NU Jumpluff

Punchshroom

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It's so fluffy I'm gonna die

Overview
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Jumpluff is one of the fastest Pokemon in NU, capable of outspeeding speedy threats such as Pyroar, Scyther, and Cryogonal while Speed tying with Archeops and Tauros. Its most notable trait is its fast Sleep Powder, which makes it the fastest sleep inducer in the tier and allows it to put many Pokemon out of commission before they can move. Combined with its various support moves, this makes Jumpluff one of NU's most disruptive Pokemon. Jumpluff also has good STAB moves and typing, allowing it to check the offensive Water-, Grass-, and Fighting-types of the tier, namely Samurott, Lilligant, and Sawk. Its Flying STAB type is especially useful, as it not only has good neutral coverage in the tier but also hits opposing Grass-types wanting to absorb Sleep Powder. However, Jumpluff has only decent bulk at best and pretty pitiful offenses. It does have Swords Dance to help augment its power, though it is usually reliant on the move to do good damage. Jumpluff also faces slight competition with Vivillon, which also has Flying-type STAB, but has a much more accurate Sleep Powder, better initial power, and a more dangerous boosting move.

Power Puff
########
name: Power Puff
move 1: Sleep Powder
move 2: Swords Dance
move 3: Acrobatics
move 4: Seed Bomb / Memento
ability: Infiltrator
item:
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Sleep Powder is Jumpluff's most defining asset, especially given Jumpluff's Speed, which allows it to threaten all kinds of foes while also giving Jumpluff the opportunity to set up. Swords Dance boosts Jumpluff's Attack to deceptively powerful levels and opens up the possibility of a sweep. Acrobatics is Jumpluff's best STAB option due to its solid power and good neutral coverage on the majority of the tier. Seed Bomb is another STAB option which allows Jumpluff to strike various Pokemon that resist Flying such as Rhydon, Archeops, Electivire, and Carracosta. Jumpluff's fast Memento allows it to create setup opportunities for its teammates, albeit at the cost of its own life.

Encore is also an option for the last slot, as it allows Jumpluff to force out even more foes even after triggering Sleep Clause, particularly slower Pokemon using harmless attacks such as stat-boosting moves, Substitute, recovery moves, Earthquake, and resisted priority moves. Encore also allows Jumpluff to evade Sucker Punch and force out Fake Out users.

Set Details
========

Jumpluff sits in an important Speed tier, so maximum Speed is a must to outspeed as much as possible, as well as not fall behind Tauros and Archeops. Jumpluff needs as much Attack as possible to hit hard, given its low Attack stat. Jumpluff also holds no item, as it wants the power of a boosted Acrobatics at all times in case it needs to check Pokemon such as Lilligant, Scyther, and Sawk. The remaining EVs should not be placed in HP, as that causes Jumpluff to be 4HKOed by Stealth Rock alone; the remaining EVs can be placed into Defense to take priority better, or it can go into Jumpluff's better Special Defense to take advantage of its Water and Grass resistances. Infiltrator allows Jumpluff to bypass Substitute, allowing it to Sleep Powder foes or attack them directly without hindrance. However, Chlorophyll can be used if Jumpluff is used on a sun team, as it is one of sun's best responses against opposing Lilligant.

Usage Tips
========

Jumpluff should always start in a position where it can threaten to use Sleep Powder, or perhaps Encore, on a slower opponent. Fortunately, this is not difficult due to Jumpluff's great Speed. Jumpluff would be in an even better position if it can also threaten its target with Acrobatics. Take note of any possible Sleep Powder absorbers the opponent might have, lest you waste Jumpluff's opportunity. The idea is to sleep a threat on the opponent's team and soften the rest of them up with boosted Acrobatics. If Jumpluff is packing Encore, you are encouraged to be a bit more daring with Jumpluff as you try to actively switch it in on opponents, most preferably on harmless recovery and (non-Speed) boosting moves or ineffective attacks such as Earthquake. If Jumpluff is carrying Seed Bomb, it can be used to blast Pokemon that resist Flying such as Rhydon, Rotom, and Carracosta, giving more breathing room for your other Flying-type attackers if you have them.

Expect a lot of mind games to ensue as you figure out when to use Sleep Powder or Swords Dance, while your opponent figures out if sending in their sleep fodder is worth the risk of giving Jumpluff a free boost; the mind games only become more frequent if Encore is thrown into the picture. With that said, Jumpluff can be a very skill-based Pokemon: whether it wreaks irreparable havoc on the opponent's team or falls flat on its face can largely come down to your judgment.

