PU Jumpluff

Overview
########

Despite some clearly lackluster stats all around, Jumpluff is quite an effective threat in the PU metagame. Its main qualities lie in its very high base Speed and access to Sleep Powder, which, in combination with a strong boosting move in Swords Dance and Flying-type STAB to do heavy damage to the Grass-types that can absorb Sleep Powder, make it a big threat to a lot of offensive teams. Jumpluff is also able to switch into the threatening Fighting-types in the tier, Poliwrath and Throh, with surprising ease thanks to its resistance to Water-type attacks and its ability to sponge Knock Off due to it not carrying an item. Additionally, unlike most of the other Flying-types in the tier, it is also able to deal with opposing Rock-types thanks to its Grass-type STAB. However, Jumpluff is quite frail and struggles to take strong, neutral attacks; it also has trouble getting past bulkier Pokemon without a lot of boosts because of its underwhelming Attack stat and is troubled by some of the most threatening Pokemon in the tier in Sneasel and Piloswine.

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

Moves
========
Sleep Powder is what makes Jumpluff viable in the first place. It puts an opposing check pretty much out of commission and is very hard to switch into with the threat of Flying-type STAB, which is what makes Jumpluff such a good user of the move. Late-game it is also a very useful way of grabbing a Swords Dance boost and attempting a sweep. Swords Dance lets it acquire decent power to sweep late-game, as after a boost and a bit of prior damage Pokemon such as Tauros, Ninetales, Throh, and Regice are OHKOed. Acrobatics is a strong STAB move that is able to 2HKO most offensive Pokemon and gets great coverage in the tier, hitting physical walls, such as Poliwrath and Tangela, for super effective damage. It is especially useful against the former due to the fact that it stops Focus Punch through the Substitute thanks to Infiltrator. Seed Bomb provides great neutral coverage with Acrobatics, hitting common Pokemon that resist Flying such as Golem and Carracosta for super effective damage and Electric-types other than Zebstrika for neutral damage.

Set Details
========

Maximum Attack and Speed investment is used to take maximum advantage of Jumpluff's best traits, and a Jolly nature is used to Speed tie with Tauros and outrun Pokemon such as Simipour and Scyther. No item is used to increase Acrobatics's power to decent levels, and Infiltrator is the ability of choice because being able to bypass Substitute users with its moves just adds to Jumpluff's effectiveness, and it is fast enough where it doesn't need the situational Speed boost from Chlorophyl.

Usage Tips
========

Most of the time, Sleep Powder is the best move to go for early in the game, as it is very hard to switch into, especially with the threat of Acrobatics. Try to preserve Jumpluff until late in the game because it is usually able to sweep offensive teams with relative ease if it gets a Swords Dance boost. You can switch Jumpluff in against Fighting-types such as Throh and Poliwrath quite safely and proceed to retaliate with a STAB move or set up a Swords Dance to threaten the switch-in; however, be careful when switching into non-resisted hits, as Jumpluff has no recovery whatsoever and is quite frail.

Team Options
========

Entry hazards, especially Toxic Spikes, are able to rack up consistent damage on Jumpluff checks such as Sneasel and Bouffalant so that they can be easily revenge killed later in the game. Jumpluff works best with Ground-type Stealth Rock setters such as Piloswine and Golem because of their ability to handle Electric-types such as Zebstrika, Raichu, and Luxray. Poliwrath appreciates a teammate that can scare off Grass-types, and it can take on Steel-types for Jumpluff and reliably deal with Sneasel and Piloswine. Ninetales appreciates Jumpluff's ability to deal with Poliwrath, and it can wipe away Steel-types with its Fire-type attacks. Sneasel appreciates Jumpluff's ability to set up on and beat most of its checks, such as Throh and Poliwrath, with ease. Carracosta and Barbaracle appreciate a reliable Poliwrath and Tangela switch-in. Finally, Pelipper takes on Ice-types such as Pelipper and Sneasel and can also remove Stealth Rock for Jumpluff.

Other Options
########

Jumpluff can use Stun Spore quite effectively in a Double Powder set, but it usually prefers the additional coverage on Rock-types provided by Seed Bomb. U-turn can also be used on a similar set. Encore is also a very effective move Jumpluff can use, but it has trouble to fitting onto sets and is usually outclassed by Sleep Powder in terms of utility. Jumpluff can also use Memento, either as a standalone option over Seed Bomb or to bring in a sun sweeper for free on a Sunny Day set, but it is usually outclassed at doing so by other suicide weather leads such as Explosion Carbink. Finally, a Substitute + Leech Seed set is an option, but Gourgeist-S outclasses it and such a set doesn't accomplish much anyway.

