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Drifblim

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Drifblim in Pokémon Black & White

#426 in the National Pokédex • Blimp Pokémon

Drifblim in the National Pokédex
Drifblim sprite

Normal

Shiny Drifblim sprite

Shiny

Pokédex entries

Pokémon Black

At dusk, swarms of them are carried aloft on winds. When noticed, they suddenly vanish.

Pokémon White

At dusk, swarms of them are carried aloft on winds. When noticed, they suddenly vanish.

Pokémon details

Types

GhostFlying

Category

Blimp Pokémon

Height

1.2 m (3'11")

Weight

15 kg (33.1 lbs)

National Pokédex

#0426

Drifblim in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

150

410

504

Attack

80

148

284

Defense

44

83

205

Sp. Atk

90

166

306

Sp. Def

54

101

227

Speed

80

148

284

Total

498

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Drifblim, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 HP
Catch rate
60
Base Exp.
174

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
30

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Drifloon

Drifloon

#425

Level 28

Drifblim

Drifblim

#426

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Giant Chasm

Giant Chasm (outside)

Walking in tall grass or a cave4910%

-

Giant Chasm

Giant Chasm (outside)

Walking in dark grass5910%

-

Route 13

Road 13

Walking in tall grass or a cave4910%

-

Route 13

Road 13

Walking in dark grass5910%

-

Route 14

Road 14

Walking in tall grass or a cave4910%

-

Route 14

Road 14

Walking in dark grass5910%

-

White
LocationMethodLevelChanceConditions

Giant Chasm

Giant Chasm (outside)

Walking in tall grass or a cave4910%

-

Giant Chasm

Giant Chasm (outside)

Walking in dark grass5910%

-

Route 13

Road 13

Walking in tall grass or a cave4910%

-

Route 13

Road 13

Walking in dark grass5910%

-

Route 14

Road 14

Walking in tall grass or a cave4910%

-

Route 14

Road 14

Walking in dark grass5910%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartGust

A gust of wind is whipped up by wings and launched at the target to inflict damage.

Flying4010035
StartMinimize

The user compresses its body to make itself look smaller, which sharply raises its evasiveness.

Normal--20
StartConstrict

The target is attacked with long, creeping tentacles or vines. It may also lower the target’s Speed stat.

Normal1010035
StartAstonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
6Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015
11Gust

A gust of wind is whipped up by wings and launched at the target to inflict damage.

Flying4010035
14Focus Energy

The user takes a deep breath and focuses so that critical hits land more easily.

Normal--30
17Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
22Hex

This relentless attack does massive damage to a target affected by status problems.

Ghost5010010
27Stockpile

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

Normal--20
32Spit Up

The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.

Normal-10010
32Swallow

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Normal--10
37Ominous Wind

The user blasts the target with a gust of repulsive wind. It may also raise all the user’s stats at once.

Ghost601005
44Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40
51Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
56Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM62Acrobatics

The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.

Flying5510015
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM64Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
HM01Cut

The target is cut with a scythe or a claw. It can also be used to cut down thin trees.

Normal509530
HM02Fly

The user soars, then strikes its target on the second turn. It can also be used for flying to any familiar town.

Flying909515

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Prior evolution: egg

Clear Smog

The user attacks by throwing a clump of special mud. All status changes are returned to normal.

Poison50-15

Prior evolution: egg

Defog

A strong wind blows away the target’s obstacles such as Reflect or Light Screen. It also lowers the target’s evasiveness.

Flying--15

Prior evolution: egg

Destiny Bond

When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.

Ghost--5

Prior evolution: egg

Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020

Prior evolution: egg

Haze

The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Ice--30

Prior evolution: egg

Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020

Prior evolution: egg

Memento

The user faints when using this move. In return, it harshly lowers the target’s Attack and Sp. Atk.

Dark-10010

Prior evolution: egg

Weather Ball

An attack move that varies in power and type depending on the weather.

Varies

5010010

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Air Cutter

The user launches razor-like wind to slash the opposing team. Critical hits land more easily.

Flying559525

PokéTransfer from Generation IV

Amnesia

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20

Trade from Black 2 or White 2

Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520

Trade from Black 2 or White 2

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Recycle

The user recycles a held item that has been used in battle so it can be used again.

Normal--10

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Silver Wind

The target is attacked with powdery scales blown by wind. It may also raise all the user’s stats.

Bug601005

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010

PokéTransfer from Generation IV

Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Tailwind

The user whips up a turbulent whirlwind that ups the Speed of all party Pokémon for four turns.

Flying--30

PokéTransfer from Generation IV

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Aftermath

Ability Slot 1

Damages the attacker landing the finishing hit.

Damages the attacker for 1/4 its max HP when knocked out by a contact move.

Unburden

Ability Slot 2

Raises Speed if a held item is used.

Doubles Speed upon using or losing a held item.

Flare Boost(Hidden Ability)

Powers up special attacks when burned.

Boosts the power of special moves by 50% while burned.

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