Competitive Information for Drifblim [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Drifblim drifblim
Base Stats for Drifblim

Ghost / Flying

Abilities:
AftermathAftermath: If this Pokemon is KOed with a contact move, that move's user loses 1/4 its max HP.
,
UnburdenUnburden: Speed is doubled on held item loss; boost is lost if it switches, gets new item/Ability.
,
Flare BoostFlare Boost: While this Pokemon is burned, its special attacks have 1.5x power.


Evolutions / Family:
Drifloon
Drifblim

Weakness Chart for Ghost/Flying-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.25x
2x
  
2x
  
0x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
0x
2x
0x
0.5x
  
2x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for DrifblimVisit Serebii's Pokedex for location, breeding, and other game details about DrifblimVisit Bulbapedia for more information about DrifblimVisit Pikalytics for competitive usage stats on Drifblim

Movesets for Singles


What is a good competitive moveset for Drifblim? These builds have been optimized for Pokemon competing in Sword/Shield Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sword/Shield generation metagame.


Common single-battle team mates for Drifblim in Pokemon Sword/Shield:

ExcadrillArcanineFerrothornMiloticMimikyuIndeedeeToxtricityDracovishTyranitarPrimarina


Drifblim is a wonderful Ghost and Flying-typed Pokemon. It's a frequent sight to see Drifblim out in the 8th generation battlefield. Drifblim is weak to Dark, Electric, Ghost, Ice, and Rock-typed attacks.


Species: Drifblim
Item: Weakness Policy / Psychic Seed
Ability: Unburden
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 164 Def / 252 SpA / 4 SpD / 84 Spe
Moveset:
- Thunder / Thunderbolt
- Shadow Ball
- Strength Sap
- Tailwind / Gust

Special Tank Drifblim (Analytic)

Drifblim is pretty popular Special Tank. This moveset attempts to take a large amount of hits from special attacks while dealing some decent damage. Weakness Policy activates if Drifblim is hit by a super effective move. The Weakness Policy is consumed and its Attack and Special Attack are increased by two stages each. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability.

Thunder is a special 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Strength Sap is a status move (Drifblim heals hp=target's attack stat. lowers attack by 1 stage).
Tailwind is a status move (for 4 turns, allies' speed is doubled).
Gust is a special STAB-boosted 40-base power Flying-type move (power doubles during bounce, fly, and sky drop).




Species: Drifblim
Item: Power Herb
Ability: Unburden
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force
- Thief

Physical Sweeper Drifblim (Unburden)

Drifblim is a phenomenal Physical Sweeper. It attempts to take down the opponent's team with brute physical power. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Facade's damage doubles when the user has a status affliction.

Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Facade is a physical 70-base power Normal-type move (power doubles if Drifblim is burn/poison/paralyzed).
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Drifblim has no held item).
Fly is a physical STAB-boosted 90-base power Flying-type move (flies up on first turn, then strikes the next turn).
Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. hits turn 2. breaks protection).
Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).




Species: Drifblim
Item: Flame Orb
Ability: Flare Boost
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Shadow Ball / Hex
- Psychic
- Thunderbolt
- Protect

Special Sweeper Drifblim (Flare Boost)

Drifblim is a phenomenal Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. Flame Orb will burn Drifblim at the end of the turn which will activate Drifblim's Flare Boost ability. Use Protect to help guarantee the Orb activates on your first turn. With Flare Boost, while Drifblim is burned its special attacks have 1.5x power.

Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Protect is a status move (prevents moves from affecting your Drifblim this turn).




Species: Drifblim
Item: Leftovers
Ability: Flare Boost
Nature: Timid (+Spe, -Atk)
EVs: 224 Hp / 240 SpA / 46 Spe
Moveset:
- Clear Smog
- Shadow Ball
- Sleep Talk
- Rest

Drifblim Special Tank (Special Tank)

Drifblim is a remarkable Special Tank. It is primarily designed to take a mighty amount of hits from special attacks while dealing some decent damage. Leftovers are always a great recovery option to ensure Drifblim last longer regaining it's life every turn. With Flare Boost, while Drifblim is burned its special attacks have 1.5x power.

