A Hop a Skip and a Jumpluff

Uh hey so this is my first RMT and it's for a UU team that was based around a Jumpluff, because I honestly think it's a great mon and I'd really like to see it get bumped up to UU for fifth gen. This means that I'm just gunna ignore any comments suggesting I remove it from my team, however, I'm open to just about any other ones.

At a Glance:
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Process:
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Like I said before, this was the center of my team. Once it's threats, mainly priority users and grass types, are out of the way, Jumpluff can easily sweep a team.

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Being flying type and Jumpluff needing to switch in and out, I needed a Spinner. I've used Hitmontop before as a spinner and I really like it, with Foresight it can spin on even ghosts and Spiritomb just gets ruined by it.


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Then I started covering Jumpluff's weaknesses, namely Fire and Flying. Rotom and Milotic make a great combo and I can often switch between the two to wear down countless threats.


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Jumpluff can cause a lot of switching, which means SR, Spikes, and Toxic Spikes can be really beneficial. Omastar is excellent at getting Spikes and SR down, and can do some decent damage with Hydro Pump. Drapion is the mon I'm least sure of in this team. However, it often plays it's roll and Jumpluff covers its only weakness, so it made the cut.

In Depth:

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Omastar @ Leftovers
Ability: Swift Swim
252 HP/ 20 Spe/ 238 SpD
Att/SpA IVs-30
Bold Nature
-Hydro Pump
-Hidden Power (Grass)
-Stealth Rock
-Spikes

Like I said earlier, he's supposed to come in, throw down whatever hazards he can, and if he does some damage along the way, great. Also he's pretty bulky, albeit having a rather lame defensive type. He doesn't really mind a Scarf either as it gives him an opportunity to get either more spikes down, or hit with a speedy Hydro Pump. Rain teams also get ruined by him.

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Rotom @ Leftovers
Ability: Levitate
252 HP/ 252 SpD/ 4 Def
Bold Nature
-Discharge
-Will-O-Wisp
-Rest
-Sleep Talk

This may seem like an odd set, but it really piqued my interest. I needed Rotom to be more defensive to take hits from birds for Jumpluff, also it takes thunderbolts directed at my water mons quite well also. Discharge and Will-o-Wisp help spread status, which can help Jumpluff's sweep even more. This guy can actually be pretty hard to take down

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Jumpluff @ Leftovers
Ability: Chlorophyll
188 Def/ 252 Spe/ 68 SpD
Timid Nature
-Encore
-Sleep Powder
-Substitute
-Leech Seed

The center of my team. I love using this guy, and I get pretty disappointed in games where I don't get a chance to throw him in. Pretty simple, switch in on something I can either Encore or Sleep power, Sub and then Leech Seed. Anything without a priority move, recovery, or encore, is just easy bait.

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Drapion @ Leftovers
Ability: Battle Armor
252 HP/ 4 Att/ 252 Def
Impish Nature
-Taunt
-Toxic Spikes
-Crunch
-Earthquake

Toxic spikes can help Jumpluff enormously, especially with 2 layers. Recovery moves become much less of a threat and can even be encored. Drapion also absorbs Psychic moves aimed at Hitmontop and can hit back with Crunch. Also right now Drapion is my only way of dealing with Venusaur, who otherwise can be troublesome. If anyone has any suggestions for better mons, don't be afraid to speak =o.

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Milotic @ Leftovers
Ability: Marvel Scale
248 HP/ 14 Spe/ 8 SpA/ 240 SpD
Calm Nature
IVs: 30 Spe/ 30 Att
-Surf
-Recover
-Haze
-Hidden Power (Psychic)

I'm not sure where I heard HP Psychic before, but for this team, it helps. Poison and Fighting types can be troublesome, particularly Toxicroak, but HP Psychic can take a decent chunk out of their HP. Haze is mostly for DD sets as most DD sweepers outspeed Jumpluff after one/two DD's so it can't encore. Milotic and Rotom make a great defensive combo in my opinion.

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Hitmontop @ Leftovers
Ability: Intimidate
252 HP/ 252 Att / 4 Def
Adamant Nature
-Rapid Spin
-Foresight
-Close Combat
-Sucker Punch

Hitmontop is my spinner, but it is also pretty decent at being an attacker too. Intimidate helps stop some physical threats and Sucker Punch is good for revenge killing, not much to say here.


