Although Jumpluff both deals and takes hits about as well as a cotton ball, it manages to retain its role as one of the premier annoyers of the tier due to its excellent support movepool and almost unrivaled Speed stat. If it manages to switch into play safely, it will find itself in a good position against a number of opponents, being able to use Sleep Powder, Encore, or Stun Spore to disable them, or set up a Substitute and abuse Leech Seed if the opponent switches out. In most cases, Jumpluff will be able to move before the opponent and will thus be able to steal the opponent's momentum with its plethora of supporting moves. Furthermore, Jumpluff's access to the Chlorophyll ability means that in sun, it outspeeds every single Pokemon, including many with a +2 boost. With proper team support, it can hence interrupt even Choice Scarf and Rock Polish users before they have a chance to attack.
Overall, these aspects allow Jumpluff to be an excellent disruptor, getting in the way of the opponent's plans with ease, and giving your team the momentum it needs to seize an advantage. Don't expect it to take damage nor deal it out; if all you ask of Jumpluff is to get in the opponent's way, you should be more than pleased with it.
The standard fluffball aims to switch into opponents on a Ground-type attack or after a teammate has been killed and proceed to disable, annoy, and harass them as much as possible. Against Pokemon that don't pose much of a threat, such as Wartortle and Alomomola, Jumpluff can set up a Substitute to block status and resisted Scalds, and then use Leech Seed to recover HP more quickly than the opponent can deplete it, eventually stalling them out or forcing them to switch out. The ability to stall out field effects such as Rain Dance, Reflect, and Light Screen with little effort can also be useful. Leech Seed is used primarily for healing residual damage taken from Stealth Rock and any attacks that get past Substitute while slowly whittling down enemies over time.
As for more immediately threatening opponents, such as non-Choice Scarf Sawk and Rotom-S, Sleep Powder has a good chance of shutting them down, letting you switch in a Pokemon that can set up on them. If you expect the opponent to switch out as soon as Jumpluff enters the battlefield, Jumpluff should fire off a Sleep Powder immediately, for a 75% chance of disabling their best response to Jumpluff for the rest the game. Encore completes the set by allowing Jumpluff to set up against a greater variety of opponents; if it comes in on an Skuntank using Sucker Punch, a well-timed Encore ensures that Skuntank won't be able to touch Jumpluff until it's set up a Substitute, Leech Seed, and possibly Sleep Powder as well. Encore also allows Jumpluff to set up more easily on offensive Pokemon that use Earthquake and Superpower, such as Golem and Braviary, and lets Jumpluff deal with the users of moves such as Stealth Rock, Rapid Spin, and Heal Bell, preventing them from achieving anything useful until they switch out or run out of PP.Team Options & Additional Comments >>>
When the sun shines, Jumpluff becomes the fastest Pokemon in the tier bar none, and its numerous support options let it make great use of this ludicrous Speed. Because of its ability to outspeed most opponents, its decent bulk, and its array of disruptive moves, Jumpluff finds plenty of opportunities to set up Sunny Day, whether midway throughout the match or in the lead position, making it a reliable choice as a sun supporter. What sets Jumpluff apart from most of its counterparts is its access to rare and useful support moves. Sleep Powder is a staple on any Jumpluff set, allowing it to remove threats to the rest of the team with ease. For instance, instead of a check to it, a sleeping Altaria is setup fodder for Shiftry.
Encore remains useful on this set as it allows Jumpluff to disrupt opponents in situations where using Sunny Day would give the opponent an opportunity to kill Jumpluff. Furthermore, under sunlight, Jumpluff can Encore opponents such as Altaria and Fraxure into Dragon Dance even after they've accrued multiple boosts, letting its teammates kill them before they can strike back. Memento is one of the best options for the final moveslot, as it allows Jumpluff to exit combat immediately after using Sunny Day. You can then switch in a sweeper with no risk of having it KOed by an incoming attack; it can proceed to make the most of the remaining six turns of sunlight.Team Options & Additional Comments >>>
Yes, you read that correctly. Although Jumpluff's base 55 Attack stat might seem beyond help, Jumpluff has many traits that make it a good endgame sweeper regardless, and it has the potential to sweep any offensive team that gives it the opportunity to set up. One important aspect that aids Jumpluff as a sweeper is its base 110 Speed, as only Swellow and Choice Scarf users can land a hit on Jumpluff before it can retaliate. If your team can provide it with Sunny Day support, even these become shaky checks as they are forced to take a hit before striking back.
