulnerable to other Dark-types, namely Shiftry and Cacturne. Hidden Power Flying provides a secondary STAB that hits all of Skuntank, Vileplume, Hitmonchan, SpD specially defensive Cacturne, Poliwrath, and Meganium, at the cost of being weaker against Regirock, Cradily, Magneton, and Tauros. Statues Status moves like Will-O-Wisp can prove to be useful as it allows Drifblim to cripple or potentially some of its usual checks and let you it avoid Sucker Punch, but outside of their accuracy issue, a Mono-Attacker Drifblim with multiple attacking moves is walled by Normal-types (AH) and struggles even more against Dark-types. Since Drifblim may end up being unable to sweep the opposing team, Baton Pass ensures that all of the Calm Mind accumulated won't be a waste if you pack another Special special attacker behind. Moreover, Baton Pass allows Drifblim to escape Pursuit. If you're Drifblim is holding a Petaya Berry, giving up Calm Mind is also possible as it will free up a moveslot, (AC) and let you using letting it use one of the above options or other offensives options like Thunderbolt or Explosion instead. Although you don't it doesn't have to set-up (RH but keep space) manually with Calm Mind anymore, eating the berry Berry requires Drifblim to be at very low health and you'll get it will only get a +1 boost in Special Attack by doing so, therefore, sweeping under these conditions might be difficult.

With Skuntank being Drifblim's biggest ennemy threat, Pokemon that can lure it out and either cripple or outright kill KO it like Gardevoir with Will-O-Wisp, Focus Blast, or Destiny Bond or Shiftry with Explosion make good partners. Other Dark-types with super effective priorities priority moves like Shiftry and Cacturne are pretty annoying as well, although Substitute is here to help Drifblim against them. Therefore, having a good switch-in to most of them like Vileplume is appreciated. Specially bulky Pokemon with super effective coverage like Regirock, Cradily, Regice, or Muk need to be out of the way or severly severely damaged in order to sweep with Drifblim. Fighting-types like Medicham threat all of them. Another way to wear down said Pokemon is Spikes and Stealth Rock support. In this case, Drifblim's Ghost-typing (RH) is something to take advantage of against opposing Spinners spinners, although its weaknesses to Hitmonchan's Ice Punch and Sandslash's Night Slash make it a pretty subpar spinblocker. Even if Drifblim doesn't mind Stealth Rock that much, (AC) as it benefits from a one-time full recovery or needs to get in Sitrus Berry's range anyway, Rapid Spin support from Hitmonchan or Sandslash is still appreciated as Drifblim will likely have an easier time to set-up (RH but keep space) if it comes in at full health. Moreover, both of these Pokemon are pretty good at checking most of Drifblim's fiends threats, namely Regirock and Skuntank. Also, due to Unburden, most of Drifblim's answers are either strong priority users or specially bulky Pokemon. Nonetheless, naturally faster Pokemon can also pose a threat if they pressure Drifblim enough to prevent it from setting up. These This includes most special attackers like Haunter, Jynx, and Manectric... Thus, packing a special wall or tank like Lickilicky isn't a bad idea is a good idea.

[SET]
name: ChestoRest CM
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

An alternative to the former set, which is very effective as well if played right. Instead of lowering your its health to reach the Sitrus Berry's range, you have Drifblim has access to a one-time full recovery with the combination of Rest and Chesto Berry. Unlike the former set, this variant has to activate Unburden manually by using Rest, which is a double-edged sword, as Unburden can't be triggered against your will by reaching a given range. (AP) but you have Drifblim has to find a free turn to use Rest without being protected by a substitute Substitute. and you can't trigger Unburden automatically in an emergency. (I would remove the last part of this sentence, it doesn't add much and is mostly filler) (RS) Calm Mind stays as the needed move to pull off a sweep, and as this Drifblim's variant will likely be able to accumulate more boosts thanks to its ability to heal itself. Shadow Ball and Hidden Power Fighting keep a perfect coverage together and thus remain Drifblim's preferred offensive tools.

[ADDITIONAL COMMENTS]

The given spread still allows Drifblim to outspeed Scarf Jolly Manectric after the Unburden boost. The Special Attack is maximized to hit as hard as possible, the remaining EVs are thrown into Defense in order to take physical hits a little better. Putting 252 EVs in Defense almost guarantees Drifblim to be able to take a Life Orb-boosted (AH) Sucker Punch from Adamant Skuntank, but you won't it necessarily hit hard enough in return.

Hidden Power Ground remains a potential coverage option, but Hidden Power Fighting stays as the best choice overall for the same reason as the former set. The same goes for Hidden power Power Flying, but it might be an even more solid option with this variant since it Drifblim has an harder time playing around Sucker Punch users and statues status, which means that the improved match (RS) up against Skuntank, Vileplume, and Meganium may be important. Recycle is also an option as retrieving your berry its Berry allows you Drifblim to abuse of the ChestoRest strategy. The selling point of this move is to activate Unburden possibly several times throughout the match. However, it's difficult to find a moveslot for it. (AP)

When it comes to ennemies threats and partners, this variant is very similar to the previous one. You'll still need to be prepared against super-effective (RH) priorities, Special walls, priority moves, special walls, Stealth Rock, offensive pressure and especially Skuntank. Therefore, recommended teamates teammates are mostly the same: Gardevoir, Medicham, Sandslash, Lickilicky...

