Draft Drifblim

Status
Not open for further replies.
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 4-5 points

**Overview**: Drifblim is a complementary Pokemon that can perform valuable roles for its price point. With access to Unburden and setup options, it can be a capable budget sweeper in a variety of matchups and also act as a stopgap against other threats. Drifblim has a wide utility movepool with access to status inflicting moves, recovery, and Defog, which can allow it to play a supportive role in certain matchups. Overall, it can fit well on certain archetypes, leading to it being a usable low-tier option; however, it is in this price range due to its relatively low stats, Stealth Rock weakness, and mediocre offensive movepool.

[strategy comments]
Common Roles
========
**Unburden**: Drifblim can use a wide range of consumable items to activate Unburden, and it often utilizes Calm Mind to attempt to sweep late-game. It can use Strength Sap on these sets to weaken foes and regain health, which in conjunction with Calm Mind and its Speed boost can make it difficult to counter. Unburden Drifblim can also be used as a fast stopgap to prevent a foe from sweeping by inflicting status, using Haze, or revenge killing the foe.

**Defensive Utility**: Drifblim has a great support movepool with Will-O-Wisp and Thunder Wave to hamper foes, Defog to remove entry hazards from the field, recovery options, and an incredibly high HP stat. With tools such as Destiny Bond and Aftermath, these sets can also attempt to KO a foe.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Air Slash, Hex, Acrobatics

**Setup Moves**: Calm Mind

**Utility Moves**: Strength Sap, Will-O-Wisp, Thunder Wave, Haze, Destiny Bond, Defog, Trick, Knock Off, Substitute, Clear Smog, Memento

**Coverage**: Thunderbolt, Psychic, Temper Flare

Niche Moves
========
**Explosion**: Explosion can be used on various Drifblim sets as a way to deal substantial damage to a foe and provide its team momentum.

**Stored Power**: Stored Power is useful on setup Unburden sets, as Drifblim can rack up boosts fairly quickly and allow the move to become very powerful.

**Tailwind**: Tailwind can be reliably set by Drifblim due to its combination of Speed and frailty to support teammates late-game. It can then favorably provide momentum to a teammate with Memento or Explosion.

**Trick Room*: Trick Room may be set as a way of disrupting the flow of opponents and supporting slow attackers on a team. Momentum can be provided via Memento or Explosion.

**Fling**: Fling can be used as a form of physical coverage with Big Nugget or utility with Light Ball or Flame Orb, reliably activating Unburden.

**Phantom Force**: Paired with a Power Herb, Phantom Force can serve as a means of activating Unburden and is Drifblim's only potentially usable physical Ghost-type STAB move.

**Night Shade**: Defensive utility sets can use Night Shade as a means of reliable damage without the need for investment in either offensive stat.

**Icy Wind**: Icy Wind can be used as a way of neutralizing threatening foes by dropping their Speed and as coverage on offensive Drifblim variants if facing Pokemon that are very weak to Ice.

**Hypnosis**: Although risky, Hypnosis can be used as a way to inflict an incredibly detrimental sleep status on a foe.

Common Items
========
**Sitrus Berry**: On Unburden sets, Sitrus Berry is easy to activate and boosts Drifblim's longevity in the short run. This additionally synergizes incredibly well with its massive HP stat.

**Terrain Seeds**: Drifblim is commonly found on terrain teams,so items such as Grassy Seed are excellent to provide extra bulk and quickly activate Unburden.

**Mirror Herb**: Mirror Herb allows Drifblim to perform some of its strongest niches, which are stopping opposing setup sweepers and pulling off its own sweeps with Unburden activated. Copying whatever boosts a foe gains while also doubling its Speed makes Drifblim one of the best Mirror Herb users on a consistent basis.

**Weakness Policy**: Drifblim excellently uses Weakness Policy, as it can easily weaken super effective hits via Will-O-Wisp, Strength Sap, and Calm Mind. With doubled offensive stats and Speed, Drifblim becomes an immense threat in an instant.

**Heavy-Duty Boots**: Heavy-Duty Boots is the premier item on any Drifblim set that is not running Unburden. It relies heavily on this item in order to circumvent its Stealth Rock weakness and boost its longevity.