Yea so this is my team! I've had some decent success with it, though if anyone has any suggestions on how to improve it, I'd really appreciate it. One thing I was thinking of was maybe switching a Toxic Spiker into the lead and dropping Omastar, since Toxic Spikes are much more helpful for Jumpluff. Then I could fit a Fire type in to deal with the bulky grass types. Thoughts?


Currently in testing variants:

1.

Omastar, Rotom, Jumpluff, Houndoom, Hitmontop, Milotic

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Houndoom @ Choice Scarf
Ability: Flash Fire
4 Att/ 252 SpA/ 252 Spe
Naive Nature
IVs: 30 Spe/ 30 SpA/ 30 SpD
-Fire Blast
-Dark Pulse
-Hidden Power Flying
-Pursuit

He's pretty effective as a revenge killer and a good Psychic and Grass type counter. Pursuit is good for reading switches if I can predict it right. I opted for Fire Blast because the extra power is definitely appreciated. I also chose Naive since Houndooms not going to take many Special attacks anyway. He works well with Jumpluff Rotom and Hitmontop


2.
Drapion, Rotom, Jumpluff, Typhlosion, Milotic, Hitmontop

Lead Drapion carries the same set as the one above. Essentially I use it to get Toxic Spikes down and hopefully stop SR to go down from slower leads. Toxic Spikes doubles as being very effective and also a scout for Venusaur as most opponents will switch it in right away after seeing it.

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Typhlosion @ Choice Scarf
Ability: Blaze
4 HP / 252 SpA/ 252 Spe
Timid Nature
IVs: 30 Spe/ 30 Def/ 30 SpD
-Eruption
-Fire Blast
-Hidden Power Rock
-Focus Blast

Vs Houndoom this one is speedier, plus Eruption and only a 1 point drop in SpA. Basically it sacrifices coverage for effectiveness. I opted for Focus Blast over Focus Punch since I was having too much trouble predicting it correctly. Hidden Power Rock is great against sunny Day teams and Swellow.

Other teams to try:
-Leads with Uxie/Donphan
-Replace Houndoom with Moltres in variant 1
-Replace Drapion with Moltres in variant 2, give Omastar Toxic Spikes over Spikes
 
With all the Venusaur 'round these parts, Toxic Spikes...aren't that...useful.

I suggest some sort of Houndoom, who also hurts aforementioned Venusaur. Scarf, perhaps, since you lack a revenge killer. (Sucker Punch Hitmontop doesn't count)

Otherwise, great team. I was going to comment on the lack of Rock attack on Omastar, but I realized Froslass was gone. :-) changing that on my team as we speak.
 
I don't have time for a full rate, but I disagree with what was mentioned above. While it is true that there are a lot of venusaur, toxic spikes can put a hurting on a team.

Props to you for using Jumpluff as a lead, too many people underestimate his power.

I also would really swap Omastar for some sort of fire type pokemon, such as typhlosion, blaziken, or houndoom. You can find the movesets on the smogon website, as I am too pressed for time to post one at the moment.

Another thing, your milotic moveset is very peculiar, but I suppose for this team it might not be bad. I really don't like haze on there though, I feel like ice beam or hypnosis would be better suited.

Overall not too bad, good luck, hope this helped a bit.
 
I don't have time for a full rate, but I disagree with what was mentioned above. While it is true that there are a lot of venusaur, toxic spikes can put a hurting on a team.

Props to you for using Jumpluff as a lead, too many people underestimate his power.

I also would really swap Omastar for some sort of fire type pokemon, such as typhlosion, blaziken, or houndoom. You can find the movesets on the smogon website, as I am too pressed for time to post one at the moment.

Another thing, your milotic moveset is very peculiar, but I suppose for this team it might not be bad. I really don't like haze on there though, I feel like ice beam or hypnosis would be better suited.

Overall not too bad, good luck, hope this helped a bit.

Thanks to both of you =D

I tried out dropping Drap and adding Houndoom and then putting Drap in lead and Typhlosion (both Hound and Typh were scarfed). Toxic spike drap in the lead is mostly a scout for Venusaur to be honest, since it can be so detrimental. I kind of prefer the latter, but

I'd also like to point out that Jumpluff isn't my lead ^^;

And finally for the milotic set, I chose Haze because it's my only way to stop mons like Mismagius and Slowpoke who like to set up, besides predicting and sending Jumpluff in for the encore, but that can be tough. HP Psychic was really originally for Venusaur, but it works well with things like the Hitmons, Weezing, and especially on Toxicroak who would usually try to switch in on a Milotic for a heal and set up.

