Competitive Information for Drifblim [Scarlet/Violet]
Ghost / Flying
Abilities:
If this Pokemon is KOed with a contact move, that move's user loses 1/4 its max HP.
While this Pokemon is burned, its special attacks have 1.5x power.
Speed is doubled on held item loss; boost is lost if it switches, gets new item/Ability.
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Movesets for Singles
Looking for a competitive moveset for Drifblim? These builds are optimized for Scarlet/Violet Single Battles. The movesets and EVs are designed to maximize damage against common opponents and threats in the Scarlet/Violet metagame. Check out the expert movesets below to boost your battle performance and dominate your opponents!
Drifblim is here! This top-notch Pokémon is Ghost and Flying-typed and ready to shine! Drifblim is a common Pokémon to see in the SV metagame. It is weak to Dark, Electric, Ghost, Ice, and Rock-typed attacks. Discover Drifblim's movesets below and unleash its potential in battles!
Item: Power Herb
Ability: Unburden
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Knock Off / Thief
- Phantom Force / Body Slam
- Acrobatics / Fly
- Temper Flare
Drifblim is a marvelous Physical Sweeper for single battles. It tries to take down the opponent's team with powerful physical moves. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Phantom Force was added to provide additional threat coverage. With a Power Herb equipped to it, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
◆ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
◆ Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. Hits turn 2. Breaks protection).
◆ Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
◆ 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).
◆ Temper Flare is a physical 75-base power Fire-type move (power doubles if your Drifblim's last move failed).
Link (click to copy):
https://hohoushome.com/b/oaa1aa
Item: Weakness Policy
Ability: Unburden
Nature: Modest (+SpA, -Atk)
EVs: 168 Def / 252 SpA / 88 SpD
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Air Cutter / Air Slash
- Psychic / Psybeam
- Thunderbolt
Drifblim is an interesting Special Sweeper for single battles. This setup is intended to take down the opponent's team with brute special moves. 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.
◆ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
◆ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
◆ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
◆ Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
◆ Psybeam is a special 65-base power Psychic-type move (10% chance to confuse the target).
◆ Thunderbolt is a special 90-base power Electric-type move (10% chance to paralyze the target).
Link (click to copy):
https://hohoushome.com/b/oba1aa
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 is a distinguished Special Tank for single battles. This strategy is built to take a substantial 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.
◆ 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).
Link (click to copy):
https://hohoushome.com/b/oca1aa
Movesets for Doubles
Need a strong doubles moveset for Drifblim? These builds are perfect for VGC (Pokémon Video Game Championship) and other competitive Scarlet/Violet Double Battles. The VGC is the ultimate test of strategy and skill, and these movesets and EVs are designed to excel against multiple opponents at once while providing essential support to your team. Dominate the Scarlet/Violet metagame with these expert-crafted setups!
Item: Power Herb
Ability: Unburden
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Knock Off / Thief
- Phantom Force / Body Slam
- Acrobatics / Fly
- Temper Flare
Drifblim is a marvelous Physical Sweeper for double battles. It tries to take down the opponent's team with destructive physical moves. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Phantom Force was added to provide additional threat coverage. With a Power Herb equipped to it, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
◆ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
◆ Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. Hits turn 2. Breaks protection).
◆ Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
◆ 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).
◆ Temper Flare is a physical 75-base power Fire-type move (power doubles if your Drifblim's last move failed).
Link (click to copy):
https://hohoushome.com/b/paa1aa
Item: Weakness Policy
Ability: Unburden
Nature: Modest (+SpA, -Atk)
EVs: 168 Def / 252 SpA / 88 SpD
IVs: 0 Atk
Moveset:
- Air Cutter / Air Slash
- Shadow Ball / Hex
- Icy Wind
- Psychic / Psybeam
Drifblim is a stupendous Special Sweeper for double battles. It was designed to take down the opponent's team with powerful special attacks. 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.
◆ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
◆ 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).
◆ Psybeam is a special 65-base power Psychic-type move (10% chance to confuse the target).
Link (click to copy):
https://hohoushome.com/b/pba1aa
Item: Weakness Policy
Ability: Unburden
Nature: Relaxed (+Def, -Spe)
EVs: 8 Hp / 252 Def / 248 SpD
Moveset:
- Shadow Ball / Hex
- Air Cutter / Air Slash
- Psychic / Psybeam
- Trick Room
Drifblim is a brilliant Defensive Trick Room for single battles. 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.