Checks & Counters
########

**Faster Pokemon**: Faster Pokemon such as Sneasel, Zebstrika, and Electrode with Hidden Power Ice are the best answers to Jumpluff. They force it out with relative ease with the threat of powerful attacks, effectively stopping it from putting anything to sleep. Zebstrika is an especially good check thanks to its immunity to Sleep Powder and Seed Bomb due to Sap Sipper.

**Sleep absorbers**: Pokemon that are immune to Sleep Powder, such as Bouffalant and Zebstrika, are great answers to Jumpluff, as they prevent it from spamming Sleep Powder and do not fear any of its moves. Sleep Talk Klang is also an excellent answer, as it is able to set up on Jumpluff with Shift Gear and doesn't fear any of Jumpluff's moves including an improbable +6 Acrobatics.

**Physical Walls**: Physically bulky Pokemon such as Avalugg and Misdreavus are great answers to Jumpluff after Sleep Clause is in effect, as they take pretty much any hit and can either burn or OHKO Jumpluff.

**Tanks**: Bulky Pokemon in general can be troublesome for Jumpluff to take out once Sleep Clause is in effect unless they have taken significant prior damage. Examples are Tauros, Regice, and Fraxure, which can all take hits from Jumpluff unless they are significantly weakened and can OHKO it back.

**Ice Shard**: While only Sneasel and Piloswine are the only users of the move in the tier, Ice Shard is one of the most effective ways of OHKOing Jumpluff before it causes any problem.
 
Last edited:
mention somewhere that jumpluff's ability to threaten grass-types with its stab makes it a particularly good user of sleep

qc 1/3
 
  • Like
Reactions: g

WhiteDMist

Path>Goal
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a CAP Contributor Alumnusis a Top Contributor Alumnus
where encore at? oo at least, moves if someone has enough experience to say if it goes there or not.
 
  • Like
Reactions: g

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Throh counter
########
EVs in wrong order btw

Moves
========
Sleep powder also lets it set up

Usage Tips
========
Warn about switching into any as hit has 0 recovery

Team Options
========
Finish the ninetales sentence
Pelipper loses to the second best ice type (eh i guess aurorus has no switch ins)

Other Options
########
Sun starter

Checks & Counters
########
IMO zeb should get its own bit, as it is the perfect switch in that can outspeed and ohko

galbia QC 2/3
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
Moves: might wanna mention some 2hkos gained by +2 Acro to convince readers that Jumpluff actually hits hard

Team Options: when mentioning Sneasel you could say that Jumpluff sets up on its best counters rather than just "beating" them

Memento in OO imo, as in a separate mention from the sunny day set

QC 3/3 good work galbia :)
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove
add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
Overview
########

Despite some clearly lackluster stats all around, (AC) Jumpluff is quite an effective threat in the PU metagame. Its main qualities lie in its very high base Speed and access to Sleep Powder, (AC) that which, in combination with a strong boosting move in Swords Dance and Flying-type STAB to do heavy damage to the Grass-types that can absorb it Sleep Powder, makes make (unless you were referring to Sleep Powder only, in which case you should change 'and access to' to 'as well as its access to' for clarification) it a big threat to a lot of offensive teams. Jumpluff is also able to switch into the thr eatening threatening Fighting-types in the tier, Poliwrath and Throh, with surprising ease thanks to its resistance to Water-type attacks and its ability to sponge Knock Off as it doesn't carry due to it not carrying (subordinate clause explaining a noun is awkward) an item. (period) and Additionally, (run-on sentence so I split it) unlike most of the other Flying-types in the tier, it is also able to deal with opposing Rock-types thanks to its Grass-type STAB. However, Jumpluff is quite frail and struggles to take strong, neutral attacks; (SC) and it also has trouble getting past bulkier Pokemon without a lot of boosts because of its underwhelming Attack stat and is also troubled by some of the most threatening Pokemon in the tier in Sneasel and Piloswine.

