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Jumpluff (GP 2/2)

Discussion in 'Uploaded Analyses' started by erisia, Feb 1, 2012.

  1. erisia

    erisia (macho) brace yourselves
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    [​IMG]

    [Overview]

    <p>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.</p>

    <p>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.</p>

    [SET]
    name: SubSeed
    move 1: Substitute
    move 2: Leech Seed
    move 3: Sleep Powder
    move 4: Encore
    item: Leftovers
    ability: Chlorophyll
    nature: Timid
    evs: 8 HP / 200 Def / 84 SpD / 216 Spe

    [SET COMMENTS]

    <p>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, namely Misdreavus, Quagsire, and Wartortle, 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.</p>

    <p>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 Absol using Sucker Punch, a well-timed Encore ensures that Absol 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.</p>

    [ADDITIONAL COMMENTS]

    <p>Jumpluff is so fast it doesn't even need to invest fully in its Speed to outrun most of the tier's sweepers, except Tauros, Serperior, and Swellow. 216 Speed EVs and a Timid nature are optimal, as this allows Jumpluff to outspeed Cryogonal and Encore it into Rapid Spin or Recover before it can use Ice Beam. A fully invested Jumpluff can only hope to Speed tie with Tauros at best. As the 50% chance of beating a single Pokemon is virtually the only advantage to running maximum Speed, it's often not worth the loss of bulk. 8 EVs are placed into HP to give Jumpluff a Leftovers number, and thus maximize its overall HP recovery. The remaining EVs are split between Jumpluff's defensive stats to allow it to take weak attacks more easily; as Jumpluff will almost always be using Leech Seed every time it switches in, a lower HP stat lets it heal more each turn with Leech Seed. This Jumpluff's bulk is comparable to that of 252 HP / 40 Def Jumpluff, and the extra percentage of recovery makes all the difference when repeatedly using Substitute.</p>

    <p>The above moveset is generally the most effective at disrupting opponents, but some tweaks can be made. If you want an alternative to Sleep Powder or Encore, Stun Spore will allow Jumpluff to cripple the enemy's sweepers more permanently, if somewhat inconsistently. Likewise, Aromatherapy can replace either move to turn Jumpluff into the tier's fastest cleric. Synthesis can also be useful, letting Jumpluff heal itself against opposing Grass-types and Magic Guard users, and giving it more survivability in general. However, this is unnecessary for the most part. Toxic and Protect are also good options for maximizing Jumpluff's ability to stall out opponents; if it has both Substitute and Leech Seed in effect as well, opponents will be hard-pressed to even touch Jumpluff without a multi-hit attacker such as Cinccino.</p>

    <p>As Jumpluff won't be directly killing many opponents, it depends on its synergy with its team to be an effective disruptor. Setup sweepers, such as Gorebyss and Absol, will highly appreciate having a check or counter disabled by Sleep Powder or Encore, while Swellow appreciates the extra recovery that Leech Seed can provide it, allowing it to fire off more hits before being forced out by Toxic Orb damage. As Leech Seed doesn't work against opposing Grass-type Pokemon, Jumpluff won't be able to stall them out as easily; thus, Magmortar and Jynx are good teammates for their ability to deal with Grass-types. While the former is immune to sleep, the latter is able to set up on the majority of Grass-types with Substitute and Calm Mind.</p>

    <p>Rapid Spin support is highly appreciated, as Stealth Rock will deal severe damage to Jumpluff every time it enters combat, reducing the number of Substitutes it can make. Torkoal is a good choice for a spinner as it can threaten Grass-type Pokemon with STAB Lava Plume, and can provide Stealth Rock support to rack up even more damage. Toxic Spikes users such as Garbodor can also augment Jumpluff's stalling power by vastly increasing residual damage. Finally, adding Jumpluff to a Sunny Day team increases the number of opponents it can outspeed and put to sleep, and lets it Encore opponents into boosting moves, letting a teammate kill them before they can land an attack. Leafeon is a good choice in this regard, as it can either provide team support with Wish or Heal Bell as the opponent switches out, or hit the switch-in hard with STAB Leaf Blade.</p>

    [SET]
    name: Sunny Day
    move 1: Sunny Day
    move 2: Sleep Powder
    move 3: Encore
    move 4: Memento
    item: Heat Rock
    ability: Chlorophyll
    nature: Timid
    evs: 248 HP / 44 Def / 216 Spe

    [SET COMMENTS]

    <p>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.</p>

    <p>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.</p>

    [ADDITIONAL COMMENTS]

    <p>Chlorophyll is the best ability to use with this set, as it allows Jumpluff to outspeed almost all boosted Pokemon in the tier under sunlight, letting it use its array of support moves against targets that would normally outspeed it. While Leaf Guard would ordinarily be quite useful to allow Jumpluff to better deal with stall teams, opponents are loath to use status attacks against it anyway due to Encore, and offensive Pokemon are much more likely to just try and kill Jumpluff before it can achieve anything.</p>

    <p>The EV spread is also fairly standard; 216 Speed EVs and a Timid nature lets Jumpluff outspeed base 105 Speed Pokemon out of sun, as well as almost all opponents once Sunny Day is active. 248 HP EVs provide Jumpluff with more overall bulk and let it switch into Stealth Rock one extra time; the remaining EVs are invested in Defense to let Jumpluff better take Superpowers, Waterfalls, and other resisted physical attacks. If you think that investing EVs in Speed is wasteful, as they will be unnecessary in sun, then an alternative EV spread of 248 HP / 196 Def / 64 Spe provides even more bulk, and still lets it outspeed Timid Rotom-S under clear skies.</p>

    <p>Likewise, if you don't feel that Memento, Encore, or Sleep Powder are useful to your team, Jumpluff can use alternative options such as Aromatherapy, Leech Seed, and Stun Spore to fill more specialized roles instead. U-turn can also be considered over Memento, but due to Jumpluff's high Speed, the sweeper switching in will likely be hit by an incoming attack. Additionally, as U-turn fails to even 2HKO Exeggutor, it's an inferior option overall.</p>

    <p>It is imperative to pair this Jumpluff with teammates that can benefit from sunlight as much as possible. Chlorophyll sweepers such as Victreebel and Shiftry can provide the sheer offensive presence that Jumpluff cannot muster, decimating offensive teams in sunlight, which lets them outspeed even Choice Scarf users, and Growth provides them with the ability to boost their power quickly. Fire-type Pokemon such as Magmortar and Rapidash also benefit from sunlight's boost to their STAB attacks, letting them break through walls much more easily. Meanwhile, bulky Leaf Guard + Synthesis users, such as Meganium and Leafeon, can be used on more defensively inclined teams, as they become much more effective tanks thanks to immunity to status and extremely rapid healing.</p>

    <p>A Water- or Dragon-type can also add to defensive synergy of your team; Quagsire can run an effective Curse set without being impeded by the sunlight, while Altaria can take boosted Fire Blasts well due to its excellent Special Defense stat. It's also important to consider additional Sunny Day users to use alongside Jumpluff, and to ensure that the match remains bathed in sunlight for as long as possible; Mesprit and Regirock make good choices, as they can also provide Stealth Rock support, and have good synergy with many standard sun abusers.</p>