◆ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
◆ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
◆ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
◆ Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
◆ Psybeam is a special 65-base power Psychic-type move (10% chance to confuse the target).
◆ Trick Room is a status move (goes last. For 5 turns, turn order is reversed).
Link (click to copy):
https://hohoushome.com/b/pca1aa
Terastal Phenomenon
In Pokemon Scarlet and Violet (Generation 9), each Pokémon in Paldea has a Tera Type. A Pokémon's Tera Type is inactive until the Pokémon Terastallizes, at which time the Pokémon's type will change to its Tera Type.
There are 18 types, meaning there are countless combinations of Pokémon and Tera Types. Terastallizing a Pokémon allows you to enhance your battle strategies by increasing the power of any moves that have the same type as your Pokémon’s Tera Type or by changing your Pokémon’s weaknesses.
Dark moves are bad against Fairy/Fighting/Dark.
Electric moves are bad against Ground.
Ghost moves are bad against Normal.
Ice moves are bad against Water/Steel/Fire/Ice.
Rock moves are bad against Steel/Fighting/Ground.
The most recommended Terastral Type for Drifblim is: Fighting, Ground or Steel
Terastallizing into one of it's default typings ( Ghost or Flying ) could also prove favorable.
Select a Tera-type:
Teratype Bug movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Bug
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a pretty decent 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a nice amount of physical hits while dealing some decent damage. It's primary goal is to take a nice amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qaaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Bug
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a sensational 1 in single battles. It attempts to take down the opponent's team with brute physical power. It attempts to take down the opponent's team with high-damaging special attacks. It attempts to take a good amount of physical hits while dealing some decent damage. It attempts to take a good amount of hits from special attacks while dealing some decent damage. It attempts to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Bug-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qaba1aa
Teratype Dark movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Dark
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast / Thief
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a pretty decent 1 in single battles. It is meant to take down the opponent's team with brute physical power. It is meant to take down the opponent's team with high-damaging special attacks. It is meant to take a considerable amount of physical hits while dealing some decent damage. It is meant to take a considerable amount of hits from special attacks while dealing some decent damage. It is meant to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Thief is a physical TERA-boosted 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qbaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Dark
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a phenomenal 1 in single battles. It is designed to take down the opponent's team with brute physical power. It is designed to take down the opponent's team with high-damaging special attacks. It is designed to take a large amount of physical hits while dealing some decent damage. It is designed to take a large amount of hits from special attacks while dealing some decent damage. It is designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Dark-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qbba1aa
Teratype Dragon movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Dragon
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a spectacular 1 in single battles. It is designed to take down the opponent's team with brute physical power. It is designed to take down the opponent's team with high-damaging special attacks. It is designed to take a large amount of physical hits while dealing some decent damage. It is designed to take a large amount of hits from special attacks while dealing some decent damage. It is designed to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qcaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Dragon
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a marvelous 1 in single battles. This moveset attempts to take down the opponent's team with brute physical power. This moveset attempts to take down the opponent's team with high-damaging special attacks. This moveset attempts to take a hefty amount of physical hits while dealing some decent damage. This moveset attempts to take a hefty amount of hits from special attacks while dealing some decent damage. This moveset attempts to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Dragon-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qcba1aa
Teratype Electric movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Electric
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a spectacular 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a mighty amount of physical hits while dealing some decent damage. It's primary goal is to take a mighty amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qdaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Electric
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Thunderbolt / Tera Blast
- Shadow Ball / Hex
- Air Cutter / Air Slash
- Protect
Drifblim is an interesting 1 in single battles. It's designed to take down the opponent's team with brute physical power. It's designed to take down the opponent's team with high-damaging special attacks. It's designed to take a hefty amount of physical hits while dealing some decent damage. It's designed to take a hefty amount of hits from special attacks while dealing some decent damage. It's designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Electric-type move).
