Drifblim Sweep

So I was on PS, and I accidentally deleted a large number of my teams because teambuilder has behaving strangely of late :o. Anyways, I need a new RU team, never been able to create one that was consistently good. However, I have fallen in love with Calm Mind Drifblim, which caught my heart after sweeping with it just once. I do not trust the PS forums, because I have no clue who is going to give me a rate (MAYBE USE HP FLYING ON DRIFBLIM?). I need help in fixing my team so it is able to cover the threats it currently struggles with, such as Dark-types like Absol and Crawdaunt, and some physical threats, like Bouffalant and Durant. I would really appreciate any help.
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Kabutops @ Lum Berry
Trait: Weak Armor
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Swords Dance
- Aqua Jet
- Stone Edge
- Rapid Spin

Kabutops is a good offensive check to Moltres, and can also spin away those Stealth Rocks that Drifblim hates so much. It can also play a role of a secondary cleaner for when sweeping with Drifblim is not feasible. Swords Dance boosts the power of its STAB a shitton, allowing it to hit things hard, while still keeping its main purpose accounted for. Aqua Jet hits Moltres, as well as other faster opponents that could be problematic, and Stone Edge hits everything else hard. And Rapid Spin, why the hell would Kabutops be here if it wasn't for RAPID SPIN? It would be like SolarZard without Flamethrower/Fire Blast - it makes no sense.

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Druddigon @ Leftovers
Trait: Rough Skin
EVs: 252 Atk / 236 HP / 20 Spd
Adamant Nature
- Stealth Rock
- Outrage
- Earthquake
- Sucker Punch

Druddigon plays a crucial role in a bulky attacker and Stealth Rock setter, keeping my team more focused on that bulky offense/balanced playstyle that I prefer to stick to, rather than that shitass-fragile Hyper Offense. With good attack and bulk, it can get Stealth Rock up, as well as deal some damage to the opposition, especially with STAB Outrage. Earthquake is for wearing down Steel-types like Steelix and Aggron, whereas Sucker Punch is a strong priority attack that can help wear down Rotom, Mesprit, and Moltres, the latter of which can can be a bit problematic for my team.

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Drifblim @ Chesto Berry
Trait: Unburden
EVs: 240 Spd / 16 HP / 252 SAtk
Modest Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 30 Spd / 3 Atk
- Calm Mind
- Shadow Ball
- Hidden Power [Fighting]
- Rest

Drifblim is the center point of the team; the whole inspiration behind it. I fell in love with this thing after just one match; it was essentially a filler Pokemon for a team that got accidentally deleted, but now I really love this set, and I never get sick of it. It essentially gets a couple of Calm Minds under its belt, and then rests off any status and lost HP, use the Chesto Berry to wake up and activate Unburden, and then sweep. However, I generally play very conservatively with Drifblim, generally not bringing it out to the end so I don't have to use it prematurely. And if I am fighting a team that Drifblim cannot beat, it can still punch holes into the opponent for someone like Kabutops or Manectric to clean up. Calm Mind and Shadow Ball are musts for this set, the former giving Special Attack boosts and the latter being STAB. Hidden Power Fighting allows Drifblim to hammer Normal and Steel-types such as Steelix, Ferroseed, Cinccino, and Bouffalant. After accumulating two or more Calm Mind boosts, I can rest off any status and damage, and wake up the next turn, ready to sweep with an Unburden boost. Rest in particular is preferred over Substitute because Substitute is too difficult to keep up, and the utility of Rest is much better. The EVs allow Drifblim to outspeed Choice Scarf Manectric after Unburden. This set is hands down, one of my favorite viable sets in RU, similar to Molk's infatuation with Scraggy.

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Manectric @ Choice Scarf
Trait: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Volt Switch
- Switcheroo
- Overheat
- Thunderbolt

The most fragile member of my team, Manectric plays the role of a revenge killer pretty well. It sits at a high speed tier, and boasts an immunity to Thunder Wave, which is a very cool asset. Being able to revenge kill Archeops and Moltres is also a very cool trait as well. It can switch out safely with Volt Switch, giving my team some easy momentum, can Switcheroo a Choice Scarf onto a wall, or revenge kill an opponent. In my opinion, Manectric is one of the more useful Choice Scarf users in the tier, due to having good speed and Special Attack. It has done a lot for me, and I would hate to lose it to a Choice Scarf user with less utility, such as Emboar. Overall, Manectric is a very solid Pokemon for my team, being able to play several different cards in just one set.

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Clefable @ Leftovers
Trait: Magic Guard
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
IVs: 0 Atk
- Wish
- Softboiled
- Seismic Toss
- Toxic

I am not going downhill and making my team some shitty Hyper Offensive playstyle, which can't even take too many hits before it shatters. There has to be a little of defensive stability on my teams so they are not dying to weak attacks consistently. Clefable is a good supporter, being able to restore her HP and pass important Wishes to Kabutops and Druddigon. It also is not worn down by entry hazards or status, and can be a useful Pokemon. Wish is an important move for Kabutops and Druddigon, as they need to be able to stick around. Softboiled is Clefable's own recovery, as Wish requires two turns. Seismic Toss is there for consistent damage, whereas Toxic wears down bulky opponents, like Moltres and Slowking. Clefable is indeed replacable, but I do like the Wish support it gives to (again) Kabutops and Druddigon, as they can now do their jobs more consistently if they receive a Wish. Clefable is not the most consistent member of my team, but it is definitely a good one.

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Slowking @ Leftovers
Trait: Regenerator
EVs: 248 HP / 144 Def / 116 SDef
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Psyshock
- Toxic

Slowking is a good check to the Fighting-types that litter the metagame, such as Emboar and Hitmonlee. Meanwhile, it can also check special attackers as well, making it a viable mixed wall. (The defensive EVs ensure that Slowking is not OHKOed by Pursuits from the likes of Choice Band Drapion and Choice Band Escavalier.) Scald and Toxic can wear down the opponent very well, and can dissaude powerhouses like Durant and Moltres from attempting to have a field day with my team. Psyshock does a lot of damage to Hitmonlee and Cryogonal, preying on their lower defense stats. Slack Off and Regenerator ensure that Slowking can stay healthy throughout the match. Overall, Slowking is not a bad Pokemon for my team.

Replays:
http://pokemonshowdown.com/replay/ru-51522975
http://pokemonshowdown.com/replay/ru-51523757

Overall, the team has some glaring weaknesses that I cannot seem to address. If you guys can help me fix those weaknesses, that would be great. Thanks!
 
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