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

    [SET COMMENTS]

    <p>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, Cinccino, 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.</p>

    <p>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 Quagsire, Golem, and Regirock super effectively.</p>

    <p>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.</p>

    [ADDITIONAL COMMENTS]

    <p>Although it can be easy to dismiss offensive Jumpluff as a joke at first, upon closer inspection, Jumpluff actually has the ability to OHKO many offensive Pokemon after a boost, and can 2HKO some of the most physically bulky Pokemon in the tier, as the following damage calculations demonstrate. Even opponents that resist Acrobatics, such as Rotom-S, can be 2HKOed thanks to the boost Flying Gem provides to the first attack.</p>

    <ul class="damage_calculation">
    <li>+2 Acrobatics vs. 24/0 Magmortar 97.97% - 115.48%</li>
    <li>+2 Acrobatics vs. 4/0 Absol 116.6% - 137.63%</li>
    <li>+2 Acrobatics vs. 0/4 Swellow 120.68% - 142.52%</li>
    <li>+2 Flying Gem Acrobatics vs. 0/4 Rotom-S 61.15% - 71.9%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Misdreavus 65.12% - 76.85%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Armaldo 88.13% - 104.51%</li>
    <li>+2 Flying Gem Acrobatics vs. 4/0 Mesprit 96.4% - 113.78%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/200+ Torterra 116.24% - 137.05%</li>
    <li>Seed Bomb vs. 252/0 Quagsire 88.32% - 104.56%</li>
    <li>+2 Seed Bomb vs. 252/0 Regirock 46.15% - 54.39%</li>
    <li>+2 Seed Bomb vs. 112/0 Samurott 97.49% - 115.32%</li>
    </ul>

    <p>The EV spread is self-explanatory; Jumpluff needs to maximize its pathetic Attack stat to sweep effectively, and maximum Speed investment will prevent the occasional Jolly Tauros from interrupting your sweep. If you're not satisfied with Jumpluff being able to actually kill things, Bounce + Life Orb can be used instead of Acrobatics + Flying Gem. Although Jumpluff's Flying-type attack is significantly reduced in power and now requires a charge turn, the extra power granted to Seed Bomb could help Jumpluff break through opponents such as Regirock more reliably. As per usual, Chlorophyll is the best ability to use as it gives Jumpluff the ability to outspeed and OHKO many Choice Scarf users with a Flying Gem boost and Sunny Day support, giving it an even more distinct niche as a sweeper.</p>

    <p>Meanwhile, because Jumpluff is obviously not the most powerful attacker around, it desperately wants Spikes and Stealth Rock support to increase its likelihood of securing kills against bulky opponents. Regirock and Camerupt are particularly good partners to Jumpluff, as they can deal with Probopass and Bastiodon with Earthquake, as well as use Stealth Rock and Sunny Day to increase Jumpluff's sweeping capacity. Golem is also a good choice to deal with the Electric- and Flying-type opponents that can mess with Jumpluff. Teammates with priority attacks, such as Absol, and Choice Scarf users with access to U-turn and Volt Switch, such as Swellow and Rotom-S, provide additional methods of reliably cleaning up a weakened team. Pursuit users, such as Skuntank, can also be useful in preventing mortally wounded opponents from sneaking away before Jumpluff can finish them off.</p>

    [Other Options]

    <p>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.</p>

    <p>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 Quagsire 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.</p>

    [Checks and Counters]

    <p>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.</p>

    <p>Likewise, Pokemon with the Vital Spirit ability, such as Magmortar and Electabuzz, in addition to the rare Sap Sipper Miltank, 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 and Cinccino, can outspeed Jumpluff and force it to retreat, while possibly stealing momentum of their own with Volt Switch and U-turn.</p>

    <p>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.</p>
  2. SuperJOCKE

    SuperJOCKE Lowtier Warrior!
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    I think Chlorophyll should be the preferred ability on all sets since it makes Jumpluff's Speed skyrocket to near 700 with those EVs (700 is max), which it should take advantage of.
  3. col49

    col49 unpolished
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    maybe at least a mention of giga drain/lolbounce in the subseed set so he isnt total taunt bait? also, qc better allow that to be the official name of the 3rd set, because thats just the best thing ever
  4. DTC

    DTC ˢᵉʳᶦᵒᵘˢ
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    With just 212 Speed EV's you outspeed Tauros, and Liepard isn't that great in NU, so usually using 252 Speed EV's is worse than the extra EV's in bulk.

    Edit: haha, I thought Jumpluff had 120 base Speed. But anyways, Tauros isn't that common in NU, though it's starting to increase in popularity and Liepard is still very uncommon.

    The Acrobatics set looks pretty silly, but a lot of NU walls are weak to the combination of Grass / Flying so it can be fairly effective. I think I almost got swept by that set once, the only thing that stopped my offense team from getting swept by it was the fact that once the Flying gem was gone, Acrobatics doesn't do nearly enough damage to various NU walls.

    Also, I wouldn't call Serperior the best counter. It loses to the Acrobatics set, which while uncommon, still beats Serperior on the switch and if they lack Hidden Power Ice. Sap Sipper Miltank doesn't care about anything Jumpluff throws at it. But, its true that Thick Fat is usually the preferred ability on Miltank.
  5. Zebraiken

    Zebraiken neca eos omnes, deus suos agnoscet
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    Any set with that name needs to have Energy Ball on it.

    Just pointing out that Jumpluff is the exact same Speed as Tauros so you can only tie it at best. Unless I'm missing something here...?
  6. erisia

    erisia (macho) brace yourselves
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    But if it had 120 Base Speed, Jumpluff would only need to run 136 Speed EVs.... :3 And agreed, that's why I didn't want to put 252 Spe. Then again, the extra 4 / 5 stat points in the defenses aren't really doing much. If Jumpluff could 100% beat Tauros with 252 EVs then I'd definitely consider it, but tying alone isn't good enough imo.

    I've been testing the SD set and it's actually not that bad. Obviously it's going to have problems against walls that aren't weak to its attacks, but I've actually swept a few times with it against offensive teams (taking down 3-4 pokes at almost full health), with only Stealth Rock for residual damage. The name will also be changed to Swords Dance in copyediting, but in that regard, Energy Ball on Jumpluff would be too stupid. :p
  7. MegaKick

    MegaKick

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    bro jumpluff only has base 110 speed
  8. erisia

    erisia (macho) brace yourselves
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    Yeah, I know. >_>
  9. Steamroll

    Steamroll resident zombie
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    that set really is the stupidest shit ever...
    QC 1/3
  10. Zebraiken

    Zebraiken neca eos omnes, deus suos agnoscet
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    be sure to mention why you run 216 speed and a +spe nature on all those sets (ie outrunning base 105s). otherwise looks pretty good imo.