♦ 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).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qdba1aa
Teratype Fairy movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Fairy
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a sensational 1 in single battles. It was designed to take down the opponent's team with brute physical power. It was designed to take down the opponent's team with high-damaging special attacks. It was designed to take a nice amount of physical hits while dealing some decent damage. It was designed to take a nice amount of hits from special attacks while dealing some decent damage. It was designed to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qeaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a phenomenal 1 in single battles. This moveset is designed to take down the opponent's team with brute physical power. This moveset is designed to take down the opponent's team with high-damaging special attacks. This moveset is designed to take a mighty amount of physical hits while dealing some decent damage. This moveset is designed to take a mighty amount of hits from special attacks while dealing some decent damage. This moveset is designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Fairy-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qeba1aa
Teratype Fighting movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Fighting
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Thief / Body Slam
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a marvelous 1 in single battles. It's meant to take down the opponent's team with brute physical power. It's meant to take down the opponent's team with high-damaging special attacks. It's meant to take a good amount of physical hits while dealing some decent damage. It's meant to take a good amount of hits from special attacks while dealing some decent damage. It's meant to have enough defenses and bulk to take both physical and special hits. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Thief was added to provide additional threat coverage.With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qfaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Fighting
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is an interesting 1 in single battles. It is meant to take down the opponent's team with brute physical power. It is meant to take down the opponent's team with high-damaging special attacks. It is meant to take a substantial amount of physical hits while dealing some decent damage. It is meant to take a substantial amount of hits from special attacks while dealing some decent damage. It is meant to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Fighting-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qfba1aa
Teratype Fire movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Fire
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a decent 1 in single battles. It is designed to take down the opponent's team with brute physical power. It is designed to take down the opponent's team with high-damaging special attacks. It is designed to take a mighty amount of physical hits while dealing some decent damage. It is designed to take a mighty amount of hits from special attacks while dealing some decent damage. It is designed to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qgaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Fire
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is an interesting 1 in single battles. It's purpose is to take down the opponent's team with brute physical power. It's purpose is to take down the opponent's team with high-damaging special attacks. It's purpose is to take a hefty amount of physical hits while dealing some decent damage. It's purpose is to take a hefty amount of hits from special attacks while dealing some decent damage. It's purpose is to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Fire-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qgba1aa
Teratype Flying movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Flying
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast / Acrobatics
- Body Slam / Facade
- Phantom Force / Astonish
- Thief / Payback
Drifblim is a fabulous 1 in single battles. It is primarily designed to take down the opponent's team with brute physical power. It is primarily designed to take down the opponent's team with high-damaging special attacks. It is primarily designed to take a great amount of physical hits while dealing some decent damage. It is primarily designed to take a great amount of hits from special attacks while dealing some decent damage. It is primarily designed to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Acrobatics is a physical TERA-boosted 55-base power Flying-type move (power doubles if your Drifblim has no held item).
♦ 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).
♦ Phantom Force is a physical STAB-boosted 90-base power Ghost-type move (disappears turn 1. Hits turn 2. Breaks protection).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Payback is a physical 50-base power Dark-type move (power doubles if your Drifblim moves after the target).
Link (click to copy):
https://hohoushome.com/b/qhaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Flying
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Tera Blast / Air Cutter
- Shadow Ball / Hex
- Psychic / Psybeam
- Protect
Drifblim is a remarkable 1 in single battles. It attempts to take down the opponent's team with brute physical power. It attempts to take down the opponent's team with high-damaging special attacks. It attempts to take a good amount of physical hits while dealing some decent damage. It attempts to take a good amount of hits from special attacks while dealing some decent damage. It attempts to have enough defenses and bulk to take both physical and special hits. 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.
♦ Air Cutter is a special TERA-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ 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).
♦ Psybeam is a special 65-base power Psychic-type move (10% chance to confuse the target).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qhba1aa
Teratype Ghost movesets for Drifblim
Item: Weakness Policy
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Ghost
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast / Phantom Force
- Body Slam / Facade
- Acrobatics / Fly
- Thief / Payback
Drifblim is a pretty decent 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a hefty amount of physical hits while dealing some decent damage. It's primary goal is to take a hefty amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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. Facade's damage doubles when the user has a status affliction.
♦ Phantom Force is a physical TERA-boosted 90-base power Ghost-type move (disappears turn 1. Hits turn 2. Breaks protection).
♦ 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).
