Jumpluff (BW2 Analysis) (QC 3/3) (GP 2/2)

Pocket

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Anything that gets rid of Steels and/or spins is good for it.
- offer examples here. Dugtrio is nice to trap Heatran, an overall threat to sun, and Jirachi. Heatran and Ninetales that you have already mentioned can take on other defensive Steels, such as Skarmory.
 
There was a lot of stuff that came up for me to change while I was gone for a day. Fixed everything up now!
 
U-turn does terrible damage anyway and the help vs confusion imo is much better than the slight inch of power U-Turn gets.


0- Atk Jumpluff U-turn vs. 252 HP / 0 Def Celebi: 112-136 (27.72 - 33.66%) -- possible 4HKO
0 Atk Jumpluff U-turn vs. 252 HP / 0 Def Celebi: 128-152 (31.68 - 37.62%) -- 0.02% chance to 3HKO
imo the confusion doing less damage may actually be a little more useful since you can put that piece of shit sableye to sleep easier. And showin the calcs, U-Turn damage barely matters even on 4x SE hits.
 
[Overview]
paragraph space
<p>While Looking at Jumpluff's stats, it may might seem like an extremely bad choice in the OU environment i'd consider rewriting this to something like 'jumpluff's stats might give you the impression it is an extremely bad choice' etc etc. It doesn't have any decent stat but Speedwhich is rather high. However, it has a couple of things going for it. First, it has the ability Chlorophyll, that which lets it become the fastest Pokemon in the entire game if sunlight is up. Next, it has access to multiple strong support moves such as Leech Seed, Encore, Memento, and Sleep Powder. Lastly, it also has the surprising capabilities capability to pose a strong offensive threat thanks to the extremely powerful Acrobatics and the ability to learn Swords Dance,(comma) allowing it to cleanup on clean up weakened teams. On the other hand, Jumpluff is extremely frail and needs to rely on resistances and immunities to switch in or annoy something successfully,(comma) especially with a considering its weakness to Stealth Rock. If it is running an offensive variant, it needs Offensive variants need a Swords Dance boost to properly do any damage and is are walled hard by Steel-types. Regardless, Jumpluff is still a great Pokemon whether it is giving support or cleaning up teams.</p>

[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>While you might laugh at Jumpluff's base 55 Attack, it will hit rather hard thanks to Swords Dance and the massive power that Acrobatics offers. Jumpluff also has no trouble outspeeding threats thanks to it's its massive Speed stat in the sun. Finally, Jumpluff also or something like 'additionally', to avoid repeating 'also' so much haha really helps in the match-up against opposing sun teams better as most sun abusers are weak to it's its Flying-type STAB. Swords Dance is the crux of the set, letting Jumpluff boost it's its measly Attack stat to a decent level and allowing it to sweep teams. Sleep Powder is the main means of getting that boost; as it will be hard otherwise as Jumpluff is very frail. Sleep Powder also really helps neutralize a threat to your team. Acrobatics is your this set's main way of attacking with this set. With a Flying Gem, Acrobatics can reach a massive 165 Base Power before STAB with the Flying Gem activated ,(comma) which mitigates Jumpluff's measly Attack. Seed Bomb is there for extra coverage, while dealing damage to Pokemon such as Rotom-W. It is also is your main weapon vs against opposing weather starters as it can hit every one of them for super-effective damage.</p>

[ADDITIONAL COMMENTS]
para space
<p>Jumpluff's EV spread is rather self-explanatory;(semicolon) it further uses an Adamant nature over a Jolly one in order to give it its a much-needed boost in it's its Attack stat. However, Jolly can also be an option to help it outspeed foes such as Terrakion and Keldeo without sunlight,(comma) as well as outspeeding +2 Terrakion and +2 Landorus in the sunlighttwo massive threats to sun teams. You may can use Encore over Sleep Powder in order to use the to capitalize on Jumpluff's resistances and immunities to gain set-up set up while helping against some replace 'some' with 'opposing' imo but subjective setup sweepers without having to rely on Sleep Powder's accuracy. You can also ditch the entire idea of Swords Dance and make a SubSeeding set that uses Acrobatics in order to kill Grass-types with a set such as Sleep Powder / Substitute / Leech Seed / Acrobatics. This is the best possible way to abuse Leech Seed on Jumpluff. It Such a set can also get rid of consider dropping Seed Bomb for Substitute or Encore since Acrobatics is a powerful enough move to be the only attacking move in the set.</p>

