426 - Drifblim
Type | Ability | |
---|---|---|
(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 150 | ATK 80 | DEF 44 | SPA 90 | SPD 54 | SPE 80 | BST 498 |
Wild Hold Items
- 1%: Air Balloon
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
1 | Tailwind | None | None | 15 | Priority: 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. | ||
4 | Minimize | None | None | 10 | Priority: 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. | ||
7 | Gust | 40 | 100 | 25 | Priority: 0. Inflicts regular damage. If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power. | ||
10 | Focus Energy | None | None | 20 | Priority: 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. | ||
13 | Payback | 50 | 100 | 10 | Priority: 0. If the target uses a move or switches out this turn before this move is used, this move has double power. | ||
16 | Ominous Wind | 60 | 100 | 5 | Priority: 0. Has a 10% chance to raise all of the user's stats one stage. | ||
19 | Air Cutter | 60 | 95 | 15 | Priority: 0. User's critical hit rate is one level higher when using this move. | ||
22 | Spit Up | None | 100 | 10 | Priority: 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. | ||
22 | Stockpile | None | None | 20 | Priority: 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. | ||
22 | Swallow | None | None | 10 | Priority: 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. | ||
25 | Hex | 65 | 100 | 15 | Priority: 0. If the target has a major status ailment, this move has double power. | ||
29 | Amnesia | None | None | 20 | Priority: 0. Raises the user's Special Defense by two stages. | ||
33 | Air Slash | 75 | 95 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
37 | Hypnosis | None | 60 | 20 | Priority: 0. Puts the target to sleep. | ||
41 | Explosion | 250 | 100 | 5 | Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage. | ||
45 | Disable | None | 100 | 20 | Priority: 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. | ||
49 | Extrasensory | 80 | 100 | 15 | Priority: 0. Has a 10% chance to make the target flinch. | ||
53 | Haze | None | None | 30 | Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field. | ||
57 | Memento | None | 100 | 10 | Priority: 0. Lowers the target's Attack and Special Attack by two stages. User faints. | ||
61 | Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
65 | Destiny Bond | None | None | 5 | Priority: 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
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM15 | Hyper Beam | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM17 | Protect | None | None | 10 | Priority: 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. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 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. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM48 | Mystical Fire | 75 | 100 | 10 | Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage. | ||
TM56 | Weather Ball | 50 | 100 | 10 | Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM58 | Hurricane | 110 | 80 | 5 | Priority: 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. | ||
TM61 | Will-O-Wisp | None | 85 | 15 | Priority: 0. Burns the target. | ||
TM62 | Acrobatics | 55 | 100 | 15 | Priority: 0. If the user has no held item, this move has double power. | ||
TM63 | Brutal Swing | 60 | 100 | 20 | Priority: 0. Inflicts regular damage. | ||
TM64 | Explosion | 250 | 100 | 5 | Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage. | ||
TM68 | Giga Impact | 150 | 90 | 5 | Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM74 | Gyro Ball | None | 100 | 5 | Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio | ||
HM2 | Fly | 80 | 100 | 15 | Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), 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 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. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Bind | 15 | 85 | 20 | Priority: 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 Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Knock Off | 65 | 100 | 20 | Priority: 0. Target loses its held item. | ||
Magic Coat | None | None | 15 | Priority: 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 Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
Recycle | None | None | 10 | Priority: 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 Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
Sleep Talk | None | None | 10 | Priority: 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. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Spite | None | 100 | 10 | Priority: 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. | ||
Tailwind | None | None | 15 | Priority: 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. | ||
Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Celestial Tower | Roof | Floor | 40-44 | 10.0 |
Reversal Mountain | Outside | Dark Grass (Doubles) | 40-43 | 20.0 |
Reversal Mountain | Outside | Grass | 39-42 | 10.0 |
Route 14 | Dark Grass (Doubles) | 42-46 | 15.0 | |
Route 14 | Grass | 41-44 | 10.0 |