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Payback is a physical 50-base power Dark-type move (power doubles if your Drifblim moves after the target).
Link (click to copy):
https://hohoushome.com/b/qiaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Ghost
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Tera Blast
- Air Cutter / Air Slash
- Psychic / Psybeam
- Protect
Drifblim is an astounding 1 in single battles. It is meant to take down the opponent's team with brute physical power. It is meant to take down the opponent's team with high-damaging special attacks. It is meant to take a substantial amount of physical hits while dealing some decent damage. It is meant to take a substantial amount of hits from special attacks while dealing some decent damage. It is meant to have enough defenses and bulk to take both physical and special hits. 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.
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Ghost-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
♦ Psybeam is a special 65-base power Psychic-type move (10% chance to confuse the target).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qiba1aa
Teratype Grass movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Grass
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a stupendous 1 in single battles. This moveset is designed to take down the opponent's team with brute physical power. This moveset is designed to take down the opponent's team with high-damaging special attacks. This moveset is designed to take a large amount of physical hits while dealing some decent damage. This moveset is designed to take a large amount of hits from special attacks while dealing some decent damage. This moveset is designed to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qjaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Grass
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a wonderful 1 in single battles. It attempts to take down the opponent's team with brute physical power. It attempts to take down the opponent's team with high-damaging special attacks. It attempts to take a considerable amount of physical hits while dealing some decent damage. It attempts to take a considerable amount of hits from special attacks while dealing some decent damage. It attempts to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Grass-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qjba1aa
Teratype Ground movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Ground
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is popular 1 in single battles. It tries to take down the opponent's team with brute physical power. It tries to take down the opponent's team with high-damaging special attacks. It tries to take a hefty amount of physical hits while dealing some decent damage. It tries to take a hefty amount of hits from special attacks while dealing some decent damage. It tries to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qkaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Ground
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is pretty popular 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a mighty amount of physical hits while dealing some decent damage. It's primary goal is to take a mighty amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Ground-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qkba1aa
Teratype Ice movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Ice
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a remarkable 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a substantial amount of physical hits while dealing some decent damage. It's primary goal is to take a substantial amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qlaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Ice
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast / Icy Wind
- Air Cutter / Air Slash
- Protect
Drifblim is popular 1 in single battles. It's goal is to take down the opponent's team with brute physical power. It's goal is to take down the opponent's team with high-damaging special attacks. It's goal is to take a great amount of physical hits while dealing some decent damage. It's goal is to take a great amount of hits from special attacks while dealing some decent damage. It's goal is to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Ice-type move).
♦ Icy Wind is a special TERA-boosted 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qlba1aa
Teratype Normal movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Normal
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Body Slam / Tera Blast
- Acrobatics / Fly
- Phantom Force / Astonish
- Thief / Payback
Drifblim is a fabulous 1 in single battles. This moveset is designed to take down the opponent's team with brute physical power. This moveset is designed to take down the opponent's team with high-damaging special attacks. This moveset is designed to take a large amount of physical hits while dealing some decent damage. This moveset is designed to take a large amount of hits from special attacks while dealing some decent damage. This moveset is designed to have enough defenses and bulk to take both physical and special hits. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Tera Blast is a special TERA-boosted 80-base power Normal-type move (if terastallized: becomes a physical Normal-type move).
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Payback is a physical 50-base power Dark-type move (power doubles if your Drifblim moves after the target).
Link (click to copy):
https://hohoushome.com/b/qmaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Normal
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast / Hyper Beam
- Air Cutter / Air Slash
- Protect
Drifblim is a remarkable 1 in single battles. It is primarily designed to take down the opponent's team with brute physical power. It is primarily designed to take down the opponent's team with high-damaging special attacks. It is primarily designed to take a large amount of physical hits while dealing some decent damage. It is primarily designed to take a large amount of hits from special attacks while dealing some decent damage. It is primarily designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special TERA-boosted 80-base power Normal-type move (if terastallized: becomes a physical Normal-type move).