Team Options
========

Jumpluff fits best on offensive teams, as they can best take advantage of the chaos Jumpluff leaves behind. Fighting-types make for great teammates; they can take care of the numerous Pokemon that give Jumpluff issues, namely Steel-types and Sap Sipper Pokemon, and take Rock-type moves for Jumpluff, while Jumpluff can lure in and soften or take out bulky Fighting-type stops such as Garbodor, Granbull, and Vileplume.

Jumpluff has good offensive and defensive synergy with Fire-types; the Fire-types can break down physical walls for Jumpluff while resisting Fire and Ice attacks for Jumpluff, while Jumpluff can support them with Sleep Powder and take the Water and Ground attacks aimed at them, especially discouraging the use of Earthquake when Encore is concerned. Other Flying-types, such as Swellow, Scyther, and Archeops, pair well with Jumpluff as a form of Flying-type spam, as Jumpluff can lure out Pokemon that resist Flying and either put them to sleep or soften them up with a boosted Seed Bomb. If using Memento, setup sweepers such as Samurott, Klinklang, and Huntail make for appealing teammates.

Because Jumpluff lacks overwhelming power even when boosted, entry hazard support is greatly recommended for it to land KOs. Mesprit, Rhydon, Regirock, Carracosta, Seismitoad, and Garbodor are reliable entry hazard setters, while all but Mesprit have remarkable defensive synergy with Jumpluff, as their weaknesses to Ground, Fighting, and Grass are covered by Jumpluff and can be taken advantage of by Encore.

Bulky teammates help guard Jumpluff from faster revenge killers; Rhydon, Regirock and Carracosta can fend off the likes of Sneasel, Swellow, and Fire-types, as well as eat up priority attacks. Alternatively, Pokemon that can take advantage of the likes of Ice Shard as well as Choiced Fire-type and Ice-type attacks make for great partners as well, most notably boosting Water-types such as Samurott, Huntail, and Carracosta; Jumpluff in turn resists Grass-type attacks for them, as well as Fighting and Ground moves for Carracosta.

Other Options
########
Substitute allows Jumpluff to evade status and thwart revenge killers. Synthesis extends Jumpluff's longevity, which gives it an easier time trying to set up as well as improving its ability to soft-check Fighting-types such as Gurdurr and Hariyama, especially given that its lack of a held item reduces Knock Off damage. SubSeed might seem appealing considering that Jumpluff's Flying-type STAB wards off Grass-types, but this strategy has poor offensive presence overall and is usually regarded as inefficient. Bounce can be used on the SubSeed set to stall for recovery and even threaten paralysis, but poor PP reduces the set's staying power. Jumpluff has many support options, such as U-turn, Aromatherapy, Sunny Day, and Reflect, although Uxie usually makes better use of these moves (albeit with Heal Bell over Aromatherapy) due to its far greater bulk and has a wider support movepool overall. Cotton Guard skyrockets Jumpluff's Defense but does not improve upon its weakness to special attacks, particularly Ice- and Fire-type moves, and low offensive presence.

Checks & Counters
########
**Sleep Powder Absorbers**: Pokemon that can absorb Sleep Powder can help to lessen the threat of Jumpluff's access to fast sleep. That said, Grass-types only make for subpar responses due to their weakness to Flying-type moves, with the sole exceptions of Ferroseed and Cradily. While Magmortar and Electivire risk being OHKOed by +2 Acrobatics and Seed Bomb, respectively, they can threaten Jumpluff should they switch into a Sleep Powder instead. Sap Sipper Pokemon such as Bouffalant and Miltank can respond well to Jumpluff and whittle it down with their STAB moves. RestTalk Pokemon can trigger Sleep Clause to protect their teammates from Sleep Powder while retaining their ability to function, though be warned that Encore can make RestTalking against Jumpluff tricky.

**Bulky Tanks and Pokemon That Resist Flying**: Pokemon such as Mawile, Klinklang, Probopass, Rhydon, Carracosta, Lanturn, Rotom-S, and bulky Rotom are amongst the better responses to Acrobatics Jumpluff. Archeops is another Pokemon that resists Flying, but it additionally has the potential to Speed tie with Jumpluff. Be warned that most of them risk taking major damage from a boosted Seed Bomb. Sometimes, having a Pokemon that can take a boosted hit and retaliate with super effective STAB moves, such as Garbodor, Weezing, and Regirock, makes for an equally effective response.

**Status**: Burn and paralysis utterly cripple Jumpluff's offensive potential, while poison puts it on a timer to sweep the foe, which it heavily dislikes given its need to set up beforehand. If Sleep Clause has been activated, Thunder Wave users, such as Musharna, Granbull, and Uxie, or Will-O-Wisp users, such as Rotom and Weezing, can stop a Jumpluff sweep.

