Jumpluff

[OVERVIEW]
While Jumpluff's very low base Attack doesn't scream "good offensive Pokemon", it is a fantastic Pokemon in the PU metagame for a variety of reasons. First, its great Speed and amazing movepool, which features options such as Sleep Powder, U-turn, and Swords Dance, make it a very versatile Pokemon that can provide tons of utility to nearly every team. Jumpluff can perform several important roles quite effectively. In addition to being a solid utility Pokemon in general, Jumpluff also makes for a great partner to the many threatening setup sweepers in PU thanks to its access to Sleep Powder and Memento, and it can even sweep itself with Swords Dance. However, Jumpluff's low base Attack, while somewhat mitigated by its high-Base Power STAB moves and decent coverage, makes it quite easy to switch into, especially after it has already put a foe to sleep. The Swords Dance set is easily checked by common Pokemon such as Floatzel, Zebstrika, and most Choice Scarf users. Jumpluff is also worn down quite quickly due to its Stealth Rock weakness, which can be difficult to account for in PU due to the metagame's limited number of options for entry hazard removal.

[SET]
name: Offensive Utility
move 1: Acrobatics
move 2: Sleep Powder
move 3: Seed Bomb / U-turn
move 4: U-turn / Memento
item:
ability: Chlorophyll / Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is a necessary STAB attack on any Jumpluff set. Seed Bomb is an important secondary STAB move that lets Jumpluff check Pokemon such as Simipour and Golem. Sleep Powder is especially good on Jumpluff, as most sleep absorbers don't want to switch into Acrobatics. U-turn lets Jumpluff pivot out of obvious switch-ins such as Zebstrika, Vigoroth, and Klang. Memento lets Jumpluff give a teammate a free setup opportunity on just about anything, which is invaluable support. Seed Bomb or U-turn can be used alongside Memento; the choice is mainly up to personal preference. Encore can be used to lock foes into unfavorable moves and prevent Jumpluff from being setup fodder for Vigoroth and Klang.

Set Details
========

Maximum Speed and Attack EVs with a Jolly nature let Jumpluff take advantage of its great Speed and hit harder than wet cardboard. However, if using Memento, Jumpluff can use HP EVs instead of Attack EVs in order to be able to switch into some attacks. No item is used in order to make Acrobatics powerful. The choice of ability is up to personal preference; Chlorophyll lets Jumpluff beat opposing sun teams with ease, while Infiltrator allows it to revenge kill Substitute users such as Ninetales and Sawsbuck.

Usage Tips
========

How Jumpluff should be played depends greatly on whether or not it is running Memento. If Jumpluff is not running Memento, it should be played as an offensive pivot, switching in on predicted support moves such as Taunt and Spikes and gaining momentum or putting a foe to sleep. If Jumpluff is running Memento, its main focus should obviously be finding the best time to use the move. It is best to figure out the Pokemon on the opposing team that your setup sweepers could set up on, try to draw them in, and then get Jumpluff in and use Memento. In general, it is a good idea to U-turn out of obvious switches to Jumpluff's counters.

Team Options
========

Pokemon that can beat Jumpluff's common switch-ins make for good teammates. Machoke can take on Klang and Vigoroth, while Stunfisk and Piloswine beat Zebstrika. If Jumpluff is using Memento, setup sweepers such as Rock Polish Relicanth, Linoone, and Huntail are mandatory teammates. Fraxure in particular is a great partner, as it can easily set up on -2 Zebstrika. Entry hazard removal from Pokemon such as Swanna, Vullaby, and Vibrava is helpful, as Jumpluff is weak to Stealth Rock and likes to switch in many times throughout the match.

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

[SET COMMENTS]
Moves
========

Swords Dance lets Jumpluff function as a threatening sweeper. Sleep Powder lets Jumpluff generally be annoying and set up on Pokemon that it otherwise wouldn't be able to. Acrobatics and Seed Bomb are mandatory STAB moves that have good coverage.

Set Details
========

The EVs and nature are standard for a fast physical sweeper. No item is used because an item would weaken Jumpluff's main STAB option. Chlorophyll should be used if your team has trouble against sun teams, while Infiltrator should be used otherwise in order to ignore Substitutes.