    QC APPROVED (2/3)
  11. Omicron

    Omicron
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    Mention a double powder set in the OO.

    omg SD pluff... lol

    QC APPROVED (3/3)
  12. erisia

    erisia (macho) brace yourselves
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    Ugh, these keep getting longer. -_-
  13. Mafeking

    Mafeking channels his inner Wolverine
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    oh god yes I love Jumpluff this is mine to GP

    Removals
    (Additions/Replacements)
    (Quick Comments)

    Edits (open)
    [Overview]

    <p>Although Jumpluff hits about as hard as a cotton ball, and it has only decent defensive stats, (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 unrivalled (unrivaled) Speed stat. When it manages to switch into play, it will find itself in a good position against a number of opponents, being able to use Sleep Powder, Encore (comma) or Stun Spore to disable them, or set up a Substitute to (and) abuse Leech Seed with 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 easily with its plethora of supporting moves. Furthermore, Jumpluff's access to the Chlorophyll ability allows it to outspeed every single Pokemon in the tier in Sunlight (under the sun), including many with a +2 boost, meaning with proper team support it can 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 (n)or 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.</p>

    [SET]
    name: SubSeed
    move 1: Substitute
    move 2: Leech Seed
    move 3: Sleep Powder
    move 4: Encore
    item: Leftovers
    ability: Chlorophyll
    nature: Timid
    evs: 8 HP / 200 Def / 84 SpD / 216 Spe

    [Set Comments (SET COMMENTS)]

    <p>The standard fluff-ball aims to switch into opponents on a Ground-type attack or after a team-mate has been killed, and proceed to disable, annoy (comma) and harass them as much as possible. Against Pokemon that don't pose it much of a threat, such as Misdreavus, Quagsire (comma) and Wartortle, Jumpluff can set up a Substitute to block status attacks and resisted Scalds, and then use Leech Seed to recover its HP back faster than the opponent can deplete it, eventually stalling them out or forcing them to switch out due to sheer frustration. The ability to stall out field effects such as Rain Dance, Reflect (comma) and Light Screen with little effort can also be useful. Leech Seed is used primarily for healing residual damage taken from Stealth Rock, random U-turns and Volt Switches, (and any attacks that get past Substitude) while slowly whittling down enemies over time. For opponents that demand more immediate attention, such as non-Choice Scarf Sawk and Rotom-S, Sleep Powder has a good chance of shutting them down, letting you switch into a teammate that can set up on them. If you expect the opponent to switch out as soon as Jumpluff enters the battlefield, you can just throw out a Sleep Powder to hit anything that tries to switch in, giving you a 75% chance of disabling their best response to Jumpluff for most of the game. Encore completes the set by allowing you to set up against a greater variety of opponents; if Jumpluff comes in on an Absol using Sucker Punch, a well-timed Encore ensures that it won't be able to touch Jumpluff until you've set up a Substitute, Leech Seed, and possibly a Sleep Powder. It 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 like Stealth Rock, Rapid Spin (comma) and Heal Bell, by preventing them from achieving anything useful until they switch out or run out of PP.</p>

    [Additional Comments (ADDITIONAL COMMENTS)]

    <p>Jumpluff is so fast, it doesn't even need to invest fully in its Speed to outrun most of the tier's sweepers, apart from (except) Tauros, Serperior (comma) and Swellow. Investing 216 EVs and using a Timid nature is the best course of action, as it (this) allows it (Jumpluff) to outspeed Cryogonal and Encore it into Rapid Spin or Recover before it can use Ice Beam against it. As a fully-invested Jumpluff can only hope to Speed-tie with Tauros at best, and as this is almost the only advantage to running maximum Speed, it's often not worth depleting Jumpluff's other stats to gain a 50% chance to beat a single Pokemon. The remaining EVs are split between the defensive stats to make them equal and to give Jumpluff the ability (allow Jumpluff) to take weak attacks more easily; because Jumpluff will be using Leech Seed almost every time it switches in, a lower HP stat lets Jumpluff (it) heal more each turn with Leech Seed. An additional 8 EVs are placed into HP to give it a Leftovers number, and thus maximise (maximize) its overall HP recovery. With this EV spread, Jumpluff's bulk isn't much lower than that of a 252 HP / 40 Def spread, and the extra percentage of recovery makes all the difference when repeatedly using Substitute.</p>

    <p>The above moveset is generally the most effective at disrupting opponents and boasting Jumpluff's best attributes, but if you don't want to use Sleep Powder or Encore for some reason, Stun Spore will allow you to cripple the enemy's sweepers more permanently, if somewhat inconsistently. Likewise, Aromatherapy can be used over either of them to turn Jumpluff into the tier's fastest cleric. Synthesis can also be useful, letting Jumpluff heal itself against opposing Grass-types and Magic Guard users, and giving it more survivability in general, but this would probably be overkill in the majority of situations (is unnecessary for the most part). Toxic and Protect are also both good options for maximising (maximizing) Jumpluff's ability to stall out opponents; if it has a Substitute and Leech Seed in effect, opponents will be hard(hyphen)pressed to even touch you without a multi-hit attacker, such as Cincinno. In terms of abilities, Chlorophyll is the standard option for this set as, with Sunny Day support from a team(remove space)mate, Jumpluff will be able to outspeed all Choice Scarf users (and even Agility Pikachu!) and use Sleep Powder to disable them, which is no ordinary feat.</p>

    <p>As Jumpluff won't be directly killing many opponents, Jumpluff (it) depends on its synergy with its team to be an effective disruptor. Setup sweepers (comma) such as Gorebyss and Absol (comma) will highly appreciate having a check or counter disabled by Sleep Powder or Encore, while Swellow appreciates the extra recovery that Leech Seed can provide, allowing it to sweep for longer before being forced out by Toxic Orb damage. Because Leech Seed doesn't work against opposing Grass-type Pokemon, Jumpluff won't be able to stall them out as easily; thus Magmortar and Jynx are good team mates for their ability to deal with them (Grass-types), the former being immune to their Sleep Powders (sleep) and the latter being able to set up on the majority of them with Substitute and Calm Mind. Rapid Spin support is highly appreciated, as although Jumpluff is immune to both varieties of Spikes, Stealth Rock will deal severe damage every time Jumpluff enters combat, reducing the number of Substitutes it can make. Torkoal is a good choice as it can threaten Grass-type Pokemon with a STAB Lava Plume, and provide Stealth Rock support to increase the amount of residual damage that Jumpluff can cause throughout the match. Toxic Spikes users such as Garbodor can also augment Jumpluff's stalling power, by vastly increasing the residual damage it can cause as it SubSeeds. Finally, adding it to a Sunny Day team increases the number of opponents it can use Sleep Powder on, and lets it Encore opponents such as Gorebyss to lock them into Shell Smash (into boosting moves), letting another Grass-type (Pokemon) on the team kill them before they can land an attack. Leafeon is a good choice in this context, as it can either provide team support with Wish or Heal Bell as the opponent switches out, or hit them hard with a STAB Leaf Blade.</p>

    [SET]
    name: Sunny Day
    move 1: Sunny Day
    move 2: Sleep Powder
    move 3: Encore
    move 4: Memento
    item: Heat Rock
    ability: Chlorophyll
    nature: Timid
    evs: 248 HP / 44 Def / 216 Spe

    [Set Comments (SET COMMENTS)]