Niche Items
========
**Resistance Berries**: Resistance Berries allow Drifblim to survive an anticipated super effective hit and activate Unburden.

**Power Herb**: Power Herb in conjunction with Phantom Force provides Drifblim with a physical Ghost-type STAB move and easy activation of Unburden.

**Flame Orb**: Flame Orb can be used on rarer offensive Drifblim variants to give it a large Special Attack buff via Flare Boost. This item also pairs strongly with Trick to status a foe and gain a useful item.

**Rocky Helmet**: Rocky Helmet pairs nicely with Aftermath on defensive sets to punish physically offensive foes.

**Red Card**: Red Card can be used on Unburden sets to force out a foe and gain its Speed boost. This item pairs well with Endure often.

**Big Nugget / Light Ball**: Drifblim can Fling items as a means of activating Unburden. This can be done for coverage reasons with Big Nugget or for utility with Light Ball.

Tera
========
While there are almost always stronger alternatives within budget, Drifblim can be a capable secondary Tera Captain. It usually uses Tera defensively to serve as a better Unburden setup sweeper or defensive utility piece. Defensive typings such as Tera Fairy, Water, Electric, and Dark can all be useful. Although less common, offensive Tera options include Tera Ghost for a reliable physical Ghost-type STAB move and Tera Fighting to give Drifblim perfect coverage.

Draft Strategy
========
Drifblim is an entirely supplementary Pokemon that fits onto the end of the bench within certain archetypes. It can fit well on teams looking for a tertiary setup Pokemon and a utility-based role player that can spread status, remove entry hazards, and prevent foes from getting out of hand. Even when drafted, Drifblim ideally is used sparsely when it has a favorable matchup.

**Terrain Setters**: The most reliable way when possible to activate Unburden, Terrain setters pair well with Drifblim to make terrain Seeds its items of choice for gaining Unburden. Teammates such as Rillaboom, Indeedee, and Thwackey are able to provide terrain.

**Entry Hazard Removal**: Whenever possible, Drifblim heavily prefers to avoid using Heavy-Duty Boots, as Unburden sets are generally more potent. That being said, Stealth Rock can hinder these sets, and beyond this, Drifblim’s Defog is often a suboptimal moveslot, so a primary entry hazard remover is beneficial. Pokemon such as Great Tusk, Terapagos, and Iron Treads are excellent users of Rapid Spin.

**Wallbreakers**: With relatively weak offensive stats, Drifblim struggles to deal significant damage until it sets up. Wallbreakers are also appreciated to enable Drifblim to sweep or clean up late-game. Wallbreakers such as Urshifu-S, Roaring Moon, and Iron Hands pair well with Drifblim.

Checks and Counters
========
**Stealth Rock**: Stealth Rock is one of the easiest ways to counter Drifblim. It likes to avoid using Heavy-Duty Boots and is often able to be comfortably OHKOed or 2HKOed after Stealth Rock chip.

**Phazing**: Due to its Unburden and setup reliance, Drifblim is easily countered by phazing options such as Red Card, Roar, and Dragon Tail, as it has no way to prevent these.

**Disruption**: Regardless of its set, Drifblim heavily leans on status moves to reach maximum efficacy. Common Taunt and Encore Pokemon such as Hisuian Samurott, Clefable, and Ogerpon-W can shut it down.

**Wallbreakers**: With abysmal bulk outside its monstrous HP, wallbreakers that can target its many weaknesses, such as Darkrai, Raging Bolt, and Meowscarada, can capably KO Drifblim.

[credits]
Written by:
https://www.smogon.com/forums/members/jscurf2.608304/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/vmnunes.613460/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
remove add comment
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 3-4 4-5 points

**Overview**: Drifblim is a complementary Pokemon to fill out the end of your draft that can perform valuable roles for its price point. With access to Unburden and setup options, Drifblim can be a capable budget sweeper in a variety of matchups and also act as a stopgap against other threats. Drifblim also has a wide utility movepool with access to status inflicting moves, recovery, and Defog which can allow it to play a supportive role in certain matchups. Overall, Drifblim can fit well on certain archtypes leading to it being a usable low tier option, however, it is in this price range due to its relatively low stats, Stealth Rock weakness, and relatively weak attacking movepool.

