Drifblim #426 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Blimp Pokémon

Drifblim in Pokémon Sword & Shield Drifblim in SW/SH
Drifblim's shiny sprite in Pokémon Sword & Shield Shiny Drifblim in SW/SH

Abilities

1: Aftermath

2: Unburden

Flare Boost (hidden)

Abilities

Breeding

Egg groups : Amorphous

Hatch time : 7710 steps (30 egg cycles)

Growth rate : Fast then very slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 60 (7.9% with Poké Ball & full HP)

Held item : None

EVs given : 2 HP EVs (Effort Values) gained when fainting Drifblim

Exp. given : 174 Exp. points Experience points gained in battle when fainting Drifblim


Species

Height : 1.2 m / 3'11" Drifblim's height in meters / feet'inches"

Weight : 15 kg / 33.08 lbs. Drifblim's weight in kilograms / pounds

Japanese : フワライド (Fuwaride) Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 498


Competitive

Introduced in : Diamond & Pearl / Sinnoh / Generation 4 {{ activeForm.introducedIn }}


Drifblim's Type Defenses

Weaknesses

Immunities

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Drifblim's Evolutions
Drifloon

Drifloon #425

Level 28

Drifblim

Drifblim #426


Drifblim's Level Up Moves
Lvl Move Type Pow/Acc
1 Minimize Status - -

Raises the user's evasion by two stages.
Stomp and Steamroller have double power against Pokémon that have used this move since entering the field.

10 PP

1 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

1 Strength Sap Status - 100

Lowers the target's Attack by one stage. Heals the user by the target's current Attack, including modifiers, but not including this move's Attack-lowering effect.
If the target's Attack is already at -6, this move will fail. In any other situation that would prevent a stat modification, the healing will still succeed.

10 PP

1 Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

1 Gust Special 40 100

Inflicts regular damage.
If the target is under the effect of Bounce, Fly, or Sky Drop, this move will hit with double power.

35 PP

12 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

16 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

20 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

24 Stockpile Status - -

Raises the user's Defense and Special Defense by one stage each. Stores energy for use with Spit Up and Swallow. Up to three levels of energy can be stored, and all are lost if the user leaves the field. Energy is still stored even if the stat boosts cannot be applied.
If the user uses Baton Pass, the stat boosts are passed as normal, but the stored energy is not.

20 PP

24 Swallow Status - -

Heals the user depending on the amount of energy stored by Stockpile: 1/4 its max HP after one use, 1/2 its max HP after two uses, or fully after three uses. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if Stockpile had not been used. If the user has no energy stored, this move will fail.

10 PP

24 Spit Up Special - 100

Inflicts regular damage. Power is equal to 100 times the amount of energy stored by Stockpile. Ignores the random factor in the damage formula. Stored energy is consumed, and the user's Defense and Special Defense are reset to what they would be if Stockpile had not been used. If the user has no energy stored, this move will fail.
This move cannot be copied by Mirror Move.

10 PP

31 Self-Destruct Physical 200 100

The user explodes to inflict regular damage to the opponent. The user also faints in doing this, even if the move fails or misses.

5 PP

36 Destiny Bond Status - -

If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
This move cannot be selected by Assist or Metronome.

5 PP

42 Baton Pass Status - -

User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.
The following move effects are passed:
* Aqua Ring * both the user's and target's effect of Block, Mean Look, and Spider Web * the curse effect of Curse * Embargo * Focus Energy or an activated Lansat Berry * Gastro Acid * Ingrain * being sapped by Leech Seed * being targeted by Lock On or Mind Reader * Magnet Rise * Perish Song's counter * Power Trick * Substitute; the doll's HP is unchanged
The replacement Pokémon does not trigger effects that respond to Pokémon switching in.

40 PP

48 Tailwind Status - -

For the next three turns, all Pokémon on the user's side of the field have their original Speed doubled. This effect remains if the user leaves the field.

15 PP

54 Explosion Physical 250 100

The user explodes to inflict regular damage to the opponent. The user also faints in doing this, even if the move fails or misses.

5 PP


Drifblim's Breeding Moves
Move Type Pow/Acc
Disable Status - 100

Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if its last used move has 0 PP remaining, or if it already has a move disabled, this move will fail.

20 PP

Hypnosis Status - 60

Puts the target to sleep, if it hits.

20 PP

Haze Status - -

Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
This does not count as a stat reduction for the purposes of Clear Body or White Smoke.

30 PP

Memento Status - 100

Lowers the target's Attack and Special Attack by two stages. User faints.

10 PP

Defog Status - -

Lowers the target's evasion by one stage. Clears away fog. Removes the effects of Mist, Light Screen, Reflect, Safeguard, Spikes, Stealth Rock, and Toxic Spikes from the target's side of the field.
If the target is protected by Mist, it will prevent the evasion change, then be removed by this move.

15 PP

Clear Smog Special 50 -

Inflicts regular damage. All of the target's stat modifiers are reset to zero.

15 PP


Drifblim's TM Moves
TM Move Type Pow/Acc
6 Fly Physical 90 95

Inflicts regular damage. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.
During the immune turn, Gust, Hurricane, Sky Uppercut, Smack Down, Thunder, Twister, and Whirlwind still hit the user normally. Gust and Twister also have double power against the user.
The damage from Hail and Sandstorm still applies during the immune turn.
The user may be hit during its immune turn if under the effect of Lock On, Mind Reader, or No Guard.
This move cannot be used while Gravity is in effect.
This move cannot be selected by Sleep Talk.

