Jumbao

Funbot28

Banned deucer.
[OVERVIEW]

Jumbao stands out in the CAP metagame as a threat that can pull its weight on a majority of teams. Its STAB moves hit most threats for at least neutral damage, and coverage moves such as Focus Blast, Flame Burst, and Hidden Power Ground make Jumbao difficult to switch into. Its good mixed bulk and typing also enable Jumbao to come in against a multitude of threats such as Ash-Greninja, Colossoil, and Tapu Koko and threaten them out with its creditable offensive presence. It also has access to several forms of recovery such as Shore Up, Synthesis, and Wish, and its Speed tier allows it to act as a respectable Choice Scarf user, threatening many of its would-be checks. Trace allows Jumbao to come in against Heatran and Landorus-T, while Drought turns it into a devastating wallbreaker that can make use of strong moves like Solar Beam and Flame Burst. Unfortunately, its typing leaves it weak to popular offensive types, meaning it can struggle against certain offensive threats such as Mega Crucibelle, Volkraken, and Tornadus-T. Jumbao may also run into issues in terms of what coverage it chooses to run, as forgoing certain moves can leave it susceptible to certain threats. Jumbao also faces slight competition from Clefable as a Fairy-type Wish passer, since the latter can provide additional team support in Stealth Rock. Furthermore, it also faces competition from Tangrowth, which sports a better movepool, allowing it to be more threatening, and doesn't tend to lose momentum like Jumbao does, thanks to Regenerator.

[SET]
name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power Ground
item: Leftovers
ability: Trace
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

Albeit weak, Hidden Power Ground 2HKOes key threats such as Mega Crucibelle and offensive Heatran. Giga Drain can be used as a secondary STAB option and helps Jumbao effectively check Water- and Ground-types such as Krilowatt and Mega Swampert. Focus Blast is an option over Hidden Power Ground that hits Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super effectively; however, its decreased accuracy and inability to threaten Mega Crucibelle leave it as a less desirable option. Flame Burst along with Drought can be run instead of Hidden Power Ground to prevent Jumbao from being setup bait for Magearna while chipping away at Celesteela quite steadily.

Set Details
========

A mixed defensive spread of 252 HP / 160 Def / 96 SpD with a Calm nature ensures Jumbao can avoid the 2HKO from Ice Beam Krilowatt and Ice Punch Pajantom after Stealth Rock damage. Trace is the preferred ability, as it enables Jumbao to effectively check certain threats such as Heatran by copying their abilities on the switch. It's also useful against other notable abilities such as Swift Swim, Magic Guard, Magic Bounce, and Prankster, letting Jumbao disrupt a large number of threats that carry the aforementioned abilities.

Usage Tips
========

Jumbao should use its resistances to switch in against Pokemon like Colossoil, Ash-Greninja, and Tapu Koko to gain opportunities to pass Wish to its teammates. Trace should be taken advantage of to come in against threats such as Heatran and force them out. Using Wish instead of Shore Up may be more preferable at times when Jumbao does not require immediate recovery and permits it to potentially heal a partner Pokemon. This still gives Jumbao the option to recover additional HP with Shore Up the following turn. Moonblast is a safe move to use that covers most of the metagame, but coverage moves should be used when predicting threats such as Mega Crucibelle and Heatran that can try to switch into Moonblast.

Team Options
========

Heatran is one of the best partners for Jumbao, as not only do their respective typings synergize well, Jumbao can also provide Heatran with crucial recovery thanks to Wish support. In return, Heatran can check most Fire-types while disrupting most defensive threats with Magma Storm and Taunt. Celesteela is another great defensive partner that can check threats to Jumbao such as Tornadus-T and Tapu Lele. Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Magearna, and Volkraken can form offensive cores on balance and bulky offensive teams. Entry hazard removal from partners like Tornadus-T, Landorus-T, and Tomohawk can be useful, as it permits Jumbao to switch in more frequently and prevents it from being worn down rather quickly through the constant chip damage of Stealth Rock and Spikes. Flying-resistant Pokemon such as Tapu Koko, Zapdos, and Cyclohm are very good teammates because they can check Tornadus-T.

[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Solar Beam is a consistent move when paired with Drought. Leaf Storm is a powerful alternative that comes with the drawback of lowering Jumbao's Special Attack after every use and should be run with Trace. Flame Burst is a good coverage option with Drought, threatening Steel-types such as Mega Scizor and Ferrothorn. Focus Blast is a great alternative on Trace sets that targets Steel-types such as Heatran and Naviathan, while Hidden Power Ground hits Mega Crucibelle and Heatran; however, the aforementioned options are generally more useful due to their higher Base Power and their ability to cover more important targets.

Set Details
=======

With a Choice Scarf, Jumbao outspeeds Mega Latios, Greninja, and +1 Aurumoth. Drought is run to enable Jumbao to wallbreak much more easily thanks to the consistent power of Solar Beam alongside sun-boosted Flame Burst, while also providing sun support for strong Fire-type wallbreakers like Choice Specs Volkraken and Choice Band Victini. Trace can be run to check certain threats such as Heatran and Landorus-T. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around Jumbao.

Usage Tips
========

Choice Scarf Jumbao should mainly be utilized as a revenge killer that can check opposing fast threats such as Greninja and Tapu Koko and pivot into most Ground-types. Jumbao should be cautious in spamming Solar Beam when opposing weather setters such as Mega Tyranitar and Pelipper are present. Since this set invests more into Jumbao's offensive capabilities, it has a much more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. Coverage moves can be used when predicting certain threats such as Heatran and Ferrothorn that may want to come into Jumbao's STAB attacks. Healing Wish should be used after Jumbao has fulfilled its role as a revenge killer or when a sweeper or wallbreaker needs a second chance.

