ZU - Jumpluff [QC 0/3]

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Jumpluff

[Overview]
  • Weak stats but high speed tier
  • Requires setting up to work
  • Heavy reliance on sleep powder
  • Swords Dance and occasionally Cotton Guard to boost stats
  • Mediocre offensive movepool
  • Only effective offensive move is acrobatics, so it cannot hold an item
  • Amazing support and status movepool
  • Struggles to survive long enough to use its boosting or support moves to the fullest without inflicting sleep
  • After 2 Swords Dances, can OHKO most pokemon that don't resist Acrobatics
  • Struggles against anything that resists Acrobatics and physical walls.
[SET]

Name: Swords Dance Sweeper
Move 1: Swords Dance
Move 2: Acrobatics
Move 3: Sleep Powder
Move 4: Cotton Guard/Substitute/Synthesis
Item: None
Ability: Chlorophyll
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]

Moves
==========

  • Sleep Powder is vital to Jumpluff's opening, allowing it to use its stat boosting moves.
  • Acrobatics is its most powerful STAB move. It also covers Jumpluff's difficulties dealing with other grass types that are immune to Sleep Powder.
  • Seed Bomb should not be used, as that would cause Jumpluff to be checked by a grand total of 7 types, and still have lower power.
  • Swords Dance enables Jumpluff to overcome its low attack stat and deal significant damage.
  • Cotton Guard enables Jumpluff to have a pretty strong defense stat that can survive an Ice Punch from the faster Floatzel and Abomansows Ice Shard. Alternatively Substitute guarantees it survives at least one attack. Cotton Guard variants are much more susceptible to special attacks. Substitute variants are more reliant on sleep powder and are more crippled by the Sleep Clause. Synthesis also allows Jumpluff to recover from any attacks that it can survive (which aren't many) and entry hazards, but does nothing to help it actually survive attacks.
Set Details
==============
  • Jumpluff maxes out its speed to take the fullest advantage of its nearly unmatched speed and blow past the vast majority of the unboosted metagame. It heavily invests in its attack so it can secure OHKOs after using Swords Dance.
  • Jumpluff's EV spread in general maximizes its sweeping potential
  • Jumpluff can not hold an Item, as its best attacking move is acrobatics.
Usage Tips
=============================
  • Immediately use Sleep Powder if the opponent is not a grass type. This gives Jumpluff the opportunity to use its setup moves.
  • Using whatever defensive move the user opted to make Jumpluff's 4th move is often the best second move, especially if you expect the opponent to switch into a speed based check such as Floatzel.
  • After ensuring Jumpluff's survival, use Swords Dance as much as you can get away with and proceed to sweep.
  • Jumpluff struggles to switch in on pretty much anything. It is best used as a lead or a late-game sweeper, but can work as a revenge killer if needed.
  • Priority move are dangerous, especially from Shiftry who can combo Fake Out into Sucker Punch for a free kill if Jumpluff's defensive move is neglected.
Team Options
==================
  • Jumpluff makes for a somewhat inconsistent but deadly sweeper on a team. It matches up well against medium speed offensive teams
  • Jumpluff needs teammates that can dispose of Pokémon that resist Acrobatics such as Golem or physical walls such as Bronzor or Pyukumuku.
Checks and Counters
======================
** Anything Faster**: Anything faster than Jumpluff, such as Floatzel, Zebstrika, Ninjask, and many scarf users, will often KO it before it has the chance to do anything.

**Rock and Steel Types**: Rock types such as Golem and Steel types such as Bronzor resist Jumpluffs only viable attacking move, and can return significant damage. This often forces Jumpluff off the field, resetting any boosting it has done.

**Physical Tanks**: Jumpluff is easily stalled out by Pokémon such as the aforementioned Brozor and Pyukumuku.
 
Jumpluff

[Overview]
  • Weak stats but high speed tier
  • Requires setting up to work Not true
  • Heavy reliance on sleep powder Not true
  • Swords Dance and occasionally Cotton Guard to boost stats Not Cotton Guard, and why does this matter?
  • Mediocre offensive movepool
  • Only effective offensive move is acrobatics, so it cannot hold an item
  • Amazing support and status movepool
  • Struggles to survive long enough to use its boosting or support moves to the fullest without inflicting sleep Why?
  • After 2 Swords Dances, can OHKO most pokemon that don't resist Acrobatics (When does Jumpluff ever get two free turns? If you mean by gaining free turns with Sleep Powder or Encore say so)
  • Struggles against anything that resists Acrobatics and physical walls.
You seriously, seriously downplay any benefits that Jumpluff brings to the table. It has so much utility and you fail to paint us a picture of how Jumpluff is actually used. You also need to elaborate a bit more on each bullet point. Yes this analysis is 0/3 QC, but even this shows bare minimum effort.