**Faster Attackers**: Should Jumpluff ever find itself getting outsped, it often finds itself in a difficult position. Faster Pokemon, such as Sneasel, Swellow, weather sweepers, and various Choice Scarf users, can pick off Jumpluff mid-sweep, although Jumpluff can have Chlorophyll to outspeed opposing Chlorophyll Pokemon. Alternatively, strong priority attackers such as Kangaskhan, Kecleon, Cacturne, and Piloswine can work, with Ice Shard being especially effective. Do note Jumpluff's resistance to Aqua Jet and Mach Punch, as well as Fake Out and Sucker Punch's potential to backfire due to Jumpluff's Encore.
 
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marilli

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Shouldn't Seed Bomb be the primary slash over Encore?

Encore is nice but I never needed anything other than Sleep Powder to set up and being able to donk Rhydon for teams that rely on Rhydon for birdspam is pretty strong and is its main niche over other bird-types. Sleep Talking is unreliable anyways given the chance of them waking up early as well, and the low chance of actually pulling the move they want, just sitting around with a RestTalker in front of Jumpluff can just give it enough boosts to maul over your team. Seed bomb also allows you to actually do more than just tickle Flying-type resists. Encore does seem more situational especially given the context of Jumpluff most Resttalkers don't have offense to immediately threaten your team (other than Steelix ofc lol wtf domage)

Talking of birds they're good offensive teammates to break through similar counters. They benefit massively if Jumpluff can get the right Sleep Powder target.
 

Punchshroom

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Shouldn't Seed Bomb be the primary slash over Encore?

Encore is nice but I never needed anything other than Sleep Powder to set up and being able to donk Rhydon for teams that rely on Rhydon for birdspam is pretty strong and is its main niche over other bird-types. Sleep Talking is unreliable anyways given the chance of them waking up early as well, and the low chance of actually pulling the move they want, just sitting around with a RestTalker in front of Jumpluff can just give it enough boosts to maul over your team. Seed bomb also allows you to actually do more than just tickle Flying-type resists. Encore does seem more situational especially given the context of Jumpluff most Resttalkers don't have offense to immediately threaten your team (other than Steelix ofc lol wtf domage)
Seed Bomb would be more relevant if Rhydon is the main birdspam counter, but the ubiquity of Mega-Steelix means Seed Bomb doesn't break through that much at all. Encore also isn't just for RestTalk, I've talked about Encore's uses in deterring Earthquakes or Grass moves aimed at teammates, forcing out Fake Out and Sucker Punch users, and giving Jumpluff another way to find setup opportunities (like on Gatr's Aqua Jet) once Sleep Clause is triggered, which is important because Jumpluff needs to set up to threaten foes.

Talking of birds they're good offensive teammates to break through similar counters. They benefit massively if Jumpluff can get the right Sleep Powder target.
I will admit to this much, especially when Seed Bomb is concerned. Added.
 
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Blast

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Seed Bomb isn't just for Rhydon though, it hits Kabutops and Carracosta as well as doing far more to Feraligatr and other Water-types:

+2 252 Atk Jumpluff Seed Bomb vs. 144 HP / 0 Def Feraligatr: 306-362 (88.1 - 104.3%) -- guaranteed OHKO after Stealth Rock
+2 252 Atk Jumpluff Acrobatics (110 BP) vs. 144 HP / 0 Def Feraligatr: 210-247 (60.5 - 71.1%) -- guaranteed 2HKO after Stealth Rock

I get the uses behind Encore, but I definitely still think Seed Bomb should be first
 

soulgazer

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memento is better than encore. the utility that jumpluff offers to a team thanks to Sleep Powder + Memento is amazing and it can easily give you an opportunity to set up freely with a set up sweeper. Sleep Powder something -> Memento as they switch out to something else -> set up -> win.

seed bomb def has uses because jumpluff is a grass-type and usually your grass-types are the ones that checks waters or grounds for your team lol

encore just seems average so just put that in moves please. sub is meh and synthesis just seems useless and a waste of space at this point so move that to OO
 

Punchshroom

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Dat Blast Soulgazer marilli So Ima just chalk up my options here, in terms of importance:

Slashworthy moves:
- Seeb Bomb: lets Pluff check Waters and Grounds and bypass Rock-types
- Memento: lets teammates set up and harass shit (at the cost of its life)
- Encore: lets Jumpluff set up and harass shit (albeit with more properly timed switches, and requires more skill to use than Memento)

'Moves' mention:
- Synthesis: decent from testing, allows Jumpluff to check bulkier Fighting-types in Yama and Gurdurr for longer and survive in general

OO moves:
- Substitute: meh from testing, lets Jumpluff become too easily worn down
 
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ryan

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Mention somewhere that Jumpluff is fucking piss weak. I like the idea of Memento because yes it helps teammates set up instead of itself but you're more likely to sweep with about any other NU setup sweeper than you are Jumpluff.