Team Options
========

Jumbao fits on offensive teams that appreciate an Electric-resistant Choice Scarf user that can also pivot into Ground-types. Defensive partners such as Celesteela, Zapdos, and Arghonaut aid Jumbao in checking threats that can threaten it such as Tornadus-T, Volkraken, and Mega Crucibelle. VoltTurn support from partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming onto the battlefield more reliably, making it a more capable revenge killer as well. Fire-types that can take advantage of sun-boosted attacks such as Victini and Volkraken are also great partners, as they can help break down Steel-types. Entry hazard support from teammates such as Mega Crucibelle, Arghonaut, and Ferrothorn may be useful in helping Jumbao achieve certain KOs more reliably.

[SET]
name: Wallbreaker
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Shore Up
item: Life Orb
ability: Drought / Trace
nature: Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Solar Beam is a powerful, spammable move under sun, 2HKOing Pokemon like Clefable and Toxapex as well as punishing Mega Crucibelle and Fidgit. Leaf Storm should be used on Trace sets but forces Jumbao out after it is used. Flame Burst is a great coverage option that not only gets boosted by sun but also hits specific Steel-types such as Mega Scizor, Celesteela, Ferrothorn, and Magearna. Focus Blast is an alternative coverage move that lets Jumbao nail Heatran while still covering Ferrothorn. Hidden Power Ground can be used to reliably hit Mega Crucibelle, and Heatran, although other coverage options are usually favored due to their higher Base Power.

Set Details
========

Drought is preferred because it enables Jumbao to spam Solar Beam, boosts Flame Burst's power, and provides sun support for Jumbao's teammates. Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch and is great in bluffing defensive sets.

Usage Tips
========

Even though this is a more offensively inclined set, Jumbao can still come in against Ash-Greninja, Colossoil, Tapu Koko, and non-Flyinium Z Landorus-T. Jumbao should be utilized as an early-game wallbreaker, relying more on its coverage options to lure in checks such as Heatran and Celesteela so that it can spam its powerful STAB attacks late-game. When weakened, Jumbao should utilize its recovery options when forcing out opposing threats such as Ash-Greninja, unless a Pokemon like Mega Crucibelle is predicted to switch-in.

Team Options
========

Offensive teammates that can apply additional offensive pressure such as Mega Crucibelle and Ash-Greninja are notable partners, as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably. Fire-types like Heatran, Volkraken, and Victini can be good partners if Jumbao chooses to run Drought, as not only do they have their STAB moves boosted by the sun, they also can help break through common Steel-types. Entry hazard support from partners such as Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls,. Entry hazard removal from Pokemon such as Tornadus-T, Kitsunoh, and Tapu Koko may also be beneficial for Jumbao, as it can be worn down rather quickly if it does not get and chance to recover its health.

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

The combination of its Ground resistance, Drought support, and access to Healing Wish allows Jumbao to support Trick Room attackers like Mega Mawile and Mega Camerupt. Fightinium Z may be used on offensive sets to reliably break through common switch-ins such as Heatran and Ferrothorn.

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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, and Amoonguss all threaten to OHKO Jumbao with their STAB moves and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power Ground to counteract Mega Crucibelle.

**Steel-types**: Steel-types such as Ferrothorn, Jirachi, Heatran, Mega Scizor, and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their respective STAB moves. However, they must be wary of coverage options such as Focus Blast, Flame Burst, and Hidden Power Ground. Kitsunoh is also prone to getting worn down.

**Fire-types**: Fire-types such as Volkraken, Volcarona, and Victini resist both of Jumbao's STAB moves and threaten to OHKO it with their Fire-type attacks.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk, which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb-boosted Solar Beam and sun-boosted Flame Burst, respectively.

**Status**: Status ailments such as Toxic poison and to a lesser extent burns wear down Jumbao, reducing its sustainability immensely and meaning it must be wary of switching into Pokemon that use such moves like Pajantom and Arghonaut. Paralysis is also annoying for the Choice Scarf set, meaning it must also fear Thunder Wave Clefable and Ferrothorn.

**Faster Attackers**: Due to Jumbao's weaknesses to common offensive types, it is forced out by offensive threats such as Mega Pinsir, Protean Greninja, Syclant, Tornadus-T, and Kartana due to the threat of being hit super effectively.

[CREDITS]
- Written by: [[Funbot28, 255984]]
- Quality checked by: [[snake_rattler, 227784], [LucarioOfLegends, 339449] ,[Jordy, 395754]]
- Grammar checked by: [[Rabia, 336073], [The Dutch Plumberjack, 232216]]
 
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snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader

QC: / /
GP: /
[OVERVIEW]
(add a space here)
* With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. worth noting here that it's the only viable grass-type that doesn't lose momentum to tomo
* Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power [Ground] can hit Steel- and Fire-types respectably making Jumbao a difficult opponent to switch into.
* Good mixed bulk alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats and threaten them out with its creditable offensive presence. Such typing also allows it to check key threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko.
* Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Landorus-T while the ladder turns it into a devistating wallbreaker through the use of Solar Beam that can also support it's team through setting up weather.
where is access to reliable recovery and Wish?
* Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, and Ice, meaning it can struggle to check certain offensive threats such as Plasmanta, Cawmodore, Volkraken, and Kartana but kartana is steel-type : / as a result.
* Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool.
* Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Volcorona, meaning it cannot offensively check the aforementioned threats properly without resorting to running a Choice Scarf. this makes it sound like Scarf is bad, which it isn't. also Jumbao can't really do anything to Volcarona
* Jumbao also faces slight competition from Clefable as a Fairy-type cleric, where the aforementioned example can provide Wish support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.