[SET]
name: Hindenburg (Lead)
move 1: Hypnosis
move 2: Explosion
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Focus Sash
ability: Unburden
nature: Mild
evs: 12 Atk / 252 Spa / 244 Spe
ivs: 2 HP / 2 Def / 30 Spa / 2 Spd / 30 Spe

[SET COMMENTS]

Thanks to Unburden, Hypnosis, Explosion, and its immunity to Fake Out, Drifblim makes a pretty effective lead. Hypnosis is a high-risk, high-reward move with in which Drifblim can beat Pokemon which would normally have the upper hand against it, provided it doesn't miss. It also prevents slower Pokemon from setting Stealth Rock, and sleep disables just about any Pokemon. A sleep-inducing move fits nicely on Drifblim since its Ghost STAB scares Hypno off, the most common sleep absorber. Explosion is a last-dish tool which will hopefully kill the opposing Pokemon. Once more, Drifblim's Ghost-STAB (RH) proves to be useful since it discourages opposing Ghost-types to absorb Explosion. In the best scenario, this variant of Drifblim can take two opposing Pokemon down. Shadow Ball and Hidden Power Fighting still provides a perfect coverage. The second allows Drifblim to take care of Lead opposing lead Persian.

[ADDITIONAL COMMENTS]

The spread stays untouched, you may also encounter Scarf Manectric as a lead. Drifblim's defensives stats are minimized so the that Focus Sash can be broken more easily, which is necessary since Unburden won't activate otherwise.

Memento and Destiny Bond aren't bad alternatives since they are far less predictable than Explosion. The former gives a plenty of opportunities early-game and the latter can caught catch Pokemon like Regirock and is a as well as being a great tool against Sucker Punch users when the Sleep Clause is on active. Nonetheless, the immediate threat of Explosion is hard to give up. Sucker Punch is a pretty neat priority attack which allows you Drifblim to get some surprise KOs against opposing sashed leads, but it's hard to fit.

Faster sleep inducers like Jynx, Venomoth, and Jumpluff are extremly extremely threatening since they can prevent Drifblim from doing anything. Therefore, a sleep absorber like Hypno or ResTalk Mantine makes good partners. Faster leads like Floatzel and Glalie can possibly win the 1v1 or get set up multiple layers of Spikes, (RC) respectively, as long as they predict Hypnosis correctly or simply avoid it. (RP) (AC), So so be sure to have something to deal with them afterwards. Even if Drifblim survives at 1 HP, Priority priority users and Rock-types like Regirock don't fear much from Drifblim if the Sleep Clause is already active. So Therefore, packing a Pokemon that can take advantage of most of them like Poliwrath is something to consider.


[SET]
name: Choice Scarf
move 1: Trick
move 2: Shadow Ball
move 3: Thunderbolt
move 4: Explosion
item: Choice Scarf
ability: Aftermath
nature: Naive
evs: 4 Att / 252 Spa / 252 Spe

[SET COMMENTS]

Drifblim makes a good use of Choice Scarf as it gives a very appealing role compression between Trick, Explosion, its defensive utility, its ability to spinblock, (AC) and to revenge kill fast Pokemon. Its other ability Aftermath is something to note, as it can outspeed and damage the opposing Pokemon with its attacking moves before further wearing it down if it eliminates Drifblim with a contact move, which can prove to be useful in case Explosion wouldn't work. Trick is a neat tool, especially when if your team has trouble against Skuntank, Regirock, Lickilicky, (AC) or Cradily, since it either cripple of make them cripples or makes them outright useless. Shadow Ball stays as Drifblim's best and mandatory STAB move and Thunderbolt is Drifblim's best option to revenge kill Charizard, Dodrio, Floatzel, Sharpedo, and Crawdaunt. Whereas Explosion is an immediately threatening offensive move which can take down most Pokemon that don't resist it and saves you Drifblim in emergency cases. Just like the previous set (RS) , (AS) this variant of Drifblim can ideally cripple two opposing Pokemon, (RC) by using Trick and Explosion.

[ADDITIONAL COMMENTS]

Naive is the nature of choice since it's needed to outspeed Electrode and slower scarf Choice Scarf users like Magneton without lowering the power of Explosion. Hidden Power Fighting is very underwhelming when unboosted but has a similar a similar purpose against Shiftry and Cacturne.

Hidden Power Grass is available if you're really afraid of Dragon Dance Wishcash Whiscash and Rock Polish Rhydon, but their usage is still pretty low. Baton Pass can be useful to scout the opponent's team and bring an answer to the incoming switch-in. Do note that it allows you Drifblim to escape safely from Pursuit.

Since Skuntank will either faint or be at low health after eliminating Drifblim due to Explosion and Aftermath, anything that likes appreciates having it out of the way is a good teamate teammate. Examples include Jynx, Shiftry, and Gardevoir... You also may end up giving your Choice Scarf to bulky Pokemon like Regirock, Cradily, Muk, (AC) or Regice with Trick. If that's the case, Pokemon like Tauros or Haunter will have a much easier time sweeping through the opponent's team once these annoyances are crippled.

[Other Options]

Drifblim makes a very good user of Baton Pass due to its ability to pass high HP Substitutes and either Calm Mind or Stockpile. The lack of phazers in the tier helps its case. With the first set, Drifblim may be unable to use any move if it's facing faster and stronger pokemon Pokemon like Charizard or Manectric. That's why you can drop Due to this, Substitute can be swapped for Endure in order to have a chance to do some damages, but with its typing and bulk Drifblim will more often than not have at least one opportunity to set up in each match. Drifblim can also act as a Sunny Day or Rain Dance inducer in dedicated weather teams. Its access to Weather Ball, Thunder, (AC) and Explosion allows it to deal with common threats to these kinds of teams. A Choice Specs is an option if you really want immediate power, but Life Orb Haunter hits harder and is also faster, (AC) so you should better stick with it this is something to keep in mind. A support set with moves like Memento can work in some Hyper Offensive hyper offensive teams, but Dual Screeners are generally better options. Drifblim can act as a statues status spreader with moves such as Will-O-Wisp, Hypnosis, and Thunder Wave, but more powerful Pokemon like Gardevoir are more suited for this task. A defensive variant with moves like Will-O-Wisp and Haze has some merits due to Drifblim's unique typing, but its Stealth Rock weakness and the existence of Sableye and Dusclops hinder it.