I think Substitute and Synthesis are better off in OO. They just don't do enough for the moveslot when you have options like Seed Bomb, Encore, and Memento.

Can we please make Bounce SubSeed a main set? It sounds terrible, but bouncing Jumpluff sounds adorable.

I'll stamp this once we all come to an agreement on the set.
 

soulgazer

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ye memento needs a slash. I personally see Jumpluff more as 'offensive support/utility' than a setup sweeper. A Grass-type able to outspeed and beat Virizion, Heliolisk, Typhlosion that can also beat Hariyama, SD Gatr, and more is huge for offensive teams. Acrobatics / Sleep Powder / Swords Dance / Seed Bomb | Memento should be the set. Seed Bomb before Memento because while Memento is indeed great, Jumpluff needs Seed Bomb to deal with certain mons better (Water- and Ground-types, which you would usually use a Grass-type for!).

just put Encore in moves, Synthesis and Sub in OO
 

Punchshroom

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Mention somewhere that Jumpluff is fucking piss weak
P sure I mentioned 'pitiful offenses' in Overview.

Can we please make Bounce SubSeed a main set? It sounds terrible, but bouncing Jumpluff sounds adorable.
An adorable concept rendered ineffective due to the fact that Bounce's measly 8 PP clashes with SubSeed's staying power, which I already mentioned in OO. Gawd do u even read my analysis ;_;

Implemented your and Soulgazer's changes.
 

ryan

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An adorable concept rendered ineffective due to the fact that Bounce's measly 8 PP clashes with SubSeed's staying power, which I already mentioned in OO. Gawd do u even read my analysis ;_;
excuse me sir, I won a tournament battle with that set yesterday

1/3
 

P Squared

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GP 1/2
add remove
comment
Overview
########
Jumpluff is one of the fastest Pokemon in NU, capable of outspeeding speedy threats such as Typhlosion, Scyther, and Cryogonal, (remove comma) while Speed tying with Archeops and Tauros. Its most notable trait is its fast Sleep Powder, which makes it the fastest sleep inducer move user in the tier and allows it to put many Pokemon out of commission before they can move. Combined with its various support moves, this makes Jumpluff one of NU's most disruptive Pokemon. Jumpluff also has good STAB moves and typing, allowing it to check the offensive Water-, Grass-, and Fighting-types of the tier, namely Samurott, Lilligant, and Sawk. Its Flying STAB type is especially useful, as it not only has good neutral coverage in the tier but also hits opposing Grass-types wanting to absorb Sleep Powder. It's not all sunshine for Jumpluff, (comma) however, as it has only decent bulk at best and pretty pitiful offenses. It does have Swords Dance to help augment its power, though it is usually reliant on it the move to do good damage. Jumpluff also faces slight competition with Vivillon, which also has Flying-type STAB moves, but has a much more accurate Sleep Powder, better initial power, and a more dangerous boosting move.

Power Puff (awww)
########
name: Power Puff
move 1: Sleep Powder
move 2: Swords Dance
move 3: Acrobatics
move 4: Seed Bomb / Memento
ability: Infiltrator
item: (I think you might just remove this section then? actually idk.)
evs: 4 Def / 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========
Sleep Powder is Jumpluff's most defining asset, especially given its Jumpluff's Speed, which allows it to threaten all kinds of opponents foes while also giving Jumpluff the opportunity to set up. Swords Dance boosts Jumpluff's Attack to deceptively powerful levels, (remove comma) and opens up the possibility of a sweep. Acrobatics is Jumpluff's best STAB option due to its solid power and good neutral coverage on the majority of the tier. Seed Bomb is another STAB option which allows Jumpluff to strike various Pokemon that resist Flying-type resists such as Rhydon, Archeops, Electivire, and Carracosta. Jumpluff's fast Memento allows it to create setup opportunities for its teammates, albeit at the cost of its own life.

Encore is also an option for the last slot, as it allows Jumpluff to force out even more opponents foes even after triggering Sleep Clause, particularly slower Pokemon using harmless attacks such as stat boosting moves, Substitute, recovery moves, Earthquake, and resisted priority moves. Encore also allows Jumpluff to evade Sucker Punch and force out Fake Out users.