<p>
When it comes to partners, Ninetales is mandatory as sun is the only reason why you would use Jumpluff in the first place; allowing sun allows it Jumpluff to outspeed every single relevant Pokemon in the metagame. When you run Jumpluff in the sun, add 'you would do well to', or rephrase to 'it is recommended to run enough Speed on Ninetales', flows better imo make sure your Ninetales has enough Speed investment to outspeed Mamoswine in order to cripple him with Will-O-Wisp or kill him off with SolarBeam. Sun's common assets—such as Dugtrio and Volcarona—work really well with Jumpluff as they really help deal with Steel-types such as Dugtrio, and Volcarona just a note that the original wording of this sentence implies that dug and volc are examples of steel-types!. Spin support and hazard support are always nice since Jumpluff can these help Jumpluff turn some 2HKOs into OHKOs examples? and can to come switch in more times.(period) so Forretress fits in very well in the spot as it can also softly wall awkward phrase, imo :x 'check?' even 'somewhat wall' sounds better to me, but if it's an established term feel free to keep it Mamoswine. A very interesting Pokemon to run is Choice Scarf Heatran, as it can deal with most Steel-types and surprise-kill Mamoswine.</p>

[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-turn
item: Leftovers
ability: Chlorophyll
nature: Timid
evs: 232 HP / 24 Def / 252 Spe

[SET COMMENTS]
para space
<p>Jumpluff has access to multiple support options and is the fastest abuser user of those moves under the sun. It can be an incredible asset to a sun team as having the fastest Encore lets you it stop a lot of threats to sun, such as Dragonite, Garchomp, and Landorus, as well as Sleep Powder anything saving you many times. Jumpluff offers a lot of momentum on sun teams while using it's its resistances to be a decent annoying pivot. The main move of this set is Sleep Powder, letting which lets you it speedily neutralize a threat for a majority of the match with blazing speed. Encore can destroy nearly any set-up sweeper and can lock Pokemon like the likes of Keldeo and Landorus into moves that barely do any damage to it Jumpluff, disrupting any momentum that they might have. Memento is also very helpful as it gives sweepers like such as Volcarona a chance to set up very easily, and can also stop an opposing sweep from time to time. U-turn is the main move that carries sustains momentum throughout the game,(comma) and can really work works especially well as you Jumpluff will force a lot of switches.</p>

[ADDITIONAL COMMENTS]
para space
<p>(remove space)Maximum Speed lets you Jumpluff outspeed base 110s in the sun carrying that carry an Hidden power with 30 Spe IVs (Fire/Fighting) Hidden Power Fire or Fighting, and Speed tie to with those without. The rest is dumped into provide it with optimal bulk,(comma) which allows you it to live some rather powerful attacks,(comma) such as Salamence's Outrage,(comma) and not being 2HKOed by avoid the 2HKO from Landorus's Focus Blast after Stealth Rock. Stun Spore is another option you can run over U-turn. Stun Spore doesn't offer the strong momentum and requires a decent chunk of significantly more prediction, but it may might save you against Pokemon such as Dragon Dance Salamence when the sleep clause is gone after Sleep Clause has been activated. It can be your saving grace multiple times allowing you to cripple more Pokemon. Toxic can also be is another option to slowly cripple a Pokemon to death rephrase; you don't 'cripple anything to death' haha. option to cripple a foe and slowly whittle down its health?, but Jumpluff won't be staying in for too long,(comma) so it's not the greatest option.</p>

<p>
Once again, Ninetales support is absolutely mandatory and a spinner always helps as you Jumpluff will be going switching in and out annoying opposing Pokemon and giving providing teammates with setup opportunities. Hazard support is also really good now as you Jumpluff can force a lot of switches thanks to Encore and Sleep Powder. This makes Forretress an extremely good option for partnering with partner for Jumpluff. The kind of momentum Jumpluff can offer,(comma) as well as Encore support,(comma) could can also function very well with Gothitelle, who can trap opposing weather starters while getting momentum to trap with the helpful U-turn support. id rephrase the entire last sentence with 'Finally, Gothitelle can capitalize on Jumpluff's ability to gain momentum through U-turn and Encore to trap opposing weather starters.'</p>