[strategy comments]
Common Roles
========
**Unburden**: Drifblim can use a wide range of consumable items to activate Unburden and will often utilize Calm Mind to attempt to sweep later in games. Drifblim can use Strength Sap on these sets to weaken foes and regain health which in conjunction with Calm Mind and its Speed boost can make Drifblim difficult to counter. Unburden Drifblim can also be used as a fast stopgap to prevent a foe from sweeping by inflicting status, using Haze, or revenge killing the foe.

**Defensive Utility**: Drifblim has a great support movepool with the ability to Will-O-Wisp and Thunder Wave to hamper foes, Defog to remove hazards from the field, recovery options, and an incredibly high HP stat. With tools such as Destiny Bond and Aftermath these sets can also be used to attempt to knock out a foe.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Air Slash, Hex, Acrobatics

**Setup Moves**: Calm Mind

**Utility Moves**: Strength Sap, Will-O-Wisp, Thunder Wave, Haze, Destiny Bond, Defog, Trick, Knock Off, Substitute, Clear Smog, Memento

**Coverage**: Thunderbolt, Psychic, Temper Flare

Niche Moves
========
**Explosion**: Explosion can be used on various Drifblim sets as a way to deal substantial damage to a foe and provide its team momentum.

**Stored Power**: Stored Power is useful on setup Unburden sets as Drifblim can rack up boosts fairly quickly and allow Stored Power to become very powerful.

**Disable**: On Unburden sets, Drifblim can outspeed a threatening foe and use Disable to prevent a threatening move and often opposing sweep.

**Tailwind**: Tailwind can be reliably set by Drifblim due to its combination of Speed and frailty to support teammates in end games. Mention this in combination with Memento

**Trick Room*: Trick Room may also be set as a way of disrupting the flow of opponents and supporting slow attackers on your team. This can get a Memento mention as well

**Fling**: Fling can be used as a form of physical coverage with Big Nugget, or utility with Light Ball/Flame Orb, all in order to activate Unburden.

**Phantom Force**: Paired with a Power Herb, Phantom Force can serve as a means of activating Unburden and is Drifblim's only potentially usable physical Ghost STAB.

**Night Shade**: Defensive utility sets can use Night Shade as a means of reliable damage without need for investment in either attacking stat.

**Icy Wind**: Icy Wind can be used as a way of neutralizing threatening foes by dropping their Speed or as coverage on offensive variants if facing 4x Ice weaknesses.

**Hypnosis**: Although risky, Hypnosis can be used as a way to inflict an incredibly detrimental sleep to a foe.

There's already so many niche moves but you could maybe add Stockpile for a Stockpile + Weakness Policy Stored Power set. Caveat: I've only brought this to a mock before, but it was legit pretty good.

Common Items
========
**Sitrus Berry**: On Unburden sets, Sitrus Berry is a premier item for Drifblim as it is easy to activate and boosts its longevity in the short run. This additionally synergizes incredibly well with Drifblim’s massive HP stat.

**Heavy-Duty Boots **: Heavy-Duty Boots are the premier item on any Drifblim set which is not running Unburden. It relies heavily on this item in order to circumvent its Stealth Rock weakness and boost its longevity.
Move this to the bottom of the section or to niche tbh. Drifblim is like always gonna be Unburden and without it it's pretty underwhelming.

**Terrain Seeds**: Drifblim will commonly be found on Terrain teams and items such as Grassy Seed are excellent to provide extra bulk and quickly activate Unburden.

**Mirror Herb**: Mirror Herb allows Drifblim to perform some of its strongest niches, stopping opposing setup sweepers and pulling off its own sweeps with Unburden now active. Copying whatever boosts a foe gains while also doubling its Speed makes Drifblim one of the best Mirror Herb users on a consistent basis.

Niche Items
========
**Weakness Policy**: Drifblim excellently uses Weakness Policy as it can easily weaken super effective hits via Will-O-Wisp, Strength Sap, and Calm Mind. With doubled attacking stats and Speed, Drifblim becomes an immense threat in an instant.
Move this to the bottom of common

**Resistance Berries**: Resistance Berries are very useful to allow Drifblim to live an anticipated super effective hit and activate Unburden.