Set Details
========
Jumpluff sits in an important Speed tier, so maximum Speed is a must to outspeed as much as possible, as well as not falling behind Tauros and Archeops. Jumpluff needs as much Attack as possible to hit hard, (comma) given its low Attack stat. Jumpluff also holds no item, (comma) as it wants the power of an unboosted Acrobatics at all times in case it needs to check Pokemon such as Lilligant, Scyther, or and Sawk. The remaining EVs should not be placed in HP, (comma) as it that causes renders Jumpluff to be 4HKOed by Stealth Rock alone; the remaining EVs can be placed into Defense to take priority better, or it can go into its Jumpluff's better Special Defense to take advantage of its Water and Grass resistances. Infiltrator allows Jumpluff to bypass Substitute, allowing it to Sleep Powder opponents foes or attack them directly without hindrance. However, Chlorophyll can be used if Jumpluff is used on a sun team, as it is one of sun's best responses against opposing Lilligant.

Usage Tips
========
Jumpluff should always start in a position where it can threaten the Sleep Powder, or perhaps Encore, on a slower opponent. Fortunately, this is not difficult due to Jumpluff's great Speed. Jumpluff would be in an even better position if it can also threaten its target with Acrobatics. Take note of any possible Sleep Powder absorbers the opponent may have, lest you waste Jumpluff's opportunity. The idea is to Sleep Powder a threat on the opponent's team, (remove comma) and soften the rest of them foes up with a boosted Acrobatics. If Jumpluff is packing Encore, you are encouraged to be a bit more daring with Jumpluff as you try to actively switch it in on foes opponents, most preferably on harmless recovery and (non-Speed) boosting moves, (remove comma) or ineffective attacks such as Earthquake. If Jumpluff is carrying Seed Bomb, it can be used to blast Pokemon that resist Flying-type resists such as Rhydon, Rotom, and Carracosta, giving more breathing room for your other Flying-type attackers if you have them.

Expect a lot of mind games to ensue as you figure out when to use Sleep Powder or Swords Dance, while your opponent figures out if sending in their sleep fodder is worth the risk of giving Jumpluff a free boost; the mind games only become more frequent if Encore is thrown into the picture. With that said, Jumpluff can be a very skill-based Pokemon: whether it wreaks irreparable havoc on the opponent's team or falls flat on its face can largely come down to your judgment.

Team Options
======== (some weird formatting stuff going on here; fix that)
Jumpluff fits best on offensive teams, as they can best take advantage of the chaos Jumpluff leaves behind. (period) Fighting-types make for great teammates; they can take care of the numerous Pokemon that give Jumpluff issues, namely Steel-types and Sap Sipper Pokemon, and take Rock-type moves for Jumpluff, while Jumpluff can lure in and soften or take out bulky Fighting-type stops such as Garbodor, Granbull, and Vileplume. (period)

Jumpluff has good offensive and defensive synergy with Fire-types; the Fire-types can break down physical walls for Jumpluff while resisting Fire and Ice attacks for Jumpluff, while Jumpluff can support them with Sleep Powder and take the Water and Ground attacks aimed at them the Fire-types, especially discouraging the use of Earthquake when Encore is concerned. Other Flying-types, such as Swellow, Scyther, and Archeops, pair well with Jumpluff as a form of Flying-type spam, as Jumpluff can lure out Pokemon that resist Flying-type resists and either put them to sleep or soften them up with boosted Seed Bomb. If using Memento, setup sweepers such as Samurott, Klinklang, and Huntail make for appealing teammates.

Since Jumpluff lacks overwhelming power even when boosted, entry hazard support is greatly recommended for it to land KOs. Mesprit, Rhydon, Mega Camerupt, Carracosta, Seismitoad, and Garbodor are reliable entry hazard setters, while all the latter Pokemon (all the latter? which ones do you mean? "while all but Mesprit", maybe) have remarkable defensive synergy with Jumpluff, as their weaknesses to Ground, Fighting, and Grass are covered by Jumpluff and can be taken advantage of by Encore.

Bulky teammates help guard Jumpluff from faster revenge killers; Rhydon and Carracosta can fend off the likes of Sneasel, and Swellow, while Mega Camerupt and the aforementioned two can handle Choice Scarf Fire-types, as well as eating up priority attacks. Alternatively, Pokemon that can take advantage of the likes of Ice Shard as well as Choiced Fire-type and Ice-type attacks make for great partners as well, most notably boosting Water-types such as Samurott, Huntail, and Carracosta; Jumpluff in turn resists Grass-type attacks for them, as well as Fighting and Ground moves for Carracosta.