Offensive Utility
########
name: Offensive Utility
move 1: Sleep Powder
move 2: Swords Dance
move 3: Acrobatics
move 4: Seed Bomb
ability: Infiltrator
item: NaN (just leave it blank, the SCMS spits out an error if there's a non-item name here)
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Sleep Powder is the most important move on the set and is (if it walks, talks, and quacks like a crux, I'm gonna call it a crux) what makes Jumpluff viable in the first place. It puts an opposing check pretty much out of commission and is very hard to switch into with the threat of Flying-type STAB, which is what makes Jumpluff such a good user of the move. Late-game (add hyphen) it is also a very useful way of grabbing a Swords Dance and attempt attempting a sweep. Swords Dance is Jumpluff's boosting move and lets it acquire decent power to sweep late-game, (add hyphen; AC) as after a boost and a bit of prior damage Pokemon such as Tauros, Ninetales, Throh, and Regice are just OHKOd OHKOed. Acrobatics is a strong STAB move that is able to 2HKO most offensive Pokemon and gets great coverage in the tier, (AC) hitting physical walls, such as Poliwrath and Tangela, for super effective damage. It is especially useful against the former due to the fact that it stops Focus Punch through the Substitute thanks to Infiltrator. Seed Bomb provides great neutral coverage with Acrobatics, (AC) hitting the common Flying resistances common Pokemon that resist Flying such as Golem and Carracosta for super effective damage and Electric-types other than Zebstrika for neutral damage.

Set Details
========

Maximum Attack and Speed investment are used to take maximum advantage of Jumpluff's best traits, (AC) and a Jolly nature is used to Speed tie with Tauros and outrun Pokemon such as Simipour and Scyther. No item is used to increase Acrobatics Acrobatics's power to decent levels, (AC) and Infiltrator is the ability of choice because Jumpluff is already fast as it is without Chlorophyl and being able to bypass Substitute users with its moves just adds to its Jumpluff's effectiveness, and it is fast enough as it is not to care for the situational Speed boost from Chlorophyll. (better to state first why the chosen ability is good rather than why its other ability sucks. I added 'situational' because I assume you only refer to Chlorophyll being triggered by opposing sun)
Usage Tips
========

Most of the time, Sleep Powder is the best move to go for early in the game, (AC) as it is very hard to switch into, especially with the threat of Acrobatics. Try to preserve Jumpluff until late in the game because it is usually able to sweep offensive teams with relative ease if it gets a Swords Dance boost. You can switch Jumpluff in against Fighting-types such as Throh and Poliwrath quite safely and then proceed to retailate retaliate with a STAB move or set up a Swords Dance to threaten the switch-in; (SC, add hyphen) but however, be careful while switching into non-resisted (add hyphen) hits, (AC) as Jumpluff has non recovery whatsoever and is quite frail.

Team Options
========

Entry hazards such as Stealth Rock but especially Toxic Spikes are able to rack up consistent damage on Jumpluff checks such as Sneasel and Bouffalant so that they can be easily revenge killed later in the game. The best Stealth Rock setters to be paired with Jumpluff are Ground-types such as Piloswine and Golem because of their ability to handle Electric-types like such as Zebstrika, Raichu, and Luxray. Poliwrath appreciates something that can scare off Grass-types and can take on Steel-types for Jumpluff as well as deal with Sneasel and Piloswine very reliably. Ninetales is in the same boat and appreciates Jumpluff being able Jumpluff's ability (generally, nouns are preferred over descriptive gerunds) to deal with Poliwrath well and can wipe away Steel-types with its Fire-types Fire-type attacks. Sneasel appreciates Jumpluff being able Jumpluff's ability (same here, just a matter of awkwardness) to set up on and beat most of its checks in Throh and Poliwrath with ease and therefore is a great partner. Carracosta and Barbaracle too work in the same way, (AC) and as they appreciate a reliable Poliwrath and Tangela switch-in. (add hyphen) Finally, Pelipper takes on Ice-types (add hyphen) such as Pelipper (yeah no, you must mean a different mon here ^^ probably Piloswine?) and Sneasel decently and can also remove Stealth Rock for it Jumpluff.

Other Options
########

Jumpluff can use Stun Spore quite effectively in a Double Powder-esque (add hyphen) set, (AC) but it usually prefers the additional coverage on Rock-types provided by Seed Bomb. U-turn can also be used on a set like that. Encore is also a very effective move Jumpluff can use, (AC) but it has trouble to fit it into onto his its sets and it is usually outclassed by Sleep Powder in terms of utility. Jumpluff can also use Memento, (AC) either as a standalone option over Seed Bomb or to bring in a Sun sweeper for free in on a Sunny Day set, (AC) but it is usually outclassed at doing so by other suicide weather leads such as Explosion Carbink. Finally, a Substitute + Leech Seed set is an option, (AC) but Jumpluff is outclassed at it by Gourgeist-Small Gourgeist-S and such a set doesn't accomplish much anyway.