[Checks and Counters]

Dark-types are Drifblim's biggest nemesis mainly due to their super effectives priorities effective priority moves which bypass the Unburden boost, some of them also trap it with Pursuit. The omnipresent Skuntank in particular will often spell doom on Drifblim with either Sucker Punch, Crunch, or Pursuit, only fearing Hidden Power Ground. Sneasel can fire off Ice Shard without hesitation and threaten Drifblim with Pursuit as well, but it has to be wary of Hidden Power Fighting. Shiftry and Cacturne are extremely scary as well with their strong Sucker Punch, but Substitute variants can play around them. Rock-types like Regirock or and Cradily are bulky enough to withstand even boosted hits and will do massive damage with their Rock STAB. Specially bulky Pokemon with super effective coverage like Regice, Muk, and Lapras have the upper hand against Drifblim if they're healthy, but they can be in trouble if it has already several Calm Minds under its belt. Some special walls or tanks can cripple Drifblim in their own way; Politoed can lock it with Encore, Mantine may erase its boost with Haze, and Lickilicky can pack another offensive move specifically for Haunter and Drifblim. Finally, a ton of revenge killers can take care of Drifblim if Unburden isn't underway or if it isn't covered by Substitute or Calm Mind boosts. To name a few (RS) : Manectric, Haunter, Jynx, Charizard, Scarf Magneton, and Sharpedo...
 

Lumari

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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
lots of cross-set references here, make sure to fix those

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Drifblim is an unique Pokemon with a great signature ability in Unburden which that allows it to act as a one-time sweeper when used in tandem with Calm Mind. Its unique typing gives it a useful Ghost STAB which hits to hit the numerous Psychic-types in the tier, namely (mainly?) special walls like Slowking, Grumpig, and Hypno, for good damage. Drifblim also has useful resistances to act as an offensive check to the likes of Tauros and Sunny Day Vileplume and to invalidate most Lickilicky variants as a counter. Furthermore, thanks to its wide movepool and its other ability Aftermath, Drifblim is versatile enough to fulfill tasks such as leading, revenge killing, passing boosts Baton Pass, and setting weather. However, its typing sports several crippling weaknesses, mainly to Stealth Rocks Rock and to Pursuit, leaving Drifblim very vulnerable to the omnipresent Skuntank. Moreover, due to its middling Speed and Special Attack, Drifblim relies on boosts to pose a threat and thus faces heavy competition from Haunter as an offensive Ghost-type.

[SET]
name: SubCM Substitute + Calm Mind
move 1: Calm Mind
move 2: Substitute
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Sitrus Berry / Petaya Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

Drifblim's most common set acts as a very threatening late-game (AH) sweeper. However, keep in mind that Unburden's effect disappears on the as Drifblim switches in out, so choose an effective moment for Drifblim it to set up and to eat its Berry carefully. Calm Mind is a key setup move that allows Drifblim needs to attempt a sweep thanks to the Special Attack boost. The added boost in Special Defense is very handy in a metagame where fast special attackers are so common, (AC) as it makes Drifblim harder to revenge kill before Unburden is underway activated. Substitute is meant to be used over and over repeatedly until Drifblim eats its Berry. It also allows Drifblim to play around Sucker Punch users, to escape Pursuit, to protect itself from revenge killers before Unburden activates, and to avoid status. Shadow Ball is Drifblim's best STAB attack that hits Psychic-types like Slowking, Gardevoir, and Jynx, all very common threats. Hidden Power Fighting gives Drifblim perfect coverage alongside Shadow Ball that allows it to hit Regirock, Cradily, Magneton, Lickilicky, Regice, and Dark-types not named Skuntank super effectively.

[ADDITIONAL SET COMMENTS]

The given spread allows Drifblim to outspeed Choice Scarf Timid Manectric after the Unburden boost, which is likely the fastest revenge killer it will ever face aside from the somewhat rare Choice Scarf Tauros. The Special Attack is maximized so Drifblim is guaranteed to OHKO Tauros, Floatzel, and Manectric (RC) and to 2HKO Regirock after a Calm Mind and Stealth Rock damage. However, the EV spread is pretty customizable, depending on what you need. For instance, 140 SpA / 124 SpD / 244 Spe ensures that the Drifblim's Substitute won't break to Slowking's Surf after a Calm Mind, but you'll miss some of the crucial aforementioned KOs.

The chosen Berry depends mostly on personal preferences; Sitrus Berry doesn't require Drifblim to be on very low health, which means it may activate Unburden sooner, (AC) and grants it an additional Substitute. Petaya Berry, on the other hand, is very helpful if Drifblim faces too much pressure to set up manually with Calm Mind, as it will raise its Special Attack once its HP reaches the range.

Hidden Power Ground is an appealing option, (AC) since it 2HKOs 2HKOes Skuntank even when unboosted, but it leaves Drifblim completely walled by Dodrio and much more vulnerable to other Dark-types, namely Shiftry and Cacturne. Hidden Power Flying provides a secondary STAB option that hits all of Skuntank, Vileplume, Hitmonchan, specially defensive Cacturne, Poliwrath, and Meganium, at the cost of being leaving Drifblim weaker against Regirock, Cradily, Magneton, and Tauros. Status moves like Will-O-Wisp can prove to be useful as it allows Drifblim to cripple some of its Drifblim's usual checks and let it avoid Sucker Punch, but outside of the accuracy issue, a Drifblim without a coverage move is walled by Normal-types and struggles even more against Dark-types. Since Drifblim may end up being unable to sweep the opposing team, Baton Pass ensures that all of the Calm Mind boosts accumulated won't be a waste if you pack another special attacker behind. Moreover, Baton Pass allows Drifblim to escape Pursuit. If Drifblim is holding a Petaya Berry, giving up Calm Mind is also possible, (AC) as it will free up a moveslot, letting it use one of the above options or other offensives offensive options like Thunderbolt or and Explosion instead. Although it doesn't have to set up manually with Calm Mind anymore, eating the Berry requires Drifblim to be at very low health, (AC) and it will only get a +1 boost in Special Attack by doing so, therefore, making sweeping under these conditions might be difficult.

