Jumpluff


[OVERVIEW]

Jumpluff's access to Sleep Powder plus Infiltrator lets it temporarily incapacitate a Pokemon even when behind a Substitute and goes well with its very good Speed tier, which lets it outspeed Scyther and Pyroar while Speed tying with Archeops and Tauros. Other moves such as Memento and U-turn make it a great team supporter, letting Pokemon set up with more ease in the former's case and letting it keep up offensive momentum in the latter's case. Jumpluff also sports decent typing that gives it good STAB moves and nice resistances to Water, Fighting, and Grass. However, Jumpluff's pitiful Attack stat means it often can be taken advantage of and relegates it to strictly a support role, as it's otherwise outclassed by other Grass-types such as Sceptile and Lilligant. Additionally, its average defensive stats and weakness to Stealth Rock make it difficult for Jumpluff to switch in safely and utilize its resistances as well as it would like.

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

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

Sleep Powder temporarily incapacitates one of the opponent's Pokemon. Acrobatics works well with Sleep Powder, hitting Grass-types immune to Sleep Powder super effectively. Memento sacrifices Jumpluff and cuts the foe's offenses in half, allowing a teammate to set up safely. U-turn keeps up offensive momentum and allows Jumpluff to potentially bring a teammate on the field safely. It also takes advantage of the switches Jumpluff forces with the threat of Sleep Powder. Seed Bomb is an alternative to let Jumpluff deal significant damage to Flying-resistant Pokemon such as Rhydon, Carracosta, and Lanturn while also enabling Jumpluff to break past Quagsire. Encore can be used to lock a Pokemon into an unfavorable move such as Shift Gear from Klinklang or Stealth Rock from Steelix, which a teammate can capitalize on. It also prevents Jumpluff from being taken advantage of by various setup sweepers. Encore can be used over U-turn or Memento, both of which snag momentum from the foe, with Memento being one-time use only but offering more opportunities for teammates to set up.

Set Details
========

Maximum Speed EVs plus a Jolly nature allow Jumpluff to take full advantage of its good Speed tier, while maximum Attack EVs give Jumpluff an offensive presence, allowing it to inflict decent damage with Acrobatics. Infiltrator allows Jumpluff to hit foes behind a Substitute, most notably letting it put Klinklang behind a Substitute to sleep. No item is used to ensure that Acrobatics is always at full power and also lets Jumpluff take less damage from Knock Off.

Usage Tips
========

Jumpluff makes for a decent lead thanks to its access to a fast Sleep Powder, letting it disable a foe early-game. Be wary of using the move if the opponent has a Pokemon immune to Sleep Powder such as Xatu or Magmortar, as it can completely ruin your offensive momentum. Acrobatics should generally be used to get chip damage on the opposing Pokemon as well as hit Grass-types that pivot into Sleep Powder. Memento should be used wisely, as using the move sacrifices Jumpluff, so if there is a threat around that Jumpluff still needs to check, refrain from using it. U-turn is great for keeping up offensive momentum throughout the game and should be used if the opponent has Steel-types such as Steelix and Klinklang.

Team Options
========

Setup sweepers that appreciate Memento support pair very well with Jumpluff. Linoone in particular greatly benefits from it, as it can more easily use Belly Drum. Other setup sweepers such as Swords Dance Samurott and Double Dance Rhydon work as well. Sawk pairs very well with this set, as it breaks past Steel- and Ice-types that give Jumpluff issues such as Klinklang, Mawile, and Aurorus, while Jumpluff can bring in Sawk safely with U-turn, keeping Sturdy intact. Hitmonchan functions in a similar manner, with its Rapid Spin support being the key difference. Floatzel appreciates U-turn support and can threaten a lot of answers to Jumpluff such as Archeops and Regirock. Assault Vest Magmortar can switch into most Ice-types with little issue and break past other problematic Pokemon such as Klinklang and Mawile.