**Power Herb**: Power Herb in conjunction with Phantom Force provides Drifblim with a physical Ghost STAB and easy activation of Unburden.

**Flame Orb**: Flame Orb can be used on rarer offensive Drifblim variants to give it a large Special Attack buff via Flare Boost. This item also pairs strongly with Trick to status a foe and gain a useful item.

**Rocky Helmet**: Rocky Helmet pairs nicely with Aftermath on defensive sets to punish physically attacking foes.

**Red Card**: Red Card can be used on Unburden sets to force out an opponent and gain your Speed boost. This item pairs well with endure often.

**Big Nugget / Light Ball**: Drifblim can Fling items as a means of activating Unburden. This can be done for coverage reasons with Big Nugget or for utility with Light Ball.

Tera
========
While there are almost always stronger alternatives within budget, Drifblim can be a capable secondary Tera Captain. Drifblim will usually use Tera defensively to serve as a better Unburden setup sweeper or defensive utility piece. Defensive typings such as Tera Fairy, Water, Electric, and Dark can all be useful.

Draft Strategy
========
Drifblim is an entirely supplementary Pokemon that fits onto the end of the bench within certain archetypes. Drifblim can fit well on teams looking for a tertiary setup Pokemon and a utility-based role player who can spread status, remove hazards, and prevent opposing foes from getting out of hand. Even when drafted, Drifblim ideally is used sparsely when it has a favourable matchup.

**Terrain Setters**: The most reliable way when possible to activate Unburden, Terrain setters pair well with Drifblim to make the Terrain Seeds the items of choice for gaining Unburden. Teammates such as Rillaboom, Indeedee, and Twackey are able to provide terrain.

**Hazard Removal**: Whenever possible, Drifblim heavily prefers to avoid using Heavy-Duty Boots as Unburden sets are generally more potent. That being said, Stealth Rock can hinder these sets and beyond this; Drifblim’s Defog is often a suboptimal moveslot so a primary hazard remover is beneficial. Pokemon such as Great Tusk, Terapagos, and Iron Treads are excellent users of Rapid Spin.

**Wallbreakers**: With relatively weak attacking stats, Drifblim struggles to deal significant damage until it sets up. Wallbreakers are also appreciated to enable Drifblim to sweep or clean up later games in the right state. Wallbreakers such as Urshifu, Roaring Moon, and Iron Hands pair well with Drifblim.

Checks and Counters
========
**Stealth Rock**: Stealth Rock is one of the easiest ways to counter Drifblim. Drifblim is a Stealth Rock weak Pokemon that likes to avoid using Heavy-Duty Boots and is often able to be comfortably 1-2 hit KOed after Stealth Rock chip.

**Phazing**: Due to its Unburden and setup reliance, Drifblim is easily countered by phazing options such as Red Card, Roar, and Dragon Tail as it has no way to prevent these.

**Disruption**: Regardless of set, Drifblim heavily leans on status moves to reach maximum efficacy. Common Taunt and Encore
Pokemon such as Hisuian Samurott, Clefable, and Ogerpon-W can shut it down.

**Wallbreakers**: With abysmal bulk outside its monsterous HP, wallbreakers that can target its many weaknesses often can quickly beat Drifblim. Wallbreakers such as Darkrai, Raging Bolt, and Meowscarada can all capably knock out Drifblim.

General note: GP will tell you to remove mentions of "you" or "your" so some sentences like in the overview will need to be rewritten to 3rd person.

[credits]
Written by:
https://www.smogon.com/forums/members/jscurf2.608304/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

QC 1/2
 
Add Remove Comment

QC 2 Approved


[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 4-5 points

**Overview**: Drifblim is a complementary Pokemon to fill out the end of a draft that can perform valuable roles for its price point. With access to Unburden and setup options, Drifblim can be a capable budget sweeper in a variety of matchups and also act as a stopgap against other threats. Drifblim also has a wide utility movepool with access to status inflicting moves, recovery, and Defog which can allow it to play a supportive role in certain matchups. Overall, Drifblim can fit well on certain archtypes leading to it being a usable low tier option, however, it is in this price range due to its relatively low stats, Stealth Rock weakness, and relatively weak attacking movepool.