Checks & Counters
########

**Faster Pokemon**: Faster Pokemon such as Sneasel, Zebstrika, and Electrode with Hidden Power Ice are the best answers to Jumpluff. They force it out with relative ease with the threat of powerful attacks, (AC) effectively stopping it from putting anything to sleep. Zebstrika is an especially good check thanks to its immunity to Sleep Powder and Seed Bomb thanks due (less repetitive) to Sap Sipper.

**Sleep absorbers**: Pokemon who that are immune to Sleep Powder, (AC) such as Bouffalant and Zebstrika, (AC) are great answers to Jumpluff, (AC) as they prevent it from spamming Sleep Powder and do not fear any of its move particularly. Sleep Talk Klang is also an awesome answer, being (wording consistency) able to set up on Jumpluff with Shift Gear and not fearing anything including an improbable +6 Acrobatics.

**Physical Walls**: Physically bulky Pokemon such as Avalugg and Misdreavus, (RC) are awesome answers to Jumpluff after Sleep Clause is in effect, (AC) as they take pretty much any hit and they can either burn or just OHKO Jumpluff.

**Tanks**: Bulky Pokemon in general can be troublesome for Jumpluff to take out once Sleep Clause is in effect unless they have taken significant prior damage. Examples are Tauros, Regice, and Fraxure, (AC) who which all can all (or 'all of which can') take hits from Jumpluff unless they are significantly weakened and can (less ambiguous) OHKO it back.

**Ice Shard**: While only Sneasel and Piloswine are the only users of the move in the tier, (AC) Ice Shard is one of the most effective way ways of OHKOing Jumpluff before it causes any problem.


GP 1/2
good work, mostly minor things; just take care not to have your sentences become run-ons
 
Last edited:
  • Like
Reactions: g
remove
add (Capitalize)

(comments); (AC=add comma; RC=remove comma; SC=semicolon)
Overview
########

Despite some clearly lackluster stats all around, (AC) Jumpluff is quite an effective threat in the PU metagame. Its main qualities lie in its very high base Speed and access to Sleep Powder, (AC) that which, in combination with a strong boosting move in Swords Dance and Flying-type STAB to do heavy damage to the Grass-types that can absorb it Sleep Powder, makes make (unless you were referring to Sleep Powder only, in which case you should change 'and access to' to 'as well as its access to' for clarification) it a big threat to a lot of offensive teams. Jumpluff is also able to switch into the thr eatening threatening Fighting-types in the tier, Poliwrath and Throh, with surprising ease thanks to its resistance to Water-type attacks and its ability to sponge Knock Off as it doesn't carry due to it not carrying (subordinate clause explaining a noun is awkward) an item. (period) and Additionally, (run-on sentence so I split it) unlike most of the other Flying-types in the tier, it is also able to deal with opposing Rock-types thanks to its Grass-type STAB. However, Jumpluff is quite frail and struggles to take strong, neutral attacks; (SC) and it also has trouble getting past bulkier Pokemon without a lot of boosts because of its underwhelming Attack stat and is also troubled by some of the most threatening Pokemon in the tier in Sneasel and Piloswine.

Offensive Utility
########
name: Offensive Utility
move 1: Sleep Powder
move 2: Swords Dance
move 3: Acrobatics
move 4: Seed Bomb
ability: Infiltrator
item: NaN (just leave it blank, the SCMS spits out an error if there's a non-item name here)
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly

Moves
========

Sleep Powder is the most important move on the set and is (if it walks, talks, and quacks like a crux, I'm gonna call it a crux) what makes Jumpluff viable in the first place. It puts an opposing check pretty much out of commission and is very hard to switch into with the threat of Flying-type STAB, which is what makes Jumpluff such a good user of the move. Late-game (add hyphen) it is also a very useful way of grabbing a Swords Dance and attempt attempting a sweep. Swords Dance is Jumpluff's boosting move and lets it acquire decent power to sweep late-game, (add hyphen; AC) as after a boost and a bit of prior damage Pokemon such as Tauros, Ninetales, Throh, and Regice are just OHKOd OHKOed. Acrobatics is a strong STAB move that is able to 2HKO most offensive Pokemon and gets great coverage in the tier, (AC) hitting physical walls, such as Poliwrath and Tangela, for super effective damage. It is especially useful against the former due to the fact that it stops Focus Punch through the Substitute thanks to Infiltrator. Seed Bomb provides great neutral coverage with Acrobatics, (AC) hitting the common Flying resistances common Pokemon that resist Flying such as Golem and Carracosta for super effective damage and Electric-types other than Zebstrika for neutral damage.