    <p>When the sun shines, Jumpluff becomes the fastest Pokemon in the tier bar none, and it can make great use of this ludicrous speed thanks to its numerous support options. Meanwhile, Jumpluff finds plenty of opportunities to set up Sunny Day on its own (comma) due to its ability to outspeed most opponents naturally, and its ability to cause opponents that are afraid of Encore to switch (force switches with Encore). Because of its decent bulk and ability to force opponents out of battle, Jumpluff is just as capable at supporting its team midway throughout the match as it is 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 option on any Jumpluff set as it allows (comma) (allowing) it to remove threats to the rest of the team with ease; putting Altaria to Sleep (sleep) makes it setup fodder for Shiftry instead of a check. 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 (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, at no risk of having a supporting sweeper being KOed by an incoming attack, and allowing them to make the most of the remaining 6 (six) turns of sunlight.</p>

    [Additional Comments (ADDITIONAL COMMENTS)]

    <p>Chlorophyll is the best ability to use with this set, as it allows Jumpluff to outspeed almost all boosted Pokemon in the tier under sunlight, letting it use its array of support moves much more effectively, and against targets that would (normally) be able to retaliate before its teammates could attack them. Whilst Leaf Guard would ordinarily be quite useful in allowing Jumpluff to deal better with stall teams, opponents are loath to use status attacks against it anyway due to fear of Encore, and offensive Pokemon are much more likely to just try and kill Jumpluff before it can achieve anything. The EV spread is also fairly standard; 216 Speed EVs with a Timid nature outspeed(s) Base (base) 105 Speed Pokemon out of Sun (sun), and are sufficient to outspeed almost every opponent once Sunny Day is used (active). 248 HP EVs provide Jumpluff with more overall bulk, and let it switch into Stealth Rock more often than an even HP stat would permit; the remaining EVs are invested in Defense to let Jumpluff take Superpowers, Waterfalls (comma) and other physical attacks better. If you think that investing EVs in Speed is wasteful, as the benefit will be moot once Sunny Day is used, then an alternative EV spread of 248 HP / 196 Def / 64 Spe provides even more bulk, and still lets it outspeed Timid Rotom-S in weatherless conditions (under clear skies). Likewise, if you don't feel that Memento, Encore (comma) or Sleep Powder is (are) useful to your team, Jumpluff can use alternative options such as Aromatherapy, Leech Seed (comma) and Stun Spore to fill more specialised (specialized) roles instead. U-turn can also be considered over Memento, but due to Jumpluff's high Speed, the sweeper switching in can be hit by an incoming attack more easily, and as U-turn fails to even 2HKO Exeggutor, it's an inferior option overall.</p>

    <p>When using this set, it is imperative to use teammates that can benefit from sunlight as much as possible. Supplementary Chlorophyll users (comma) such as Victreebel and Shiftry (comma) can provide the sheer offensive presence that Jumpluff cannot muster, and can decimate (decimating) offensive teams whilst sunlight allows them to outspeed even some Choice Scarf users, and Growth provides them with the ability to boost their power quickly. Fire-type Pokemon such as Magmortar and Rapidash also benefit from sunlight's boost to their STAB attacks, letting them break through walls much more easily. Meanwhile, bulky Leaf Guard + Synthesis users (comma) such as Meganium and Leafeon (comma) can be used on more defensively inclined teams, as they become much more effective tanks with immunity to status and extremely rapid healing. Using a Water- or Dragon-type on your team can also be useful for defensive synergy; Quagsire can run an effective Curse set without being impeded by the sunlight, whilst Altaria can take boosted Fire Blasts pretty well due to its excellent Special Defense stat. It's also important to consider additional Sunny Day users to use alongside Jumpluff, and to ensure that the match remains bathed in sunlight for as long as possible; Mesprit and Regirock make good choices, as they can also provide Stealth Rock support, and have synergistic typing with many standard sun-abusers.</p>

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

    [Set Comments (SET COMMENTS)]

    <p>Yes, you read that correctly. Although Jumpluff's Base 55 Attack stat is beyond retarded (useless), it has a lot of aspects that can 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 (base) 110 Speed, as apart from (only) Swellow, Cincinno, and Choice Scarf users, almost no other offensive Pokemon 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 (c)over has been blown. Finally, while it sorely lacks raw strength, the combination of Flying Gem + (and) STABs Acrobatics provides even the puny 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 Quagsire, Golem (comma) 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 being 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 tends to overwhelm its enemies with sheer awesomeness.</p>

    [Additional Comments (ADDITIONAL COMMENTS)]

    <p>Although it can be easy to dismiss offensive Jumpluff as a joke at first, upon closer inspection it actually has the ability to OHKO many offensive Pokemon after a boost, and can 2HKO some of the most physically bulky Pokemon in the tier, as the following damage calculations demonstrate. Even opponents that resist Acrobatics, such as Rotom-S, can be 2HKOed thanks to the boost Flying Gem provides to the first attack.</p>

    <ul class="damage_calculation">
    <li>+2 Acrobatics vs. 24/0 Magmortar 97.97(%) - 115.48%</li>
    <li>+2 Acrobatics vs. 4/0 Absol 116.6(%) - 137.63%</li>
    <li>+2 Acrobatics vs. 0/4 Swellow 120.68(%) - 142.52%</li>
    <li>+2 Flying Gem Acrobatics vs. 0/4 Rotom-S 61.15(%) - 71.9%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Misdreavus 65.12(%) - 76.85%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Armaldo 88.13(%) - 104.51%</li>
    <li>+2 Flying Gem Acrobatics vs. 4/0 Mesprit 96.4(%) - 113.78%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/200+ Torterra 116.24(%) - 137.05%</li>
    <li>Seed Bomb vs. 252/0 Quagsire 88.32(%) - 104.56%</li>
    <li>+2 Seed Bomb vs. 252/0 Regirock 46.15(%) - 54.39%</li>
    <li>+2 Seed Bomb vs. 112/0 Samurott 97.49(%) - 115.32%</li>
    </ul>

    <p>The EV spread is obligatory; Jumpluff needs as much investment as possible in its pathetic Attack stat to sweep effectively, and maximum Speed investment will prevent the occasional Jolly Tauros from interrupting your sweep. If you're not satisfied with Jumpluff being able to actually kill things, Bounce + Life Orb can be used instead of Acrobatics + Flying Gem. Although your (Jumpluff's) Flying-type attack is significantly reduced in power and now requires a charge up turn, the extra power in your Seed Bomb could potentially be useful for getting through opponents like Regirock more reliably. As per usual, Chlorophyll is the best ability to use, as it gives Jumpluff the ability to outspeed and OHKO many Choice Scarf users with a Flying Gem boost and Sunny Day support, giving it an even more distinct niche as a sweeper. Meanwhile, because Jumpluff is obviously not the most powerful attacker around, it desperately wants Spikes and Stealth Rock support from teammates to increase its likelihood of securing kills against bulky opponents. Regirock and Camerupt are particularly good choices for supporting, as they can also deal with Probopass and Bastiodon with Earthquake, whilst simultaneously using Stealth Rock and Sunny Day to increase Jumpluff's sweeping capacity. Golem is also a good choice as it can (to) deal with the Electric- and Flying-type opponents that can mess with Jumpluff simultaneously. Teammates with priority attacks, such as Absol, and Choice Scarf users with access to U-turn and Volt Switch, such as Swellow and Rotom-S, provide additional methods of cleaning up Jumpluff's kills reliably. Pursuit users (comma) such as Skuntank (comma) can also be useful in preventing mortally wounded opponents from sneaking away before you can deal the final blow.</p>