[strategy comments]
Common Roles
========
**Unburden**: Drifblim can use a wide range of consumable items to activate Unburden and will often utilize Calm Mind to attempt to sweep later in games. Drifblim can use Strength Sap on these sets to weaken foes and regain health which in conjunction with Calm Mind and its Speed boost can make Drifblim difficult to counter. Unburden Drifblim can also be used as a fast stopgap to prevent a foe from sweeping by inflicting status, using Haze, or revenge killing the foe.

**Defensive Utility**: Drifblim has a great support movepool with the ability to Will-O-Wisp and Thunder Wave to hamper foes, Defog to remove hazards from the field, recovery options, and an incredibly high HP stat. With tools such as Destiny Bond and Aftermath these sets can also be used to attempt to knock out a foe.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Air Slash, Hex, Acrobatics

**Setup Moves**: Calm Mind

**Utility Moves**: Strength Sap, Will-O-Wisp, Thunder Wave, Haze, Destiny Bond, Defog, Trick, Knock Off, Substitute, Clear Smog, Memento

**Coverage**: Thunderbolt, Psychic, Temper Flare

Niche Moves
========
**Explosion**: Explosion can be used on various Drifblim sets as a way to deal substantial damage to a foe and provide its team momentum.

**Stored Power**: Stored Power is useful on setup Unburden sets as Drifblim can rack up boosts fairly quickly and allow Stored Power to become very powerful.

**Disable**: On Unburden sets, Drifblim can outspeed a threatening foe and use Disable to prevent a threatening move and often opposing sweep. I feel this is way too niche and complicated to pull off reliably. You'd have to pair it up with a way to live the opposing move and activate unburden at the same time to then disable it, or with something like sub / protect to bait a slower pokemon into using a move so that you can disable it afterwards. If you want to keep it, I'd add a mention to those factors, and maybe add that it's more effective against naturally slower pokemon that you could not cripple otherwise (say, disabling the normal STAB move from ursaluna-BM)

**Tailwind**: Tailwind can be reliably set by Drifblim due to its combination of Speed and frailty to support teammates in end games. It can then favorably provide momentum into a teammate with Memento or Explosion.

**Trick Room*: Trick Room may also be set as a way of disrupting the flow of opponents and supporting slow attackers on a team and momentum may be provided yet again via Mementon and Explosion.

**Fling**: Fling can be used as a form of physical coverage with Big Nugget, or utility with Light Ball/Flame Orb, all in order to activate Unburden.

**Phantom Force**: Paired with a Power Herb, Phantom Force can serve as a means of activating Unburden and is Drifblim's only potentially usable physical Ghost STAB.

**Night Shade**: Defensive utility sets can use Night Shade as a means of reliable damage without need for investment in either attacking stat.

**Icy Wind**: Icy Wind can be used as a way of neutralizing threatening foes by dropping their Speed or as coverage on offensive variants if facing 4x Ice weaknesses.

**Hypnosis**: Although risky, Hypnosis can be used as a way to inflict an incredibly detrimental sleep to a foe.

Common Items
========
**Sitrus Berry**: On Unburden sets, Sitrus Berry is a premier item for Drifblim as it is easy to activate and boosts its longevity in the short run. This additionally synergizes incredibly well with Drifblim’s massive HP stat.

**Terrain Seeds**: Drifblim will commonly be found on Terrain teams and items such as Grassy Seed are excellent to provide extra bulk and quickly activate Unburden.

**Mirror Herb**: Mirror Herb allows Drifblim to perform some of its strongest niches, stopping opposing setup sweepers and pulling off its own sweeps with Unburden now active. Copying whatever boosts a foe gains while also doubling its Speed makes Drifblim one of the best Mirror Herb users on a consistent basis.

**Weakness Policy**: Drifblim excellently uses Weakness Policy as it can easily weaken super effective hits via Will-O-Wisp, Strength Sap, and Calm Mind. With doubled attacking stats and Speed, Drifblim becomes an immense threat in an instant.

**Heavy-Duty Boots **: Heavy-Duty Boots are the premier item on any Drifblim set which is not running Unburden. It relies heavily on this item in order to circumvent its Stealth Rock weakness and boost its longevity.

Niche Items
========
**Resistance Berries**: Resistance Berries are very useful to allow Drifblim to live an anticipated super effective hit and activate Unburden.