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

Swords Dance Jumpluff has some merits over Sceptile such as access to Sleep Powder and STAB on Acrobatics, but it is generally not worth it. Substitute can be used to avoid status and to prevent Jumpluff from being revenge killed as easily. Synthesis can be used to give Jumpluff additional longevity, but it is generally not worth it due to Jumpluff's middling bulk and because it forces it to give up one of its STAB or support moves. Chlorophyll can be used, as Jumpluff can outspeed the entire unboosted metagame under the sun and provides sun teams with a fast Sleep Powder user.

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

**Flying-resistant Pokemon**: Pokemon such as Archeops, Regirock, Rotom, Steelix, Klinklang, and Mawile all can take Acrobatics and Seed Bomb with ease and retaliate with their respective STAB moves, though none of these Pokemon should directly switch in if Jumpluff hasn't put anything to sleep yet.

**Bulky Pokemon**: Physically defensive Poison-types such as Garbodor and Weezing can take Jumpluff's attacks with little issue, with the former wearing down Jumpluff with Rocky Helmet plus Aftermath damage and the latter burning Jumpluff with Will-O-Wisp or taking it down with Sludge Bomb. Mega Audino takes very little damage from Jumpluff and can chip away at its HP with Dazzling Gleam and heal off any lost HP with Wish or Rest. Steelix takes a pittance from all of Jumpluff's attacks and can use it to freely set up Stealth Rock.

**Pokemon Immune to Sleep Powder**: Sap Sipper Miltank is immune to Sleep Powder, takes a pittance from Acrobatics, and can paralyze Jumpluff with Body Slam in return. Electivire and Magmortar can switch into a Sleep Powder and threaten Jumpluff with Ice Punch and Fire Blast, respectively; however, Magmortar is not very reliable, as it is 2HKOed by Acrobatics after Stealth Rock. Zebstrika gets a special mention, as it resists Acrobatics and is immune to Sleep Powder and Seed Bomb thanks to Sap Sipper while it OHKOes with Overheat.

**Ice-types**: Piloswine, Vanilluxe, and Aurorus can all switch into Jumpluff thanks to their decent natural bulk and OHKO back with their Ice-type STAB moves. The former two in particular are also able to pick off Jumpluff with Ice Shard.

**Faster Attackers**: Floatzel, Sceptile, and Swellow can outspeed and threaten to OHKO Jumpluff, but none of these Pokemon can safely switch in.
 
Last edited:

soulgazer

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do you guys still think sd pluff is worth it? i rly do think sceptile is better in every ways. sleep powder doesn't even make up for the lack of EQ and variety in sets that put so much pressure on preview on your opponents.
 

Punchshroom

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I still think SD Pluff still has slight worth due to STAB Acro and fast Sleep, though it should probably be listed below support Puff.
 
Nah that's not really enough to justify it over Sceptile. Discussed with others and decided to axe it.
 

boltsandbombers

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[overview]
with sd removed, rewrite the 5th bullet point to reflect this

[moves]
say that u-turn capitalizes on switches that jumpluff forces (not with its power, just the threat of sleep powder)
give an example of a move that jumpluff could lock a foe into

[usage tips]
i'd probably toss in xatu along with magmortar of stuff that is immune to sleep powder
swap mawile for steelix in the last bullet

[c&c]
add steelix
it doesn't matter that zebstrika 2hkoes with tbolt, it just ohkos with overheat
add sceptile to faster attackers and say it can switch in on a predicted sleep powder (not as important to mention but still)