    [Other Options]

    <p>Jumpluff has a lot of other options it can use on its support movesets, but it lacks the space to use many of them effectively 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 it with a reliable recovery option, especially in sunlight, but Jumpluff would rarely find this move useful to its team's purpose than setting up Leech Seed, Encore, Sleep Powder (comma) or Memento. Cotton Guard and Amnesia are interesting stat boosting options that can be used to make Jumpluff's Substitutes unbreakable, and whilst they can be used well due to its excellent Speed stat, Jumpluff can become setup fodder to other boosting opponents while using these moves, and they are obviously a waste of time when your opponent has access to a phasing Pokemon. Stun Spore can be used alongside Sleep Powder to pull off the infamous 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 often better off just providing (to provide) Toxic Spikes support with (through) another teammate, and giving Jumpluff the extra moveslot to work with. 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 Quagsire and Golem, whilst Hidden Power Flying hits Grass-types that attempt to switch into Leech Seed "hard" 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.</p>

    [Checks and Counters]

    <p>Offensive Pokemon will struggle to out-manuveur (outmaneuver) Jumpluff a lot of the time, but there are ways of dealing with it decisively and effectively. Taunt completely shuts supporting Jumpluff down, although most of its users are unable to use to move before Jumpluff can do something. All Grass-type Pokemon can switch into Leech Seed with impunity and thus hinder 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 Minds and (or) Coils with impunity. Likewise, Pokemon with the Vital Spirit ability (comma) such as Magmortar and Electabuzz, in addition to the rare Sap Sipper Miltank, 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 pre-emptively to let other teammates deal with Jumpluff more effectively. Choice Scarf users such as Rotom-S, as well as Swellow and Cincinno, can outspeed Jumpluff and force it to retreat, while possibly stealing momentum of their own with Volt Switch and U-turn respectively. 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 begin to setup on Jumpluff with impunity if it's already used Sleep Powder on another opponent.</p> ​


    Copy/Paste (open)
    [Overview]

    <p>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. When it manages to switch into play, 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 allows it to outspeed every single Pokemon under the sun, including many with a +2 boost, meaning with proper team support it can 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.</p>

    [SET]
    name: SubSeed
    move 1: Substitute
    move 2: Leech Seed
    move 3: Sleep Powder
    move 4: Encore
    item: Leftovers
    ability: Chlorophyll
    nature: Timid
    evs: 8 HP / 200 Def / 84 SpD / 216 Spe

    [SET COMMENTS]

    <p>The standard fluff-ball aims to switch into opponents on a Ground-type attack or after a teammate has been killed and proceed to disable, annoym and harass them as much as possible. Against Pokemon that don't pose much of a threat, such as Misdreavus, Quagsire, and Wartortle, Jumpluff can set up a Substitute to block status and resisted Scalds, and then use Leech Seed to recover its HP back faster than the opponent can deplete it, eventually stalling them out or forcing them to switch due to sheer frustration. 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 Substitude while slowly whittling down enemies over time. For opponents that demand more immediate attention, such as non-Choice Scarf Sawk and Rotom-S, Sleep Powder has a good chance of shutting them down, letting you switch into a teammate that can set up on them. If you expect the opponent to switch out as soon as Jumpluff enters the battlefield, you can just throw out a Sleep Powder to hit anything that tries to switch in, giving you a 75% chance of disabling their best response to Jumpluff for most of the game. Encore completes the set by allowing you to set up against a greater variety of opponents; if Jumpluff comes in on an Absol using Sucker Punch, a well-timed Encore ensures that it won't be able to touch Jumpluff until you've set up a Substitute, Leech Seed, and possibly a Sleep Powder. It 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 like Stealth Rock, Rapid Spin, and Heal Bell, preventing them from achieving anything useful until they switch out or run out of PP.</p>

    [ADDITIONAL COMMENTS]

    <p>Jumpluff is so fast it doesn't even need to invest fully in its Speed to outrun most of the tier's sweepers, except Tauros, Serperior, and Swellow. Investing 216 EVs and using a Timid nature is the best course of action, as this allows Jumpluff to outspeed Cryogonal and Encore it into Rapid Spin or Recover before it can use Ice Beam. As a fully-invested Jumpluff can only hope to Speed tie with Tauros at best, and as this is almost the only advantage to running maximum Speed, it's often not worth depleting Jumpluff's other stats to gain a 50% chance to beat a single Pokemon. The remaining EVs are split between the defensive stats to allow Jumpluff to take weak attacks more easily; because Jumpluff will be using Leech Seed almost every time it switches in, a lower HP stat lets it heal more each turn with Leech Seed. An additional 8 EVs are placed into HP to give it a Leftovers number, and thus maximize its overall HP recovery. With this EV spread, Jumpluff's bulk isn't much lower than that of a 252 HP / 40 Def spread, and the extra percentage of recovery makes all the difference when repeatedly using Substitute.</p>

    <p>The above moveset is generally the most effective at disrupting opponents and boasting Jumpluff's best attributes, but if you don't want to use Sleep Powder or Encore, Stun Spore will allow you to cripple the enemy's sweepers more permanently, if somewhat inconsistently. Likewise, Aromatherapy can be used over either of them to turn Jumpluff into the tier's fastest cleric. Synthesis can also be useful, letting Jumpluff heal itself against opposing Grass-types and Magic Guard users, and giving it more survivability in general, but this is unnecessary for the most part. Toxic and Protect are also good options for maximizing Jumpluff's ability to stall out opponents; if it has a Substitute and Leech Seed in effect, opponents will be hard-pressed to even touch you without a multi-hit attacker such as Cincinno. In terms of abilities, Chlorophyll is the standard option for this set as, with Sunny Day support from a teammate, Jumpluff will be able to outspeed all Choice Scarf users (and even Agility Pikachu!) and use Sleep Powder to disable them, which is no ordinary feat.</p>

    <p>As Jumpluff won't be directly killing many opponents, it depends on its synergy with its team to be an effective disruptor. Setup sweepers, such as Gorebyss and Absol, will highly appreciate having a check or counter disabled by Sleep Powder or Encore, while Swellow appreciates the extra recovery that Leech Seed can provide, allowing it to sweep for longer before being forced out by Toxic Orb damage. Because Leech Seed doesn't work against opposing Grass-type Pokemon, Jumpluff won't be able to stall them out as easily; thus Magmortar and Jynx are good team mates for their ability to deal with Grass-types, the former being immune to sleep and the latter being able to set up on the majority of them with Substitute and Calm Mind. Rapid Spin support is highly appreciated, as although Jumpluff is immune to both varieties of Spikes, Stealth Rock will deal severe damage every time Jumpluff enters combat, reducing the number of Substitutes it can make. Torkoal is a good choice as it can threaten Grass-type Pokemon with a STAB Lava Plume, and provide Stealth Rock support to increase the amount of residual damage that Jumpluff can cause throughout the match. Toxic Spikes users such as Garbodor can also augment Jumpluff's stalling power by vastly increasing residual damage. Finally, adding it to a Sunny Day team increases the number of opponents it can use Sleep Powder on and lets it Encore opponents into boosting moves, letting another Pokemon on the team kill them before they can land an attack. Leafeon is a good choice in this context, as it can either provide team support with Wish or Heal Bell as the opponent switches out, or hit them hard with a STAB Leaf Blade.</p>

