Hello everybody, I return with more cheap gimmicks! Today I have a grassy seed Drifblim team. Here is the PokePaste:
https://pokepast.es/b6231e40077ce550
Drifblim
Drifblim @ Grassy Seed
Ability: Unburden
Tera Type: Steel
EVs: 196 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Strength Sap
- Shadow Ball
- Stored Power
This Drifblim set uses grassy seed to balance out its low defense. With calm mind, you can set up even further and use strength sap to handicap physical attackers and heal at the same time. With 60 speed EVs, I am almost certain Drifblim outspeeds Dragapult. Shadow ball is the most powerful STAB option for it, and I opted for stored power over air slash because of how weak air slash is, and the snowball potential of stored power. Tera steel gives immunity to toxic and is an overall good defensive type, but I'm considering changing it to tera ground for an immunity to electric + paralysis.
Rillaboom
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom is the best terrain setter (besides maybe weezing-galar? but we don't talk about that), and grassy terrain's passive health recovery is very useful, so I decided to use it. I went choice band over terrain extender because drifblim really only needs to activate it once, and choice band brings some extra physical power that this team seems to be lacking of, considering Samurott and Great Tusk are both non-set up.
Samurott-Hisui
Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 248 HP / 84 Atk / 124 SpD / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sucker Punch
- Flip Turn
Samurott-Hisui resists dark and ghost, simulteanously providing offensive pressure and hazards. With assault vest, it becomes more balanced and a bit more reliable switch in to special attacks. I thought that the hazards would be especially useful for chipping down opponents to make it easier to sweep. Its moveset here is pretty standard, but I'm considering putting sacred sword on there to get rid of dark types like Kingambit, because Drifblim really struggles with those.
Great Tusk
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock
Since I already have Samurott-Hisui, the next obvious pick would be Great Tusk, which fits on basically any team. It provides reliable hazard removal while also setting up additionally hazards. This is a pretty standard set, and I chose the heavy duty boots set, but booster energy speed (or maybe attack) might work better. Heavy duty boots do prevent it from getting chipped down, though.
Kyurem
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power
Kyurem fits the role of a wallbreaker, similar to Rillaboom, but on the special side. Its useful coverage against flying, dragon, grass, water, rock, steel, and probably other types helps this team out a lot, and modest helps it hit even harder. I might switch that out for timid, because without it Kyurem has a pretty disappointing speed stat.
Iron Moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Dazzling Gleam
- Substitute
So far, this team has been pretty slow, so Iron Moth was a choice for speed control that stood out to me. It has setup potential, but can also just be used to outspeed most opposing Pokemon, besides some choice scarf users. Iron Moth has the only moves super effective against fairy, dark, and ice on this team, which is a bit concerning, but the coverage is nice. Tera fairy is used to surprise opposing dark types and knock them out, letting Drifblim come in a bit more safely later.
Thanks for reading! As usual, I appreciate any feedback that you all give me!
https://pokepast.es/b6231e40077ce550
Drifblim
Drifblim @ Grassy Seed
Ability: Unburden
Tera Type: Steel
EVs: 196 Def / 252 SpA / 60 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Strength Sap
- Shadow Ball
- Stored Power
This Drifblim set uses grassy seed to balance out its low defense. With calm mind, you can set up even further and use strength sap to handicap physical attackers and heal at the same time. With 60 speed EVs, I am almost certain Drifblim outspeeds Dragapult. Shadow ball is the most powerful STAB option for it, and I opted for stored power over air slash because of how weak air slash is, and the snowball potential of stored power. Tera steel gives immunity to toxic and is an overall good defensive type, but I'm considering changing it to tera ground for an immunity to electric + paralysis.
Rillaboom
Rillaboom @ Choice Band
Ability: Grassy Surge
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- Wood Hammer
- U-turn
- Knock Off
Rillaboom is the best terrain setter (besides maybe weezing-galar? but we don't talk about that), and grassy terrain's passive health recovery is very useful, so I decided to use it. I went choice band over terrain extender because drifblim really only needs to activate it once, and choice band brings some extra physical power that this team seems to be lacking of, considering Samurott and Great Tusk are both non-set up.
Samurott-Hisui
Samurott-Hisui @ Assault Vest
Ability: Sharpness
Tera Type: Poison
EVs: 248 HP / 84 Atk / 124 SpD / 52 Spe
Adamant Nature
- Ceaseless Edge
- Aqua Cutter
- Sucker Punch
- Flip Turn
Samurott-Hisui resists dark and ghost, simulteanously providing offensive pressure and hazards. With assault vest, it becomes more balanced and a bit more reliable switch in to special attacks. I thought that the hazards would be especially useful for chipping down opponents to make it easier to sweep. Its moveset here is pretty standard, but I'm considering putting sacred sword on there to get rid of dark types like Kingambit, because Drifblim really struggles with those.
Great Tusk
Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Headlong Rush
- Ice Spinner
- Rapid Spin
- Stealth Rock
Since I already have Samurott-Hisui, the next obvious pick would be Great Tusk, which fits on basically any team. It provides reliable hazard removal while also setting up additionally hazards. This is a pretty standard set, and I chose the heavy duty boots set, but booster energy speed (or maybe attack) might work better. Heavy duty boots do prevent it from getting chipped down, though.
Kyurem
Kyurem @ Choice Specs
Ability: Pressure
Tera Type: Ice
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Ice Beam
- Freeze-Dry
- Draco Meteor
- Earth Power
Kyurem fits the role of a wallbreaker, similar to Rillaboom, but on the special side. Its useful coverage against flying, dragon, grass, water, rock, steel, and probably other types helps this team out a lot, and modest helps it hit even harder. I might switch that out for timid, because without it Kyurem has a pretty disappointing speed stat.
Iron Moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Fairy
EVs: 124 Def / 132 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Sludge Wave
- Dazzling Gleam
- Substitute
So far, this team has been pretty slow, so Iron Moth was a choice for speed control that stood out to me. It has setup potential, but can also just be used to outspeed most opposing Pokemon, besides some choice scarf users. Iron Moth has the only moves super effective against fairy, dark, and ice on this team, which is a bit concerning, but the coverage is nice. Tera fairy is used to surprise opposing dark types and knock them out, letting Drifblim come in a bit more safely later.
Thanks for reading! As usual, I appreciate any feedback that you all give me!