[SET]
name: Wish Support
move 1: Wish
move 2: Moonblast
move 3: Shore Up
move 4: Hidden Power [Ground] / Focus Blast / Energy Ball
item: Leftovers / Pixie Plate
ability: Trace
nature: Modest
evs: 252 HP / 52 SpA / 204 Spe

change the set to:


name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power [Ground] / Focus Blast / Giga Drain
item: Leftovers / Pixie Plate
ability: Trace
nature: Modest
evs: 252 HP / 52 SpA / 204 Spe


switch Moonblast and Shore Up - mostly because I don't like having the two Ground-type moves sitting next to each other, and that could cause a misplay. Giga Drain reasoning below

[SET COMMENTS]
Moves
========
(add a space here)
* Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat.
* Moonblast is Jumbao's primary STAB move which hits many targets extremely hard pick a few out and list them here due to the great offensive coverage it's Fairy-tying has.
* Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely.
* Albeit weak, Hidden Power [Ground] works as a great coverage move alongside Jumbao's STAB attack, targeting key threats such as Heatran since this is the important one, does it OHKO?, Mollux, Mega Crucibelle, and Magnezone which can otherwise come in on Jumbao safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as mention that it retains its coverage against Heatran too Ferrothorn and Celesteela 52+ SpA Jumbao Focus Blast vs. 248 HP / 156 SpD Celesteela: 102-120 (25.6 - 30.2%) -- 98.4% chance to 4HKO after Stealth Rock and Leftovers recovery - idk if this is the best thing to list, while you do win eventually, you eat half of your Focus Blast PP, however it's decreased accuracy leaves it as a less desirable option.
* Energy Ball can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Toxapex, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. Energy Ball isn't doing enough to Pex, so remove due to its stalling you out first. Also replace with Giga Drain - OHKOs Gastrodon most of the time after SR, still does a lot to Krilowatt, also OHKOs Mega Swampert if it Traces Swift Swim

Set Details
========
(add a space here)
* Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. Pixie Plate can be utilized alternatively to enhance the power of Jumbao's Fairy-type STAB attack, providing some crucial 2HKOes and OHKOes against certain threats such as Landorus-T and Tomohawk respectably.
* 204 Speed is invested to outspeed Heatran and below, providing Jumbao the chance to recover and deal damage against threats without needing to take damage beforehand. The rest of the EVs are invested in it's HP and Special Attack with a Modest nature in order for Jumbao to take hits and deal damage simultaneously. An more offensively inclined EV spread of 4 HP / 252 SpA / 252 Spe with a Timid nature can alternatively be run in order for Jumbao to output more damage with the cost of it being less bulky and providing less recovery when passing Wishes. what does the extra speed do for Jumbao?
* Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran, Revenankh. and Landorus-T by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as X's Regenerator, Mega Swampert's Swift Swim, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities.

Usage Tips
========
(add a space here)
* Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against the majority of threats name these here whenever it has the chance. how to abuse Trace to the fullest
* Choosing to recover through Wish instead of Shore Up may be more preferable at times where Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon while still giving Jumbao the option to recover its own HP the following turn if it chooses to stay in.
* If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone.
* Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Plasmanta.

Team Options
========
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* Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish while Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt.
* Ground-types such as Zygarde and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through Dragon Dance and the ladder can either set up or remove entry hazards for Jumbao. i'd lump on Colossoil too
* Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Magearna, and Volkraken add Pajantom, Krilowatt, and Mega Aggron are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats for Jumbao in return.
* Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes.


[SET]
name: Choice Scarf
move 1: Solar Beam / Leaf Storm / Energy Ball
move 2: Moonblast
move 3: Flame Burst / Focus Blast / Hidden Power [Ground]
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

swap Moonblast and Grass-type STABs, add in Leaf Storm for Trace sets

[SET COMMENTS]
Moves
========
* Solar Beam is a devastating STAB move which can deal a hefty amount of damage against most foes like what? what does it OHKO?. Energy Ball can be used as an alternative more consistent option due to it not relying on the presence of the Sun to be utilized. However, the damage dropoff is noticeable.
* Moonblast is Jumbao's secondary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks what are some threats that are OHKO or 2HKOed by Moonblast?
* Flame Burst is a great coverage option especially under the Sun, due to it threatening Steel-types name a couple which otherwise resist both of Jumbao's STAB attacks and generally deals a great amount of damage when considering the boost in power from Drought. Focus Blast is another coverage option which specifically targets checks such as Heatran, although it is quite inaccurate. Hidden Power [Ground] is another option which can hit Poison-types such as Mollux and Plasmanta and Heatran, although the aforementioned options are generally more useful due to their higher Base Power.
* Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat.
mention here that you can give up Grass-type STAB or Healing Wish for more coverage options but generally it's not worth it

Set Details
=======
(add a space here)
* When equipped with a Choice Scarf, Jumbao becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffe reliably thanks to the additional Speed.
* Drought is more commonly seen on this set replace with "is preferred" as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, enabling Jumbao to (perform certain roles it would otherwise not be able to) something about this is throwing me off - just say that it might force the opponent to play differently around it.
* EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities. what does it notably outspeed? include other scarfers

Usage Tips
========
(add a space here)
* Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threatsf like what? reliably thanks to the its great damage output and acceptable bulk which enables it to pivot in against a good amount of Pokemon name them. This means Jumbao should be cautious in spamming the move option Solar Beam? when opposing whether setters such as Tyranitar and Alolan Ninetales may be present. this feels like it should be attached to the next point, also add Pelipper
* Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily.
* Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. maybe say that Jumbao should only switch in when needed?
* Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn.
* Healing Wish is a great last resort option which should be used when either Jumbao or one of it's teammates are low in health, providing a partner Pokemon a second chance in performing their role once more.

Team Options
========
(add a space here)
* Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that they may lack due to Jumbao being more offensively invested.
* Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mollux replace with Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former two examples can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result.
* Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with Healing Wish.
* Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao breaking through certain walls much more proficiently.