Set Details
========

Maximum Attack and Speed investment are used to take maximum advantage of Jumpluff's best traits, (AC) and a Jolly nature is used to Speed tie with Tauros and outrun Pokemon such as Simipour and Scyther. No item is used to increase Acrobatics Acrobatics's power to decent levels, (AC) and Infiltrator is the ability of choice because Jumpluff is already fast as it is without Chlorophyl and being able to bypass Substitute users with its moves just adds to its Jumpluff's effectiveness, and it is fast enough as it is not to care for the situational Speed boost from Chlorophyll. (better to state first why the chosen ability is good rather than why its other ability sucks. I added 'situational' because I assume you only refer to Chlorophyll being triggered by opposing sun)
Usage Tips
========

Most of the time, Sleep Powder is the best move to go for early in the game, (AC) as it is very hard to switch into, especially with the threat of Acrobatics. Try to preserve Jumpluff until late in the game because it is usually able to sweep offensive teams with relative ease if it gets a Swords Dance boost. You can switch Jumpluff in against Fighting-types such as Throh and Poliwrath quite safely and then proceed to retailate retaliate with a STAB move or set up a Swords Dance to threaten the switch-in; (SC, add hyphen) but however, be careful while switching into non-resisted (add hyphen) hits, (AC) as Jumpluff has non recovery whatsoever and is quite frail.

Team Options
========

Entry hazards such as Stealth Rock but especially Toxic Spikes are able to rack up consistent damage on Jumpluff checks such as Sneasel and Bouffalant so that they can be easily revenge killed later in the game. The best Stealth Rock setters to be paired with Jumpluff are Ground-types such as Piloswine and Golem because of their ability to handle Electric-types like such as Zebstrika, Raichu, and Luxray. Poliwrath appreciates something that can scare off Grass-types and can take on Steel-types for Jumpluff as well as deal with Sneasel and Piloswine very reliably. Ninetales is in the same boat and appreciates Jumpluff being able Jumpluff's ability (generally, nouns are preferred over descriptive gerunds) to deal with Poliwrath well and can wipe away Steel-types with its Fire-types Fire-type attacks. Sneasel appreciates Jumpluff being able Jumpluff's ability (same here, just a matter of awkwardness) to set up on and beat most of its checks in Throh and Poliwrath with ease and therefore is a great partner. Carracosta and Barbaracle too work in the same way, (AC) and as they appreciate a reliable Poliwrath and Tangela switch-in. (add hyphen) Finally, Pelipper takes on Ice-types (add hyphen) such as Pelipper (yeah no, you must mean a different mon here ^^ probably Piloswine?) and Sneasel decently and can also remove Stealth Rock for it Jumpluff.

Other Options
########

Jumpluff can use Stun Spore quite effectively in a Double Powder-esque (add hyphen) set, (AC) but it usually prefers the additional coverage on Rock-types provided by Seed Bomb. U-turn can also be used on a set like that. Encore is also a very effective move Jumpluff can use, (AC) but it has trouble to fit it into onto his its sets and it is usually outclassed by Sleep Powder in terms of utility. Jumpluff can also use Memento, (AC) either as a standalone option over Seed Bomb or to bring in a Sun sweeper for free in on a Sunny Day set, (AC) but it is usually outclassed at doing so by other suicide weather leads such as Explosion Carbink. Finally, a Substitute + Leech Seed set is an option, (AC) but Jumpluff is outclassed at it by Gourgeist-Small Gourgeist-S and such a set doesn't accomplish much anyway.

Checks & Counters
########

**Faster Pokemon**: Faster Pokemon such as Sneasel, Zebstrika, and Electrode with Hidden Power Ice are the best answers to Jumpluff. They force it out with relative ease with the threat of powerful attacks, (AC) effectively stopping it from putting anything to sleep. Zebstrika is an especially good check thanks to its immunity to Sleep Powder and Seed Bomb thanks due (less repetitive) to Sap Sipper.

**Sleep absorbers**: Pokemon who that are immune to Sleep Powder, (AC) such as Bouffalant and Zebstrika, (AC) are great answers to Jumpluff, (AC) as they prevent it from spamming Sleep Powder and do not fear any of its move particularly. Sleep Talk Klang is also an awesome answer, being (wording consistency) able to set up on Jumpluff with Shift Gear and not fearing anything including an improbable +6 Acrobatics.

**Physical Walls**: Physically bulky Pokemon such as Avalugg and Misdreavus, (RC) are awesome answers to Jumpluff after Sleep Clause is in effect, (AC) as they take pretty much any hit and they can either burn or just OHKO Jumpluff.