Usage Tips
========

Early-game, Jumpluff should mainly be using Sleep Powder in order to support its team (provided that the opponent has no way to block it). Once its counters have been weakened or removed, it should attempt to set up Swords Dance on something it forces out, such as Machoke or Roselia. If the opposing team is weak to Jumpluff, try to not let it take unnecessary damage early on so that it can sweep late-game.

Team Options
========

Strong wallbreakers such as Choice Band Dodrio and Stoutland can help soften the opposing team for Jumpluff to sweep later on. Probopass can trap Klang for Jumpluff and give it opportunities to switch in with Volt Switch. Pokemon that can switch into Jumpluff's checks and counters are recommended. Stunfisk can beat both Zebstrika and Klang, while Politoed can beat Floatzel and deter Vigoroth from setting up with Scald.

[STRATEGY COMMENTS]
Other Options
=============

Jumpluff lacks viable other options outside of what has already been mentioned. Synthesis can be used, but Jumpluff lacks the space for it. Other defensive moves such as Toxic and Leech Seed may seem appealing, but Jumpluff would much rather use its standard options.

Checks and Counters
===================

**Zebstrika**: Thanks to Sap Sipper, Zebstrika can switch into anything Jumpluff uses easily and retaliate with Hidden Power Ice, though it is worn down by entry hazards, Life Orb recoil, and damage from Acrobatics or U-turn, so it cannot switch in very many times. Additionally, it is easy setup fodder for many Pokemon if it switches into Memento.

**Sleep-immune Pokemon**: Vigoroth and defensive Tangela can take hits from the support set quite easily, though they take quite a bit from a +2 Acrobatics. While not very common, Pokemon such as Vullaby and Electabuzz are immune to sleep and take little from Jumpluff's moves.

**Steel-types**: Klang and Metang take little from anything Jumpluff throws at them, and they have Clear Body to block Memento. Additionally, Klang can set up Shift Gears on Jumpluff and does not care about Sleep Powder, as it usually runs Sleep Talk.

**Defensive Tangela**: Despite being weak to Acrobatics, defensive Tangela is so bulky that it takes little from Acrobatics and can retaliate with Hidden Power Ice and heal off damage with Regenerator.

**Faster Pokemon**: Floatzel, Zebstrika, Purugly, and Choice Scarf users such as Simipour can make quick work of Jumpluff due to its average bulk and 4x weakness to Ice-type moves.

**Piloswine**: While it doesn't like switching into Seed Bomb, Piloswine takes little from Jumpluff's other moves and can OHKO it with Ice Shard.
 
Last edited:
I'm not sure of the slashing on the main set. For me, Sleep Powder is mandatory; when I use Memento I always use Sleep Powder, and if I want U-turn as well I forgo Seed Bomb. Sleep Powder is just such an amazing move and it contributes greatly to Jumpluff's ability to be an annoyance and facilitate sweeps. I would make the slashing:

- Acrobatics
- Sleep Powder
- Seed Bomb / U-turn
- U-turn / Memento

Which implies that the sets to run are Acrobatics / Sleep Powder / Seed Bomb / U-turn, Acrobatics / Sleep Powder / U-turn / Memento, or Acrobatics / Sleep Powder / Seed Bomb / Memento.

You mentioned you were having trouble with usage tips due to the simplicity of playing with Jumpluff, I would mention something about when to U-turn (when you see Zebstrika, Vigoroth, or other counters on the opponents team). It's obvious but important, even though it's mentioned under U-turn's function.

In the overview, I would mention how Jumpluff's Stealth Rock weakness can limit its potential as a utility Pokemon, especially if it is U-turning a lot. Jumpluff's nature means it tends to get weak quite easily, which lends it to using Memento quite early in the game, so sometimes it is better to pair it with strong breaking sweepers like Fraxure (as mentioned) and also Linoone, a great partner, than sweepers that are quite weak and only function well very late-game.

Your checks and counters are good. It may be worth having a section for Pokemon that can wall Jumpluff after Sleep Clause is in effect, but this is quite expansive. Make sure to mention Electabuzz!

