Back to the Pokédex
Official artwork of Drifblim

#0426

Drifblim

Gen IV

Blimp Pokémon

GhostFlying

Pokédex entry · Diamond

It’s drowzy in daytime, but flies off in the evening in big groups. No one knows where they go.

Height
1.2 m
Weight
15 kg
Base EXP
174
Growth
Fluctuating
Catch rate

60/255Medium

Friendship

70/255

Base stats

HP150Attack80Defense44Speed80Sp. Def54Sp. Atk90
HP★
150
Attack
80
Defense
44
Speed
80
Sp. Def
54
Sp. Atk
90

Total 498

High

EV yield +2 HP

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP210257
Attack76145
Defense44105
Speed76145
Sp. Def53116
Sp. Atk85156
Total544924

About Drifblim

It carries people and Pokémon through the air, although the wind can take it anywhere. During the day it remains drowsy and, at dusk, sets out in groups with no apparent destination. Pokédex entries combine this wandering behaviour with unsettling stories: people disappearing after climbing aboard, and groups vanishing when someone tries to follow them with their eyes.

Its body resembles a hot-air balloon or an airship, with four arms that seem to hold an invisible basket. The gas inside it is linked to souls, according to some descriptions, and when it loses volume, it can drag people and Pokémon along with it. This combination of transport and danger explains its classification as the Blimp Pokémon.

It occupies the final stage of its evolutionary line. It evolves from Drifloon when it reaches level 28, gaining a larger body and a presence that is much harder to ignore. It retains the Ghost and Flying types, but its appearance goes from lost balloon to fully fledged aircraft.

Combat analysis

×2

Weakness

ElectricIceRockGhostDark
×½

Resistance

GrassPoison
×¼

Double resistance

Bug
×0

Immunity

NormalFightingGround

Drifblim in depth

An airship that lets itself drift

The design is based on a hot-air balloon and a non-rigid airship. Its rounded silhouette, white cloud-like head and arms that resemble mooring cables point to a floating aircraft, but the Ghost type adds a more sinister reading. Some interpretations also link it to airborne jellyfish, luminous phenomena seen in the sky and tales of spirits drifting without control.

The English name combines “drift”, referring to drifting, and “blimp”, referring to the airship. Its Japanese name, Fuwaraido (フワライド), combines the idea of floating gently with “ride”, meaning to ride or travel, and contains a wordplay reference to following others without any clear purpose. That last reading fits the entries describing entire groups moving towards an unknown destination.

From lost balloon to spectral aircraft

Drifblim debuted in Generation IV as Drifloon's evolution. The transformation does not change its types, but it reinforces the concept: Drifloon looks like a small, vulnerable balloon; Drifblim takes on the size of an aircraft capable of carrying passengers. The line also preserves the contrast between an almost childlike appearance and Pokédex texts about disappearances and the afterlife.

Across the generations, it has kept that identity without receiving any alternate forms. Its movepool, however, has adapted over time. In Scarlet and Violet, it combines Shadow Ball, Phantom Force, Air Slash and Acrobatics with support tools such as Tailwind, Baton Pass, Will-O-Wisp, Trick and Trick Room. It also retains sacrificial moves such as Self-Destruct and Explosion, which fit its theme of a balloon losing control of its contents.

Plenty of HP, not much armour

Unlike Gengar, Drifblim is not looking for the same immediate damage. It has much more HP, but its defences are poor and its Special Attack is not high enough to pressure prepared teams on its own. Its advantage lies in switching in on Normal-, Fighting- or Ground-type attacks, forcing a response and using that turn to burn, pass boosts or set up a Speed increase.

The comparison with Drifloon also clarifies its role. Its pre-evolution is frailer and is designed for the early stages of the adventure; Drifblim can maintain a support role throughout a longer playthrough. In low-level single battles, its huge HP pool allows it to stretch turns with Pain Split, Protect and status conditions. In doubles, Tailwind and Baton Pass are more valuable because they directly help its partner.

How not to give it away to the opponent

The item determines which version is worth using. With Unburden, it is best to use an item that disappears or is consumed, and save Drifblim for when the faster opponents have already been weakened. If it comes in too early, Stealth Rock, Knock Off and any super effective attack can take it out before it activates its Ability. With Flare Boost, the burn increases its special power, but residual damage reduces the margin that its HP seems to provide.

Will-O-Wisp is useful against physical attackers, and Shadow Ball makes use of its Ghost typing. Tailwind supports the whole team, while Calm Mind and Stored Power form a more ambitious plan that needs several free turns. Trick Room lets it reverse the logic of Speed, although it does not make equal use of Unburden. In every case, Dark, Electric, Ice and Rock types force it to choose its entry point carefully; an Air Balloon does not remove these weaknesses, but it does protect it from Ground-type attacks until the item disappears.

TCG cards

Showing 18 of 21 cards.

0%