With Skuntank being Drifblim's biggest threat, Pokemon that can lure it out and either cripple or outright KO it like Gardevoir with Will-O-Wisp, Focus Blast, or Destiny Bond or and Shiftry with Explosion make good partners. Other Dark-types with super effective priority moves like Shiftry and Cacturne are pretty annoying as well, although Substitute is here to help helps Drifblim against them. Therefore, having a good switch-in to most of them like Vileplume is appreciated. Specially bulky Pokemon with super effective coverage like Regirock, Cradily, Regice, or and Muk need to be out of the way or severely damaged in order to sweep with Drifblim. Fighting-types like Medicham threaten all of them. (weird category when you mention Muk, though medi is obv fine) Another way to wear down said Pokemon is with Spikes and Stealth Rock support. In this case, Drifblim's Ghost typing also is something to take advantage of against opposing spinners, although its weaknesses to Hitmonchan's Ice Punch and Sandslash's Night Slash make it a pretty subpar spinblocker. Even if though Drifblim doesn't mind Stealth Rock that much, as it needs to get in Sitrus Berry's range anyway, Rapid Spin support from Hitmonchan or Sandslash is still appreciated, (AC) as Drifblim will likely have an easier time to set setting up if it comes in at full health. Moreover, both of these Pokemon are pretty good at checking most of Drifblim's threats, namely Regirock and Skuntank. Also, due to Unburden, most of Drifblim's answers are either strong priority users or specially bulky Pokemon. Nonetheless, naturally faster Pokemon can also pose a threat if they pressure Drifblim enough to prevent it from setting up. This includes These include most special attackers like Haunter, Jynx, and Manectric. Thus, packing a special wall or tank like Lickilicky is a good idea.

[SET]
name: ChestoRest + Calm Mind
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

An alternative to the former set, which is very effective as well if played right. Instead of lowering its health to reach the Sitrus Berry's range, Drifblim has access to a one-time full recovery with the combination of Rest and Chesto Berry. Unlike the former set, this variant has to activate Unburden manually by using Rest, which is a double-edged sword, as Unburden can't be triggered against your will by reaching a given range. Drifblim has to find a free turn to use Rest without being protected by a Substitute. Calm Mind stays as the needed move to pull off a sweep, as this Drifblim's variant will likely be able to accumulate more boosts thanks to its ability to heal itself. Shadow Ball and Hidden Power Fighting keep a perfect coverage together and thus remain Drifblim's preferred offensive tools.

[ADDITIONAL SET COMMENTS]

The given spread still allows Drifblim to outspeed Choice Scarf Jolly (Timid?) Manectric after the Unburden boost. The Special Attack is maximized to hit as hard as possible, and the remaining EVs are thrown into Defense in order to take physical hits a little better. Putting 252 EVs in Defense is an option that almost guarantees Drifblim to be able to take a Life Orb-boosted Sucker Punch from Adamant Skuntank, but it doesn't necessarily hit hard enough in return.

Hidden Power Ground remains is a potential coverage option to hit Skuntank, but Hidden Power Fighting stays as the best choice overall for the same reason as the former set. (which are?) The same goes for Hidden Power Flying, but it might be an even more solid option with this variant, (AC) since Drifblim has a harder time playing around Sucker Punch users and status, which means that the improved matchup against Skuntank, Vileplume, and Meganium may be important. Recycle is also an option, (AC) as retrieving its Berry allows Drifblim to abuse take greater advantage of the ChestoRest strategy. The selling point of this move is to activate Unburden possibly several times throughout the match. However, it's difficult to find a moveslot for it.

When it comes to threats and partners, this variant is very similar to the previous one. You'll still need to be prepared against super effective priority moves, special walls, Stealth Rock, offensive pressure and especially Skuntank. Therefore, recommended teammates are mostly the same: Gardevoir, Medicham, Sandslash, Lickilicky... (rewrite this to be independent from the previous set please, these AC don't read like this should be a separate set at all tbh, if reasoning for the spread is the same + it seems to play not that differently + it has the same threats and teammates)

[SET]
name: Hindenburg (Lead)
move 1: Hypnosis
move 2: Explosion
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Focus Sash
ability: Unburden
nature: Mild
evs: 12 Atk / 252 SpA / 244 Spe
ivs: 2 HP / 2 Def / 30 SpA / 2 SpD / 30 Spe

[SET COMMENTS]

Thanks to Unburden, Hypnosis, Explosion, and its immunity to Fake Out, Drifblim makes a pretty effective lead. Hypnosis is a high-risk, high-reward move in which that allows Drifblim can to beat Pokemon which that would normally have the upper hand against it, provided it doesn't miss. It also prevents slower Pokemon from setting Stealth Rock, and sleep disables just about any Pokemon. A sleep-inducing move fits nicely on Drifblim, (AC) since its Ghost STAB scares Hypno off, the most common sleep absorber. Explosion is a last-dish last-ditch tool which that will hopefully kill KO the opposing Pokemon. Once more, Drifblim's Ghost STAB proves to be useful since it discourages to discourage opposing Ghost-types from trying to absorb Explosion. In the best scenario, this variant of Drifblim can take two opposing Pokemon down. Shadow Ball and Hidden Power Fighting still provide perfect coverage. The second latter allows Drifblim to take care of opposing lead Persian.

