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Jumpluff

In-battle formes

HP:75
Attack:55
Defense:70
Sp. Atk:55
Sp. Def:95
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
PU
Offensive Utility350
Swords Dance350

Evolutions

Strategies

  • en
Formats:
Written by Magnemite

Overview

While Jumpluff's very low base Attack doesn't scream "good offensive Pokemon", it is a fantastic Pokemon in the PU metagame for a variety of reasons. First, its great Speed and amazing movepool, which features options such as Sleep Powder, U-turn, and Swords Dance, make it a very versatile Pokemon that can provide tons of utility to nearly every team. Jumpluff can perform several important roles quite effectively. In addition to being a solid utility Pokemon in general, Jumpluff also makes for a great partner to the many threatening setup sweepers in PU thanks to its access to Sleep Powder and Memento, and it can even sweep itself with Swords Dance. However, Jumpluff's low base Attack, while somewhat mitigated by its high-Base Power STAB moves and decent coverage, makes it quite easy to switch into, especially after it has already put a foe to sleep. The Swords Dance set is easily checked by common Pokemon such as Floatzel, Zebstrika, and most Choice Scarf users. Jumpluff is also worn down quite quickly due to its Stealth Rock weakness, which can be difficult to account for in PU due to the metagame's limited number of options for entry hazard removal.

Offensive Utility

Move 1
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 2
Move 3
  • Seed Bomb
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power80 BP
    Accuracy100%
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
Move 4
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Memento
    Lowers target's Attack, Sp. Atk by 2. User faints.
    TypeDark
    Accuracy100%

Moves

Acrobatics is a necessary STAB attack on any Jumpluff set, having decent power without an item and great coverage against a lot of Pokemon in the tier. Sleep Powder is a must as well, as it is especially good on Jumpluff to incapacitate bulkier Pokemon, since most sleep absorbers don't want to switch into Acrobatics. Seed Bomb is an important secondary STAB move that lets Jumpluff check Pokemon such as Simipour and Golem. However, Toxic can be used to wear down switch-ins such as Gourgeist-XL and Stunfisk, which are greats checks to it. U-turn lets Jumpluff pivot out of obvious switch-ins such as Zebstrika, Probopass, and Klang and is especially useful after using Sleep Powder to gain momentum. Memento lets Jumpluff give a teammate a free setup opportunity on just about anything, which is invaluable support. Seed Bomb or Encore can be used alongside Memento; the choice depends on the kind of support Jumpluff's team needs the most.

Set Details

Maximum Speed and Attack EVs with a Jolly nature let Jumpluff take advantage of its great Speed and hit harder than wet cardboard. However, if using Memento, Jumpluff can use HP EVs instead of Attack EVs in order to be able to switch into some attacks. No item is used in order to make Acrobatics powerful. Infiltrator allows Jumpluff to revenge kill Substitute users such as Ninetales and Sawsbuck.

Usage Tips

How Jumpluff should be played depends greatly on whether or not it is running Memento. If Jumpluff is not running Memento, it should be played as an offensive pivot, switching in on predicted support moves such as Taunt and Spikes and gaining momentum or putting a foe to sleep. If Jumpluff is running Memento, its main focus should obviously be finding the best time to use the move. It is best to figure out the Pokemon on the opposing team that your setup sweepers could set up on, try to draw them in, and then get Jumpluff in and use Memento. In general, it is a good idea to U-turn out of obvious switches to Jumpluff's counters.

Team Options

Pokemon that can beat Jumpluff's common switch-ins make for good teammates. Monferno can take on Probopass and Pawniard, Stunfisk can beat Zebstrika, and Cryogonal can beat Stunfisk and help with Rotom-F. If Jumpluff is using Memento, setup sweepers such as Rock Polish Relicanth, Gorebyss, and Huntail are mandatory teammates. Fraxure in particular is a great partner, as it can easily set up on -2 Zebstrika. Defog support from Pokemon such as Swanna, Vullaby, and Vibrava is helpful, as Jumpluff is weak to Stealth Rock and likes to switch in many times throughout the match.

