Forget to add the nature-Jolly or Adamant
- 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.Anything that gets rid of Steels and/or spins is good for it.
couple of general things~[Overview]
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<p>WhileLooking at Jumpluff's stats, itmaymight 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 Speed—which is rather high. However, it has a couple of things going for it. First, it has the ability Chlorophyll,thatwhich 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 surprisingcapabilitiescapability to pose a strong offensive threat thanks to the extremely powerful Acrobatics and the ability to learn Swords Dance,(comma) allowing it tocleanup onclean 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) especiallywith aconsidering its weakness to Stealth Rock.If it is running an offensive variant, it needsOffensive variants need a Swords Dance boost to properly do any damage andisare 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 toit'sits massive Speed stat in the sun. Finally, Jumpluffalsoor something like 'additionally', to avoid repeating 'also' so much haha really helps in the match-up against opposing sun teamsbetteras most sun abusers are weak toit'sits Flying-type STAB. Swords Dance is the crux of the set, letting Jumpluff boostit'sits measly Attack stat to a decent level and allowing it to sweep teams. Sleep Powder is the main means of getting that boost;asit will be hard otherwise as Jumpluff is very frail. Sleep Powder alsoreallyhelps neutralize a threat to your team. Acrobatics isyourthis set's main way of attackingwith this set. With a Flying Gem, Acrobatics can reach a massive 165 Base Power before STABwith 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 alsoisyour main weaponvsagainst opposing weather starters as it can hit every one of them for super-effective damage.</p>
[ADDITIONAL COMMENTS]
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<p>Jumpluff's EV spread is rather self-explanatory;(semicolon) it further uses an Adamant nature over a Jolly one in order to give ititsa much-needed boost init'sits 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 sunlight—two massive threats to sun teams. Youmaycan use Encore over Sleep Powderin order to use theto capitalize on Jumpluff's resistances and immunities togain set-upset 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.ItSuch a set can alsoget rid ofconsider 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 reasonwhyyou would use Jumpluff in the first place;allowingsun allowsitJumpluff 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—workreallywell with Jumpluff as theyreallyhelp deal with Steel-typessuch as Dugtrio, and Volcaronajust 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 sinceJumpluff canthese help Jumpluff turn some 2HKOs into OHKOs examples? andcantocomeswitch in more times.(period)soForretress fits in very wellin the spotas 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]
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<p>Jumpluff has access to multiple support options and is the fastestabuseruser of those moves under the sun. It can be an incredible asset to a sun team as having the fastest Encore letsyouit stop a lot of threats to sun, such as Dragonite, Garchomp, and Landorus, as well as Sleep Powder anythingsaving you many times. Jumpluff offers a lot of momentum on sun teams while usingit'sits resistances to be a decent annoying pivot. The main move of this set is Sleep Powder,lettingwhich letsyouit speedily neutralize a threat for a majority of the matchwith blazing speed. Encore can destroy nearly any set-up sweeper and can lockPokemon likethe likes of Keldeo and Landorus into moves that barely do any damage toitJumpluff, disrupting any momentum that they might have. Memento is also very helpful as it gives sweeperslikesuch 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 thatcarriessustains momentum throughout the game,(comma) andcan really workworks especially well asyouJumpluff will force a lot of switches.</p>
[ADDITIONAL COMMENTS]
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<p>(remove space)Maximum Speed letsyouJumpluff outspeed base 110s in the suncarryingthat carryan Hidden power with 30 Spe IVs (Fire/Fighting)Hidden Power Fire or Fighting, and Speed tietowith those without. The rest isdumped intoprovide it with optimal bulk,(comma) which allowsyouit to live some rather powerful attacks,(comma) such as Salamence's Outrage,(comma) andnot being 2HKOed byavoid 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 requiresa decent chunk ofsignificantly more prediction, but itmaymight save you against Pokemon such as Dragon Dance Salamencewhen the sleep clause is goneafter Sleep Clause has been activated.It can be your saving grace multiple times allowing you to cripple more Pokemon.Toxiccan also beis 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 asyouJumpluff will begoingswitching in and out annoying opposing Pokemon andgivingproviding teammates with setup opportunities. Hazard support is alsoreallygoodnowasyouJumpluff can force a lot of switches thanks to Encore and Sleep Powder. This makes Forretress an extremely goodoption for partnering withpartner for Jumpluff. The kind of momentum Jumpluff can offer,(comma) as well as Encore support,(comma)couldcan 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]
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<p>Aromatherapy is a decent option to healsome Pokemon in your teamteammates of status, but you really don't want to wastethemomentumyou offerandit'sit really doesn't help init'sits main goal what do you mean by this? while other clerics such as who, maybe are better. Sunny Daycould also reallycan help against opposing weathersbeing 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 Dugtriois usually better. Synthesis can also workinon a support set,(comma)to keep yourselfkeeping Jumpluff aliveto alleviateand alleviatingit'sits Stealth Rock weakness, but itweakensloses momentumthat itand so usually isn't the greatest option.</p>
[Checks and Counters]
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<p>(again remove space)While Jumpluffmaymight be annoying,butit really isn't hard to stop. Any offensive variant is walledreallyhard by most Steel-types,(comma) and can also bebeatbeatenwithby 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 totheSleep Clause,(comma) as it isreallyfrail and can't takemuch attackmany attacks unless it has defensive investment. Most super-effective attacks can easily knock it outsuch as; a few examples are Heatran's Lava Plume, Terrakion's Stone Edge, and Keldeo's Hidden Power Ice.AlsoLastly, most 'most' seems a bit of an odd word to use considering there are only two Magic Bouncers can stopit'sits support. It's not too hard to stop from wrecking your team, but it's rather hard to stop it from doingit'sits 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>
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.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.
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 fastestpPokemon 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 greatpPokemon 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 enoughsSpeed investment to outspeed Mamoswine in order to cripple him with Will-O-Wisp orkillKO himoffwith 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, andsSpeed 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 momentumand, 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>