[SET]
name: Offensive
move 1: Energy Ball / Leaf Storm
move 2: Moonblast
move 3: Focus Blast / Hidden Power [Ground] / Flame Burst
move 4: Synthesis / Wish
item: Life Orb / Grassium Z / Fightinium Z
ability: Drought / Trace
nature: TImid / Modest
evs: 4 HP / 252 SpA / 252 Spe

change set to:

name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Energy Ball / Leaf Storm
move 3: Focus Blast / Hidden Power [Ground] / Flame Burst
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z / Fightinium Z
ability: Drought / Trace
nature: TImid / Modest
evs: 4 HP / 252 SpA / 252 Spe


[SET COMMENTS]
Moves
========
(add a space here), fix the moves down here too
* Energy Ball is a powerful and reliable STAB option which targets the Ground-, Rock-, and Water-types that Jumbao is supposed to check such as?. Leaf Storm may be used as an alternative option which packs more power, but forces Jumbao out after it is used.
* Moonblast is Jumbao's secondary STAB option which rounds off its coverage quite well with its Grass-type moves alone, being able to hit opposing Grass-types such as? and Flying-types such as?.
* Focus Blast is an amazing coverage option which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Ferrothorn and Magnezone. Hidden Power [Ground] can be used as an alternative to reliably hit Fire- and Poison-types such as Mollux replace with Mega Crucibelle, Heatran, and Plasmanta. Flame Burst is yet another coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, and Cawmodore add Magearna here that otherwise can take on Jumbao's other coverage options.
* Synthesis reliably restores Jumbao's HP immensely in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Wish can be used as another option that not only has the possibility of restoring Jumbao's HP, but the HP of an ally as well letting Jumbao consecutively fulfill a supportive role. add Shore Up for Trace sets / if you want more PP, then talk about how grass-type stab or recovery could be replaced with more coverage but generally not advised, then wish should just be a mention after this

it'd be nice to see what 2HKOs and OHKOs these moves acheive too

Set Details
========
(add a space here)
* Life Orb enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through its utility options just say Synthesis here.
* Grassium Z acts as a more powerful option that can be utilized alongside Leaf Storm or Solar Beam - does it achieve any notable OHKOs? to break through anything that does not resist it. FIghtinium Z can be placed instead to lure in specific checks such as Heatran, Magnezone, and Ferrothorn does it OHKO?. However, it is worth noting that using a Z-Crystal over a Life Orb decreases Jumbao's overall damage output as a result.
* EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature can be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken, while a Modest nature can be used to maximize Jumbao's damage capabilities. remove Modest unless you can cite a specfic benchmark it hits otherwise
* Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important.
* Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. also so it doesn't nerf Water-type teammates' moves.

Usage Tips
========
(add a space here)
what does Jumbao switch into?

* Jumbao should be using its STAB attacks in the majority of cases due to how well its offensive coverage is with its STAB moves alone. almost every team has a Steel-type, so i'm not sure if this is quite accurate - say that early game you might be more reliant on coverage, then late-game freer to spam STABs
* Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to ensure that the aforementioned threats will come in against one of its STAB moves.
* Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise.
* Synthesis or Wish should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack.
* Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. this is why you have Shore Up as an option

Team Options
========
(add a space here)
* Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably.
* Fire-types like Heatran, Pyroark, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, but they also can help break through common Steel-types that give Jumbao trouble.
* Entry hazard support coming off partners such as Fidgit, Landorus-T, Argonaught, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a resullt.
* Pokemon who do not have access to their own reliable recovery such as Krilowatt, Magearna, and Celesteela appreciate Jumbao's capability in passing off big Wishes. wish isn't the focus on this set though
hazard control here too


[STRATEGY COMMENTS]
Other Options
=============
(add a space here)
* Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use.
Put here that you can run it on Trick Room with its Drought and Healing Wish support, but that's obviously a specific playstyle
* A defensive Drought set utilizing Synthesis may also be considered due to the extra HP that the recovery option provides under the sun. However, this forfeits the oppurtunity for it to run a more consistent healing option in Shore Up and leaves it more prone to Fire-type moves.

Checks and Counters
===================
(oh good the space is here)
**Poison-types**:Poison-types such as Mega Crucibelle, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves whcih does 4x damage agaisnt it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power [Ground} to counteract the aforementioned threats.

**Steel-types**: Threats such as Celesteela, Ferrothorn, Jirachi, and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast and Flame Burst. add Heatran and Mega Scizor

**Fire-types**: Fire-types also resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, and Mega Charizard Y. volk doesn't like tanking a Solar Beam

**Status**: Status such as Poison and Burn what are some threats, or even things that Jumbao might pivot into, that can land this on Jumbao can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely.

**Super-Effective Coverage Moves**: Due to Jumbao's abundance to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats due to the potential threat of being hit super effectively what are some of these? are they faster threats - things like Mega Pinsir, Greninja, etc have a hard time being full checks but can handily beat Jumbao.
Great job! Personally I like analyses that say that "this move manages to OHKO / 2HKO X threats" or "choosing this Z Crystal allows you to OHKO this with this Z-move" because then you don't have to do that calc yourself - it's also good detail because these analyses are pretty much the only data that new and old players might have for CAPmons. Also, (add a space here)

I'd like to look it over once again once these are implemented.
 
Im not part of any QC team but just wanted to add: you can mention Substitute in the Other Options section for offensive Trace sets, which is beneficial for a few reasons:
-trace forces a lot of switches, giving you a free opportunity to sub against an opponent that cant touch you (some landorus, ferrothorn, heatran, colossoil, zygarde, etc)
-if those mons have the ability to hit you, its often with a z-move or status move, all of which are outsped and eaten by substitute (flynium, toxic, corkscrew crash). you can also scout for poison tech on mons that may or may not have it, like arghonaut.
-trace can give you access to a prankster substitute which can do things like fish for misses against scarf volkraken's fire blast, tornadus-t's hurricane, or stall out mons that have been toxiced etc
-jumbao has fantastic coverage and having a safety barrier to simply press the correct move against the mon in front of you is quite powerful (helps that it resists volt switch and common u-turns like lando, volkraken, or koko won't break the sub)

an example set would be:

Jumbao @ Fightinium Z
Ability: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Substitute
- Shore Up / Hidden Power Ground / Flame Burst / filler

again i'm not sure it needs its own set and doesnt really slash in nicely with any of the sets already in the analysis, but sub is usable for any jumbao that's alright with giving up the moveslot

heres some replays of it being used
https://replay.pokemonshowdown.com/gen7cap-774372793
https://replay.pokemonshowdown.com/gen7cap-774412178
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader

QC: / /
GP: /
[OVERVIEW]

* With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. It is also worth noting that it is the only viable Grass-type that does not lose momentum versus Tomohawk, an otherwise oppressive threat to the type.
* Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power [Ground] can hit Steel- and Fire-types respectably making Jumbao a difficult opponent to switch into.
* Good mixed bulk alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats and threaten them out with its creditable offensive presence. Such typing also allows it to check key threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko. try to compress this into one sentence
* Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Landorus-T and force them out while the ladder latter* turns it into a devastating wallbreaker through the use of Solar Beam and Flame Burst that can also support it's team through setting up weather.
* It also has access to several formes of recovery such as Shore Up, Synthesis, and Wish, where the former two can let it prolong its sustainability immensely while the ladder can let it provide crucial support to it's teammates.
* Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, and Ice, meaning it can struggle to check certain offensive threats such as Plasmanta, Cawmodore, Volkraken, and Tornadus-T as a result. well its not trying to check those most of the time, reword
* Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool.
* Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Stratagem, meaning it cannot offensively check the aforementioned threats properly without a Choice Scarf equipped.
* Jumbao also faces slight competition from Clefable as a Fairy-type cleric, where the aforementioned example can provide Wish support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.

name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power [Ground] / Focus Blast / Giga Drain
item: Leftovers / Pixie Plate
ability: Trace
nature: Modest
evs: 252 HP / 52 SpA / 204 Spe

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

* Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat.
* Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Kyurem-B extremely hard due to the great offensive coverage it's Fairy-tying has.
* Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely. switch Moonblast and Shore Up in the moves description
* Albeit weak, Hidden Power [Ground] works as a great coverage move alongside Jumbao's STAB attack, OHKoing key threats such as offensive Heatran while doing a great amounts of damage to others such as Mollux, Mega Crucibelle, and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively, however it's decreased accuracy leaves it as a less desirable option.
* Giga Drain can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. It is also worth mentioning how it can improve Jumbao's sustainability due to the recovery it provides. shorten this to "It also improves..." - it's too wordy otherwise

Set Details
========

* Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. Pixie Plate can be utilized alternatively to enhance the power of Jumbao's Fairy-type STAB attack, providing some crucial 2HKOes and OHKOes against certain threats such as Landorus-T and Tomohawk respectably.
* 204 Speed is invested to outspeed Heatran and below, providing Jumbao the chance to recover and deal damage against threats without needing to take damage beforehand. The rest of the EVs are invested in it's HP and Special Attack with a Modest nature in order for Jumbao to take hits and deal damage simultaneously. An more offensively inclined EV spread of 4 HP / 252 SpA / 252 Spe with a Timid nature can alternatively be run in order for Jumbao to output more damage and outspeed certain threats such as Zygarde and Volkraken with the cost of it being less bulky and providing less recovery when passing Wishes. not sure if this spread is worth it - is there actual success with a Wish passing spread with little HP investment?
* Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran, Revenankh. and Landorus-T by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities.

Usage Tips
========

* Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against the majority of threats such as Colossoil, Zygarde, Ash Greninja, and Krilowatt replace with Tapu Koko whenever it has the chance.
* With Trace, Jumbao should be coming in against certain targets such as Heatran, Revenankh, and Mega Swampert as the opportunity to copy the opposing ability effectively enables it to check the aformentioned threats reliably as a result. Jumbao can also copy other useful abilities like Magic Guard and Regenerator whenever it has the chance to let it perform it's role more efficiently.
* Choosing to recover through Wish instead of Shore Up may be more preferable at times where Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon while still giving Jumbao the option to recover its own HP the following turn if it chooses to stay in.
* If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone.
* Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Plasmanta.

Team Options
========

* Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish while Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt.
* Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through Dragon Dance and the ladder can either set up or remove entry hazards for Jumbao.
* Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Mega Aggron, Magearna, and Volkraken are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats for Jumbao in return.
* Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes.


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Solar Beam / Leaf Storm / Energy Ball remove Energy Ball, doesn't hit hard enough tbh - you're usually using Moonblast for a safe STAB and Grass-type STAB for more power, just keep it as a mention
move 3: Flame Burst / Focus Blast / Hidden Power [Ground]
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

* Moonblast is Jumbao's secondary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, offensive Tapu Bulu, and Tornadus-T.
* Solar Beam is a devastating STAB move which can deal a hefty amount of damage against most foes such as Landorus-T, Mew, and Toxapex, 2HKOing the aforementioned threats without needing to resort to entry hazard chip. Leaf Storm is another potential powerful option which should be used on sets that carry Trace, dealing a signisficant spelling error amount of damage with the cost of tending to force Jumbao out due to drop in Special Attack Jumbao receives after every use. Energy Ball can be used as an alternative more consistent option on either set due to it not relying on the presence of the Sun to be utilized and not lowering Jumbao's stats. However, the damage dropoff is noticeable.
* Flame Burst is a great coverage option especially under the Sun, due to it threatening Steel-types such as Mega Scizor and Cawmodore add on Ferrothorn which otherwise resist both of Jumbao's STAB attacks and generally deals a great amount of damage when considering the boost in power from Drought. Focus Blast is another coverage option which specifically targets checks such as Heatran, although it is quite inaccurate. Hidden Power [Ground] is another option which can hit Poison-types such as Mollux and Plasmanta, although the aforementioned options are generally more useful due to their higher Base Power. add on Mega Crucibelle on the switch-in
* Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat. The last slot may be forfeited to allot room for more coverage, however it is generally not worth it due Jumbao's already wide array of coverage it can muster with only 3 slots.