[Other Options]
para space
<p>Aromatherapy is a decent option to heal some Pokemon in your team teammates of status, but you really don't want to waste the momentum you offer and it's it really doesn't help in it's its main goal what do you mean by this? while other clerics such as who, maybe are better. Sunny Day could also really can help against opposing weathers being very annoying if they switch into their weather starter after something is Encored or goes to Sleep, regaining the upper hand should opponents switch into their weather starter to change the weather after Jumpluff uses Encore or Sleep Powder, but you're usually better off U-turning into Gothitelle or Dugtrio is usually better. Synthesis can also work in on a support set,(comma) to keep yourself keeping Jumpluff alive to alleviate and alleviating it's its Stealth Rock weakness, but it weakens loses momentum that it and so usually isn't the greatest option.</p>

[Checks and Counters]
para space
<p>(again remove space)While Jumpluff may might be annoying, but it really isn't hard to stop. Any offensive variant is walled really hard by most Steel-types,(comma) and can also be beat beaten with by priority attacks such as Mamoswine's Ice Shard and Scizor's Bullet Punch. Also, It isn't too hard to deal with if you are able to sacrifice something to the Sleep Clause,(comma) as it is really frail and can't take much attack many attacks unless it has defensive investment. Most super-effective attacks can easily knock it out such as ; a few examples are Heatran's Lava Plume, Terrakion's Stone Edge, and Keldeo's Hidden Power Ice. Also Lastly, most 'most' seems a bit of an odd word to use considering there are only two Magic Bouncers can stop it's its support. It's not too hard to stop from wrecking your team, but it's rather hard to stop it from doing it's its job in the support role. last sentence feels quite out of place; id say move to somewhere near the start of this paragraph if you do want to keep it</p>
couple of general things~
watch your usage of 'it's' vs 'its' -- the former is basically 'it is' and the latter works like 'his' / 'her' (so it's its Speed stat / its resistances / its job)
don't refer to pokemon as 'you'; that should only be used to refer to the player/ trainer
the t in 'U-turn' isn't capitalized (but the p in Pokemon is always capitalized!)

otherwise nice job, feel free to get in touch if you have queries over any changes esp prose changes

[gp]1/2[/gp]
 

Pocket

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U-turn does terrible damage anyway and the help vs confusion imo is much better than the slight inch of power U-Turn gets.


0- Atk Jumpluff U-turn vs. 252 HP / 0 Def Celebi: 112-136 (27.72 - 33.66%) -- possible 4HKO
0 Atk Jumpluff U-turn vs. 252 HP / 0 Def Celebi: 128-152 (31.68 - 37.62%) -- 0.02% chance to 3HKO
imo the confusion doing less damage may actually be a little more useful since you can put that piece of shit sableye to sleep easier. And showin the calcs, U-Turn damage barely matters even on 4x SE hits.
Nah, Chou Toshio is right - replace Jolly with Timid. Extra U-turn damage is slightly more relevant than minimizing confusion / foul play damage, which are both very circumstantial and would do shit damage to jumpluff anyways.
 

Governess

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Hihi, small amateur check.

Nothing much really, just some tidbits every here and there.

Additions are Blue
Removes are Red
Comments are Purple.

The Unlucky one said:
[Overview]

<p>Jumpluff's stats give you an impression that it is an awful Pokemon to use in the metagame. It doesn't have any decent stat but Speed -- which is rather high. However, it has a couple of things going for it. First, it has the ability Chlorophyll which lets it become the fastest pPokemon in the entire game if sunlight is up. Next, it has access to multiple strong support moves such as Leech Seed, Encore, Memento, and Sleep Powder. Lastly, it also has the surprising capability to pose a strong offensive threat thanks to the extremely powerful Acrobatics and the ability to learn Swords Dance, allowing it to clean up weakened teams. On the other hand, Jumpluff is extremely frail and needs to rely on resistances and immunities to switch in or annoy something successfully, especially with a weakness to Stealth Rock. Offensive variants need a Swords Dance boost to properly do any damage and are walled hard by Steel-types. Regardless, Jumpluff is still a great pPokemon whether it is giving support or cleaning up teams.</p>

[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>While you might laugh at Jumpluff's base 55 Attack, it will hit rather hard thanks to Swords Dance and the massive power that Acrobatics offers. Jumpluff also has no trouble outspeeding threats thanks to its massive Speed stat in the sun. Jumpluff really helps in the match-up against opposing sun teams as most sun abusers are weak to its Flying-type STAB. Swords Dance is the crux of the set, letting Jumpluff boost it's measly Attack stat to a decent level allowing it to sweep teams. Sleep Powder is the main means of getting that boost; as it will be hard otherwise as Jumpluff is very frail. Sleep Powder also really helps neutralize a threat to your team. Acrobatics is this set's main way of attacking. With a Flying Gem, Acrobatics can reach a massive 165 Base Power before STAB which mitigates Jumpluff's measly Attack. Seed Bomb is there for extra coverage, while dealing damage to Pokemon such as Rotom-W. It is also your main weapon against opposing weather starters as it can hit every one of them for super- effective damage.</p>