Other Options
########
Substitute allows Jumpluff to evade status and thwart revenge killers. Synthesis extends Jumpluff's longevity, which gives it an easier time trying to set up as well as improving its ability to soft-check Fighting-types such as Gurdurr and Hariyama, especially given that its lack of a held item reduces Knock Off damage. SubSeed might seem appealing since considering that Jumpluff's Flying-type STAB moves ward off Grass-types, but this strategy has poor offensive presence overall and is usually regarded as inefficient. Bounce can be used on the SubSeed set to stall for recovery and even threaten paralysis, but poor PP reduces the set's staying power. Jumpluff has many support options, such as U-turn, Aromatherapy, Sunny Day, and Reflect, although Uxie usually makes better use of these of moves (albeit with Heal Bell over Aromatherapy) due to its far greater bulk, (remove comma) and has a wider support movepool overall. Cotton Guard skyrockets Jumpluff's Defense, (remove comma) but does not improve upon its weakness to special attacks, particularly Ice- and Fire-type moves, and low offensive presence.

Checks & Counters
########
**Sleep Powder Absorbers**: Pokemon that can absorb Sleep Powder can help to lessen the threat of Jumpluff's access to fast sleep. That said, Grass-types only make for subpar responses due to their weakness to Flying-type moves, with the sole exceptions of Ferroseed and Cradily. While Magmortar and Electivire risk being OHKOed by +2 Acrobatics and Seed Bomb, (comma) respectively, they can threaten Jumpluff should they switch into a Sleep Powder instead. Sap Sipper Pokemon such as Bouffalant and Miltank can respond well to Jumpluff and whittle it down with their STAB moves. RestTalk Pokemon can trigger Sleep Clause to protect their teammates from Sleep Powder while retaining their ability to function, though be warned that Encore can make RestTalking against Jumpluff tricky.

**Bulky Tanks and Pokemon that Resist Flying Resists / Tanks**: Pokemon such as Mawile, Klinklang, Probopass, Rhydon, Carracosta, Lanturn, Rotom-S, and bulky Rotom are amongst the better responses to Acrobatics Jumpluff. Archeops is also another Flying-resistant Pokemon that resists Flying, but it additionally has the potential to Speed tie with Jumpluff. Be warned that most of them risk taking major damage from a boosted Seed Bomb. Sometimes, (comma) having a Pokemon that can take a boosted hit and retaliate with super effective STAB move, such as Garbodor, Weezing, and Mega Camerupt, makes for an equally effective response.

**Status**: Burn and paralysis utterly cripple Jumpluff's offensive potential, while poison puts it on a timer to sweep the foe, which it heavily dislikes given its need to set up beforehand. If Sleep Clause has been activated, Thunder Wave users, such as Musharna, Granbull, and Uxie, or Will-O-Wisp users, such as Rotom and Weezing, can stop a Jumpluff sweep.

**Faster Attackers**: Should Jumpluff ever find itself getting outsped, it often finds itself in a difficult position. Faster Pokemon, such as Sneasel, Swellow, weather sweepers, and various Choice Scarf users can pick off Jumpluff mid-sweep, although Jumpluff can have Chlorophyll to outspeed opposing Chlorophyll Pokemon. Alternatively, strong priority attackers such as Kangaskhan, Kecleon, Cacturne, and Piloswine can work, with Ice Shard being especially effective. Do note Jumpluff's resistance to Aqua Jet and Mach Punch, as well as Fake Out and Sucker Punch's potential to backfire due to Jumpluff's Encore.
 

GatoDelFuego

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Punchshroom

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Overview
########
Jumpluff is one of the fastest Pokemon in NU, capable of outspeeding speedy threats such as Pyroar, Scyther, and Cryogonal while Speed tying with Archeops and Tauros. Its most notable trait is its fast Sleep Powder, which makes it the fastest sleep inducer in the tier and allows it to put many Pokemon out of commission before they can move. Combined with its various support moves, this makes Jumpluff one of NU's most disruptive Pokemon. Jumpluff also has good STAB moves and typing, allowing it to check the offensive Water-, Grass-, and Fighting-types of the tier, namely Samurott, Lilligant, and Sawk. Its Flying STAB type is especially useful, as it not only has good neutral coverage in the tier but also hits opposing Grass-types wanting to absorb Sleep Powder. It's not all sunshine for However, Jumpluff however, as it has only decent bulk at best and pretty pitiful offenses. It does have Swords Dance to help augment its power, though it is usually reliant on the move to do good damage. Jumpluff also faces slight competition with Vivillon, which also has Flying-type STAB, but has a much more accurate Sleep Powder, better initial power, and a more dangerous boosting move.