**Power Herb**: Power Herb in conjunction with Phantom Force provides Drifblim with a physical Ghost STAB and easy activation of Unburden.

**Flame Orb**: Flame Orb can be used on rarer offensive Drifblim variants to give it a large Special Attack buff via Flare Boost. This item also pairs strongly with Trick to status a foe and gain a useful item.

**Rocky Helmet**: Rocky Helmet pairs nicely with Aftermath on defensive sets to punish physically attacking foes.

**Red Card**: Red Card can be used on Unburden sets to force out an opponent and gain its Speed boost. This item pairs well with endure often.

**Big Nugget / Light Ball**: Drifblim can Fling items as a means of activating Unburden. This can be done for coverage reasons with Big Nugget or for utility with Light Ball.

Tera
========
While there are almost always stronger alternatives within budget, Drifblim can be a capable secondary Tera Captain. Drifblim will usually use Tera defensively to serve as a better Unburden setup sweeper or defensive utility piece. Defensive typings such as Tera Fairy, Water, Electric, and Dark can all be useful. Maybe add a mention to offensive tera typings for unburden sets, such as Tera ghost giving you a reliably physical ghost stab, or Tera fighting to get effectively perfect stab coverage with ghost + fighting.

Draft Strategy
========
Drifblim is an entirely supplementary Pokemon that fits onto the end of the bench within certain archetypes. Drifblim can fit well on teams looking for a tertiary setup Pokemon and a utility-based role player who can spread status, remove hazards, and prevent opposing foes from getting out of hand. Even when drafted, Drifblim ideally is used sparsely when it has a favourable matchup.

**Terrain Setters**: The most reliable way when possible to activate Unburden, Terrain setters pair well with Drifblim to make the Terrain Seeds the items of choice for gaining Unburden. Teammates such as Rillaboom, Indeedee, and Twackey are able to provide terrain.

**Hazard Removal**: Whenever possible, Drifblim heavily prefers to avoid using Heavy-Duty Boots as Unburden sets are generally more potent. That being said, Stealth Rock can hinder these sets and beyond this; Drifblim’s Defog is often a suboptimal moveslot so a primary hazard remover is beneficial. Pokemon such as Great Tusk, Terapagos, and Iron Treads are excellent users of Rapid Spin.

**Wallbreakers**: With relatively weak attacking stats, Drifblim struggles to deal significant damage until it sets up. Wallbreakers are also appreciated to enable Drifblim to sweep or clean up later games in the right state. Wallbreakers such as Urshifu, Roaring Moon, and Iron Hands pair well with Drifblim.

Checks and Counters
========
**Stealth Rock**: Stealth Rock is one of the easiest ways to counter Drifblim. Drifblim is a Stealth Rock weak Pokemon that likes to avoid using Heavy-Duty Boots and is often able to be comfortably 1-2 hit KOed after Stealth Rock chip.

**Phazing**: Due to its Unburden and setup reliance, Drifblim is easily countered by phazing options such as Red Card, Roar, and Dragon Tail as it has no way to prevent these.

**Disruption**: Regardless of set, Drifblim heavily leans on status moves to reach maximum efficacy. Common Taunt and Encore
Pokemon such as Hisuian Samurott, Clefable, and Ogerpon-W can shut it down.

**Wallbreakers**: With abysmal bulk outside its monsterous HP, wallbreakers that can target its many weaknesses often can quickly beat Drifblim. Wallbreakers such as Darkrai, Raging Bolt, and Meowscarada can all capably knock out Drifblim.

Could potentially add a mention to priority users, since drifblim doesn't resist most prio moves, and it's an easy way to pick off a weakened unburden drifblim.

[credits]
Written by:
https://www.smogon.com/forums/members/user1.100000
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
1/1, GP Team done
add remove comment

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 4-5 points

**Overview**: Drifblim is a complementary (bonus points for using the right word and not "compliment") Pokemon to fill out the end of a draft that can perform valuable roles for its price point. With access to Unburden and setup options, Drifblim it can be a capable budget sweeper in a variety of matchups and also act as a stopgap against other threats. Drifblim has a wide utility movepool with access to status inflicting moves, recovery, and Defog, (AC) which can allow it to play a supportive role in certain matchups. Overall, Drifblim it can fit well on certain archtypes archetypes, leading to it being a usable low-tier option, (RC); (ASC) however, it is in this price range due to its relatively low stats, Stealth Rock weakness, and relatively weak mediocre (removing repetition of "relatively) offensive attacking movepool.