[ADDITIONAL SET COMMENTS]

The spread stays untouched, (repeat stuff here pls) as you may also encounter Choice Scarf Manectric as a lead. Drifblim's defenses are minimized so that Focus Sash can be broken activated more easily, which is necessary since Unburden won't activate otherwise.

Memento and Destiny Bond aren't bad alternatives to Explosion, since they are far less predictable than Explosion. The former gives your team a plenty plethora of setup (?) opportunities early-game, (AC) and the latter can catch Pokemon like Regirock as well as being a great tool against Sucker Punch users when the Sleep Clause is active. Nonetheless, the immediate threat of Explosion is hard to give up. Sucker Punch is a pretty neat priority attack which that allows Drifblim to get some surprise KOs against opposing sashed Focus Sash leads, but it's hard to fit.

Faster sleep inducers like Jynx, Venomoth, and Jumpluff are extremely threatening, (AC) since they can prevent Drifblim from doing anything. Therefore, sleep absorbers like Hypno or and ResTalk RestTalk Mantine make good partners. Faster leads like Floatzel and Glalie can possibly win the 1v1 beat Drifblim one-on-one or set up multiple layers of Spikes, respectively, as long as they predict Hypnosis correctly or simply avoid it, so be sure to have something to deal with them afterwards. Even if Drifblim survives at 1 HP, priority users and Rock-types like Regirock don't fear much from Drifblim it if the Sleep Clause is already active. Therefore, packing a Pokemon that can take advantage of most of them like Poliwrath is something to consider.


[SET]
name: Choice Scarf
move 1: Trick
move 2: Shadow Ball
move 3: Thunderbolt
move 4: Explosion
item: Choice Scarf
ability: Aftermath
nature: Naive
evs: 4 Att Atk / 252 SpA / 252 Spe

[SET COMMENTS]

Drifblim makes a good use of Choice Scarf, (AC) as it gives a makes very appealing role compression between Trick, Explosion, its defensive utility, its ability to spinblock, and its ability to revenge kill fast Pokemon. Its other ability Aftermath is something to note, as it can allows it to outspeed and damage the opposing Pokemon with its attacking moves before further wearing it wear down the opposing Pokemon further (part that i axed is p much implied by this) if it eliminates Drifblim with a contact move, which can prove to be useful in case Explosion wouldn't work. Trick is a neat tool, especially if your team has trouble against Skuntank, Regirock, Lickilicky, or Cradily, since it either cripples them or makes them outright useless. Shadow Ball stays as is Drifblim's best and mandatory STAB move, (AC) and Thunderbolt is Drifblim's best option to revenge kill Charizard, Dodrio, Floatzel, Sharpedo, and Crawdaunt. Explosion is an immediately threatening offensive move which that can take down most Pokemon that don't resist it and serve as a last-dish tool in emergency cases. Just like the previous set, This variant of Drifblim can ideally cripple two opposing Pokemon by using Trick and Explosion.

[ADDITIONAL SET COMMENTS]

A Naive is the nature of choice since it's is needed to outspeed Electrode and slower Choice Scarf users like Magneton without lowering the power of Explosion. Hidden Power Fighting is very underwhelming when unboosted but can prove to be useful against Shiftry and Cacturne.

Hidden Power Grass is available an option if you're really afraid of Dragon Dance Whiscash and Rock Polish Rhydon, but their usage is still pretty low. Baton Pass can be useful to scout the opponent's team and bring an answer to the incoming switch-in. Do note that it also allows Drifblim to escape safely from Pursuit.

Since Skuntank will either faint or be at low health after eliminating Drifblim due to Explosion and Aftermath, anything that appreciates having it out of the way is a good teammate. Examples include Jynx, Shiftry, and Gardevoir. You also may end up giving your Drifblim's Choice Scarf to bulky Pokemon like Regirock, Cradily, or and Regice with Trick. If that's the case you succeed in doing this, Pokemon like Tauros or and Haunter will have a much easier time sweeping through the opponent's team once these annoyances are crippled.

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

Drifblim makes a very good user of Baton Pass due to its ability to pass high HP Substitutes and either Calm Mind or Stockpile. The lack of phazers in the tier helps its case. With the first set, Drifblim may be unable to use any move if it's facing faster and stronger Pokemon like Charizard or and Manectric. Due to this, Substitute can be swapped for Endure in order to have a chance to do some damage, but with its typing and bulk, (AC) Drifblim will more often than not have at least one opportunity to set up in each match. Drifblim can also act as a Sunny Day or Rain Dance inducer user in on dedicated weather teams. Its access to Weather Ball, Thunder, and Explosion allows it to deal with common threats to these kinds of teams. Choice Specs is an option if you really want immediate power, but Life Orb Haunter hits harder and is also faster, so this is something to keep in mind. A support set with moves like Memento can work in on some hyper offensive teams, but Dual Screeners dual screens users are generally better options. Drifblim can act as a status spreader with moves such as Will-O-Wisp, Hypnosis, and Thunder Wave, but more powerful Pokemon like Gardevoir are more suited for this task. A defensive variant with moves like Will-O-Wisp and Haze has some merits due to Drifblim's unique typing, but its Stealth Rock weakness and the existence of Sableye and Dusclops hinder it.

[Checks and Counters]
========
Dark-types are Drifblim's biggest nemesis mainly due to their super effective priority moves which that bypass the Unburden boost; (SC) some of them also trap it with Pursuit. The omnipresent Skuntank in particular will often spell doom on Drifblim with either Sucker Punch, Crunch, or Pursuit, only fearing Hidden Power Ground. Sneasel can fire off Ice Shard without hesitation and threaten Drifblim with Pursuit as well, but it has to be wary of Hidden Power Fighting. Shiftry and Cacturne are extremely scary as well with their strong Sucker Punch, but Substitute variants can play around them. Rock-types like Regirock and Cradily are bulky enough to withstand even boosted hits and will do massive damage with their Rock STAB attacks. Specially bulky Pokemon with super effective coverage like Regice, Muk, and Lapras have the upper hand against Drifblim if they're healthy, but they can be in trouble if it has already several Calm Mind boosts under its belt. Some special walls or tanks can cripple Drifblim in their own way; Politoed can lock it in a setup move with Encore, Mantine may erase its boosts with Haze, and Lickilicky can pack another offensive move specifically for Haunter and Drifblim. Finally, a ton of revenge killers can take care of Drifblim if Unburden isn't underway active or if it isn't covered by hasn't set up a Substitute or Calm Mind boosts, (comma) To name a few: such as Manectric, Haunter, Jynx, Charizard, Choice Scarf Magneton, and Sharpedo.
 

