[OVERVIEW]
Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines its ability to outspeed most Pokemon such as Swanna and Simisage with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room on teams as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack also is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery or have such utility moves but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff's weaknesses to many common types such as Ice, Rock, and Fire also make it highly exploitable by Pokemon that Jumpluff would otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.
[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore is an option that allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute, while Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.
Set Details
========
Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to dual screens teams as well as threaten Pokemon behind a Substitute such as Exeggutor.
Usage Tips
========
Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage or Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a sleep absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple a foe. However, even if there is, Jumpluff can predict the sleep absorber to come in and pivot with U-turn to a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish its use of Strength Sap, since such a foe's presence severely hinders Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are physically frail or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.
Team Options
========
Jumpluff fits well on bulky offense and balanced teams that need a fast Pokemon and a check to Grass-types such as Leafeon and Servine as well as specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail wallbreakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which give them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's ability to deal with Grass- and Fighting-types and its Ground immunity. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds fewer setup opportunities.
Set Details
========
In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep, and threaten Pokemon hidden behind a Substitute such as Simipour.
Usage Tips
========
The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.
Team Options
========
Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, such as Focus Blast and High Horsepower. They can also switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's Hidden Power Ice. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.
[STRATEGY COMMENTS]
Other Options
=============
Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its consistent Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum or as many setup opportunities as Encore, Sleep Powder, or Memento.
Checks and Counters
===================
**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.
**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.
**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.
**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.
**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.
[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[bigtalk, 466663], [The Dutch Plumberjack, 232216]]
Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines its ability to outspeed most Pokemon such as Swanna and Simisage with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room on teams as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack also is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery or have such utility moves but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff's weaknesses to many common types such as Ice, Rock, and Fire also make it highly exploitable by Pokemon that Jumpluff would otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.
[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore is an option that allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute, while Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.
Set Details
========
Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to dual screens teams as well as threaten Pokemon behind a Substitute such as Exeggutor.
Usage Tips
========
Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage or Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a sleep absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple a foe. However, even if there is, Jumpluff can predict the sleep absorber to come in and pivot with U-turn to a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish its use of Strength Sap, since such a foe's presence severely hinders Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are physically frail or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.
Team Options
========
Jumpluff fits well on bulky offense and balanced teams that need a fast Pokemon and a check to Grass-types such as Leafeon and Servine as well as specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail wallbreakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which give them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's ability to deal with Grass- and Fighting-types and its Ground immunity. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds fewer setup opportunities.
Set Details
========
In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep, and threaten Pokemon hidden behind a Substitute such as Simipour.
Usage Tips
========
The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.
Team Options
========
Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, such as Focus Blast and High Horsepower. They can also switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's Hidden Power Ice. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciate
[STRATEGY COMMENTS]
Other Options
=============
Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its consistent Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum or as many setup opportunities as Encore, Sleep Powder, or Memento.
Checks and Counters
===================
**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.
**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.
**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.
**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.
**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.
[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[bigtalk, 466663], [The Dutch Plumberjack, 232216]]
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