♦ Hyper Beam is a special TERA-boosted 150-base power Normal-type move (Drifblim cannot move next turn).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qmba1aa
Teratype Poison movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Poison
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Thief / Body Slam
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is an extraordinary 1 in single battles. This moveset attempts to take down the opponent's team with brute physical power. This moveset attempts to take down the opponent's team with high-damaging special attacks. This moveset attempts to take a large amount of physical hits while dealing some decent damage. This moveset attempts to take a large amount of hits from special attacks while dealing some decent damage. This moveset attempts to have enough defenses and bulk to take both physical and special hits. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Thief was added to provide additional threat coverage.With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qnaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Poison
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a wonderful 1 in single battles. It's primary goal is to take down the opponent's team with brute physical power. It's primary goal is to take down the opponent's team with high-damaging special attacks. It's primary goal is to take a good amount of physical hits while dealing some decent damage. It's primary goal is to take a good amount of hits from special attacks while dealing some decent damage. It's primary goal is to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Poison-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qnba1aa
Teratype Psychic movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Psychic
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Thief / Body Slam
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a remarkable 1 in single battles. It's designed to take down the opponent's team with brute physical power. It's designed to take down the opponent's team with high-damaging special attacks. It's designed to take a mighty amount of physical hits while dealing some decent damage. It's designed to take a mighty amount of hits from special attacks while dealing some decent damage. It's designed to have enough defenses and bulk to take both physical and special hits. With Unburden, speed is doubled on held item loss; boost is lost if it switches gets new item/ability. Thief was added to provide additional threat coverage.With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ Thief is a physical 60-base power Dark-type move (if your Drifblim has no item, it steals the target's).
♦ Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qoaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Psychic
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Psychic / Tera Blast
- Shadow Ball / Hex
- Air Cutter / Air Slash
- Protect
Drifblim is a decent 1 in single battles. It was designed to take down the opponent's team with brute physical power. It was designed to take down the opponent's team with high-damaging special attacks. It was designed to take a hefty amount of physical hits while dealing some decent damage. It was designed to take a hefty amount of hits from special attacks while dealing some decent damage. It was designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Psychic-type move).
♦ 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).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qoba1aa
Teratype Rock movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Rock
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is popular 1 in single battles. It's goal is to take down the opponent's team with brute physical power. It's goal is to take down the opponent's team with high-damaging special attacks. It's goal is to take a hefty amount of physical hits while dealing some decent damage. It's goal is to take a hefty amount of hits from special attacks while dealing some decent damage. It's goal is to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qpaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Rock
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is a notable 1 in single battles. It's purpose is to take down the opponent's team with brute physical power. It's purpose is to take down the opponent's team with high-damaging special attacks. It's purpose is to take a great amount of physical hits while dealing some decent damage. It's purpose is to take a great amount of hits from special attacks while dealing some decent damage. It's purpose is to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Rock-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qpba1aa
Teratype Steel movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Steel
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a remarkable 1 in single battles. This moveset attempts to take down the opponent's team with brute physical power. This moveset attempts to take down the opponent's team with high-damaging special attacks. This moveset attempts to take a mighty amount of physical hits while dealing some decent damage. This moveset attempts to take a mighty amount of hits from special attacks while dealing some decent damage. This moveset attempts to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qqaa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Steel
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is an extraordinary 1 in single battles. It is meant to take down the opponent's team with brute physical power. It is meant to take down the opponent's team with high-damaging special attacks. It is meant to take a considerable amount of physical hits while dealing some decent damage. It is meant to take a considerable amount of hits from special attacks while dealing some decent damage. It is meant to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Steel-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qqba1aa
Teratype Water movesets for Drifblim
Item: Power Herb
Ability: Unburden
Nature: Brave (+Atk, -Spe)
Tera Type: Water
EVs: 252 Atk / 168 Def / 88 SpD
Moveset:
- Tera Blast
- Body Slam / Facade
- Acrobatics / Fly
- Phantom Force / Astonish
Drifblim is a notable 1 in single battles. It is meant to take down the opponent's team with brute physical power. It is meant to take down the opponent's team with high-damaging special attacks. It is meant to take a substantial amount of physical hits while dealing some decent damage. It is meant to take a substantial amount of hits from special attacks while dealing some decent damage. It is meant to have enough defenses and bulk to take both physical and special hits. 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. With a Power Herb equipped, Drifblim's two-turn moves complete in one turn (except sky drop) then the Power Herb gets consumed.
♦ 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).