Set Details
=======

* When equipped with a Choice Scarf, Jumbao becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffle reliably thanks to the additional Speed.
* Drought is preferred on this set as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it.
* EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities and lets it outspeed other common Choice Scarf users such as Tapu Lele and Volkraken.

Usage Tips
========

* Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk which enables it to pivot in against a good amount of Pokemon like Colossoil and Cyclohm.
* Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily. This means Jumbao should be cautious in spamming the move option when opposing whether setters such as Pelipper, Tyranitar and Alolan Ninetales may be present.
* Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. Only let Jumbao come in when absolutely necessary as a result.
* Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn.
* Healing Wish is a great last resort option which should be used when either Jumbao or one of it's teammates are low in health, providing a partner Pokemon a second chance in performing their role once more.

Team Options
========

do note here that offensive teams appreciate having a bulky revenge killer that outspeeds other scarfers like kraken and lele

* Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that they may lack due to Jumbao being more offensively invested.
* Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former two examples can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result. now its just Heatran that provides rocks
* Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with Healing Wish.
* Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao breaking through certain walls much more proficiently.

[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Energy Ball / Leaf Storm
move 3: Focus Blast / Hidden Power [Ground] / Flame Burst
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z / Fightinium Z
ability: Drought / Trace
nature: TImid / Modest
evs: 4 HP / 252 SpA / 252 Spe

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

* Moonblast is Jumbao's primary STAB option which targets most of the metagame for at least neutral damage due to the great offensive coverage its Fairy typing has.
* Solar Beam acts as a powerful STAB move which can be spammed when under the effects of Drought, dealing a significant amount of damage to most foes even when resisted as it 2HKOes notable threats such as Mega Crucibelle, Toxapex, and Mew. Energy Ball is a powerful and reliable STAB option which targets the Ground-, Rock-, and Water-types that Jumbao is supposed to check such as Gastrodon, Mega Crucibelle, and Fidgit. make this point more about the trade off of running energy ball, and shift those threats up to the solarbeam sentence Leaf Storm may be used as an alternative option which packs more power for Trace sets, but forces Jumbao out after it is used.
* Focus Blast is an amazing coverage option which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Ferrothorn and Magnezone add Heatran. Hidden Power [Ground] can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Heatran, and Plasmanta. Flame Burst is yet another coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, Magearna, and Cawmodore that otherwise can take on Jumbao's other coverage options.
* Synthesis reliably restores Jumbao's HP immensely in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Shore Up should be used if Jumbao decides to run Trace or if more PP is desired, enabling Jumbao to reliably heal itself regardless of the weather conditions. Moreover, Jumbao can also choose to replace it's Grass-type STAB options or recovery moves in favor of a coverage option. However, it is generally not required due to it requiring Jumbao to give up its utility capabilities. Wish can be used as another option that not only has the possibility of restoring Jumbao's HP, but also the HP of an ally as well letting Jumbao consecutively fulfill a supportive role. however its generally hard to use on an offensive set

Set Details
========

* Life Orb enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through Synthesis.
* Grassium Z acts as a more powerful option that can be utilized to power up Jumbao's Grass-type STAB move which can help it break through anything that does not resist it, particularly OHKOing threats such as Naviathan, Fidgit, and defensive Landorus-T when used in conjunction with either Solar Beam or Leaf Storm. Fightinium Z can be placed instead to lure in specific checks such as Heatran, Magnezone, and Ferrothorn, giving Jumbao the chance to OHKO the aforementioned threats after a bit of prior chip damage. However, it is worth noting that using a Z-Crystal over a Life Orb decreases Jumbao's overall damage output as a result.
* EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken,
* Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important.
* Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. It also has the added benefit of not weakening the Water-type moves of its teammates.

Usage Tips
========

* Even though this is a more offensively inclined set, Jumbao can still come in against quite a few threats, namely Ash Greninja, Colossoil, Tapu Koko, and non-Flyinium Z Landorus-T. This is important to note as Jumbao should be utilized as an early game wallbreaker, weakening foes for its teammates.
* Jumbao should be relying more on its coverage options early game to lure in checks such as Heatran and Celesteela, as this can help it spam its powerful STAB attacks later-on in the fight.
* Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to ensure that the aforementioned threats will come in against one of its STAB moves.
* Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise.
* Synthesis or Wish should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack.
* Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. This is where Shore Up as a recovery option may be more beneficial.

Team Options
========

* Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably.
* Fire-types like Heatran, Pyroark, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, but they also can help break through common Steel-types that give Jumbao trouble.
* Entry hazard support coming off partners such as Fidgit, Landorus-T, Argonaught, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a resullt.
* Although this sets main focus is dealing damage to the opposing team, Pokemon who do not have access to their own reliable recovery such as Krilowatt, Magearna, and Celesteela appreciate Jumbao's capability in passing off big Wishes if it decides to run the option.
* Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.

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

* Substitute may be used as a utility option on either defensive or offensive Trace sets, as Jumbao's capability in easily forcing switch ins enables it to set them up consistently throughout the match, leaving it much safer in setting up Wishes or firing off its offensive attacks. However, this usually means it has to forfeit one of its recovery options or coverage moves as a result.
* Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use.
* Jumbao can be placed on Trick Room teams with the combination of Drought and Healing Wish as it provides the archetype a powerful wallbreaker with the utility to potentially heal off one of its team mates. it's an important Ground-type resist as well However, this is generally a team specific option as Jumbao is usually outclassed by other slow wallbreakers such as Magearna and Mega Mawile. it actually fits pretty well on Trick Room teams because of the Ground-type resistance - remove the bit about being outclaseds and say that it faces a little compeition with Bulu as a bulky Grass-type for Trick Room
* A defensive Drought set utilizing Synthesis may also be considered due to the extra HP that the recovery option provides under the sun. However, this forfeits the oppurtunity for it to run a more consistent healing option in Shore Up and leaves it more prone to Fire-type moves.