[strategy comments]
Common Roles
========
**Unburden**: Drifblim can use a wide range of consumable items to activate Unburden, (AC) and will it often utilize utilizes Calm Mind to attempt to sweep later in games late-game. Drifblim It can use Strength Sap on these sets to weaken foes and regain health, (AC) which in conjunction with Calm Mind and its Speed boost can make Drifblim it difficult to counter. Unburden Drifblim can also be used as a fast stopgap to prevent a foe from sweeping by inflicting status, using Haze, or revenge killing the foe.

**Defensive Utility**: Drifblim has a great support movepool with the ability to Will-O-Wisp and Thunder Wave to hamper foes, Defog to remove entry hazards from the field, recovery options, and an incredibly high HP stat. With tools such as Destiny Bond and Aftermath, (AC) these sets can also be used to attempt to knock out KO a foe.

Common Moves
========
**Primary STAB Moves**: Shadow Ball, Air Slash, Hex, Acrobatics

**Setup Moves**: Calm Mind

**Utility Moves**: Strength Sap, Will-O-Wisp, Thunder Wave, Haze, Destiny Bond, Defog, Trick, Knock Off, Substitute, Clear Smog, Memento

**Coverage**: Thunderbolt, Psychic, Temper Flare

Niche Moves
========
**Explosion**: Explosion can be used on various Drifblim sets as a way to deal substantial damage to a foe and provide its team momentum.

**Stored Power**: Stored Power is useful on setup Unburden sets, (AC) as Drifblim can rack up boosts fairly quickly and allow Stored Power the move to become very powerful.

**Tailwind**: Tailwind can be reliably set by Drifblim due to its combination of Speed and frailty to support teammates in end games late-game. It can then favorably provide momentum into to a teammate with Memento or Explosion.

**Trick Room*: Trick Room may also be set as a way of disrupting the flow of opponents and supporting slow attackers on a team. Momentum can and momentum may be provided yet again via Memento and or Explosion.

**Fling**: Fling can be used as a form of physical coverage with Big Nugget, (RC) or utility with Light Ball / or Flame Orb, reliably activating Unburden.

**Phantom Force**: Paired with a Power Herb, Phantom Force can serve as a means of activating Unburden and is Drifblim's only potentially usable physical Ghost-type STAB move.

**Night Shade**: Defensive utility sets can use Night Shade as a means of reliable damage without the need for investment in either attacking offensive stat.

**Icy Wind**: Icy Wind can be used as a way of neutralizing threatening foes by dropping their Speed or and as coverage on offensive Drifblim variants if facing 4x Pokemon that are very weak to Ice weaknesses.

**Hypnosis**: Although risky, Hypnosis can be used as a way to inflict an incredibly detrimental sleep to status on a foe.

Common Items
========
**Sitrus Berry**: On Unburden sets, Sitrus Berry is a premier item for Drifblim as it is easy to activate and boosts its Drifblim's longevity in the short run. This additionally synergizes incredibly well with Drifblim’s its massive HP stat.

**Terrain Seeds**: Drifblim will is commonly be found on terrain teams, so and items such as Grassy Seed are excellent to provide extra bulk and quickly activate Unburden.

**Mirror Herb**: Mirror Herb allows Drifblim to perform some of its strongest niches, which are stopping opposing setup sweepers and pulling off its own sweeps with Unburden now active activated. Copying whatever boosts a foe gains while also doubling its Speed makes Drifblim one of the best Mirror Herb users on a consistent basis.

**Weakness Policy**: Drifblim excellently uses Weakness Policy, (AC) as it can easily weaken super effective hits via Will-O-Wisp, Strength Sap, and Calm Mind. With doubled attacking offensive stats and Speed, Drifblim becomes an immense threat in an instant.

**Heavy-Duty Boots**: (remove extra space after boots) Heavy-Duty Boots are is the premier item on any Drifblim set which that is not running Unburden. It relies heavily on this item in order to circumvent its Stealth Rock weakness and boost its longevity.