♦ Astonish is a physical STAB-boosted 30-base power Ghost-type move (30% chance to make the target flinch).
Link (click to copy):
https://hohoushome.com/b/qraa1aa
Item: Flame Orb
Ability: Flare Boost
Nature: Quiet (+SpA, -Spe)
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
IVs: 0 Atk
Moveset:
- Shadow Ball / Hex
- Tera Blast
- Air Cutter / Air Slash
- Protect
Drifblim is pretty popular 1 in single battles. It is primarily designed to take down the opponent's team with brute physical power. It is primarily designed to take down the opponent's team with high-damaging special attacks. It is primarily designed to take a nice amount of physical hits while dealing some decent damage. It is primarily designed to take a nice amount of hits from special attacks while dealing some decent damage. It is primarily designed to have enough defenses and bulk to take both physical and special hits. 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.
♦ Hex is a special STAB-boosted 65-base power Ghost-type move (power doubles if the target has a status ailment).
♦ Tera Blast is a special 80-base power Normal-type move (if terastallized: becomes a physical Water-type move).
♦ Air Cutter is a special STAB-boosted 60-base power Flying-type move (high critical hit ratio. Hits adjacent foes).
♦ Air Slash is a special STAB-boosted 75-base power Flying-type move (30% chance to make the target flinch).
♦ Protect is a status move (prevents moves from affecting your Drifblim this turn).
Link (click to copy):
https://hohoushome.com/b/qrba1aa
Movepool
Want to know what moves Drifblim can learn? Check out the full list of moves available in the Pokemon Scarlet/Violet generation.
Sort and organize the learnset by type, category, accuracy, and power. Moves in bold get the same-type attack bonus (STAB) when used by Drifblim.
Damage Modifiers:
Combo List
These are a list of several common move combinations Drifblim can perform in Scarlet/Violet. 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 SV Move and Ability Combos for Drifblim
- Moves: Rain dance + Thunder
- Moves: Rest + Sleep talk
- Moves: Stockpile + Spit up
- Moves: Stockpile + Swallow
- Moves: Pain split + Will-o-wisp
- Ability: Unburden + Move: Acrobatics
- Ability: Unburden + Item: Mirror herb
- Ability: Flare boost + Item: Flame orb
- Move: Fling + Item: King's Rock
- Move: Facade + Item: Flame Orb
- Move: Facade + Item: Toxic Orb
- Move: Acrobatics + Item: Red Card
- Move: Acrobatics + Item: Flying Gem
- Moves with Priority: Endure, Helping Hand, Protect
- Moves that Break Screens: Defog
- Moves that inflict status (and combo with the move Hex): Hypnosis, Will-O-Wisp, Thunder Wave
Moves that boost Drifblim's stats
- Amnesia
- Calm Mind
- Curse
- Stockpile
- Note:This Pokemon can also learn Stored Power.
Most notable and possible best moves for Drifblim
- Baton Pass
- Destiny Bond
- Knock Off
- Protect
- Rest
- Stored Power
Common Effort Values for Drifblim in Scarlet and Violet
- Adamant Nature ( 0/252/0/0/0/252 )
- Modest Nature ( 0/0/0/252/0/252 )
- Jolly Nature ( 0/252/0/0/0/252 )
- Timid Nature ( 0/0/0/252/0/252 )
- Bold Nature ( 252/0/252/0/0/4 )
- Calm Nature ( 252/0/0/0/252/4 )
- Relaxed Nature ( 252/0/88/0/168/0 )
- Sassy Nature ( 252/0/4/0/252/0 )
- Optimize Drifblim's Defensive EV-spread for Pokemon Scarlet and Violet
Usage Data
Explore the latest analytical usage data for this Pokémon from various VGC and online competitions. We use this data to develop our strategies and movesets. The data is categorized by competition and skill level: top-ranking trainers, mid-level players, and entry-level players.
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Here are the best movesets for Drifblim. Top rated Drifblim Scarlet/Violet movesets. You can find Drifblim builds Scarlet/Violet. Drifblim movesets Scarlet/Violet are listed here. VGC Drifblim Competitive Movesets can be found here. Find various EV spreads, find the best nature for Drifblim in Scarlet/Violet along with competitive movesets. Basic info and Movesets for evolution