    [SET]
    name: Sunny Day
    move 1: Sunny Day
    move 2: Sleep Powder
    move 3: Encore
    move 4: Memento
    item: Heat Rock
    ability: Chlorophyll
    nature: Timid
    evs: 248 HP / 44 Def / 216 Spe

    [SET COMMENTS]

    <p>When the sun shines, Jumpluff becomes the fastest Pokemon in the tier bar none, and it can make great use of this ludicrous speed thanks to its numerous support options. Meanwhile, Jumpluff finds plenty of opportunities to set up Sunny Day on its own, due to its ability to outspeed most opponents naturally and its ability to force switches with Encore. Because of its decent bulk and ability to force opponents out of battle, Jumpluff is just as capable at supporting its team midway throughout the match as it is 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 option on any Jumpluff set, allowing it to remove threats to the rest of the team with ease; putting Altaria to sleep makes it setup fodder for Shiftry instead of a check. 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, at no risk of having a supporting sweeper being KOed by an incoming attack, and allowing them to make the most of the remaining six turns of sunlight.</p>

    [ADDITIONAL COMMENTS]

    <p>Chlorophyll is the best ability to use with this set, as it allows Jumpluff to outspeed almost all boosted Pokemon in the tier under sunlight, letting it use its array of support moves much more effectively, and against targets that would normally be able to retaliate before its teammates could attack them. Whilst Leaf Guard would ordinarily be quite useful in allowing Jumpluff to deal better with stall teams, opponents are loath to use status attacks against it anyway due to Encore, and offensive Pokemon are much more likely to just try and kill Jumpluff before it can achieve anything. The EV spread is also fairly standard; 216 Speed EVs with a Timid nature outspeeds base 105 Speed Pokemon out of sun, and are sufficient to outspeed almost every opponent once Sunny Day is active. 248 HP EVs provide Jumpluff with more overall bulk and let it switch into Stealth Rock more often than an even HP stat would permit; the remaining EVs are invested in Defense to let Jumpluff take Superpowers, Waterfalls, and other physical attacks better. If you think that investing EVs in Speed is wasteful, as the benefit will be moot once Sunny Day is used, then an alternative EV spread of 248 HP / 196 Def / 64 Spe provides even more bulk, and still lets it outspeed Timid Rotom-S under clear skies. Likewise, if you don't feel that Memento, Encore, or Sleep Powder are useful to your team, Jumpluff can use alternative options such as Aromatherapy, Leech Seed, and Stun Spore to fill more specialized roles instead. U-turn can also be considered over Memento, but due to Jumpluff's high Speed, the sweeper switching in can be hit by an incoming attack more easily, and as U-turn fails to even 2HKO Exeggutor, it's an inferior option overall.</p>

    <p>When using this set, it is imperative to use teammates that can benefit from sunlight as much as possible. Supplementary Chlorophyll users, such as Victreebel and Shiftry, can provide the sheer offensive presence that Jumpluff cannot muster, decimating offensive teams whilst sunlight allows them to outspeed even some Choice Scarf users, and Growth provides them with the ability to boost their power quickly. Fire-type Pokemon such as Magmortar and Rapidash also benefit from sunlight's boost to their STAB attacks, letting them break through walls much more easily. Meanwhile, bulky Leaf Guard + Synthesis users, such as Meganium and Leafeon, can be used on more defensively inclined teams, as they become much more effective tanks with immunity to status and extremely rapid healing. Using a Water- or Dragon-type on your team can also be useful for defensive synergy; Quagsire can run an effective Curse set without being impeded by the sunlight, whilst Altaria can take boosted Fire Blasts pretty well due to its excellent Special Defense stat. It's also important to consider additional Sunny Day users to use alongside Jumpluff, and to ensure that the match remains bathed in sunlight for as long as possible; Mesprit and Regirock make good choices, as they can also provide Stealth Rock support, and have synergistic typing with many standard sun-abusers.</p>

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

    [SET COMMENTS]

    <p>Yes, you read that correctly. Although Jumpluff's Base 55 Attack stat is beyond useless, it has a lot of aspects that can 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, Cincinno, 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 puny 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 Quagsire, 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 tends to overwhelm its enemies with sheer awesomeness.</p>

    [ADDITIONAL COMMENTS]

    <p>Although it can be easy to dismiss offensive Jumpluff as a joke at first, upon closer inspection it actually has the ability to OHKO many offensive Pokemon after a boost, and can 2HKO some of the most physically bulky Pokemon in the tier, as the following damage calculations demonstrate. Even opponents that resist Acrobatics, such as Rotom-S, can be 2HKOed thanks to the boost Flying Gem provides to the first attack.</p>

    <ul class="damage_calculation">
    <li>+2 Acrobatics vs. 24/0 Magmortar 97.97% - 115.48%</li>
    <li>+2 Acrobatics vs. 4/0 Absol 116.6% - 137.63%</li>
    <li>+2 Acrobatics vs. 0/4 Swellow 120.68% - 142.52%</li>
    <li>+2 Flying Gem Acrobatics vs. 0/4 Rotom-S 61.15% - 71.9%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Misdreavus 65.12% - 76.85%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Armaldo 88.13% - 104.51%</li>
    <li>+2 Flying Gem Acrobatics vs. 4/0 Mesprit 96.4% - 113.78%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/200+ Torterra 116.24% - 137.05%</li>
    <li>Seed Bomb vs. 252/0 Quagsire 88.32% - 104.56%</li>
    <li>+2 Seed Bomb vs. 252/0 Regirock 46.15% - 54.39%</li>
    <li>+2 Seed Bomb vs. 112/0 Samurott 97.49% - 115.32%</li>
    </ul>

    <p>The EV spread is obligatory; Jumpluff needs as much investment as possible in its pathetic Attack stat to sweep effectively, and maximum Speed investment will prevent the occasional Jolly Tauros from interrupting your sweep. If you're not satisfied with Jumpluff being able to actually kill things, Bounce + Life Orb can be used instead of Acrobatics + Flying Gem. Although Jumpluff's Flying-type attack is significantly reduced in power and now requires a charge up turn, the extra power in Seed Bomb could potentially be useful for getting through opponents like Regirock more reliably. As per usual, Chlorophyll is the best ability to use as it gives Jumpluff the ability to outspeed and OHKO many Choice Scarf users with a Flying Gem boost and Sunny Day support, giving it an even more distinct niche as a sweeper. Meanwhile, because Jumpluff is obviously not the most powerful attacker around, it desperately wants Spikes and Stealth Rock support from teammates to increase its likelihood of securing kills against bulky opponents. Regirock and Camerupt are particularly good choices for supporting, as they can also deal with Probopass and Bastiodon with Earthquake, whilst simultaneously using Stealth Rock and Sunny Day to increase Jumpluff's sweeping capacity. Golem is also a good choice to deal with the Electric- and Flying-type opponents that can mess with Jumpluff. Teammates with priority attacks, such as Absol, and Choice Scarf users with access to U-turn and Volt Switch, such as Swellow and Rotom-S, provide additional methods of cleaning up Jumpluff's kills reliably. Pursuit users, such as Skuntank, can also be useful in preventing mortally wounded opponents from sneaking away before you can deal the final blow.</p>