qc 1/3, good job as always
 

Pokedots

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[OVERVIEW]
  • Very good speed tier that outspeeds Scyther and Pyroar, while Speed tying with Archeops and Tauros
  • Access to Sleep Powder plus Infiltrator lets it temporarily incapacitate a Pokemon even when behind a Substitute
  • Other moves such as Memento and U-turn make it a great team supporter
  • Decent typing that gives it good STAB moves and nice resistances to Water, Fighting, and Grass
  • Pitiful Attack means it often can be taken advantage of
  • Only average defenisve stats plus a Stealth Rock weakness make it difficult to switch in safely
[SET]
name: Support Puff
move 1: Sleep Powder
move 2: Acrobatics
move 3: Memento
move 4: U-turn / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========
  • Sleep Powder is an excellent status move that temporarily incapacitate one of the opponent's Pokemon.
  • Acrobatics works well with Sleep Powder, hitting Grass-types immune to Sleep Powder super effectively.
  • Memento sacrifices Jumpluff, cutting the foe's offenses in half, allowing a teammate to set up safely.
  • U-turn keeps up offensive momentum and allows Jumpluff to potentially bring a teammate on the field safely. It also takes advantage of the switches Jumpluff forces with Sleep Powder.
  • Seed Bomb is an alternative to let Jumpluff deal significant damage to Flying-type resistant Pokemon such as Rhydon, Carracosta, and Lanturn, while also enabling Jumpluff to break past Quagsire.
  • Encore can be used to lock a Pokemon into an unfavorable move such as Shift Gear from Klinklang or Stealth Rock from Steelix, which a teammate can capitalize on. I'd make note of whether it should be used over Memento or U-turn (depending on the situation); Encore+U-turn is good because it nags momentum, Encore+Memento also nags momentum but it's a one time thing that would be used to set up safely
Set Details
========
  • Maximum Speed EVs plus Jolly nature allow Jumpluff to fully take advantage of a its good Speed tier.
  • Maximum Attack EVs give Jumpluff an offensive presence, allowing it to decent damage with Acrobatics.
  • Infiltrator allows Jumpluff to hit foes behind a Substitute, most notably being able to put Klinklang behind a Substitute to sleep.
  • No item is used to ensure Acrobatics is always at full power.
Usage Tips
========
  • Jumpluff makes a decent lead thanks to access to a fast Sleep Powder, letting it disable a foe early-game.
  • Be wary of using the move if the opponent has a immune to Sleep Powder such as Xatu or Magmortar, as it can completely ruin offensive momentum.
  • Acrobatics should generally be used to get chip damage on the opposing Pokemon as well as hit Grass-types that pivot into Sleep Powder.
  • Memento should be used sparingly, as using the move sacrifices Jumpluff, so if there is a threat around that Jumpluff still needs to check, refrain from using it.
  • U-turn is great for keeping up offensive momentum throughout the game and should be used if the foe has Steel-types such as Steelix or Klinklang.
Team Options
========
  • Setup sweepers that appreciate Memento support pair very well with Jumpluff. Linoone in particular greatly benefits as it can more easily use Belly Drum. Other setup sweepers such as Swords Dance Samurott and Double Dance Rhydon work as well.
  • Sawk pairs very well with this set, as it breaks past Ice- and Steel-types that give Jumpluff issues such as Klinklang, Mawile, and Aurorus, while Jumpluff can potentially bring in Sawk safely with U-turn, keeping Sturdy intact.
  • Floatzel appreciates U-turn support and can threaten a lot answers to Jumpluff such as Archeops and Regirock.
  • Assault Vest Magmortar can switch into most Ice-types with little issues and break past other problematic Pokemon such as Klinklang and Mawile.
[STRATEGY COMMENTS]
Other Options
=============
  • Swords Dance has some merits over Sceptile such as Sleep Powder, but is generally not worth it.
  • Substitute can be used to avoid status and to prevent Jumpluff from being revenge killed as easily
  • Synthesis can be used to give Jumpluff addtional longevity, but is generally not worth it due to Jumpluff's middling bulk and also because it forces it to give up one of its STABs or support moves.
  • Cotton Guard alongside Swords Dance can work, but this leaves out one of Jumpluff's coverage moves and doesn't help it against its two of its major weaknesses, being Fire- and Ice-type attacks. don't really think this is worth a mention but if it worked out for someone I guess you can keep it?
Chlorophyll is worth a mention since it destroys sun teams (which are obviously niche though). Not much outside of KK really uses Substitute anyways
Checks and Counters
===================

**Flying-resistant Pokemon**: Pokemon such as Archeops, Regirock, Rotom, Steelix, Klinklang, and Mawile all can take Acrobatics and Seed Bomb with ease and can retaliate back with their respective STAB moves, though none of these Pokemon should directly switch in if Jumpluff hasn't put anything to Sleep with Sleep Powder yet.