Power Puff
########
name: Power Puff
move 1: Sleep Powder
move 2: Swords Dance
move 3: Acrobatics
move 4: Seed Bomb / Memento
ability: Infiltrator
item:
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Sleep Powder is Jumpluff's most defining asset, especially given Jumpluff's Speed, which allows it to threaten all kinds of foes while also giving Jumpluff the opportunity to set up. Swords Dance boosts Jumpluff's Attack to deceptively powerful levels and opens up the possibility of a sweep. Acrobatics is Jumpluff's best STAB option due to its solid power and good neutral coverage on the majority of the tier. Seed Bomb is another STAB option which allows Jumpluff to strike various Pokemon that resist Flying such as Rhydon, Archeops, Electivire, and Carracosta. Jumpluff's fast Memento allows it to create setup opportunities for its teammates, albeit at the cost of its own life.

Encore is also an option for the last slot, as it allows Jumpluff to force out even more foes even after triggering Sleep Clause, particularly slower Pokemon, (AC) using harmless attacks such as stat-boosting moves, Substitute, recovery moves, Earthquake, and resisted priority moves. Encore also allows Jumpluff to evade Sucker Punch and force out Fake Out users.

Set Details
========

Jumpluff sits in an important Speed tier, so maximum Speed is a must to outspeed as much as possible, as well as not fall behind Tauros and Archeops. Jumpluff needs as much Attack as possible to hit hard, given its low Attack stat. Jumpluff also holds no item, as it wants the power of an unboosted Acrobatics at all times in case it needs to check Pokemon such as Lilligant, Scyther, and Sawk. The remaining EVs should not be placed in HP, as that causes Jumpluff to be 4HKOed by Stealth Rock alone; the remaining EVs can be placed into Defense to take priority better, or it can go into Jumpluff's better Special Defense to take advantage of its Water and Grass resistances. Infiltrator allows Jumpluff to bypass Substitute, allowing it to Sleep Powder foes or attack them directly without hindrance. However, Chlorophyll can be used if Jumpluff is used on a sun team, as it is one of sun's best responses against opposing Lilligant.

Usage Tips
========

Jumpluff should always start in a position where it can threaten to use Sleep Powder, or perhaps Encore, on a slower opponent. Fortunately, this is not difficult due to Jumpluff's great Speed. Jumpluff would be in an even better position if it can also threaten its target with Acrobatics. Take note of any possible Sleep Powder absorbers the opponent may might have, lest you waste Jumpluff's opportunity. The idea is to sleep Powder a threat on the opponent's team and soften the rest of them up with a boosted Acrobatics. If Jumpluff is packing Encore, you are encouraged to be a bit more daring with Jumpluff as you try to actively switch it in on opponents, most preferably on harmless recovery and (non-Speed-) boosting moves or ineffective attacks such as Earthquake. If Jumpluff is carrying Seed Bomb, it can be used to blast Flying-type resists Pokemon I like your wording but 'resists' isn't a noun such as Rhydon, Rotom, and Carracosta, giving more breathing room for your other Flying-type attackers if you have them.

Expect a lot of mind games to ensue as you figure out when to use Sleep Powder or Swords Dance, while your opponent figures out if sending in their sleep fodder is worth the risk of giving Jumpluff a free boost; the mind games only become more frequent if Encore is thrown into the picture. With that said, Jumpluff can be a very skill-based Pokemon: whether it wreaks irreparable havoc on the opponent's team or falls flat on its face can largely come down to your judgment.

Team Options
========

Jumpluff fits best on offensive teams, as they can best take advantage of the chaos Jumpluff leaves behind. Fighting-types make for great teammates; they can take care of the numerous Pokemon that give Jumpluff issues, namely Steel-types and Sap Sipper Pokemon, and take Rock-type moves for Jumpluff, while Jumpluff can lure in and soften or take out bulky Fighting-type stops such as Garbodor, Granbull, and Vileplume.

Jumpluff has good offensive and defensive synergy with Fire-types; the Fire-types can break down physical walls for Jumpluff while resisting Fire and Ice attacks for Jumpluff, while Jumpluff can support them with Sleep Powder and take the Water and Ground attacks aimed at them, especially discouraging the use of Earthquake when Encore is concerned. Other Flying-types, such as Swellow, Scyther, and Archeops, pair well with Jumpluff as a form of Flying-type spam, as Jumpluff can lure out Pokemon that resist Flying and either put them to sleep or soften them up with boosted alternatively "a boosted" or "boosted Seed Bombs" Seed Bomb. If using Memento, setup sweepers such as Samurott, Klinklang, and Huntail make for appealing teammates.

