SV OU Drifblim's OU Adventure (ft. Balance)

Hello! I've been playing on Showdown for a while but only recently decided to try and start taking things seriously. I oscillate between 1300 and 1450 on the OU ladder; it's not much, but it's the best I've got, and it's only through this team lol. I conceived of Drifblim as an Ursaluna counter, but in my time using this team it's proved its usefulness on many occasions; however, I am aware it's rather gimmicky. Thanks for taking a look!

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Gobsmack (Drifblim) (F) @ Heavy-Duty Boots
Ability: Aftermath
Shiny: Yes
Tera Type: Dark
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Strength Sap
- Defog
- Will-O-Wisp
- Shadow Ball

So like I mentioned earlier, I designed this as an Ursaluna switch-in, with strength sap to cause it issues as it burnt itself out on flame orb. Will-o-wisp I added as a way to help Drifblim not just be dead weight; this proved very useful to handle switch-ins like Meowscarada, and helps Drifblim 1v1 said Pokemon as well as Sneasler, Great Tusk, and other physical attackers. Finally, shadow ball was just to have something to hit things with, and defog was there to get convenient hazard removal against Pokemon that couldn't handle Drifblim. I've had issues with Baxcalibur and of course Roaring Moon, so tera dark helps get rid of the ghost weakness without compounding any of flying's. This guy can just SIT on physical attackers and I love it. I'm aware this is the most niche part of my team, but honestly it's been pivotal in many of my wins.

Great Tusk.png


Saint Saens (Great Tusk) @ Heavy-Duty Boots
Ability: Protosynthesis
Shiny: Yes
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Knock Off
- Headlong Rush
- Close Combat

One half of my team's Lando-Tusk, I opted for a generalist hazard removal/offensive set. I didn't add stealth rock due to my Heatran addition, and I opted for heavy-duty boots to facilitate easier hazard removal. Tera fairy is partially for Pult, but mostly just as a good defensive tera. One of the issues is that Great Tusk should be a good Gholdengo answer, but my team has zero comfortable switches, which is...not awesome. Still, knock off and fighting coverage help differentiate it from Lando-T

Lando T.png


Marth (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Tera Type: Fairy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Tera Blast
- U-turn

I love this scarf set! I don't remember exactly where I heard of it, but getting the jump on lead Dragapults with tera fairy just feels amazing. Stone edge can really help versus Enamorus, and Earthquake/U-turn are of course quintessential Lando tools. This thing works amazing as a late-game cleaner, and helps a lot verus basically...everything? I do sometimes run into problems losing momentum versus bulkier switch-ins, but that might just be improvement needed on my end.
Lando T.png


Yamantau (Toxapex) (F) @ Leftovers
Ability: Regenerator
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Toxic
- Surf
- Haze
- Recover

Toxapex was picked specifically to handle the ice and water moves that the previous three mons can't really take. I opted for a haze set to handle boosters like Azumarill/Enamorus, and keep it useful versus Pokemon it can't otherwise touch like Kingambit. With this being my defensive staple though, I find myself struggling sometimes to handle Rotom-W as my team member which resists it (Helectrode) isn't very bulky. Additionally, it causes me issues with strong special attackers - and with Drifblim handling a lot of the physical attackers, sometimes Toxapex feels clunky. That all being said, it has saved me MANY games.

Heatran.png


Kilauea (Heatran) (F) @ Leftovers
Ability: Flash Fire
Tera Type: Grass
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt

I've never tried using Heatran before, and it has lived up to be one of the most consistent Pokemon on this team. Nothing likes switching into this thing, and it's probably my best answer against steels like Gholdengo and Kingambit. It also serves as my team's sole hazard user, and I find myself getting a decent amount of opportunities to set up rocks. It does provide a good switch in to the myriad of strong waters and grounds in the tier; I can handle the grounds with Drifblim easy, but Walking Wake can be HARD to deal with, as Toxapex takes a lot from Draco Meteor. Often I find myself needing tera on this, but I can't because I've already allocated it to Lando or something else.

Hisuian Electrode.png


Upend (Electrode-Hisui) @ Focus Sash
Ability: Aftermath
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Thunder Wave
- Taunt
- Volt Switch

Finally, the fastest on my team and one of my preferred leads (the other being Lando), I've been enjoying Hisuian Electrode a lot! Taunting on hazard leads and crippling fast Pokemon like Sneasler and Dragapult is amazing, and thunder wave/energy ball provide decent coverage. With that being said, this is NOT a strong Pokemon, and switch-ins like Glowking and ESPECIALLY Thundurus-T are issues. Thundurus-T is another Pokemon my team can't handle very well, and Hisuian Electrode does not help at all in that regard. Focus sash is there to help versus sweepers and leads, although it makes keeping hazards a high priority which can sometimes be tricky.

So that's it! Like I said earlier, I've been trying to get serious about actually improving recently, so thanks for taking a look at this funky team. Any suggestions welcome!
 

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As someone who's run Drifblim a lot, and even the old 'uncool' Electrode some, I think this is interesting. I hope it's doing well, I'd be happy about Drifblim succeeding. I might run Static on Electrode. Mine I think I had Soundproof for like Dirge, but Static sounds better if you don't need something specific like that. Idk though, Aftermath could get like sash stuff. But Electrode probably won't bring many down to sash, and Static can be very debilitating for them. I guess I would at least try it.
 
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