Oglemi

Borf
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Balloon n_n

[OVERVIEW]

Drifblim is an unique Pokemon with a great signature ability in Unburden that allows it to act as a one-time sweeper when used in tandem with Calm Mind. Its unique typing gives it a useful Ghost STAB to hit the numerous Psychic-types in the tier, mainly special walls like Slowking, Grumpig, and Hypno, for good damage. Drifblim also has useful resistances to act as an offensive check to the likes of Tauros and Sunny Day Vileplume and to invalidate most Lickilicky variants. Furthermore, thanks to its wide movepool and its other ability Aftermath, Drifblim is versatile enough to fulfill tasks such as leading, revenge killing, Baton Passing, and setting weather. However, its typing sports several crippling weaknesses, mainly to Stealth Rock and to Pursuit, leaving Drifblim very vulnerable to the omnipresent Skuntank. Moreover, due to its middling Speed and Special Attack, Drifblim relies on boosts to pose a threat and thus faces heavy competition from Haunter as an offensive Ghost-type.

[SET]
name: Substitute + Calm Mind
move 1: Calm Mind
move 2: Substitute
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Sitrus Berry / Petaya Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

Drifblim's most common set acts as a very threatening late-game sweeper. However, keep in mind that Unburden's effect disappears as Drifblim switches out, so choose an effective moment for it to set up and to eat its Berry carefully. Calm Mind allows Drifblim to attempt a sweep thanks to the Special Attack boost. The added boost in Special Defense is very handy in a metagame where fast special attackers are common, as it makes Drifblim harder to revenge kill before Unburden is activated. Substitute is meant to be used repeatedly until Drifblim eats its Berry; it also allows Drifblim to play around Sucker Punch users, to escape Pursuit, to protect itself from revenge killers before Unburden activates, and to avoid status. Shadow Ball is Drifblim's best STAB attack that hits Psychic-types such as like Slowking, Gardevoir, and Jynx hard, all of which are very common threats. Hidden Power Fighting gives Drifblim perfect coverage alongside Shadow Ball that allows it to hit Regirock, Cradily, Magneton, Lickilicky, Regice, and Dark-types not named Skuntank super effectively.

[ADDITIONAL SET COMMENTS]

The given EV spread allows Drifblim to outspeed Choice Scarf Timid Manectric after the Unburden boost, which is likely the fastest revenge killer it will ever face aside from the somewhat rare Choice Scarf Tauros. The Special Attack is maximized so Drifblim is guaranteed to OHKO Tauros, Floatzel, and Manectric and to 2HKO Regirock after a Calm Mind and Stealth Rock damage. However, the EV spread is pretty customizable, depending on what you need. For instance, 140 SpA / 124 SpD / 244 Spe ensures that Drifblim's Substitute won't break to Slowking's Surf after a Calm Mind, but you'll miss some of the crucial aforementioned KOs.

The chosen Berry depends mostly on personal preferences; Sitrus Berry doesn't require Drifblim to be at on very low health, which means it may activate Unburden sooner, and grants it an additional Substitute. Petaya Berry, on the other hand, is very helpful if Drifblim faces too much pressure to set up manually with Calm Mind.

Hidden Power Ground is an appealing option, since it 2HKOes Skuntank even when unboosted, but it leaves Drifblim completely walled by Dodrio and much more vulnerable to other Dark-types, namely Shiftry and Cacturne. Hidden Power Flying provides a secondary STAB option that hits all of Skuntank, Vileplume, Hitmonchan, specially defensive Cacturne, Poliwrath, and Meganium, at the cost of leaving Drifblim weaker against Regirock, Cradily, Magneton, and Tauros. Status moves like Will-O-Wisp can prove to be useful to cripple some of Drifblim's usual checks and let it avoid Sucker Punch, but outside of the accuracy issue, a Drifblim without a coverage move is walled by Normal-types and struggles even more against Dark-types. Since Drifblim may end up being unable to sweep the opposing team, Baton Pass ensures that all of the Calm Mind boosts accumulated won't be a waste if you pack another special attacker behind. Moreover, Baton Pass allows Drifblim to escape Pursuit. If Drifblim is holding a Petaya Berry, giving up Calm Mind is also possible, as it will free up a moveslot and let it use one of the above options or other offensive options like Thunderbolt and Explosion instead. Although it wouldn't doesn't have to set up manually with Calm Mind anymore, eating the Berry requires Drifblim to be at very low health, and it will only get a +1 boost in Special Attack by doing so, making sweeping difficult.