Since Because Jumpluff lacks overwhelming power even when boosted, entry hazard support is greatly recommended for it to land KOs. Mesprit, Rhydon, Regirock, Carracosta, Seismitoad, and Garbodor are reliable entry hazard setters, while all but Mesprit have remarkable defensive synergy with Jumpluff, as their weaknesses to Ground, Fighting, and Grass are covered by Jumpluff and can be taken advantage of by Encore.

Bulky teammates help guard Jumpluff from faster revenge killers; Rhydon, Regirock and Carracosta can fend off the likes of Sneasel, Swellow, and Fire-types, as well as eat up priority attacks. Alternatively, Pokemon that can take advantage of the likes of Ice Shard as well as Choiced Fire-type and Ice-type attacks make for great partners as well, most notably boosting Water-types such as Samurott, Huntail, and Carracosta; Jumpluff in turn resists Grass-type attacks for them, as well as Fighting and Ground moves for Carracosta.

Other Options
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Substitute allows Jumpluff to evade status and thwart revenge killers. Synthesis extends Jumpluff's longevity, which gives it an easier time trying to set up as well as improving its ability to soft-check Fighting-types such as Gurdurr and Hariyama, especially given that its lack of a held item reduces Knock Off damage. SubSeed might seem appealing considering that Jumpluff's Flying-type STAB wards off Grass-types, but this strategy has poor offensive presence overall and is usually regarded as inefficient. Bounce can be used on the SubSeed set to stall for recovery and even threaten paralysis, but poor PP reduces the set's staying power. Jumpluff has many support options, such as U-turn, Aromatherapy, Sunny Day, and Reflect, although Uxie usually makes better use of these moves (albeit with Heal Bell over Aromatherapy) due to its far greater bulk and has a wider support movepool overall. Cotton Guard skyrocket's Jumpluff's Defense but does not improve upon its weakness to special attacks, particularly Ice- and Fire-type moves, and low offensive presence.

Checks & Counters
########
**Sleep Powder Absorbers**: Pokemon that can absorb Sleep Powder can help to lessen the threat of Jumpluff's access to fast sleep. That said, Grass-types only make for subpar responses due to their weakness to Flying-type moves, with the sole exceptions of Ferroseed and Cradily. While Magmortar and Electivire risk being OHKOed by +2 Acrobatics and Seed Bomb, respectively, they can threaten Jumpluff should they switch into a Sleep Powder instead. Sap Sipper Pokemon such as Bouffalant and Miltank can respond well to Jumpluff and whittle it down with their STAB moves. RestTalk Pokemon can trigger Sleep Clause to protect their teammates from Sleep Powder while retaining their ability to function, though be warned that Encore can make RestTalking against Jumpluff tricky.

**Bulky Tanks and Pokemon That Resist Flying**: Pokemon such as Mawile, Klinklang, Probopass, Rhydon, Carracosta, Lanturn, Rotom-S, and bulky Rotom are amongst the better responses to Acrobatics Jumpluff. Archeops is another Pokemon that resists Flying, but it additionally has the potential to Speed tie with Jumpluff. Be warned that most of them risk taking major damage from a boosted Seed Bomb. Sometimes, having a Pokemon that can take a boosted hit and retaliate with super effective STAB moves, such as Garbodor, Weezing, and Regirock, makes for an equally effective response.

**Status**: Burn and paralysis utterly cripple Jumpluff's offensive potential, while poison puts it on a timer to sweep the foe, which it heavily dislikes given its need to set up beforehand. If Sleep Clause has been activated, Thunder Wave users, such as Musharna, Granbull, and Uxie, or Will-O-Wisp users, such as Rotom and Weezing, can stop a Jumpluff sweep.

**Faster Attackers**: Should Jumpluff ever find itself getting outsped, it often finds itself in a difficult position. Faster Pokemon, such as Sneasel, Swellow, weather sweepers, and various Choice Scarf users, (AC) can pick off Jumpluff mid-sweep, although Jumpluff can have Chlorophyll to outspeed opposing Chlorophyll Pokemon. Alternatively, strong priority attackers such as Kangaskhan, Kecleon, Cacturne, and Piloswine can work, with Ice Shard being especially effective. Do note Jumpluff's resistance to Aqua Jet and Mach Punch, as well as Fake Out and Sucker Punch's potential to backfire due to Jumpluff's Encore.

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