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Jumpluff

In-battle formes

Type
Immune to:
Strongly resists:
Resists:
Weak to:
Very weak to:
Tier
HP:75
Attack:55
Defense:70
Sp. Atk:55
Sp. Def:85
Speed:110

Evolutions

Strategies

  • en
Formats:

Overview

Jumpluff is fast, immune to Earthquake, and gets just about all the support moves one could want. This is a good thing, since its stats don't really enable it to attack. Jumpluff is mainly an in-and-out Pokemon; it switches in to absorb an Earthquake and then uses one of its 4 moves based on the trainer's best judgment. For this reason, Jumpluff requires a fair amount of prediction to be used effectively. When played right, Jumpluff is amazingly useful. When not played right, well... it basically wastes a valuable slot on the team. But then, a majority of the Pokemon available work this way so that's really not much of revolutionary thought.

Status Support

Move 1
Move 2
Move 3
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 4
  • Encore
    The target repeats its last move for 3-6 turns.
    TypeNormal
    Accuracy100%

Status and Leech Seed everything in sight. With Spikes, you'll rack up a good amount of damage on multiple switches. If they use Earthquake or Curse, switch in Jumpluff and laugh as you use Encore and make them useless.

Other Options

Toxic can be used as an alternate status to Stun Spore, and pairs nicely with Leech Seed. Jumpluff can use Protect to prolong damage done by Leech Seed and to regain health even more. Reflect is much of the same, as it lets Jumpluff take more hits as Leech Seed steadily heals it back up.

Checks and Counters

Any status effect really screws up Jumpluff. Paralysis takes its only good stat out of commission, Toxic and burns will take an eventual toll on a Pokemon that relies really only on Leftovers, Leech Seed, and any amount of stalling to stay alive. Ice, Fire, Flying, Rock... all the weaknesses associated with its type. Rock Slide is a pretty popular move that tags along on Earthquake-using Pokemon, so watch out for that when trying to absorb Earthquakes.

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
85%
PP
40
Lowers the target's Speed by 2.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
The target repeats its last move for 3-6 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
Accuracy
70%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
60
Accuracy
100%
PP
5
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
40
Lowers the target's Attack by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
40
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
40
Accuracy
100%
PP
20
Scatters coins.
 
Power
Accuracy
75%
PP
35
Poisons the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
20
For 5 turns, the user's party has doubled Def.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
75%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
75%
PP
30
Paralyzes the target.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Lowers the target's evasiveness by 1.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the target's Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
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