[ADDITIONAL COMMENTS]

<p>Jumpluff's EV spread is rather self-explanatory; it further uses an Adamant nature over a Jolly one in order to give it a needed boost in its Attack stat. However, Jolly can also be an option to help it outspeed foes such as Terrakion and Keldeo without sunlight, as well as outspeeding +2 Terrakion and +2 Landorus in the sunlight -- two massive threats to sun teams. You may use Encore over Sleep Powder to capitalize on Jumpluff's resistances and immunities to set up while helping against opposing setup sweepers without having to rely on Sleep Powder's accuracy. You can also ditch the entire idea of Swords Dance and make a SubSeeding set that uses Acrobatics in order to kill Grass-types with a set such as Sleep Powder / Substitute / Leech Seed / Acrobatics. This is the best possible way to abuse Leech Seed on Jumpluff. Such a set can also consider dropping Seed Bomb for Substitute or Encore since Acrobatics is a powerful enough move to be the only attacking move in the set. </p>

<p>When it comes to partners, Ninetales is mandatory as sun is the only reason you would use Jumpluff in the first place; sun allows Jumpluff to outspeed every single relevant Pokemon in the metagame. When you run Jumpluff in the sun, it is recommended that your Ninetales has enough sSpeed investment to outspeed Mamoswine in order to cripple him with Will-O-Wisp or killKO him off with SolarBeam. Sun's common assets -- such as Dugtrio and Volcarona -- work well with Jumpluff as they help deal with Steel-Ttypes. Spin support and entry hazard support are always nice since these help Jumpluff turn some 2HKOs into OHKOs and so switch in more times so Forretress fits in very well as it can also check Mamoswine. (I don't know if it's just me, but that sentence sounded weird, I just don't know where to put my finger on it. Maybe word it differently?) A very interesting Pokemon to run is Choice Scarf Heatran, as it can deal with most Steel-types and surprise-kill Mamoswine.</p>

[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-Turn
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 232 HP / 24 Def / 252 Spe

[SET COMMENTS]

<p>Jumpluff has access to multiple support options and is the fastest user of those moves under the sun. It can be an incredible asset to a sun team as having the fastest Encore lets it stop a lot of threats to sun such as Dragonite, Garchomp, and Landorus, as well as Sleep Powder. Jumpluff offers a lot of momentum on sun teams while using it's resistances to be a decent annoying pivot. The main move of this set is Sleep Powder, which lets it speedily neutralize a threat for a majority of the match. Encore can destroy nearly any se-t-up sweeper and can lock the likes of Keldeo and Landorus into moves that barely do any damage to it, disrupting any momentum that they might have. Memento is also very helpful as it gives sweepers such as Volcarona a chance to set up very easily and can also stop an opposing sweep from time to time. U-turn is the main move that sustains momentum throughout the game, and can work especially well as Jumpluff will force a lot of switches.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed lets Jumpluff outspeed base 110s outside of the sun that carry Hidden Power Fire or Fighting, and sSpeed tie with those without. The rest is to provide it with optimal bulk, which allows it to live some rather powerful attacks, such as Salamence's Outrage, and avoid the 2HKO by Landorus's Focus Blast after Stealth Rock. Stun Spore is another option you can run over U-turn. Stun Spore doesn't offer the strong momentum and requires significantly more prediction, but it may save you against Pokemon such as Dragon Dance Salamence after Sleep Clause has been activiated. Toxic is another option to slowly cripple a Pokemon and slowly whittle it's health down, but Jumpluff won't be staying in for too long, so it's not the greatest option. </p>

<p>Once again, Ninetales support is absolutely mandatory, (AC) and a spinner always helps as Jumpluff will be switching in and out annoying opposing Pokemon and providing teammates with set-up opportunities. HEntry hazard support is good as you can force a lot of switches thanks to Encore and Sleep Powder. This makes Forretress an extremely good partner for Jumpluff. The kind of momentum Jumpluff can offer, as well as Encore support, can also function very well with Gothitelle, who capitalize on Jumpluff's ability to gain momentum with U-Tturn and Encore while trapping opposing weather starters.</p>