Machoke is a great partner since it double switches in on Vigoroth and Probopass as well as other Rock- and Steel-types. It spamming Knock Off is pretty nice too, though this applies to most Pokemon.

If you have anything you disagree with mention it, otherwise QC 1/3.
 
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I didn't change the set because not running Seed Bomb makes you lose to like 10 things you normally beat and sleep isn't really necessary to run with Memento. If everyone disagrees I'll change it but for now I strongly disagree with slashing anything with Seed Bomb.
 
Seed Bomb targets are pretty much Stunfisk which you should put to sleep as you can't beat it unboosted, Golem (fair), and Water-types (you can't beat unboosted and the only one that doesn't take more from Acrobatics and you can outspeed is Simipour) while Sleep Powered beats those + the various Metang, Probopass, and some more. SleepPowder actually lets you fare better against Golem since you can prevent rocks before U-turning out while breaking sturdy as well making Jumpluff an amazing way to prevent rocks against everything not Piloswine (that is not going to SR against you most likely letting you bring in a Water-types and delay the time in which we go up. All of this while Seed Bomb from 209 Atk still won't ohko Politoed or whatever
 

Anty

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1st set:
I totally agree w/ every one else that seed bomb is less important than the other moves (or as important) so it should be slashed exactly like trc had it

'If Jumpluff is not running Memento, it should be played as an offensive pivot, switching in on predicted support moves and gaining momentum or putting a foe to sleep.' - this is a bit vague as support moves could mean something like twave. Also 'offensive pivot' imo implies it should possibly be switched into attacks so maybe reword that

rd golduck is a bad example of what likes memento support as it has nice natural bulk + can force a lot of shit out

2nd set:
UT is a bit bare, but i assume u will make it bigger when u write it out

c&c:
imo vig doesnt deserve its own category as if it switches into an SD it loses 1v1, and though it generally is a decent check it definitely should not be first lol. maybe just add it to the section of sleep absorbers
Instead of just defensive tangela you can add it to sleep immune (or just make a section called 'defensive pokemon'), +2 pluff 2hkos tang before tang can 2HKO back w/ hp ice meaning things like def vullaby are more reliable switch in

Magnemite 2/3
 

TONE

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Looks good, you could mention that Infiltrator bypasses Reflect and Light Screen as well, but it's your call.
3/3.
 

P Squared

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got you

1/2
[OVERVIEW]

While Jumpluff's very low base Attack doesn't scream "good offensive Pokemon", Jumpluff is a fantastic Pokemon in the PU metagame for a variety of reasons. First, its great Speed and amazing movepool, (AC) which features options such as Sleep Powder, U-turn, and Swords Dance, (AC) make it a very versatile Pokemon that can provide tons of utility to nearly every team. Jumpluff can perform several important roles quite effectively. In addition to being a solid utility Pokemon in general, Jumpluff also makes for a great partner to the many threatening setup sweepers in PU thanks to its access to Sleep Powder and Memento, and it can even sweep itself with Swords Dance. However, Jumpluff's has a few flaws that hold it back. Its low base Attack, while somewhat mitigated by its high Base Power STAB moves and decent coverage, makes it quite easy to switch into, especially after it has already put a foe to sleep. The Swords Dance set is easily checked by common Pokemon such as Floatzel, Zebstrika, and most Choice Scarf users. (are Choice Scarf users included in the group "common Pokemon"? if not change that to "common Pokemon such as Floatzel and Zebstrika and most Choice Scarf users") Jumpluff is also worn down quite quickly due to its Stealth Rock weakness, which can be difficult to account for in PU due to the metagame's tier's limited number amount of options for entry hazard removal.

[SET]
name: Offensive Utility
move 1: Acrobatics
move 2: Sleep Powder
move 3: Seed Bomb / U-turn
move 4: U-turn / Memento
item:
ability: Chlorophyll / Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is a necessary STAB attack on any Jumpluff set. Seed Bomb is an important secondary STAB move that lets Jumpluff check Pokemon such as Simipour and Golem. Sleep Powder is especially good on Jumpluff, (AC) as most sleep absorbers don't want to switch into Acrobatics. U-turn lets Jumpluff pivot out of obvious switch-ins such as Zebstrika, Vigoroth, and Klang. Memento lets Jumpluff give a teammate a free setup opportunity on just about anything, which is invaluable support. Seed Bomb or U-turn can both be used alongside Memento; the choice is mainly up to personal preference. Encore can be used to lock foes opponents into unfavorable moves and prevent Jumpluff from being setup fodder for Vigoroth and Klang.