**Bulky Pokemon**: Physically defensive Posion-types such as Garbodor and Weezing can take Jumpluff's attacks with little issues with the former wearing down Jumpluff with Rocky Helmet plus aftermath damage, while the latter can burn Jumpluff with Will-O-Wisp or take it down with Sludge Bomb. Mega Audino very little damage from Jumpluff and can chip away at Jumpluff's HP with Dazzling Gleam and heals off any lost HP with Wish or Rest.

**Pokemon immune to Sleep Powder**: Sap Sipper Miltank is immune to Sleep Powder and takes pittance from Acrobatics and can paralyze with Body Slam in return. Electivire and Magmortar can switch into a Sleep Powder and threaten Jumpluff with Ice Punch and Fire Blast respectively, however Magmortar is not very reliable as it is 2HKOed by Acrobatics after Stealth Rock. Zebstrika gets a special mention as it resists Acrobatics and is immune to Sleep Powder and Seed Bomb thanks to Sap Sipper, while it OHKOes with Overheat.

**Ice-types**: Piloswine, Vanilluxe, and Aurorus can all switch into Jumpluff thanks to their decent natural bulk and OHKO back with their Ice-type STABs. The former two in particular are also able to pick off Jumpluff with Ice Shard.

**Faster Attackers**: Floatzel, Scpetile, and Swellow threaten to outspeed and OHKO Jumpluff, however neither of these Pokemon can safely switch in.
2/3 nice job as always
 
in overview, when you point out jumpluffs resists, make sure to mention how theyre undermined by pluffs subpar bulk and how most pokemon who carry these moves typically have means to super effectively hit pluff (ie sawks stone edge, samurott's ice beam.) additionally, while this is kinda subjective but in the overview when u mention grass types that give jumpluff competition i would add cacturne because its also a grass type that has supportive capabilities. also mention how it faces competition with flying types like chops/scyther as well mayB

in moves mention how encore locking foes into set-up moves punishes them for trying to take advantage of jumpluffs passiveness by creating potential set up opportunities for a teammate

for similar reasons to sawk, hitmonchan should be noted in team options for breaking steels/regirock/ice-types, bc it provides spin which helps jumpluff best fulfill its role of a pivot

in oo when youre comparing SD scep vs SD pluff, mention how jumpluff also has a secondary flying typing which gives it stab acrobatics, letting it better hit foes like weezing or vileplume

mention steelix under bulky mons in c&c

qc 3/3 :v4:
 

Lumari

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[OVERVIEW]

Jumpluff's access to Sleep Powder plus Infiltrator lets it temporarily incapacitate a Pokemon even when behind a Substitute and goes well with its very good speed Speed tier, (AC) which lets it outspeed Scyther and Pyroar, (RC) while Speed tying with Archeops and Tauros. Other moves such as Memento and U-turn make it a great team supporter, letting Pokemon set up with more ease in the former's case, while the latter option lets and letting it keep up offensive momentum in the latter's case. Jumpluff also sports decent typing that gives it good STAB moves and nice resistances to Water, Fighting, and Grass. However, Jumpluff's pitiful Attack stat means it often can be taken advantage of and relegates it to strictly a support role, as it's otherwise outclassed otherwise by other Grass-types such as Sceptile and Lilligant. Additionally, (AC) its Only average defensive stats plus a and weakness to Stealth Rock make it difficult for Jumpluff to switch in safely and thus cannot utilize its resistances as well as it would like.