Swords Dance

Move 1
Move 2
Move 3
  • Acrobatics
    Power doubles if the user has no held item.
    TypeFlying
    CategoryPhysical
    Power55 BP
    Accuracy100%
Move 4
  • Seed Bomb
    No additional effect.
    TypeGrass
    CategoryPhysical
    Power80 BP
    Accuracy100%

Moves

Swords Dance lets Jumpluff function as a threatening sweeper. Sleep Powder lets Jumpluff generally be useful early in the game and set up on Pokemon that it otherwise wouldn't be able to. Acrobatics and Seed Bomb are mandatory STAB moves that have good coverage.

Set Details

The EVs and nature are standard for a fast physical sweeper. No item is used because an item would weaken Jumpluff's main STAB option. Chlorophyll should be used if your team has trouble against sun teams, while Infiltrator should be used otherwise in order to ignore Substitutes.

Usage Tips

Early-game, Jumpluff should mainly be using Sleep Powder in order to support its team (provided that the opponent has no way to block it). Once its counters have been weakened or removed, it should attempt to set up Swords Dance on something it forces out, such as Gogoat. If the opposing team is weak to Jumpluff, try to not let it take unnecessary damage early on so that it can sweep late-game.

Team Options

Strong wallbreakers such as Choice Band Dodrio and Stoutland can help soften the opposing team for Jumpluff to sweep later on. Probopass can trap Klang for Jumpluff and give it opportunities to switch in with Volt Switch. Pokemon that can switch into Jumpluff's checks and counters are recommended. Camerupt can beat both Zebstrika and Choice Scarf Rotom-F, while Politoed can beat Floatzel, and Choice Scarf Simipour.

Other Options

Jumpluff lacks viable other options outside of what has already been mentioned. Synthesis can be used, but Jumpluff lacks the space for it. Leech Seed may seem appealing as it can greatly annoy Steel-type switch-ins, but Jumpluff would much rather use its standard options. Natural Gift with a Salac Berry can be used on a Swords Dance set for a surprise 100-Base Power Fighting-type attack against Probopass and Pawniard but it gives up the immediate power of Acrobatics before use and forces Jumpluff to sacrifice one of its other important moves to work. Chlorophyll can be used to counterteam rare Sun teams, but is useless otherwise.

Checks and Counters

Zebstrika: Thanks to Sap Sipper, Zebstrika can switch into anything Jumpluff uses easily and retaliate with Hidden Power Ice, though it is worn down by entry hazards, Life Orb recoil, and damage from Acrobatics or U-turn, so it cannot switch in very many times. Additionally, it is easy setup fodder for many Pokemon if it switches into Memento.

Sleep-immune Pokemon: Defensive Tangela and Gourgeist-XL can take hits from the support set quite easily, though they take quite a bit from a +2 Acrobatics. While not very common, Pokemon such as Vullaby and Electabuzz are immune to sleep and take little from Jumpluff's moves.

Steel-types: Pawniard and Metang take little from anything Jumpluff throws at them, and they have Defiant and Clear Body to block Memento. They can both be threatened by Encore if they use Swords Dance or Stealth Rock, however.

Faster Pokemon: Floatzel, Zebstrika, Purugly, and Choice Scarf users such as Rotom-F and Simipour can make quick work of Jumpluff due to its average bulk and 4x weakness to Ice-type moves.

Credits

Moves

 
Power
55
Accuracy
100%
PP
15
Power doubles if the user has no held item.
 
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
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
25
Accuracy
100%
PP
30
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
PP
10
Raises the user's Defense by 3.
 
Power
Accuracy
100%
PP
40
Lowers the target's Speed by 2.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
30
No additional effect.
 
Power
40
Accuracy
100%
PP
40
Always leaves the target with at least 1 HP.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Grass power, +1/16 max HP.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
90%
PP
10
1/8 of target's HP is restored to user every turn.
 
Power
40
Accuracy
100%
PP
15
User recovers 50% of the damage dealt.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
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
The foes' moves target the user on the turn used.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
75%
PP
15
Causes the target to fall asleep.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
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
20
Raises the user's Attack by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
50
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
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