[Other Options]

<p>Aromatherapy is a decent option to heal teammates of status, but you really don't want to waste momentum, and it doesn't offer as much utility compared to other moves such as Encore or Stun Spore. Sunny Day can help against opposing weathers regaining the upper hand should opponents switch into their weather starter to change the weather after Jumpluff uses Encore or Sleep Powder, but you are usually better of U-Tturning into Gothitelle or Dugtrio. Synthesis can also work on a support set, keeping Jumpluff alive while alleviating its Stealth Rock weakness, but it loses momentum and, so usually it's not the greatest option.</p>

[Checks and Counters]

<p>While Jumpluff might be annoying, it really isn't hard to stop. Any offensive variant is walled hard by most Steel-types, and can also be beat with Priority attacks such as Mamoswine's Ice Shard and Scizor's Bullet Punch. It isn't too hard to deal with if you are able to sacrifice something to Sleep Clause, as it is frail and can't take many attacks unless it has defensive investment. Most super- effective attacks can easily knock it out; a few examples are Heatran's Lava Plume, Terrakion's Stone Edge, and Keldeo's Hidden Power Ice. Lastly, Magic Bouncers can stop its support. (This sentence sort of ended abruptly. Word it different as well?)</p>
 

GatoDelFuego

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REMOVE CHANGE COMMENTS

[Overview]

<p>Jumpluff's stats give you an impression that it is an awful Pokemon to use in the metagame. It doesn't have any decent stat but Speed&mdash;which is rather high. However, it has a couple of things going for it. First, it has the ability Chlorophyll, (AC) which lets it become the fastest pPokemon in the entire game if sunlight is up. Next, it has access to multiple strong support moves such as Leech Seed, Encore, Memento, and Sleep Powder. Lastly, it also has the surprising capability to pose a strong offensive threat thanks to the extremely powerful Acrobatics and the ability to learn Swords Dance, allowing it to clean up weakened teams. On the other hand, Jumpluff is extremely frail and needs to rely on resistances and immunities to switch in or annoy something successfully, especially with a weakness to Stealth Rock. Offensive variants need a Swords Dance boost to properly do any damage and are walled hard by Steel-types. Regardless, Jumpluff is still a great pPokemon whether it is giving support or cleaning up teams.</p>

[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>While you might laugh at Jumpluff's base 55 Attack, it will hit rather hard thanks to Swords Dance and the massive power that Acrobatics offers. Jumpluff also has no trouble outspeeding threats thanks to its massive Speed stat in the sun. Jumpluff really helps in the match-up against opposing sun teams as most sun abusers are weak to its Flying-type STAB. Swords Dance is the crux of the set, letting Swords Dance lets Don't use crux ever, it's just bad wording. Look in the S&G standards for more reasoningJumpluff boost its measly Attack stat to a decent level allowing it to sweep teams. Sleep Powder is the main means of getting that boost; as it will be hard otherwise as Jumpluff is very frail. Sleep Powder also really helps neutralize a threat to your team. Acrobatics is this set's main way of attacking. With a Flying Gem, Acrobatics can reach a massive 165 Base Power before STAB, (AC) which mitigates Jumpluff's measly Attack. Seed Bomb is there for extra coverage, while dealing damage to Pokemon such as Rotom-W. It is also your main weapon against opposing weather starters as it can hit every one of them for super-effective damage.</p>

[ADDITIONAL COMMENTS]

<p>Jumpluff's EV spread is rather self-explanatory; it further uses an Adamant nature over a Jolly one in order to give it a needed boost in its Attack stat. However, Jolly can also be an option to help it outspeed foes such as Terrakion and Keldeo without sunlight, as well as outspeeding +2 Terrakion and +2 Landorus in thesunlight&mdash;two massive threats to sun teams. You may use Encore over Sleep Powder to capitalize on Jumpluff's resistances and immunities to set upwhile helping against opposing setup sweepers without having to rely on Sleep Powder's accuracy. You can also ditch the entire idea of Swords Dance and make a SubSeeding set that uses Acrobatics in order to kill Grass-types with a set such as Sleep Powder / Substitute / Leech Seed / Acrobatics. This is the best possible way to abuse Leech Seed on Jumpluff. Such a set can also consider dropping Seed Bomb for Substitute or Encore since Acrobatics is a powerful enough move to be the only attacking move in the set. </p>