Niche Items
========
**Resistance Berries**: Resistance Berries are very useful to allow Drifblim to live survive an anticipated super effective hit and activate Unburden.

**Power Herb**: Power Herb in conjunction with Phantom Force provides Drifblim with a physical Ghost-type STAB move and easy activation of Unburden.

**Flame Orb**: Flame Orb can be used on rarer offensive Drifblim variants to give it a large Special Attack buff via Flare Boost. This item also pairs strongly with Trick to status a foe and gain a useful item.

**Rocky Helmet**: Rocky Helmet pairs nicely with Aftermath on defensive sets to punish physically attacking offensive foes.

**Red Card**: Red Card can be used on Unburden sets to force out an opponent a foe and gain its Speed boost. This item pairs well with Endure often.

**Big Nugget / Light Ball**: Drifblim can Fling items as a means of activating Unburden. This can be done for coverage reasons with Big Nugget or for utility with Light Ball.

Tera
========
While there are almost always stronger alternatives within budget, Drifblim can be a capable secondary Tera Captain. Drifblim will It usually use uses Tera defensively to serve as a better Unburden setup sweeper or defensive utility piece. Defensive typings such as Tera Fairy, Water, Electric, and Dark can all be useful. Although less common, offensive Tera options include Tera Ghost for a reliable physical Ghost-type STAB move and Tera Fighting to give Drifblim perfect coverage.

Draft Strategy
========
Drifblim is an entirely supplementary Pokemon that fits onto the end of the bench within certain archetypes. Drifblim It can fit well on teams looking for a tertiary setup Pokemon and a utility-based role player who that can spread status, remove entry hazards, and prevent opposing foes from getting out of hand. Even when drafted, Drifblim ideally is used sparsely when it has a favorable matchup.

**Terrain Setters**: The most reliable way when possible to activate Unburden, Terrain setters pair well with Drifblim to make the Terrain terrain Seeds the its items of choice for gaining Unburden. Teammates such as Rillaboom, Indeedee, and Thwackey are able to provide terrain.

**Entry Hazard Removal**: Whenever possible, Drifblim heavily prefers to avoid using Heavy-Duty Boots, (AC) as Unburden sets are generally more potent. That being said, Stealth Rock can hinder these sets, (AC) and beyond this; (RSC), (AC) Drifblim’s Defog is often a suboptimal moveslot, (AC) so a primary entry hazard remover is beneficial. Pokemon such as Great Tusk, Terapagos, and Iron Treads are excellent users of Rapid Spin.

**Wallbreakers**: With relatively weak attacking offensive stats, Drifblim struggles to deal significant damage until it sets up. Wallbreakers are also appreciated to enable Drifblim to sweep or clean up later games in the right state late-game. Wallbreakers such as Urshifu-S, Roaring Moon, and Iron Hands pair well with Drifblim.

Checks and Counters
========
**Stealth Rock**: Stealth Rock is one of the easiest ways to counter Drifblim. Drifblim is a Stealth Rock weak Pokemon that It likes to avoid using Heavy-Duty Boots and is often able to be comfortably 1-2 hit KOed OHKOed or 2HKOed after Stealth Rock chip.

**Phazing**: Due to its Unburden and setup reliance, Drifblim is easily countered by phazing options such as Red Card, Roar, and Dragon Tail, (AC) as it has no way to prevent these.

**Disruption**: Regardless of its set, Drifblim heavily leans on status moves to reach maximum efficacy. Common Taunt and Encore Pokemon such as Hisuian Samurott, Clefable, and Ogerpon-W can shut it down.

**Wallbreakers**: With abysmal bulk outside its monsterous monstrous HP, wallbreakers that can target its many weaknesses, (AC) often can quickly beat Drifblim. Wallbreakers such as Darkrai, Raging Bolt, and Meowscarada, (AC) can all capably knock out KO Drifblim.

[credits]
Written by:
https://www.smogon.com/forums/members/jscurf2.608304/
Quality checked by:
https://www.smogon.com/forums/members/scribble.356084/
https://www.smogon.com/forums/members/vmnunes.613460/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
Last edited:
Status
Not open for further replies.
Back
Top