[SET]

Name: Swords Dance Sweeper
Move 1: Swords Dance
Move 2: Acrobatics
Move 3: Sleep Powder
Move 4: Cotton Guard/Substitute/Synthesis Strength Sap / Seed Bomb
Item: None
Ability: Chlorophyll / Infiltrator
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

Moves
==========

  • Sleep Powder is vital to Jumpluff's opening, allowing it to use its stat boosting moves. Change this to gaining free turns
  • Acrobatics is its most powerful STAB move. It also covers Jumpluff's difficulties dealing with other grass types that are immune to Sleep Powder.
  • Seed Bomb should not be used, as that would cause Jumpluff to be checked by a grand total of 7 types, and still have lower power. That isn't the reasoning for running Acrobatics over Seed Bomb. Seed Bomb nails Golem, Relicanth, and other common Flying-resists.
  • Swords Dance enables Jumpluff to overcome its low attack stat and deal significant damage. fluff
  • Cotton Guard enables Jumpluff to have a pretty strong defense stat that can survive an Ice Punch from the faster Floatzel and Abomansows Ice Shard. Alternatively Substitute guarantees it survives at least one attack. Cotton Guard variants are much more susceptible to special attacks. Substitute variants are more reliant on sleep powder and are more crippled by the Sleep Clause. Synthesis also allows Jumpluff to recover from any attacks that it can survive (which aren't many) and entry hazards, but does nothing to help it actually survive attacks.
Describe new moves as listed above.

Set Details
==============
  • Jumpluff maxes out its speed to take the fullest advantage of its nearly unmatched speed and blow past the vast majority of the unboosted metagame. It heavily invests in its attack so it can secure OHKOs after using Swords Dance.
  • Jumpluff's EV spread in general maximizes its sweeping potential
  • Jumpluff can not hold an Item, as its best attacking move is acrobatics.
Usage Tips
=============================
  • Immediately use Sleep Powder if the opponent is not a grass type. This gives Jumpluff the opportunity to use its setup moves. Uh, what if Jumpluff is facing something like Vigoroth with Vital Spirit, or what if a Pokemon is within range of Acrobatics knocking it out? You should never say "immediately do this." Rather say, do this when... You should also see what the most advantageous Pokemon to try to put asleep is.
  • Using whatever defensive move the user opted to make Jumpluff's 4th move is often the best second move, especially if you expect the opponent to switch into a speed based check such as Floatzel. When is switching Floatzel into Jumpluff ever a good idea?
  • After ensuring Jumpluff's survival what does "ensuring Jumpluff's survival even mean?, use Swords Dance as much as you can get away with and proceed to sweep.
  • Jumpluff struggles to switch in on pretty much anything. It is best used as a lead or a late-game sweeper, but can work as a revenge killer if needed.
  • Priority move are dangerous, especially from Shiftry who can combo Fake Out into Sucker Punch for a free kill if Jumpluff's defensive move is neglected. Fake Out + Sucker Punch Shiftry is somewhat niche, and Shiftry's Sucker Punch can always be bypassed with Strength Sap. Jumpluff also takes less damage from Knock Off due to no item. Yes, mention Shiftry but don't mention Ice Shard Abomasnow which is 4x SE against Jumpluff.
Team Options
==================
  • Jumpluff makes for a somewhat inconsistent but deadly sweeper on a team. It matches up well against medium speed offensive teams
  • Jumpluff needs teammates that can dispose of Pokémon that resist Acrobatics such as Golem or physical walls such as Bronzor or Pyukumuku.
This Team Options is worse than just bare bones. This doesn't describe what teammates Jumpluff needs to succeed. Wallbreakers, VoltTurn core partners, Magnet Pull users, Ice resists, etc. etc. would make this Team Options section turn from night to day.

Completely Missing Other Options Section

  • Utility set with Encore and U-turn
  • Substitute + Leech Seed
  • Memento (also with Darkinium Z)
  • Cotton Guard
Checks and Counters
======================
** Anything Faster**: Anything faster than Jumpluff, such as Floatzel, Zebstrika, Ninjask, and many scarf users, will often KO it before it has the chance to do anything. Only one of these that directly switch in is Zebstrika and you fail to explain why (Sap Sipper). Also you fail to list any Choice Scarf users by name

**Rock and Steel Types**: Rock types such as Golem and Steel types such as Bronzor resist Jumpluffs only viable attacking move, and can return significant damage. This often forces Jumpluff off the field, resetting any boosting it has done.

**Physical Tanks**: Jumpluff is easily stalled out by Pokémon such as the aforementioned Brozor and Pyukumuku. They lose to rare Encore or Substitute variants.
I feel as if I barely scratched the surface of this Jumpluff analysis. This should all be enough information for you to work on. However, I feel like this is practically me having to ghost-write for you by telling you each individual thing that needs fixed, and entirely having to rewrite several sections of the analysis. For now, this analysis is QC 1/3 Rejected. If you have any questions in regards to fixing this analysis, feel free to hit one of the ZU QC members up on Pokemon Showdown, ZU Discord, or by replying to this thread for help.
 
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