<p>When it comes to partners, Ninetales is mandatory as sun is the only reason you would use Jumpluff in the first place; sun allows Jumpluff to outspeed every single relevant Pokemon in the metagame. When you run Jumpluff in the sun, it is recommended that your Ninetales has enough sSpeed investment to outspeed Mamoswine in order to cripple him with Will-O-Wisp or killKO him off with SolarBeam. Sun's common assets&mdash;such as Dugtrio and Volcarona&mdash;work well with Jumpluff as they help deal with Steel-Ttypes. Rapid Spin support and entry hazard support are always nice since these help Jumpluff turn some 2HKOs into OHKOs and so switch in more times so Forretress fits in very well as it can also check Mamoswine. (I don't know if it's just me, but that sentence sounded weird, I just don't know where to put my finger on it. Maybe word it differently?) A very interesting Pokemon to run is Choice Scarf Heatran, as it can deal with most Steel-types and surprise-kill Mamoswine.</p>

[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-Turn
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 232 HP / 24 Def / 252 Spe

[SET COMMENTS]

<p>Jumpluff has access to multiple support options and is the fastest user of those moves under the sun. It can be an incredible asset to a sun team, (AC) as having the fastest Encore lets it stop a lot of threats to sun such as Dragonite, Garchomp, and Landorus, as well as Sleep Powder. Jumpluff offers a lot of momentum on sun teams while using its resistances to be a decent annoying pivot. The main move of this set is Sleep Powder, which lets it speedily neutralize a threat for a majority of the match. Encore can destroy nearly any setup sweeper and can lock the likes of Keldeo and Landorus into moves that barely do any damage to it, disrupting any momentum that they might have. Memento is also very helpful as it gives fellow sweepers such as Volcarona a chance to set up very easily and can also stop an opposing sweep from time to time. U-turn is the main move that sustains momentum throughout the game, and can work especially well as Jumpluff will force a lot of switches.</p>

[ADDITIONAL COMMENTS]

<p>Maximum Speed lets Jumpluff outspeed base 110s outside of the sun that carry Hidden Power Fire or Fighting, and sSpeed tie with those without. The rest is to provide it with optimal bulk, which allows it to live some rather powerful attacks, such as Salamence's Outrage, and avoid the 2HKO by Landorus's Focus Blast after Stealth Rock. Stun Spore is another option you can run over U-turn. Stun Spore doesn't offer the strong momentum and requires significantly more prediction, but it may save you against Pokemon such as Dragon Dance Salamence after Sleep Clause has been activiated. Toxic is another option to slowly cripple a Pokemon and slowly whittle its health down, but Jumpluff won't be staying in for too long, so it's not the greatest option. </p>

<p>Once again, Ninetales support is absolutely mandatory, (AC) and a spinner always helps as Jumpluff will be switching in and out annoying opposing Pokemon and providing teammates with set-up opportunities. HEntry hazard support is good as you can force a lot of switches thanks to Encore and Sleep Powder. This makes Forretress an extremely good partner for Jumpluff. The kind of momentum Jumpluff can offer, as well as Encore support, can also function very well with Gothitelle, who capitalize on Jumpluff's ability to gain momentum with U-Tturn and Encore while trapping opposing weather starters.</p>

[Other Options]
<p>Aromatherapy is a decent option to heal teammates of status, but you really don't want to waste momentum, (AC) and it doesn't offer as much utility compared to other moves such as Encore or Stun Spore. Sunny Day can help against opposing weathers regaining the upper hand should opponents switch into their weather starter to change the weather after Jumpluff uses Encore or Sleep Powder, but you are usually better of U-Tturning into Gothitelle or Dugtrio. Synthesis can also work on a support set, keeping Jumpluff alive while alleviating its Stealth Rock weakness, but it loses momentum and, so usually it's not the greatest option.</p>

[Checks and Counters]

<p>While Jumpluff might be annoying, it really isn't hard to stop. Any offensive variant is walled hard by most Steel-types, and can also be beat with priority attacks such as Mamoswine's Ice Shard and Scizor's Bullet Punch. It isn't too hard to deal with if you are able to sacrifice something to Sleep Clause, as it is frail and can't take many attacks unless it has defensive investment. Most super-effective attacks can easily knock it out; a few examples are Heatran's Lava Plume, Terrakion's Stone Edge, and Keldeo's Hidden Power Ice.Finally, any user of Magic Bounce can completely stop all of Jumpluff's support options. Lastly, Magic Bouncers can stop its support. (This sentence sort of ended abruptly. Word it different as well?) </p>


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