[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.
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.
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