With Skuntank being Drifblim's biggest threat, Pokemon that can lure it out and either cripple or outright KO it like Gardevoir with Will-O-Wisp, Focus Blast, or Destiny Bond and Shiftry with Explosion make good partners. Other Dark-types with super effective priority moves like Shiftry and Cacturne are pretty annoying as well, although Substitute helps Drifblim against them. Therefore, having a good switch-in to most of them like Vileplume is appreciated. Specially bulky Pokemon with super effective coverage like Regirock, Cradily, Regice, and Muk need to be out of the way or severely damaged in order to sweep with Drifblim. Wallbreakers like Medicham threaten all of them. Another way to wear down said Pokemon is with Spikes and Stealth Rock support. Drifblim's Ghost typing also is something to take advantage of against opposing spinners, although its weaknesses to Hitmonchan's Ice Punch and Sandslash's Night Slash make it a pretty subpar spinblocker. Even though Drifblim doesn't mind Stealth Rock that much, as it needs to get in Sitrus Berry's range anyway, Rapid Spin support from Hitmonchan or Sandslash is still appreciated, as Drifblim will likely have an easier time setting up if it comes in at full health. Moreover, both of these Pokemon are pretty good at checking most of Drifblim's threats, namely Regirock and Skuntank. Also, due to Unburden, most of Drifblim's answers are either strong priority users or specially bulky Pokemon. Nonetheless, naturally faster Pokemon can also pose a threat if they pressure Drifblim enough to prevent it from setting up. These include most special attackers like Haunter, Jynx, and Manectric. Thus, packing a special wall or tank like Lickilicky is a good idea.

[SET]
name: Rest + Calm Mind
move 1: Calm Mind
move 2: Rest
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Chesto Berry
ability: Unburden
nature: Modest
evs: 12 Def / 252 SpA / 244 Spe

[SET COMMENTS]

An alternative to the more offensive Calm Mind set the former set, which is very effective as well if played right. Instead of lowering its health to reach the Sitrus Berry's range, Drifblim has access to a one-time full recovery with the combination of Rest and Chesto Berry. Unlike the former set, This variant has to activate Unburden manually by using Rest, which is a double-edged sword, as Unburden can't be triggered against your will by reaching a given range and without the protection of Substitute. Drifblim has to find a free turn to use Rest without being protected by a Substitute. Calm Mind stays as the needed move to pull off a sweep, as this Drifblim's variant will likely be able to accumulate more boosts thanks to its ability to heal itself. Shadow Ball and Hidden Power Fighting keep a perfect coverage together and thus remain Drifblim's preferred offensive tools.

[ADDITIONAL SET COMMENTS]

The given EV spread allows Drifblim to outspeed Choice Scarf Timid Manectric after the Unburden boost. The Special Attack is maximized to hit as hard as possible, and the remaining EVs are thrown into Defense in order to take physical hits a little better. Putting 252 EVs in Defense is an option that almost guarantees Drifblim can to take a Life Orb-boosted Sucker Punch from Adamant Skuntank, but it doesn't necessarily hit hard enough in return.

Hidden Power Ground is a coverage option to hit Skuntank, but Hidden Power Fighting stays as the best choice overall since it makes Drifblim less vulnerable to Shiftry, Cacturne, and Dodrio. Hidden Power Flying might be a more solid option with this variant, since Drifblim has a harder time playing around Sucker Punch users and status without Substitute, which means that the improved matchup against Skuntank, Vileplume, and Meganium may be important. Recycle is also an option, as retrieving its Berry allows Drifblim to take greater advantage of the ChestoRest strategy. The selling point of this move is to activate Unburden possibly several times throughout the match. However, it's difficult to find a moveslot for it.

When using this Drifblim's variant, you need to be prepared against Sucker Punch users like Shiftry, Cacturne, and especially Skuntank which also threatens Drifblim with Pursuit while taking Hidden Power Fighting reasonably well. Hence, Pokemon like Will-O-Wisp Gardevoir and Shiftry make good teammates due to their ability to lure in and significantly cripple Skuntank. Said Pokemon are also suited for damaging the likes of Regirock and Cradily, two common threats that tend to prevent Drifblim from sweeping. In spite of its one-time full recovery move in Rest, Drifblim appreciates having Rapid Spin support from the likes of Hitmonchan and Sandslash, as Stealth Rock could hamper its ability to set up. Drifblim may also struggle to find an opportunity if it's facing too much offensive pressure. Thus, defensive backbones like Lickilicky are partners of choice due to their ability to take hits from the likes of Haunter and Jynx aimed at Drifblim.

[SET]
name: Hindenburg (Lead)
move 1: Hypnosis
move 2: Explosion
move 3: Shadow Ball
move 4: Hidden Power Fighting
item: Focus Sash
ability: Unburden
nature: Mild
evs: 12 Atk / 252 SpA / 244 Spe
ivs: 2 HP / 2 Def / 30 SpA / 2 SpD / 30 Spe

[SET COMMENTS]

Thanks to Unburden, Hypnosis, Explosion, and its immunity to Fake Out, Drifblim makes a pretty effective lead. Hypnosis is a high-risk, high-reward move that allows Drifblim to beat Pokemon that would normally have the upper hand against it—provided it doesn't miss. It also prevents slower Pokemon from setting Stealth Rock, and sleep disables just about any Pokemon. A sleep-inducing move fits nicely on Drifblim, since its Ghost STAB scares Hypno off, which is the most common sleep absorber. Explosion is a last-ditch tool that will hopefully KO the opposing Pokemon. Drifblim's Ghost STAB proves to be useful to discourage opposing Ghost-types from trying to absorb Explosion. In the best scenario, this variant of Drifblim can take down two opposing Pokemon down. Shadow Ball and Hidden Power Fighting still provide perfect coverage. The latter Hidden Power Fighting allows Drifblim to take care of opposing lead Persian and has perfect coverage with Shadow Ball.

[ADDITIONAL SET COMMENTS]

The EV spread allows Drifblim to outspeed Choice Scarf Manectric after the Unburden boost, which you may encounter in the lead position. Drifblim's defenses are minimized so that Focus Sash can be activated more easily, since Unburden won't activate otherwise.

Memento and Destiny Bond aren't bad alternatives to Explosion, since they are far less predictable. The former gives your team a plethora of setup opportunities early-game, and the latter can catch Pokemon like Regirock as well as being a great tool against Sucker Punch users when the Sleep Clause is active. Nonetheless, the immediate threat of Explosion is hard to give up. Sucker Punch is a pretty neat priority attack that allows Drifblim to get some surprise KOs against opposing Focus Sash leads, but it's hard to fit.