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

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

Sleep Powder is an excellent status move that temporarily incapacitate one of the opponent's Pokemon. Acrobatics works well with Sleep Powder, hitting Grass-types immune to Sleep Powder super effectively. Memento sacrifices Jumpluff, (RC) cutting and cuts the foe's offenses in half, allowing a teammate to set up safely. U-turn keeps up offensive momentum and allows Jumpluff to potentially bring a teammate on the field safely. It also takes advantage of the switches Jumpluff forces with the threat of Sleep Powder. Seed Bomb is an alternative to let Jumpluff deal significant damage to Flying-type resistant Flying-resistant Pokemon such as Rhydon, Carracosta, and Lanturn (RC) while also enabling Jumpluff to break past Quagsire. Encore can be used to lock a Pokemon into an unfavorable move such as Shift Gear from Klinklang or Stealth Rock from Steelix, which a teammate can capitalize on. It also prevents Jumpluff from being taken advantage of by various setup sweepers. Encore be either used over U-turn or Memento, both of which snags snag momentum from the foe, with Memento being one-time (add hyphen) use only (RC) but offering more opportunities for teammates to set up.

Set Details
========

Maximum Speed EVs plus a Jolly nature allow Jumpluff to fully take full advantage of a its good Speed tier, while maximum Attack EVs give Jumpluff an offensive presence, allowing it to inflict decent damage with Acrobatics. Infiltrator allows Jumpluff to hit foes behind a Substitute, most notably being able to put Klinklang behind a Substitute to sleep. No item is used to ensure that Acrobatics is always at full power and additionally also lets it Jumpluff take less damage from Knock Off.

Usage Tips
========

Jumpluff makes a decent lead thanks to its access to a fast Sleep Powder, letting it disable a foe early-game. Be wary of using the move if the opponent has a Pokemon immune to Sleep Powder such as Xatu or Magmortar, as it can completely ruin offensive momentum. Acrobatics should generally be used to get chip damage on the opposing Pokemon as well as hit Grass-types that pivot into Sleep Powder. Memento should be used sparingly wisely (I mean Memento is a move that, by nature, you're only gonna be using once per match at most anyways so I think this works better), as using the move sacrifices Jumpluff, so if there is a threat around that Jumpluff still needs to check, refrain from using it. U-turn is great for keeping up offensive momentum throughout the game and should be used if the foe has Steel-types such as Steelix or and Klinklang.

Team Options
========

Setup sweepers that appreciate Memento support pair very well with Jumpluff. Linoone in particular greatly benefits, (AC) as it can more easily use Belly Drum. Other setup sweepers such as Swords Dance Samurott and Double Dance Rhydon work as well. Sawk pairs very well with this set, as it breaks past Ice- and Steel-types that give Jumpluff issues such as Klinklang, Mawile, and Aurorus, while Jumpluff can potentially bring in Sawk safely with U-turn, keeping Sturdy intact. Hitmonchan functions in a similar manner, with providing Rapid Spin support being the key difference. Floatzel appreciates U-turn support and can threaten a lot of answers to Jumpluff such as Archeops and Regirock. Assault Vest Magmortar can switch into most Ice-types with little issues and break past other problematic Pokemon such as Klinklang and Mawile.

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

Swords Dance Jumpluff has some merits over Sceptile such as access to Sleep Powder and STAB on Acrobatics, but it is generally not worth it. Substitute can be used to avoid status and to prevent Jumpluff from being revenge killed as easily. Synthesis can be used to give Jumpluff addtional longevity, but it is generally not worth it due to Jumpluff's middling bulk and also because it forces it to give up one of its STABs or support moves. Chlorophyll can be used, as Jumpluff can outspeed the entire unboosted metagame while under the sun and provides sun teams with a fast Sleep Powder user.

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

**Flying-resistant Pokemon**: Pokemon such as Archeops, Regirock, Rotom, Steelix, Klinklang, and Mawile all can take Acrobatics and Seed Bomb with ease and can retaliate back with their respective STAB moves, though none of these Pokemon should directly switch in if Jumpluff hasn't put anything to Sleep sleep with Sleep Powder yet.