If you have any suggestions as to how I can stop Mismagius especially from setting up I'd be happy to switch Milotic's Haze =p
 
Encore is one of the best ways because it affects subs, which is what always happens to my Missy. Or you can use taunt and Sucker Punch to counter or force a switch and eliminating all stat increases. Try using an Uxie lead or Donphan lead over Omastar, cause I've never fought one that was that reliable other than in Rain, and i have technitop for that counter anyway. I would rate more but your descriptions are a little shorter than what I had hoped for.
 
Encore is one of the best ways because it affects subs, which is what always happens to my Missy. Or you can use taunt and Sucker Punch to counter or force a switch and eliminating all stat increases. Try using an Uxie lead or Donphan lead over Omastar, cause I've never fought one that was that reliable other than in Rain, and i have technitop for that counter anyway. I would rate more but your descriptions are a little shorter than what I had hoped for.

Hmm I'll try out those leads thanks ^^

Yea but the problem with using Jumpluff is that I need to predict the stat up on the switch, with Milotic I can just usually assume a Missy with a Sub up is going to use Nasty Plot/Calm Mind. And even if it doesn't, Tbolt only does in the 30's so I can recover it off and proceed to KO with surf and Recover.

Sorry about my descriptions, most of my team is pretty standard so there wasn't much to say, this is my first RMT too so ^^;

EDIT: Donphan lead seems a tad repetitive since I already have a spinner that I find quite effective, however I will try it =o
 
Hi,

Toxic Spikes is quite an underrated strategy, props for using it. I find that one of the best Pokemon to use in tandem with T-Spikes is Moltres, who if used correctly, can stall an opponent to death. It also destroys those annoying Venusaurs, getting up free Substitutes on them most of the time. It also seems to have good synergy with your team, as you also pack Rapid Spin support:

Moltres@Leftovers
248 HP, 84 Def, 176 Spe
Timid
- Flamethrower
- Substitute
- Toxic
- Roost

176 Speed EVs allow you to outrun everything upto beneficial base 85's, importantly Toxicroak and Articuno. It's hard to find a Pokemon who can be replaced by this beast without disturbing the synergy of this team....you could give Omastar Toxic Spikes and run a sole attacking move in the form of Surf and replace Drapion with Moltres. It's up to you though.

I'd also recommend trying an alternative EV spread for Omastar, which allows it to tank hits from both sides of the spectrum pretty effectively: 252 HP, 176 Def, 80 Sp Def with a Bold nature.

This is a nice team, well done and gl.
 
Not sure why you said your Omastar ruins rain teams when it's not running Swift Swim
 
Not sure why you said your Omastar ruins rain teams when it's not running Swift Swim

That was a typo on my part xP it is running Swift Swim

Hi,

Toxic Spikes is quite an underrated strategy, props for using it. I find that one of the best Pokemon to use in tandem with T-Spikes is Moltres, who if used correctly, can stall an opponent to death. It also destroys those annoying Venusaurs, getting up free Substitutes on them most of the time. It also seems to have good synergy with your team, as you also pack Rapid Spin support:

Moltres@Leftovers
248 HP, 84 Def, 176 Spe
Timid
- Flamethrower
- Substitute
- Toxic
- Roost

176 Speed EVs allow you to outrun everything upto beneficial base 85's, importantly Toxicroak and Articuno. It's hard to find a Pokemon who can be replaced by this beast without disturbing the synergy of this team....you could give Omastar Toxic Spikes and run a sole attacking move in the form of Surf and replace Drapion with Moltres. It's up to you though.

I'd also recommend trying an alternative EV spread for Omastar, which allows it to tank hits from both sides of the spectrum pretty effectively: 252 HP, 176 Def, 80 Sp Def with a Bold nature.

This is a nice team, well done and gl.

Wow that would actually work really well thanks, I was going to try actually replacing Spikes with Toxic Spikes on Omastar and then I could run Moltres where Drapion fits, since spikes can be difficult to get down anyway

Or alternatively on my second variation I could just switch Typhlosion with Moltres

Either way I'll try them out and thanks for the suggestion ^^
 
Sorry I'm new at this so my suggestions will probably be bad. I was going to suggest using a fire type to cover milotic and omastar's weakness to grass but i see that you have it covered with jumpluff being a flying type.But your team is really good.
 
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