    [Other Options]

    <p>Jumpluff has a lot of other options it can use on its support movesets, but it lacks the space to use many of them effectively 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 it with a reliable recovery option, especially in sunlight, but Jumpluff would rarely find this move useful to its team's purpose than setting up Leech Seed, Encore, Sleep Powder, or Memento. Cotton Guard and Amnesia are interesting stat boosting options that can be used to make Jumpluff's Substitutes unbreakable, and whilst they can be used well due to its excellent Speed stat, Jumpluff can become setup fodder to other boosting opponents while using these moves, and they are obviously a waste of time when your opponent has access to a phasing Pokemon. Stun Spore can be used alongside Sleep Powder to pull off the infamous 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 often better off to provide Toxic Spikes support through another teammate and giving Jumpluff the extra moveslot to work with. 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 Quagsire and Golem, whilst Hidden Power Flying hits Grass-types that attempt to switch into Leech Seed "hard" 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.</p>

    [Checks and Counters]

    <p>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 supporting Jumpluff down, although most of its users are unable to use to move before Jumpluff can do something. All Grass-type Pokemon can switch into Leech Seed with impunity and thus hinder 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 Magmortar and Electabuzz, in addition to the rare Sap Sipper Miltank, 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 and Cincinno, 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 begin to setup on Jumpluff with impunity if it's already used Sleep Powder on another opponent.</p>​


    [​IMG]
    GP (1/2) (sorry this took a while, #grammar was p. funny tonight)
  14. erisia

    erisia (macho) brace yourselves
    is a Contributor to Smogon

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    Implemented the check! :)
  15. sirndpt

    sirndpt
    is an Artist Alumnusis a Contributor Alumnus

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    [​IMG]

    copypastable (open)
    [Overview]

    <p>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.</p>

    <p>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.</p>

    [SET]
    name: SubSeed
    move 1: Substitute
    move 2: Leech Seed
    move 3: Sleep Powder
    move 4: Encore
    item: Leftovers
    ability: Chlorophyll
    nature: Timid
    evs: 8 HP / 200 Def / 84 SpD / 216 Spe

    [SET COMMENTS]

    <p>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, namely Misdreavus, Quagsire, and Wartortle, 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.</p>

    <p>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 Absol using Sucker Punch, a well-timed Encore ensures that Absol 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.</p>

    [ADDITIONAL COMMENTS]

    <p>Jumpluff is so fast it doesn't even need to invest fully in its Speed to outrun most of the tier's sweepers, except Tauros, Serperior, and Swellow. 216 Speed EVs and a Timid nature are optimal, as this allows Jumpluff to outspeed Cryogonal and Encore it into Rapid Spin or Recover before it can use Ice Beam. A fully invested Jumpluff can only hope to Speed tie with Tauros at best. As the 50% chance of beating a single Pokemon is virtually the only advantage to running maximum Speed, it's often not worth the loss of bulk. 8 EVs are placed into HP to give Jumpluff a Leftovers number, and thus maximize its overall HP recovery. The remaining EVs are split between Jumpluff's defensive stats to allow it to take weak attacks more easily; as Jumpluff will almost always be using Leech Seed every time it switches in, a lower HP stat lets it heal more each turn with Leech Seed. This Jumpluff's bulk is comparable to that of 252 HP / 40 Def Jumpluff, and the extra percentage of recovery makes all the difference when repeatedly using Substitute.</p>

    <p>The above moveset is generally the most effective at disrupting opponents, but some tweaks can be made. If you want an alternative to Sleep Powder or Encore, Stun Spore will allow Jumpluff to cripple the enemy's sweepers more permanently, if somewhat inconsistently. Likewise, Aromatherapy can replace either move to turn Jumpluff into the tier's fastest cleric. Synthesis can also be useful, letting Jumpluff heal itself against opposing Grass-types and Magic Guard users, and giving it more survivability in general. However, this is unnecessary for the most part. Toxic and Protect are also good options for maximizing Jumpluff's ability to stall out opponents; if it has both Substitute and Leech Seed in effect as well, opponents will be hard-pressed to even touch Jumpluff without a multi-hit attacker such as Cinccino. In terms of abilities, Chlorophyll is the standard option for this set as, with Sunny Day support from a teammate, Jumpluff will be able to outspeed all Choice Scarf users (and even Agility Pikachu!) and use Sleep Powder to disable them, which is no ordinary feat. <this paragraph is really long as it is, so i'd recommend removing the ability bit altogether></p>

    <p>As Jumpluff won't be directly killing many opponents, it depends on its synergy with its team to be an effective disruptor. Setup sweepers, such as Gorebyss and Absol, will highly appreciate having a check or counter disabled by Sleep Powder or Encore, while Swellow appreciates the extra recovery that Leech Seed can provide it, allowing it to fire off more hits before being forced out by Toxic Orb damage. As Leech Seed doesn't work against opposing Grass-type Pokemon, Jumpluff won't be able to stall them out as easily; thus, Magmortar and Jynx are good teammates for their ability to deal with Grass-types. While the former is immune to sleep, the latter is able to set up on the majority of Grass-types with Substitute and Calm Mind.</p>

    <p>Rapid Spin support is highly appreciated, as Stealth Rock will deal severe damage to Jumpluff every time it enters combat, reducing the number of Substitutes it can make. Torkoal is a good choice for a spinner as it can threaten Grass-type Pokemon with STAB Lava Plume, and can provide Stealth Rock support to rack up even more damage. Toxic Spikes users such as Garbodor can also augment Jumpluff's stalling power by vastly increasing residual damage. Finally, adding Jumpluff to a Sunny Day team increases the number of opponents it can outspeed and put to sleep, and lets it Encore opponents into boosting moves, letting a teammate kill them before they can land an attack. Leafeon is a good choice in this regard, as it can either provide team support with Wish or Heal Bell as the opponent switches out, or hit the switch-in hard with STAB Leaf Blade.</p>

    [SET]
    name: Sunny Day
    move 1: Sunny Day
    move 2: Sleep Powder
    move 3: Encore
    move 4: Memento
    item: Heat Rock
    ability: Chlorophyll
    nature: Timid
    evs: 248 HP / 44 Def / 216 Spe

    [SET COMMENTS]

    <p>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.</p>

    <p>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.</p>

    [ADDITIONAL COMMENTS]