Set Details
========

Maximum Speed and Attack EVs with a Jolly nature let Jumpluff take advantage of its great Speed and hit harder than wet cardboard. However, if using Memento, Jumpluff can use HP EVs instead of Attack EVs in order to be able to switch into some attacks. No item is used in order to make Acrobatics powerful. The choice of ability is up to personal preference; Chlorophyll lets Jumpluff beat opposing sun teams with ease, while Infiltrator allows it to revenge kill Substitute users such as Ninetales and Sawsbuck.

Usage Tips
========

How Jumpluff should be played depends greatly on whether or not it is running Memento. If Jumpluff is not running Memento, it should be played as an offensive pivot, switching in on predicted support moves such as Taunt or and Spikes and gaining momentum or putting a foe to sleep. If Jumpluff is running Memento, its main focus should obviously be finding the best time to use the move. It is best to figure out the Pokemon on the opposing team that which your setup sweepers could set up on, and then try to draw them in, and then get Jumpluff in and use Memento. In general, it is a good idea to U-turn out of obvious switch-inses to Jumpluff's counters.

Team Options
========

Pokemon that can beat Jumpluff's common switch-ins make for good teammates. Machoke can take on Klang and Vigoroth, while Stunfisk and Piloswine beat Zebstrika. If Jumpluff is using Memento, setup sweepers such as Rock Polish Relicanth, Linoone, and Huntail are mandatory teammates. Fraxure in particular is a great partner, (AC) as it can easily set up on -2 Zebstrika. Entry hazard removal from Pokemon such as Swanna, Vullaby, and Vibrava is helpful, (AC) as Jumpluff is weak to Stealth Rock weak and likes to switch in many times throughout the match.

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

[SET COMMENTS]
Moves
========

Swords Dance lets Jumpluff function as a threatening sweeper. Sleep Powder lets Jumpluff generally be annoying and set up on Pokemon that it otherwise wouldn't be able to. Acrobatics and Seed Bomb are mandatory STAB moves that have good coverage.

Set Details
========

The EVs and nature are standard for a fast physical sweeper. No item is used because an item would weaken Jumpluff's main STAB option. Chlorophyll should be used if your team has trouble against sun teams, while Infiltrator should be used otherwise in order to ignore Substitutes.

Usage Tips
========

Early-game, Jumpluff should mainly be using Sleep Powder in order to support its team (given that the opponent has no way to block it). Once its counters have been weakened or removed, it should attempt to set up Swords Dance on something it forces out, such as Machoke or Roselia. If the opposing team is weak to Jumpluff, try to not let it take unnecessary damage early on so that it can sweep late-game.

Team Options
========

Strong wallbreakers such as Choice Band Dodrio and Stoutland can help soften the opposing team for Jumpluff to sweep later on. Probopass can trap Klang for Jumpluff and also give it switch-in opportunities to switch in with Volt Switch. Pokemon that can switch into Jumpluff's checks and counters are recommended. Stunfisk can beat both Zebstrika and Klang, while Politoed can beat Floatzel and deter Vigoroth from setting up with Scald.

[STRATEGY COMMENTS]
Other Options
=============

Jumpluff lacks viable other options outside of what has already been mentioned. Synthesis can be used, but Jumpluff lacks the space for it. Other defensive moves such as Toxic and Leech Seed may seem appealing, but again Jumpluff would much rather use its standard options.

Checks and Counters
===================

**Zebstrika**: Thanks to Sap Sipper, Zebstrika can switch into anything Jumpluff uses easily and retaliate with Hidden Power Ice, though it is worn down by entry hazards, Life Orb recoil, and damage from Acrobatics or / U-turn damage, so it cannot switch in very many times. Additionally, it is easy setup fodder for many Pokemon if it switches into Memento.