**Tanks**: Bulky Pokemon in general can be troublesome for Jumpluff to take out once Sleep Clause is in effect unless they have taken significant prior damage. Examples are Tauros, Regice, and Fraxure, (AC) who which all can all (or 'all of which can') take hits from Jumpluff unless they are significantly weakened and can (less ambiguous) OHKO it back.

**Ice Shard**: While only Sneasel and Piloswine are the only users of the move in the tier, (AC) Ice Shard is one of the most effective way ways of OHKOing Jumpluff before it causes any problem.


GP 2/2
good work, mostly minor things; just take care not to have your sentences become run-ons
Thank you, implemented
 

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Add or Corrections / Remove / Comments
Overview
########

Despite some clearly lackluster stats all around, Jumpluff is quite an effective threat in the PU metagame. Its main qualities lie in its very high base Speed and access to Sleep Powder, which, in combination with a strong boosting move in Swords Dance and Flying-type STAB to do heavy damage to the Grass-types that can absorb Sleep Powder, make it a big threat to a lot of offensive teams. Jumpluff is also able to switch into the threatening Fighting-types in the tier, Poliwrath and Throh, with surprising ease thanks to its resistance to Water-type attacks and its ability to sponge Knock Off due to it not carrying an item. Additionally, unlike most of the other Flying-types in the tier, it is also able to deal with opposing Rock-types thanks to its Grass-type STAB. However, Jumpluff is quite frail and struggles to take strong, neutral attacks; it also has trouble getting past bulkier Pokemon without a lot of boosts because of its underwhelming Attack stat and is troubled by some of the most threatening Pokemon in the tier in Sneasel and Piloswine.

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

Moves
========
Sleep Powder is what makes Jumpluff viable in the first place. It puts an opposing check pretty much out of commission and is very hard to switch into with the threat of Flying-type STAB, which is what makes Jumpluff such a good user of the move. Late-game it is also a very useful way of grabbing a Swords Dance boost and attempting a sweep. Swords Dance is Jumpluff's boosting move and lets it acquire decent power to sweep late-game, as after a boost and a bit of prior damage Pokemon such as Tauros, Ninetales, Throh, and Regice are just OHKOed. Acrobatics is a strong STAB move that is able to 2HKO most offensive Pokemon and gets great coverage in the tier, hitting physical walls, such as Poliwrath and Tangela, for super effective damage. It is especially useful against the former due to the fact that it stops Focus Punch through the Substitute thanks to Infiltrator. Seed Bomb provides great neutral coverage with Acrobatics, hitting common Pokemon that resist Flying such as Golem and Carracosta for super effective damage and Electric-types other than Zebstrika for neutral damage.

Set Details
========

Maximum Attack and Speed investment is are used to take maximum advantage of Jumpluff's best traits, and a Jolly nature is used to Speed tie with Tauros and outrun Pokemon such as Simipour and Scyther. No item is used to increase Acrobatics's power to decent levels, and Infiltrator is the ability of choice because being able to bypass Substitute users with its moves just adds to Jumpluff's effectiveness, and it is fast enough where it doesn't need as it is not to care for the situational Speed boost from Chlorophyl.

Usage Tips
========

Most of the time, Sleep Powder is the best move to go for early in the game, as it is very hard to switch into, especially with the threat of Acrobatics. Try to preserve Jumpluff until late in the game because it is usually able to sweep offensive teams with relative ease if it gets a Swords Dance boost. You can switch Jumpluff in against Fighting-types such as Throh and Poliwrath quite safely and proceed to retaliate with a STAB move or set up a Swords Dance to threaten the switch-in; however, be careful when while switching into non-resisted hits, as Jumpluff has no recovery whatsoever and is quite frail.

Team Options
========

Entry hazards, (AC) such as Stealth Rock but especially Toxic Spikes, (AC) are able to rack up consistent damage on Jumpluff checks such as Sneasel and Bouffalant so that they can be easily revenge killed later in the game. Jumpluff works best with Ground-type The best Stealth Rock setters to be paired with Jumpluff are Ground-types such as Piloswine and Golem because of their ability to handle Electric-types such as Zebstrika, Raichu, and Luxray. Poliwrath appreciates a teammate something that can scare off Grass-types, (AC) and it can take on Steel-types for Jumpluff and reliably as well as deal with Sneasel and Piloswine reliably. Ninetales is in the same boat and appreciates Jumpluff's ability to deal with Poliwrath, (AC) and it can wipe away Steel-types with its Fire-type attacks. Sneasel appreciates Jumpluff's ability to set up on and beat most of its checks, (AC) such as in Throh and Poliwrath, (AC) with ease. Carracosta and Barbaracle work in the same way, as they appreciate a reliable Poliwrath and Tangela switch-in. Finally, Pelipper takes on Ice-types such as Pelipper and Sneasel decently and can also remove Stealth Rock for Jumpluff.