    <p>Chlorophyll is the best ability to use with this set, as it allows Jumpluff to outspeed almost all boosted Pokemon in the tier under sunlight, letting it use its array of support moves against targets that would normally outspeed it. While Leaf Guard would ordinarily be quite useful to allow Jumpluff to better deal with stall teams, opponents are loath to use status attacks against it anyway due to Encore, and offensive Pokemon are much more likely to just try and kill Jumpluff before it can achieve anything.</p>

    <p>The EV spread is also fairly standard; 216 Speed EVs and a Timid nature lets Jumpluff outspeed base 105 Speed Pokemon out of sun, as well as almost all opponents once Sunny Day is active. 248 HP EVs provide Jumpluff with more overall bulk and let it switch into Stealth Rock one extra time; the remaining EVs are invested in Defense to let Jumpluff better take Superpowers, Waterfalls, and other resisted physical attacks. If you think that investing EVs in Speed is wasteful, as they will be unnecessary in sun, then an alternative EV spread of 248 HP / 196 Def / 64 Spe provides even more bulk, and still lets it outspeed Timid Rotom-S under clear skies.</p>

    <p>Likewise, if you don't feel that Memento, Encore, or Sleep Powder are useful to your team, Jumpluff can use alternative options such as Aromatherapy, Leech Seed, and Stun Spore to fill more specialized roles instead. U-turn can also be considered over Memento, but due to Jumpluff's high Speed, the sweeper switching in will likely be hit by an incoming attack. Additionally, as U-turn fails to even 2HKO Exeggutor, it's an inferior option overall.</p>

    <p>It is imperative to pair this Jumpluff with teammates that can benefit from sunlight as much as possible. Chlorophyll sweepers such as Victreebel and Shiftry can provide the sheer offensive presence that Jumpluff cannot muster, decimating offensive teams in sunlight, which lets them outspeed even Choice Scarf users, and Growth provides them with the ability to boost their power quickly. Fire-type Pokemon such as Magmortar and Rapidash also benefit from sunlight's boost to their STAB attacks, letting them break through walls much more easily. Meanwhile, bulky Leaf Guard + Synthesis users, such as Meganium and Leafeon, can be used on more defensively inclined teams, as they become much more effective tanks thanks to immunity to status and extremely rapid healing.</p>

    <p>A Water- or Dragon-type can also add to defensive synergy of your team; Quagsire can run an effective Curse set without being impeded by the sunlight, while Altaria can take boosted Fire Blasts well due to its excellent Special Defense stat. It's also important to consider additional Sunny Day users to use alongside Jumpluff, and to ensure that the match remains bathed in sunlight for as long as possible; Mesprit and Regirock make good choices, as they can also provide Stealth Rock support, and have good synergy with many standard sun abusers.</p>

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

    [SET COMMENTS]

    <p>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, Cinccino, 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.</p>

    <p>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 Quagsire, Golem, and Regirock super effectively.</p>

    <p>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.</p>

    [ADDITIONAL COMMENTS]

    <p>Although it can be easy to dismiss offensive Jumpluff as a joke at first, upon closer inspection, Jumpluff actually has the ability to OHKO many offensive Pokemon after a boost, and can 2HKO some of the most physically bulky Pokemon in the tier, as the following damage calculations demonstrate. Even opponents that resist Acrobatics, such as Rotom-S, can be 2HKOed thanks to the boost Flying Gem provides to the first attack.</p>

    <ul class="damage_calculation">
    <li>+2 Acrobatics vs. 24/0 Magmortar 97.97% - 115.48%</li>
    <li>+2 Acrobatics vs. 4/0 Absol 116.6% - 137.63%</li>
    <li>+2 Acrobatics vs. 0/4 Swellow 120.68% - 142.52%</li>
    <li>+2 Flying Gem Acrobatics vs. 0/4 Rotom-S 61.15% - 71.9%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Misdreavus 65.12% - 76.85%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/0 Armaldo 88.13% - 104.51%</li>
    <li>+2 Flying Gem Acrobatics vs. 4/0 Mesprit 96.4% - 113.78%</li>
    <li>+2 Flying Gem Acrobatics vs. 252/200+ Torterra 116.24% - 137.05%</li>
    <li>Seed Bomb vs. 252/0 Quagsire 88.32% - 104.56%</li>
    <li>+2 Seed Bomb vs. 252/0 Regirock 46.15% - 54.39%</li>
    <li>+2 Seed Bomb vs. 112/0 Samurott 97.49% - 115.32%</li>
    </ul>

    <p>The EV spread is self-explanatory; Jumpluff needs to maximize its pathetic Attack stat to sweep effectively, and maximum Speed investment will prevent the occasional Jolly Tauros from interrupting your sweep. If you're not satisfied with Jumpluff being able to actually kill things, Bounce + Life Orb can be used instead of Acrobatics + Flying Gem. Although Jumpluff's Flying-type attack is significantly reduced in power and now requires a charge turn, the extra power granted to Seed Bomb could help Jumpluff break through opponents such as Regirock more reliably. As per usual, Chlorophyll is the best ability to use as it gives Jumpluff the ability to outspeed and OHKO many Choice Scarf users with a Flying Gem boost and Sunny Day support, giving it an even more distinct niche as a sweeper.</p>

    <p>Meanwhile, because Jumpluff is obviously not the most powerful attacker around, it desperately wants Spikes and Stealth Rock support to increase its likelihood of securing kills against bulky opponents. Regirock and Camerupt are particularly good partners to Jumpluff, as they can deal with Probopass and Bastiodon with Earthquake, as well as use Stealth Rock and Sunny Day to increase Jumpluff's sweeping capacity. Golem is also a good choice to deal with the Electric- and Flying-type opponents that can mess with Jumpluff. Teammates with priority attacks, such as Absol, and Choice Scarf users with access to U-turn and Volt Switch, such as Swellow and Rotom-S, provide additional methods of reliably cleaning up a weakened team. Pursuit users, such as Skuntank, can also be useful in preventing mortally wounded opponents from sneaking away before Jumpluff can finish them off.</p>

    [Other Options]

    <p>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 Quagsire 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.</p> <could you break this up into two or three paragraphs somewhere where you think it'd make the most sense? it'd be much easier to read that way :]>

    [Checks and Counters]

    <p>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.</p>

    <p>Likewise, Pokemon with the Vital Spirit ability, such as Magmortar and Electabuzz, in addition to the rare Sap Sipper Miltank, 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 and Cinccino, can outspeed Jumpluff and force it to retreat, while possibly stealing momentum of their own with Volt Switch and U-turn.</p>

    <p>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.</p>
  16. erisia

    erisia (macho) brace yourselves
    is a Contributor to Smogon

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    And that's been implemented too. That's a lot of good condensing work. :) Unless there are any objections, this is done.
  17. Zebraiken

    Zebraiken neca eos omnes, deus suos agnoscet
    is a member of the Site Staffis an official Team Rateris a Forum Moderatoris a Community Contributoris a Pokemon Researcheris a Tiering Contributoris a Contributor to Smogonis a Battle Server Moderatoris a Super Moderator Alumnus
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    uploadin. keep up the good work erisiascape! (+ gp team :D)

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