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Jumpluff

In-battle formes

HP:75
Attack:55
Defense:70
Sp. Atk:55
Sp. Def:85
Speed:110
Min (-ve nature, 0 IVs)202
Default256
Max Neutral319
Max Positive350
Max Neutral (+1)478
Max Positive (+1)525
Max Neutral (+2)638
Max Positive (+2)700
OverUsed
SubSeed341
Offensive342

Evolutions

Strategies

  • en
Formats:

Overview

Overall, this is a bad Sceptile. However, it has the potential to force a lot of switches with Leech Seed and Encore. It is pretty useful if paired with a Spikes user.

SubSeed

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

A classic annoyer, this is almost useless without Spikes. Sleep Powder a foe, and set up with Substitute and Leech Seed until the opponent faints or switches out again. Encore can be used to keep foes such as Snorlax and Metagross using Curse and Earthquake respectively. The main problem with this set is that Substitute and Leech Seed each have a maximum of 16 PP, which can run out faster than you'd think. 340 Speed let Jumpluff beat Adamant Dugtrio; put the rest in HP and defenses.

Offensive

Move 1
Move 2
Move 3
  • Leech Seed
    1/8 of target's HP is restored to user every turn.
    TypeGrass
    Accuracy90%
Move 4

Same premise as the first, but you now have some sort of way to hurt Grass-types who are immune to Leech Seed. The 140 Attack EVs enable Jumpluff to OHKO Heracross and 2HKO Medicham.

Other Options

Stun Spore can help scout for full paralysis, and along with Substitute, score Jumpluff some free turns. Reflect can enable Jumpluff's Substitutes to survive most physical moves not called Rock Slide or Hidden Power Flying. Jumpluff can use Toxic; combined with Leech Seed, this really piles on the ancillary damage.

Checks and Counters

Counters to Jumpluff are numerous, and include other Grass Pokemon, Hidden Power Ice variants of Jolteon and Raikou, Alakazam, and Aerodactyl. Tyranitar's Sand Stream can prevent Jumpluff from recovering as much HP, but will also let its Leech Seed be that much more effective in whittling down the health of non-immune Pokemon.

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
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
10
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
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
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 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
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
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
PP
20
One adjacent ally's move power is 1.5x this turn.
 
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
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
75%
PP
35
Poisons the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
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
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
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
10
User takes 1/4 its max HP to put in a substitute.
 
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
PP
30
Raises the user's Attack by 2.
 
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 foe(s) Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
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