Other Options
########

Jumpluff can use Stun Spore quite effectively in a Double Powder-esque set, but it usually prefers the additional coverage on Rock-types provided by Seed Bomb. U-turn can also be used on a similar set like that. Encore is also a very effective move Jumpluff can use, but it has trouble to fitting it onto its sets and it is usually outclassed by Sleep Powder in terms of utility. Jumpluff can also use Memento, either as a standalone option over Seed Bomb or to bring in a sun sweeper for free on a Sunny Day set, but it is usually outclassed at doing so by other suicide weather leads such as Explosion Carbink. Finally, a Substitute + Leech Seed set is an option, but Jumpluff is outclassed at it by Gourgeist-S outclasses it and such a set doesn't accomplish much anyway.

Checks & Counters
########

**Faster Pokemon**: Faster Pokemon such as Sneasel, Zebstrika, and Electrode with Hidden Power Ice are the best answers to Jumpluff. They force it out with relative ease with the threat of powerful attacks, effectively stopping it from putting anything to sleep. Zebstrika is an especially good check thanks to its immunity to Sleep Powder and Seed Bomb due to Sap Sipper.

**Sleep absorbers**: Pokemon that are immune to Sleep Powder, such as Bouffalant and Zebstrika, are great answers to Jumpluff, as they prevent it from spamming Sleep Powder and do not fear any of its moves particularly. Sleep Talk Klang is also an awesome (awesome sounds a bit too casual) answer, as it is being able to set up on Jumpluff with Shift Gear and doesn't fear any of Jumpluff's moves not fearing anything including an improbable +6 Acrobatics.

**Physical Walls**: Physically bulky Pokemon such as Avalugg and Misdreavus, (RC) are great awesome answers to Jumpluff after Sleep Clause is in effect, as they take pretty much any hit and they can either burn or just OHKO Jumpluff.

**Tanks**: Bulky Pokemon in general can be troublesome for Jumpluff to take out once Sleep Clause is in effect unless they have taken significant prior damage. Examples are Tauros, Regice, and Fraxure, which can all take hits from Jumpluff unless they are significantly weakened and can OHKO it back.

**Ice Shard**: While only Sneasel and Piloswine are the only users of the move in the tier, Ice Shard is one of the most effective ways of OHKOing Jumpluff before it causes any problem.
2/2

edit: Why are there three spoiler tags????
 
Last edited:
Add or Corrections / Remove / Comments
Overview
########

Despite some clearly lackluster stats all around, Jumpluff is quite an effective threat in the PU metagame. Its main qualities lie in its very high base Speed and access to Sleep Powder, which, in combination with a strong boosting move in Swords Dance and Flying-type STAB to do heavy damage to the Grass-types that can absorb Sleep Powder, make it a big threat to a lot of offensive teams. Jumpluff is also able to switch into the threatening Fighting-types in the tier, Poliwrath and Throh, with surprising ease thanks to its resistance to Water-type attacks and its ability to sponge Knock Off due to it not carrying an item. Additionally, unlike most of the other Flying-types in the tier, it is also able to deal with opposing Rock-types thanks to its Grass-type STAB. However, Jumpluff is quite frail and struggles to take strong, neutral attacks; it also has trouble getting past bulkier Pokemon without a lot of boosts because of its underwhelming Attack stat and is troubled by some of the most threatening Pokemon in the tier in Sneasel and Piloswine.

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

Moves
========
Sleep Powder is what makes Jumpluff viable in the first place. It puts an opposing check pretty much out of commission and is very hard to switch into with the threat of Flying-type STAB, which is what makes Jumpluff such a good user of the move. Late-game it is also a very useful way of grabbing a Swords Dance boost and attempting a sweep. Swords Dance is Jumpluff's boosting move and lets it acquire decent power to sweep late-game, as after a boost and a bit of prior damage Pokemon such as Tauros, Ninetales, Throh, and Regice are just OHKOed. Acrobatics is a strong STAB move that is able to 2HKO most offensive Pokemon and gets great coverage in the tier, hitting physical walls, such as Poliwrath and Tangela, for super effective damage. It is especially useful against the former due to the fact that it stops Focus Punch through the Substitute thanks to Infiltrator. Seed Bomb provides great neutral coverage with Acrobatics, hitting common Pokemon that resist Flying such as Golem and Carracosta for super effective damage and Electric-types other than Zebstrika for neutral damage.