**Bulky Pokemon**: Physically defensive Posion Poison-types such as Garbodor and Weezing can take Jumpluff's attacks with little issues, (AC) with the former wearing down Jumpluff with Rocky Helmet plus Aftermath damage, while and the latter can burn burning Jumpluff with Will-O-Wisp or take taking it down with Sludge Bomb. Mega Audino takes very little damage from Jumpluff and can chip away at Jumpluff's HP with Dazzling Gleam and heals off any lost HP with Wish or Rest. Steelix takes a pittance from all of Jumpluff's attacks and can use it to freely set up Stealth Rock.

**Pokemon Immune to Sleep Powder**: Sap Sipper Miltank is immune to Sleep Powder and , (AC) takes a pittance from Acrobatics, (AC) and can paralyze Jumpluff with Body Slam in return. Electivire and Magmortar can switch into a Sleep Powder and threaten Jumpluff with Ice Punch and Fire Blast, (AC) respectively; (SC) however, (AC) Magmortar is not very reliable, (AC) as it is 2HKOed by Acrobatics after Stealth Rock. Zebstrika gets a special mention, (AC) as it resists Acrobatics and is immune to Sleep Powder and Seed Bomb thanks to Sap Sipper (RC) while it OHKOes with Overheat.

**Ice-types**: Piloswine, Vanilluxe, and Aurorus can all switch into Jumpluff thanks to their decent natural bulk and OHKO back with their Ice-type STAB moves. The former two in particular are also able to pick off Jumpluff with Ice Shard.

**Faster Attackers**: Floatzel, Scpetile Sceptile, and Swellow threaten to can outspeed and threaten to OHKO Jumpluff, however neither but none of these Pokemon can safely switch in.
 

P Squared

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GP 2/2
[OVERVIEW]

Jumpluff's access to Sleep Powder plus Infiltrator lets it temporarily incapacitate a Pokemon even when behind a Substitute and goes well with its very good Speed tier, which lets it outspeed Scyther and Pyroar while Speed tying with Archeops and Tauros. Other moves such as Memento and U-turn make it a great team supporter, letting Pokemon set up with more ease in the former's case and letting it keep up offensive momentum in the latter's case. Jumpluff also sports decent typing that gives it good STAB moves and nice resistances to Water, Fighting, and Grass. However, Jumpluff's pitiful Attack stat means it often can be taken advantage of and relegates it to strictly a support role, as it's otherwise outclassed by other Grass-types such as Sceptile and Lilligant. Additionally, its average defensive stats and weakness to Stealth Rock make it difficult for Jumpluff to switch in safely and utilize its resistances as well as it would like.

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

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

Sleep Powder temporarily incapacitates one of the opponent's Pokemon. Acrobatics works well with Sleep Powder, hitting Grass-types immune to Sleep Powder super effectively. Memento sacrifices Jumpluff and cuts the foe's offenses in half, allowing a teammate to set up safely. U-turn keeps up offensive momentum and allows Jumpluff to potentially bring a teammate on the field safely. It also takes advantage of the switches Jumpluff forces with the threat of Sleep Powder. Seed Bomb is an alternative to let Jumpluff deal significant damage to Flying-resistant Pokemon such as Rhydon, Carracosta, and Lanturn while also enabling Jumpluff to break past Quagsire. Encore can be used to lock a Pokemon into an unfavorable move such as Shift Gear from Klinklang or Stealth Rock from Steelix, which a teammate can capitalize on. It also prevents Jumpluff from being taken advantage of by various setup sweepers. Encore can be used over U-turn or Memento, both of which snag momentum from the foe, with Memento being one-time use only but offering more opportunities for teammates to set up.

Set Details
========

Maximum Speed EVs plus a Jolly nature allow Jumpluff to take full advantage of its good Speed tier, while maximum Attack EVs give Jumpluff an offensive presence, allowing it to inflict decent damage with Acrobatics. Infiltrator allows Jumpluff to hit foes behind a Substitute, most notably letting it being able to put Klinklang behind a Substitute to sleep. No item is used to ensure that Acrobatics is always at full power and also lets Jumpluff take less damage from Knock Off.