Secondly, Jumpluff can force a lot of switches by bluffing the traditional support set and threatening to SubSeed, and it can use Sleep Powder to incapacitate potential checks even after its cover has been blown. Finally, while it sorely lacks raw strength, the combination of Flying Gem and STAB Acrobatics provides even the fluffball Jumpluff with the power to OHKO bulky opponents after a Swords Dance boost. Meanwhile, Seed Bomb provides an extra STAB attack and good neutral coverage within the tier, whilst also hitting popular physically defensive opponents such as Golem and Regirock super effectively.
All in all, Jumpluff is able to threaten a sweep after a Swords Dance boost despite its relatively low power, as it excels in many other aspects of a good sweeper, such as unpredictability, the ability to remove checks in advance, and good coverage. Regardless of what your opponent might say behind a stifled laugh, Jumpluff can decimate an offensive team that isn't prepared for it, and can overwhelm its enemies with sheer awesomeness.Team Options & Additional Comments >>>
Jumpluff has many other useful support moves, but it lacks the space to run many of them alongside its other moves. Aromatherapy is useful on any set to remove status from teammates, but it can conflict with Jumpluff's purpose of disrupting the opponent. Synthesis provides Jumpluff with a reliable recovery option, especially in sunlight, but the listed moves are generally more useful. Cotton Guard and Amnesia are interesting stat boosting options that can make Jumpluff's Substitutes unbreakable, but despite Jumpluff's excellent Speed stat, it is setup fodder for other boosting opponents while using these moves, and phazers thwart this strategy too. Stun Spore can be used alongside Sleep Powder for a double powder strategy, and can be very useful when combined with Encore to disrupt the opponent in a different way. Jumpluff can use Toxic to bolster its ability to actually stall opponents out with Substitute and Leech Seed instead of just annoying them, but it's generally a better idea to use a setter of Toxic Spikes, as all Jumpluff's moveslots are valuable to it.
Worry Seed can be used to remove abilities such as Sturdy and Guts, which can be very useful when you're trying to take down the last Pokemon on your opponent's team, such as a Toxic Orb Swellow or a Calm Mind Duosion, but it conflicts with Sleep Powder and does not help Jumpluff fill its role as a disruptor in the majority of situations. Finally, if you're desperate for Jumpluff to deal some damage, Giga Drain can deal with opponents such as Seismitoad and Golem, whilst Hidden Power Flying hits Grass-types that attempt to switch into Leech Seed without the repercussions of Bounce or Acrobatics. The Infiltrator ability is beyond useless, as Light Screen and Reflect very rarely conflict with Jumpluff's aims, and it excels at stalling these moves out anyway.
Checks and Counters
Offensive Pokemon will struggle to outmaneuver Jumpluff a lot of the time, but there are ways of dealing with it decisively and effectively. Taunt completely shuts support Jumpluff down, but most of its users will be outsped by Jumpluff. All Grass-type Pokemon can switch into Leech Seed with impunity and thwart Jumpluff's attempts at stalling out opponents. Serperior is a particularly good counter as it outspeeds Jumpluff naturally, can use Taunt to prevent Jumpluff from doing anything, and can proceed to set up Calm Mind or Coil with impunity.
Likewise, Pokemon with the Vital Spirit ability, such as Electabuzz and Magmar, in addition to Sap Sipper Miltank, Zebstrika, and Sawsbuck, can switch into Sleep Powder with no repercussions and force Jumpluff out with their powerful attacks. Sleep Talk users also don't mind being put to sleep, and can switch into Sleep Powder preemptively to let other teammates deal with Jumpluff more effectively. Choice Scarf users such as Rotom-S, as well as Swellow, can outspeed Jumpluff and force it to retreat, while possibly stealing momentum of their own with Volt Switch and U-turn.
While the Swords Dance set admittedly deals with the Grass-type Pokemon that block the SubSeed set with ease, Probopass and Bastiodon aren't bothered at all by its attacks, and can set up on Jumpluff with impunity if it's already used Sleep Powder on another opponent. In general, any physically bulky Pokemon that resists Acrobatics and isn't decimated by Seed Bomb makes a good check to this particular set.