Set Details
========

Maximum Attack and Speed investment is are used to take maximum advantage of Jumpluff's best traits, and a Jolly nature is used to Speed tie with Tauros and outrun Pokemon such as Simipour and Scyther. No item is used to increase Acrobatics's power to decent levels, and Infiltrator is the ability of choice because being able to bypass Substitute users with its moves just adds to Jumpluff's effectiveness, and it is fast enough where it doesn't need as it is not to care for the situational Speed boost from Chlorophyl.

Usage Tips
========

Most of the time, Sleep Powder is the best move to go for early in the game, as it is very hard to switch into, especially with the threat of Acrobatics. Try to preserve Jumpluff until late in the game because it is usually able to sweep offensive teams with relative ease if it gets a Swords Dance boost. You can switch Jumpluff in against Fighting-types such as Throh and Poliwrath quite safely and proceed to retaliate with a STAB move or set up a Swords Dance to threaten the switch-in; however, be careful when while switching into non-resisted hits, as Jumpluff has no recovery whatsoever and is quite frail.

Team Options
========

Entry hazards, (AC) such as Stealth Rock but especially Toxic Spikes, (AC) are able to rack up consistent damage on Jumpluff checks such as Sneasel and Bouffalant so that they can be easily revenge killed later in the game. Jumpluff works best with Ground-type The best Stealth Rock setters to be paired with Jumpluff are Ground-types such as Piloswine and Golem because of their ability to handle Electric-types such as Zebstrika, Raichu, and Luxray. Poliwrath appreciates a teammate something that can scare off Grass-types, (AC) and it can take on Steel-types for Jumpluff and reliably as well as deal with Sneasel and Piloswine reliably. Ninetales is in the same boat and appreciates Jumpluff's ability to deal with Poliwrath, (AC) and it can wipe away Steel-types with its Fire-type attacks. Sneasel appreciates Jumpluff's ability to set up on and beat most of its checks, (AC) such as in Throh and Poliwrath, (AC) with ease. Carracosta and Barbaracle work in the same way, as they appreciate a reliable Poliwrath and Tangela switch-in. Finally, Pelipper takes on Ice-types such as Pelipper and Sneasel decently and can also remove Stealth Rock for Jumpluff.

Other Options
########

Jumpluff can use Stun Spore quite effectively in a Double Powder-esque set, but it usually prefers the additional coverage on Rock-types provided by Seed Bomb. U-turn can also be used on a similar set like that. Encore is also a very effective move Jumpluff can use, but it has trouble to fitting it onto its sets and it is usually outclassed by Sleep Powder in terms of utility. Jumpluff can also use Memento, either as a standalone option over Seed Bomb or to bring in a sun sweeper for free on a Sunny Day set, but it is usually outclassed at doing so by other suicide weather leads such as Explosion Carbink. Finally, a Substitute + Leech Seed set is an option, but Jumpluff is outclassed at it by Gourgeist-S outclasses it and such a set doesn't accomplish much anyway.

Checks & Counters
########

**Faster Pokemon**: Faster Pokemon such as Sneasel, Zebstrika, and Electrode with Hidden Power Ice are the best answers to Jumpluff. They force it out with relative ease with the threat of powerful attacks, effectively stopping it from putting anything to sleep. Zebstrika is an especially good check thanks to its immunity to Sleep Powder and Seed Bomb due to Sap Sipper.

**Sleep absorbers**: Pokemon that are immune to Sleep Powder, such as Bouffalant and Zebstrika, are great answers to Jumpluff, as they prevent it from spamming Sleep Powder and do not fear any of its moves particularly. Sleep Talk Klang is also an awesome (awesome sounds a bit too casual) answer, as it is being able to set up on Jumpluff with Shift Gear and doesn't fear any of Jumpluff's moves not fearing anything including an improbable +6 Acrobatics.

**Physical Walls**: Physically bulky Pokemon such as Avalugg and Misdreavus, (RC) are great awesome answers to Jumpluff after Sleep Clause is in effect, as they take pretty much any hit and they can either burn or just OHKO Jumpluff.

**Tanks**: Bulky Pokemon in general can be troublesome for Jumpluff to take out once Sleep Clause is in effect unless they have taken significant prior damage. Examples are Tauros, Regice, and Fraxure, which can all take hits from Jumpluff unless they are significantly weakened and can OHKO it back.

**Ice Shard**: While only Sneasel and Piloswine are the only users of the move in the tier, Ice Shard is one of the most effective ways of OHKOing Jumpluff before it causes any problem.
2/2

edit: Why are there three spoiler tags????
Implemented.

This is done.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top