Usage Tips
========

Jumpluff makes for a decent lead thanks to its access to a fast Sleep Powder, letting it disable a foe early-game. Be wary of using the move if the opponent has a Pokemon immune to Sleep Powder such as Xatu or Magmortar, as it can completely ruin your offensive momentum. Acrobatics should generally be used to get chip damage on the opposing Pokemon as well as hit Grass-types that pivot into Sleep Powder. Memento should be used wisely, (remove extra space) as using the move sacrifices Jumpluff, so if there is a threat around that Jumpluff still needs to check, refrain from using it. U-turn is great for keeping up offensive momentum throughout the game and should be used if the foe opponent has Steel-types such as Steelix and Klinklang.

Team Options
========

Setup sweepers that appreciate Memento support pair very well with Jumpluff. Linoone in particular greatly benefits from it, as it can more easily use Belly Drum. Other setup sweepers such as Swords Dance Samurott and Double Dance Rhydon work as well. Sawk pairs very well with this set, as it breaks past Ice- and Steel-types Steel- and Ice-types that give Jumpluff issues such as Klinklang, Mawile, and Aurorus, while Jumpluff can bring in Sawk safely with U-turn, keeping Sturdy intact. Hitmonchan functions in a similar manner, with providing its Rapid Spin support being the key difference. Floatzel appreciates U-turn support and can threaten a lot of answers to Jumpluff such as Archeops and Regirock. Assault Vest Magmortar can switch into most Ice-types with little issues issue and break past other problematic Pokemon such as Klinklang and Mawile.

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

Swords Dance Jumpluff has some merits over Sceptile such as access to Sleep Powder and STAB on Acrobatics, but it is generally not worth it. Substitute can be used to avoid status and to prevent Jumpluff from being revenge killed as easily. Synthesis can be used to give Jumpluff additional longevity, but it is generally not worth it due to Jumpluff's middling bulk and because it forces it to give up one of its STAB or support moves. Chlorophyll can be used, as Jumpluff can outspeed the entire unboosted metagame while under the sun and provides sun teams with a fast Sleep Powder user.

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

**Flying-resistant Pokemon**: Pokemon such as Archeops, Regirock, Rotom, Steelix, Klinklang, and Mawile all can take Acrobatics and Seed Bomb with ease and retaliate with their respective STAB moves, though none of these Pokemon should directly switch in if Jumpluff hasn't put anything to sleep yet.

**Bulky Pokemon**: Physically defensive Poison-types such as Garbodor and Weezing can take Jumpluff's attacks with little issues issue, with the former wearing down Jumpluff with Rocky Helmet plus Aftermath damage and the latter burning Jumpluff with Will-O-Wisp or taking it down with Sludge Bomb. Mega Audino takes very little damage from Jumpluff and can chip away at its Jumpluff's HP with Dazzling Gleam and heal off any lost HP with Wish or Rest. Steelix takes a pittance from all of Jumpluff's attacks and can use it to freely set up Stealth Rock.

**Pokemon Immune to Sleep Powder**: Sap Sipper Miltank is immune to Sleep Powder, takes a pittance from Acrobatics, and can paralyze Jumpluff with Body Slam in return. Electivire and Magmortar can switch into a Sleep Powder and threaten Jumpluff with Ice Punch and Fire Blast, respectively; however, Magmortar is not very reliable, as it is 2HKOed by Acrobatics after Stealth Rock. Zebstrika gets a special mention, as it resists Acrobatics and is immune to Sleep Powder and Seed Bomb thanks to Sap Sipper while it OHKOes with Overheat.

**Ice-types**: Piloswine, Vanilluxe, and Aurorus can all switch into Jumpluff thanks to their decent natural bulk and OHKO back with their Ice-type STAB moves. The former two in particular are also able to pick off Jumpluff with Ice Shard.

**Faster Attackers**: Floatzel, Sceptile, and Swellow can outspeed and threaten to OHKO Jumpluff, but none of these Pokemon can safely switch in.
 
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