**Sleep-Immune Pokemon**: Vigoroth and defensive Tangela can take hits from the support set quite easily, though they take quite a bit from a +2 Acrobatics. While not very common, Pokemon such as Vullaby and Electabuzz are immune to sleep and take little from Jumpluff's moves.

**Steel-types**: Klang and Metang take little from anything Jumpluff throws at them, and they have Clear Body to block Memento. Additionally, Klang can set up Shift Gears on Jumpluff and does not care about Sleep Powder, (AC) as it usually runs Sleep Talk.

**Defensive Tangela**: Despite being weak to Acrobatics, defensive Tangela is so bulky that it takes little from Acrobatics and can retaliate with Hidden Power Ice and heal off damage with Regenerator.

**Faster Pokemon**: Floatzel, Zebstrika, Purugly, and Choice Scarf users such as Simipour can make quick work of Jumpluff due to its average bulk and 4x weakness to Ice-type moves.

**Piloswine**: While it doesn't like switching into Seed Bomb, Piloswine takes little from Jumpluff's other moves and can OHKO it with Ice Shard.

o wow this was my 100th PU analysis GP. yay
 
Last edited:

Lumari

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TFP Leader
remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]
While Jumpluff's very low base Attack doesn't scream "good offensive Pokemon", Jumpluff it is a fantastic Pokemon in the PU metagame for a variety of reasons. First, its great Speed and amazing movepool, which features options such as Sleep Powder, U-turn, and Swords Dance, make it a very versatile Pokemon that can provide tons of utility to nearly every team. Jumpluff can perform several important roles quite effectively. In addition to being a solid utility Pokemon in general, Jumpluff also makes for a great partner to the many threatening setup sweepers in PU thanks to its access to Sleep Powder and Memento, and it can even sweep itself with Swords Dance. However, Jumpluff's low base Attack, while somewhat mitigated by its high-Base (add hyphen) Power STAB moves and decent coverage, makes it quite easy to switch into, especially after it has already put a foe to sleep. The Swords Dance set is easily checked by common Pokemon such as Floatzel, Zebstrika, and most Choice Scarf users. Jumpluff is also worn down quite quickly due to its Stealth Rock weakness, which can be difficult to account for in PU due to the metagame's limited number of options for entry hazard removal.


[SET]
name: Offensive Utility
move 1: Acrobatics
move 2: Sleep Powder
move 3: Seed Bomb / U-turn
move 4: U-turn / Memento
item:
ability: Chlorophyll / Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Acrobatics is a necessary STAB attack on any Jumpluff set. Seed Bomb is an important secondary STAB move that lets Jumpluff check Pokemon such as Simipour and Golem. Sleep Powder is especially good on Jumpluff, as most sleep absorbers don't want to switch into Acrobatics. U-turn lets Jumpluff pivot out of obvious switch-ins such as Zebstrika, Vigoroth, and Klang. Memento lets Jumpluff give a teammate a free setup opportunity on just about anything, which is invaluable support. Seed Bomb or U-turn can be used alongside Memento; the choice is mainly up to personal preference. Encore can be used to lock foes into unfavorable moves and prevent Jumpluff from being setup fodder for Vigoroth and Klang.

Set Details
========

Maximum Speed and Attack EVs with a Jolly nature let Jumpluff take advantage of its great Speed and hit harder than wet cardboard. However, if using Memento, Jumpluff can use HP EVs instead of Attack EVs in order to be able to switch into some attacks. No item is used in order to make Acrobatics powerful. The choice of ability is up to personal preference; Chlorophyll lets Jumpluff beat opposing sun teams with ease, while Infiltrator allows it to revenge kill Substitute users such as Ninetales and Sawsbuck.

Usage Tips
========

How Jumpluff should be played depends greatly on whether or not it is running Memento. If Jumpluff is not running Memento, it should be played as an offensive pivot, switching in on predicted support moves such as Taunt and Spikes and gaining momentum or putting a foe to sleep. If Jumpluff is running Memento, its main focus should obviously be finding the best time to use the move. It is best to figure out the Pokemon on the opposing team that your setup sweepers could set up on, (double space)try to draw them in, and then get Jumpluff in and use Memento. In general, it is a good idea to U-turn out of obvious switches to Jumpluff's counters.