Faster sleep inducers like Jynx, Venomoth, and Jumpluff are extremely threatening, since they can prevent Drifblim from doing anything. Therefore, sleep absorbers like Hypno and RestTalk Mantine make good partners. Faster leads like Floatzel and Glalie can possibly beat Drifblim one-on-one or set up multiple layers of Spikes, respectively, as long as they predict Hypnosis correctly or simply avoid it, so be sure to have something to deal with them afterwards. Even if Drifblim survives at 1 HP, priority users and Rock-types like Regirock don't fear much from it if Sleep Clause is already active. Therefore, packing a Pokemon that can take advantage of most of them like Poliwrath is something to consider.

[SET]
name: Choice Scarf
move 1: Trick
move 2: Shadow Ball
move 3: Thunderbolt
move 4: Explosion
item: Choice Scarf
ability: Aftermath
nature: Naive
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]

Drifblim makes a good use of Choice Scarf, as it makes for very appealing role compression between Trick, Explosion, its defensive utility, its ability to spinblock, and its ability to revenge kill fast Pokemon. Its other ability Aftermath allows it to wear down the opposing Pokemon further if it eliminates Drifblim with a contact move, which can prove to be useful in case Explosion wouldn't work. Trick is a neat tool, especially if your team has trouble against Skuntank, Regirock, Lickilicky, or Cradily, since it either cripples them or makes them outright useless. Shadow Ball is Drifblim's best and mandatory STAB move, and Thunderbolt is Drifblim's best option to revenge kill Charizard, Dodrio, Floatzel, Sharpedo, and Crawdaunt. Explosion is an immediately threatening offensive move that can take down most Pokemon that don't resist it and serve as a last-dish tool in emergency cases. This variant of Drifblim can ideally cripple two opposing Pokemon by using Trick and Explosion.

[ADDITIONAL SET COMMENTS]

A Naive nature is needed to outspeed Electrode and slower Choice Scarf users like Magneton without lowering the power of Explosion. Hidden Power Fighting is very underwhelming when unboosted but can prove to be useful against Shiftry and Cacturne.

Hidden Power Grass is an option if you're really afraid of Dragon Dance Whiscash and Rock Polish Rhydon, but their usage is still pretty low. Baton Pass can be useful to scout the opponent's team and bring an answer to the incoming switch-in; note that it also allows Drifblim to escape safely from Pursuit.

Since Skuntank will either faint or be at low health after eliminating Drifblim due to Explosion and Aftermath, anything that appreciates having it out of the way is a good teammate. Examples include Jynx, Shiftry, and Gardevoir. You also may end up giving Drifblim's Choice Scarf to bulky Pokemon like Regirock, Cradily, and Regice with Trick. If you succeed in doing this, Pokemon like Tauros and Haunter will have a much easier time sweeping through the opponent's team.

[STRATEGY COMMENTS]
Other Options
========
Drifblim makes a very good user of Baton Pass due to its ability to pass high HP Substitutes and either Calm Mind or Stockpile; the lack of phazers in the tier helps its case. With the first set, Drifblim may be unable to use any move if it's facing faster and stronger Pokemon like Charizard and Manectric. Due to this, Substitute can be swapped for Endure in order to have a chance to do some damage, but with its typing and bulk, Drifblim will more often than not have at least one opportunity to set up in each match. Drifblim can also act as a Sunny Day or Rain Dance user on dedicated weather teams. Its access to Weather Ball, Thunder, and Explosion allows it to deal with common threats to these kinds of teams. Choice Specs is an option if you really want immediate power, but Life Orb Haunter hits harder and is also faster. A support set with moves like Memento can work on some hyper offensive teams, but dual screens users are generally better options. Drifblim can act as a status spreader with moves such as Will-O-Wisp, Hypnosis, and Thunder Wave, but more powerful Pokemon like Gardevoir are more suited for this task. A defensive variant with moves like Will-O-Wisp and Haze has some merits due to Drifblim's unique typing, but its Stealth Rock weakness and the existence of Sableye and Dusclops hinder it.

Checks and Counters
========
Dark-types are Drifblim's biggest nemeses mainly due to their super effective priority moves that bypass the Unburden boost; some of them also trap it with Pursuit. The omnipresent Skuntank in particular will often spell doom for on Drifblim with either Sucker Punch, Crunch, or Pursuit, only fearing Hidden Power Ground from Drifblim. Sneasel can fire off Ice Shard without hesitation and threaten Drifblim with Pursuit as well, but it has to be wary of Hidden Power Fighting. Shiftry and Cacturne are extremely scary as well with their strong Sucker Punch, but Substitute variants can play around them. Rock-types like Regirock and Cradily are bulky enough to withstand even boosted hits and will do massive damage with their STAB attacks. Specially bulky Pokemon with super effective coverage like Regice, Muk, and Lapras have the upper hand against Drifblim if they're healthy, but they can be in trouble if it has already has several Calm Mind boosts under its belt. Some special walls or tanks can cripple Drifblim in their own way; Politoed can lock it in a setup move with Encore, Mantine may erase its boosts with Haze, and Lickilicky can pack another offensive move specifically for Haunter and Drifblim. Finally, a ton of revenge killers can take care of Drifblim if Unburden isn't active or if it hasn't set up a Substitute or Calm Mind boosts, such as Manectric, Haunter, Jynx, Charizard, Choice Scarf Magneton, and Sharpedo.

[CREDITS]
- Written by: [[Wenderz, 331114]]
- Quality checked by: [[Honko, 42413], [Oglemi, 40358]]
- Grammar checked by: [[The Dutch Plumberjack, 232216]


GP Approved 2/2

Wenderz
 
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