15 PP

8 Hyper Beam Special 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

9 Giga Impact Physical 150 90

Inflicts regular damage. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
Shoots a beam for regular damage. The user has to recharge the following turn, and cannot attack or switch out in that turn.

5 PP

14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

20 Self-Destruct Physical 200 100

The user explodes to inflict regular damage to the opponent. The user also faints in doing this, even if the move fails or misses.

5 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

23 Thief Physical 60 100

Inflicts regular damage. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.
Pokémon with Sticky Hold or Multitype are immune to the item theft effect.
The target cannot recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

25 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Icy Wind Special 55 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

34 Sunny Day Status - -

Changes the weather to sunshine for five turns, during which Fire moves inflict 50% extra damage, and Water moves inflict half damage.
If the user is holding Heat Rock, this effect lasts for eight turns.
Pokémon cannot become frozen.
Thunder has 50% accuracy.
Solar Beam skips its charge turn.
Moonlight, Morning Sun, and Synthesis heal 2/3 of the user's max HP.
Pokémon with Chlorophyll have doubled original Speed.
Pokémon with Forecast become Fire.
Pokémon with Leaf Guard are not affected by major status effects.
Pokémon with Flower Gift change form; every Pokémon on their side of the field have their original Attack and Special Attack increased by 50%.
Pokémon with Dry Skin lose 1/8 max HP at the end of each turn.
Pokémon with Solar Power have their original Special Attack raised by 50% but lose 1/8 their max HP at the end of each turn.

5 PP

38 Will-O-Wisp Status - 85

Burns the target.

15 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

40 Swift Special 60 -

Inflicts regular damage. Ignores accuracy and evasion modifiers.

20 PP

44 Imprison Status - -

Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

46 Weather Ball Special 50 100

Inflicts regular damage. If a weather move is active, this move has double power, and its type becomes the type of the weather move. Shadow Sky is typeless for the purposes of this move.

10 PP

57 Payback Physical 50 100

Inflicts regular damage. If the target uses a move or switches out this turn before this move is used, this move has double power.

10 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

77 Hex Special 65 100

Inflicts regular damage. If the target has a major status ailment, this move has double power.

10 PP

78 Acrobatics Physical 55 100

Inflicts regular damage. If the user has no held item, this move has double power.

15 PP

86 Phantom Force Physical 90 100

Inflicts regular damage. User vanishes for one turn, becoming immune to attack, and hits on the second turn.
This move ignores the effects of Detect and Protect.
This move cannot be selected by Sleep Talk.

10 PP

97 Brutal Swing Physical 60 100

Inflicts regular damage.

20 PP


Drifblim's TR Moves
TR Move Type Pow/Acc
1 Body Slam Physical 85 100

Inflicts regular damage. Has a 30% chance to paralyze the target.

15 PP

8 Thunderbolt Special 90 100

Inflicts regular damage. Has a 10% chance to paralyze the target.

15 PP

9 Thunder Special 110 70

Inflicts regular damage. Has a 30% chance to paralyze the target.
During Rain Dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of Protect and Detect.
During Sunny Day, this move has 50% accuracy.

10 PP

11 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

13 Focus Energy Status - -

User's critical hit rate is two levels higher until it leaves the field. If the user has already used Focus Energy since entering the field, this move will fail.
This effect is passed on by Baton Pass.

30 PP

17 Amnesia Status - -

Raises the user's Special Defense by two stages.

20 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

29 Baton Pass Status - -

User switches out, and the trainer selects a replacement Pokémon from the party. Stat changes, confusion, and persistent move effects are passed along to the replacement Pokémon.
The following move effects are passed:
* Aqua Ring * both the user's and target's effect of Block, Mean Look, and Spider Web * the curse effect of Curse * Embargo * Focus Energy or an activated Lansat Berry * Gastro Acid * Ingrain * being sapped by Leech Seed * being targeted by Lock On or Mind Reader * Magnet Rise * Perish Song's counter * Power Trick * Substitute; the doll's HP is unchanged
The replacement Pokémon does not trigger effects that respond to Pokémon switching in.

40 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

40 Skill Swap Status - -

User and target switch abilities. Ignores accuracy and evasion modifiers.
If either Pokémon has Multitype or Wonder Guard, this move will fail.

10 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

52 Gyro Ball Physical - 100

Gyro Ball attacks for regular damage. This move's power increases the slower the user is compared to the target. This takes into account in-battle speed boosts by the likes of Agility and Rock Polish used by either the user or the opponent. The base power of this move is given by the formula: (25 * opponent's Speed / user's Speed) + 1. The base power maxes out at 150.

For reference, if the opponent is twice as fast as the user, this move has a base power of 51. If the opponent is 4 times as fast the user, Gyro Ball's power is 101. If the opponent is 6 times faster than the user, or in other words, if the user is 6 times slower than the opponent, this move's power is 150. This is before STAB, of course.

5 PP

83 Ally Switch Status - -

User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail.

+2 Priority

15 PP


Moves learned upon evolving
Move Type Pow/Acc
Phantom Force Physical 90 100

Inflicts regular damage. User vanishes for one turn, becoming immune to attack, and hits on the second turn.
This move ignores the effects of Detect and Protect.
This move cannot be selected by Sleep Talk.

10 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.