Team Options
========

Pokemon that can beat Jumpluff's common switch-ins make for good teammates. Machoke can take on Klang and Vigoroth, while Stunfisk and Piloswine beat Zebstrika. If Jumpluff is using Memento, setup sweepers such as Rock Polish Relicanth, Linoone, and Huntail are mandatory teammates. Fraxure in particular is a great partner, as it can easily set up on -2 Zebstrika. Entry hazard removal from Pokemon such as Swanna, Vullaby, and Vibrava is helpful, as Jumpluff is weak to Stealth Rock and likes to switch in many times throughout the match.

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

[SET COMMENTS]
Moves
========

Swords Dance lets Jumpluff function as a threatening sweeper. Sleep Powder lets Jumpluff generally be annoying and set up on Pokemon that it otherwise wouldn't be able to. Acrobatics and Seed Bomb are mandatory STAB moves that have good coverage.

Set Details
========

The EVs and nature are standard for a fast physical sweeper. No item is used because an item would weaken Jumpluff's main STAB option. Chlorophyll should be used if your team has trouble against sun teams, while Infiltrator should be used otherwise in order to ignore Substitutes.

Usage Tips
========

Early-game, Jumpluff should mainly be using Sleep Powder in order to support its team (given provided that the opponent has no way to block it). Once its counters have been weakened or removed, it should attempt to set up Swords Dance on something it forces out, such as Machoke or Roselia. If the opposing team is weak to Jumpluff, try to not let it take unnecessary damage early on so that it can sweep late-game.


Team Options
========

Strong wallbreakers such as Choice Band Dodrio and Stoutland can help soften the opposing team for Jumpluff to sweep later on. Probopass can trap Klang for Jumpluff and also give it opportunities to switch in with Volt Switch. Pokemon that can switch into Jumpluff's checks and counters are recommended. Stunfisk can beat both Zebstrika and Klang, while Politoed can beat Floatzel and deter Vigoroth from setting up with Scald.


[STRATEGY COMMENTS]
Other Options
=============

Jumpluff lacks viable other options outside of what has already been mentioned. Synthesis can be used, but Jumpluff lacks the space for it. Other defensive moves such as Toxic and Leech Seed may seem appealing, but Jumpluff would much rather use its standard options.

Checks and Counters
===================

**Zebstrika**: Thanks to Sap Sipper, Zebstrika can switch into anything Jumpluff uses easily and retaliate with Hidden Power Ice, though it is worn down by entry hazards, Life Orb recoil, and damage from Acrobatics or U-turn, so it cannot switch in very many times. Additionally, it is easy setup fodder for many Pokemon if it switches into Memento.

**Sleep-immune Pokemon**: Vigoroth and defensive Tangela can take hits from the support set quite easily, though they take quite a bit from a +2 Acrobatics. While not very common, Pokemon such as Vullaby and Electabuzz are immune to sleep and take little from Jumpluff's moves.


**Steel-types**: Klang and Metang take little from anything Jumpluff throws at them, and they have Clear Body to block Memento. Additionally, Klang can set up Shift Gears on Jumpluff and does not care about Sleep Powder, as it usually runs Sleep Talk.

**Defensive Tangela**: Despite being weak to Acrobatics, defensive Tangela is so bulky that it takes little from Acrobatics and can retaliate with Hidden Power Ice and heal off damage with Regenerator.

**Faster Pokemon**: Floatzel, Zebstrika, Purugly, and Choice Scarf users such as Simipour can make quick work of Jumpluff due to its average bulk and 4x weakness to Ice-type moves.

**Piloswine**: While it doesn't like switching into Seed Bomb, Piloswine takes little from Jumpluff's other moves and can OHKO it with Ice Shard.

literally five changes on a two-set analysis, i'm a freeloader u__u
 
Last edited:
yeah planned to do when coming back home from school but i forgot lol ty for tag

also slashed encore because i rule and uturn+memento is not that good imo

uploaded
 

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