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425 - Drifloon

TypeAbility

(1) Flare Boost
(2) Unburden
(HA) Aftermath
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Drifloon
Level 28
Drifblim

Stats

HP
90
ATK
50
DEF
34
SPA
60
SPD
44
SPE
70
BST
348

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Astonish3510015Priority: 0. Has a 30% chance to make the target flinch.
4MinimizeNoneNone10Priority: 0. 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.
7Gust4010025Priority: 0. Inflicts regular damage.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
10Focus EnergyNoneNone20Priority: 0. 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.
13Payback5010010Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power.
16Ominous Wind601005Priority: 0. Has a 10% chance to raise all of the user's stats one stage.
19Air Cutter609515Priority: 0. User's critical hit rate is one level higher when using this move.
22Spit UpNone10010Priority: 0. 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.
22StockpileNoneNone20Priority: 0. 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.
22SwallowNoneNone10Priority: 0. 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.
25Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
28AmnesiaNoneNone20Priority: 0. Raises the user's Special Defense by two stages.
31Air Slash759510Priority: 0. Has a 30% chance to make the target flinch.
34HypnosisNone6020Priority: 0. Puts the target to sleep.
38Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
42DisableNone10020Priority: 0. Disables the target's last used move, preventing its use for 4–7 turns, selected at random, or until the target leaves the field.
44Extrasensory8010015Priority: 0. Has a 10% chance to make the target flinch.
50HazeNoneNone30Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
54MementoNone10010Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints.
58Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
62Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM17ProtectNoneNone10Priority: 4. 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. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM56Weather Ball5010010Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM58Hurricane110805Priority: 0. Has a 30% chance to confuse the target.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.

During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM62Acrobatics5510015Priority: 0. If the user has no held item, this move has double power.
TM63Brutal Swing6010020Priority: 0. Inflicts regular damage.
TM64Explosion2501005Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM74Gyro BallNone1005Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Bind158520Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Knock Off6510020Priority: 0. Target loses its held item.
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
RecycleNoneNone10Priority: 0. User recovers the last item consumed by the user or a Pokémon in its position on the field. The item must be used again before it can be recovered by this move again. If the user is holding an item, this move fails.

Items taken or given away by covet, knock off, switcheroo, thief, or trick may not be recovered.
Skill SwapNoneNone10Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers.

If either Pokémon has multitype or wonder guard, this move will fail.
Sleep TalkNoneNone10Priority: 0. 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
TailwindNoneNone15Priority: 0. 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.
TrickNone10010Priority: 0. User and target permanently swap held items.

Encounter Locations

Location   Level Spawn Percent
Desert Resort Sand, Inside 24-26 10.0
Route 13 Hidden Grotto: Outside Giant Chasm ?? 0.25