Clear Smog is a special 50-base power Poison-type move (resets all of the target's stat stages to 0).
Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Sleep Talk is a status move (Drifblim must be asleep. uses another known move).
Rest is a status move (Drifblim sleeps 2 turns and restores hp and status).



Movesets for Doubles


What is a good doubles moveset for Drifblim? These builds have been optimized for Sword/Shield Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sword/Shield generation metagame.


Common double-battle team mates for Drifblim in Pokemon Sword/Shield:

ClefableHippowdonToxapexCorviknightSnorlaxHaxorusJirachiMimikyuKeldeoBlastoiseSalazzleDrapion


Species: Drifblim
Item: Power Herb
Ability: Unburden
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Brutal Swing
- Body Slam / Facade
- Acrobatics
- Phantom Force

Doubles Physical Sweeper Drifblim (Unburden)

Drifblim is an interesting Physical Sweeper. The purpose of this moveset is to take down the opponent's team with brute physical power. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Facade's damage doubles when the user has a status affliction.

Brutal Swing is a physical 60-base power Dark-type move (no additional effect. hits adjacent pokemon).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
Facade is a physical 70-base power Normal-type move (power doubles if Drifblim is burn/poison/paralyzed).
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Drifblim has no held item).
Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. hits turn 2. breaks protection).




Species: Drifblim
Item: Flame Orb
Ability: Flare Boost
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Shadow Ball / Hex
- Icy Wind
- Psychic
- Protect

Doubles Special Sweeper Drifblim (Flare Boost)

Drifblim is popular Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Flame Orb will burn Drifblim at the end of the turn which will activate Drifblim's Flare Boost ability. Use Protect to help guarantee the Orb activates on your first turn. With Flare Boost, while Drifblim is burned its special attacks have 1.5x power.

Shadow Ball is a special STAB-boosted 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Protect is a status move (prevents moves from affecting your Drifblim this turn).



Movepool


Wondering what moves can Drifblim learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Clear Smog
50
--
15
Resets all of the target's stat stages to 0.
Gust
40
100%
35
Power doubles during Bounce, Fly, and Sky Drop.
Hex
65
100%
10
Power doubles if the target has a status ailment.
Hyper Beam
150
90%
5
User cannot move next turn.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Spit Up
--
100%
10
More power with more uses of Stockpile.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Weather Ball
50
100%
10
Power doubles and type varies in each weather.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Astonish
30
100%
15
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brutal Swing
60
100%
20
No additional effect. Hits adjacent Pokemon.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Payback
50
100%
10
Power doubles if the user moves after the target.
Phantom Force
90
100%
10
Disappears turn 1. Hits turn 2. Breaks protection.
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Thief
60
100%
25
If the user has no item, it steals the target's.
Ally Switch
--
--
15
The user swaps positions with its ally.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Defog
--
--
15
-1 evasion; clears user and target side's hazards.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Haze
--
--
30
Eliminates all stat changes.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Imprison
--
--
10
No foe can use any move known by the user.
Memento
--
100%
10
Lowers target's Attack, Sp. Atk by 2. User faints.
Minimize
--
--
10
Raises the user's evasiveness by 2.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stockpile
--
--
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
Strength Sap
--
100%
10
User heals HP=target's Atk stat. Lowers Atk by 1.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swallow
--
--
10
Heals the user based on uses of Stockpile.
Tailwind
--
--
15
For 4 turns, allies' Speed is doubled.
Thunder Wave
--
90%
20
Paralyzes the target.
Trick
--
100%
10
User switches its held item with the target's.
Will-O-Wisp
--
85%
15
Burns the target.

Combo List


These are a list of several common move combinations Drifblim can perform in Sword/Shield. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SS Move and Ability Combos for Drifblim

Create a build


Have an idea in mind for Drifblim that you'd like to test? Customize the IVs, EVs and their Sword/Shield moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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