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

**Poison-types**:Poison-types such as Mega Crucibelle, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves whcih does 4x damage agaisnt it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options say that they can be dented by certain moves - Mega Crucibelle is dented by Solar Beam and Plas is dented by Flame Burst too such as Hidden Power [Ground} to counteract the aforementioned threats.

**Steel-types**: Threats such as Celesteela, Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast and Flame Burst. and Hidden Power Ground

**Fire-types**: Fire-types also resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Mollux, and Mega Charizard Y. add on Volcarona, remove Mollux

**Status**: Status such as Poison and Burn can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely, meaning it must be wary in coming in against threats who commonly run moves such as Scald, Will-o-Wisp and Toxic such as Toxapex, Pajantom, Arghonaut, and Mew.

**Super-Effective Coverage Moves**: Due to Jumbao's abundant weakness to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats such as Mega Pinsir, Greninja, Syclant, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
Looking sharp, QC 1/3


 
Great analysis, congratulations.

In the first set I think that a more oriented Defensive spread is better, maybe it deserves a mention in AC at least. In my case I like 248 HP / 160 Def / 100 SpD Calm as it ensures you to survives 2 Ice Beam from Krilowatt and Ice Punch from Pajantom without a boosting item after SR damages, you takes threats flike Koko, Zeraora, colossoil and Zygarde with more ease as well.

In my opinion Choice Scarf and Offensive 3 Attacks should swap places, I personnaly value a Choice Scarf user for its ability to reliably revenge kill the most Set-Up sweepers among Aurumoth, Volc, Navi, Zyg, Cawn and to a lesser extent Necturna (who is a special case since you need an already very fast Mon like Gren) and Jumbao doesn't do well because of its Speed, weakness to Bullet Punch and coverage. Moreover, I think using Jumbao without a recovery move is kind of a waste due to its highly valuable defensive utility, and you can't really rely on it to check Colossoil since you need to avoid Knock Off. The Offensive set is extremely threatening if it sports the needed coverage move (btw I think Flame Burst should be the first slashed because the only common target you'll really miss is Heatran and you won't be disturbed by any other Steel-types.

You said in the last set that Jumbao is supposed to check Mega Cruci with Energy Ball, I guess that's a mistake and Jumbao doesn't really check Rock-types since the best ones in the current Metagame are arguably the aforementionned Mega-Cruci and Stratagem.

I know it just dropped to UU but I think Mega Venu deserves a mention in the C&C section alongside other Poison Types since unlike most of them it's pretty much a full counter to Jumbao. Maybe add a "Special Walls" section in which you include Chansey and maybe Toxapex (which still takes a good number from LO boosted Solar beam).

once again, solid work.
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Also wanna throw my Amcheck in

Overview
...sustainability immensely while the ladder latter* can let it provide crucial support to it's teammates.
* Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, and Ice, meaning it can struggle to outpace certain offensive threats such as Plasmanta, Cawmodore, Volkraken, and Tornadus-T as a result.
Plasmanta is none of the three types you mentioned, and you probably want to add Poison types to that list of types anyways, since you list them at the top of your C&C.

Wish Support

* Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against the majority of threats such as Colossoil, Zygarde, Ash Greninja, and Tapu Koko whenever it has the chance.
"majority of threats" is a pretty long list of mons, and I don't think over 50% Jumbao can switch into safely. Can you be a bit more specific what Jumbao can switch into?

* Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Mega Aggron, Magearna, and Volkraken are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats for Jumbao in return.
Which offensive threats do they threaten?

3 Attacks + Recovery

Moreover, Jumbao can also choose to replace it's Grass-type STAB options or recovery moves in favor of a coverage option. However, it is generally not required due to it requiring Jumbao to give up its utility capabilities.
This makes no sense to me, as Jumbao has no real utility option besides like Wish for the set. The biggest reason in my eyes not to run coverage over recovery is that it makes Jumbao infinitely easier to wear down, especially with LO recoil.

* Fire-types like Heatran, Pyroark Pyroak, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, but they also can help break through common Steel-types that give Jumbao trouble.
Applies to all instances of misspell.

* Entry hazard support coming off partners such as Fidgit, Landorus-T, Argonaught Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a resullt.
Choice Scarf

* Moonblast is Jumbao's secondary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, offensive Tapu Bulu, and Tornadus-T.
This has collateral from being after Grass STAB on the list, change it so its present as the main STAB option and vice versa for Grass STAB.

Hidden Power [Ground] is another option which can hit Poison-types such as Mollux and Plasmanta and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power.
This also applies to 3 Attacks + Recovery, so add this little snippet there too, but a big thing about Hidden Power Ground is that it still hits Heatran, which is huge.

* Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily. This means Jumbao should be cautious in spamming the move option when opposing whether weather setters such as Pelipper, Tyranitar and Alolan Ninetales may be present.
* Healing Wish is a great last resort option which should be used when (either Jumbao or one of it's teammates are low in health), providing a partner Pokemon a second chance in performing their role once more.
I dislike the phrase in parentheses as it could come off as "Teammate is low, Jumbao is healthy, use Healing Wish!" I'd specify to use it for a teammate when Jumbao has fulfilled its purpose and can be sacked for another teammate.

Add VoltTurners to the Team Options, as they can help Jumbao get in more safely to revenge kill. Krilowatt and Landorus-T look like standouts for the role.

Checks and Counters

Choice Scarf Volkraken can come in on Moonblasts and OHKO with Fire Blast. It generally fear the powerful Grass STABs though, especially from the Scarf set. I'd add Volkraken to the Fire-types section.

Paralysis also completely neuters the Scarf set in terms of status, and can make mons you usually outspeed outspeed you instead. Gotta watch out for Thunder Wave from stuff like Ferrothorn.


Otherwise looks good.
 
Change every Hidden Power [Ground] to Hidden Power Ground.
[Overview]

* Good mixed bulk alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko. and threaten them out with its creditable offensive presence.
It's Jumbao's typing that lets it do this.

* Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Landorus-T and force them out while the latter turns it into a devastating wallbreaker through the use of Solar Beam and Flame Burst that can also support it's team through setting up weather.
I don't think Landorus-T is the best example here, considering it runs Flyinium Z quite often in CAP. Maybe you could specify Defensive and Choice Scarf variants, or give another example if you have any better ones.

* Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, Poison, and Ice, meaning it can struggle to outpace certain offensive threats such as Plasmanta, Cawmodore, Volkraken, and Tornadus-T as a result.
Outpace isn't the right word here because its typing isn't what makes it struggle to outpace these offensive threats.

[Wish Support]

[Set]

name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power [Ground] / Focus Blast / Giga Drain
item: Leftovers / Pixie Plate
ability: Trace
nature: Modest
evs: 252 HP / 52 SpA / 204 Spe
Don't forget to put [SET] above it

I think you should move Pixie Plate down to Other Options, and put the bulkier spread as the main spread, because it's much better.

[Moves]

* Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Kyurem-B extremely hard due to the great offensive coverage it's Fairy-tying has.
Mega Latios is much more relevant than Kyurem-B, and they're often not Ice Beam in CAP.

Albeit weak, Hidden Power [Ground] works as a great coverage move alongside Jumbao's STAB attack, OHKoing key threats such as offensive Heatran while doing a great amounts of damage to others such as Mollux, Mega Crucibelle, and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively, however it's decreased accuracy leaves it as a less desirable option.
Mollux is mostly run on Rain, which means it's only a 3HKO, so remove it.

[Set Details]

Reflect on the changes made to the set.

* Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran, Revenankh. and Landorus-T by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities
You can probably mention Krilowatt here aswell, because tracing Magic Guard is quite nice.

[Usage Tips]

* With Trace, Jumbao should be coming in against certain targets such as Heatran, Revenankh, and Mega Swampert as the opportunity to copy the opposing ability effectively enables it to check the aformentioned threats reliably as a result. Jumbao can also copy other useful abilities like Magic Guard and Regenerator whenever it has the chance to let it perform it's role more efficiently.
This isn't really a usage tip, this sounds like it belongs in Set Details. I get what you're trying to get at but your wording is very poor and doesn't really tell me anything other than that Jumbao can trace abilities.

* Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Plasmanta.
Mega Crucibelle is far more prevalent than Plasmanta.

[Team Options]

* Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through Dragon Dance and the ladder can either set up or remove entry hazards for Jumbao.
Zygarde runs Coil way more often than it runs Dragon Dance.

* Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Mega Aggron, Magearna, and Volkraken are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats such as Plasmanta and Heatran for Jumbao in return.
Zygarde doesn't have recovery, so mention that, also, Mega Aggron really isn't notable.

[3 Attacks + Recovery]

[Set]

[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Energy Ball / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power [Ground]
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z / Fightinium Z
ability: Drought / Trace
nature: TImid / Modest
evs: 4 HP / 252 SpA / 252 Spe
Unslash Energy Ball imo, it's only really worth using in niche circumstances, so just keep it as a Moves mention. Also unslash Fightinium Z because its use comes into play very rarely.

[Moves]

* Solar Beam acts as a powerful STAB move which can be spammed when under the effects of Drought, dealing a significant amount of damage to most foes even when resisted as it 2HKOes notable threats such as Clefable, Toxapex, and Mew and also targets the Ground-, and Water-types that Jumbao is supposed to check such as Gastrodon, Mega Crucibelle, and Fidgit . Energy Ball is a powerful and reliable STAB option, yet is a much less powerful option in comparison. Leaf Storm may be used as an alternative option on Trace sets which packs more power, but forces Jumbao out after it is used.
Since when is Jumbao supposed to check Mega Crucibelle or Fidgit? Mention that you would only use Energy Ball on Trace sets also.

Hidden Power [Ground] can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power.
Mention Mollux here because this set actually fucks with it.

Moreover, Jumbao can also choose to replace it's Grass-type STAB options
No it can't.

Wish can be used as another option that not only has the possibility of restoring Jumbao's HP, but also the HP of an ally as well letting Jumbao consecutively fulfill a supportive role, however it is worth noting that it is much more difficult to pass on Wishes to its team mates in comparison to its defensive sets.
Remove this. You might aswell use a defensive set.

[Set Details]

Fightinium Z can be placed instead to lure in specific checks such as Heatran, Magnezone, and Ferrothorn, giving Jumbao the chance to OHKO the aforementioned threats after a bit of prior chip damage. However, it is worth noting that using a Z-Crystal over a Life Orb decreases Jumbao's overall damage output.
Honestly, it's not really luring any of these because Jumbao is notorious for running coverage that beats these Pokemon.

* EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken,
Mentions Modest because it's literally slashed lol. If it doesn't affect any important rolls you should probably just drop it.

* Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important.
Also turns Solar Beam into a spammable move.

[Usage Tips]

* Synthesis or Wish should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack.
Remove the Wish mention.

* Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. This is where Shore Up as a recovery option may be more beneficial.
This isn't really a usage tip because I can't change my 4th slot to Shore Up in the middle of a match.

[Team Options]

* Although this sets main focus is dealing damage to the opposing team, Pokemon who do not have access to their own reliable recovery such as Krilowatt, Magearna, and Celesteela appreciate Jumbao's capability in passing off big Wishes if it decides to run the option.
:delet_this:

[Choice Scarf]

[Moves]

* Moonblast is Jumbao's primary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, offensive Tapu Bulu, and Tornadus-T.
Offensive Tapu Bulu does not exist.

Energy Ball can be used as an alternative more consistent option on either set due to it not relying on the presence of the Sun to be utilized and not lowering Jumbao's stats. However, the damage dropoff is noticeable.
What do you mean either set? The set is still the exact same, just a different ability. Besides, you aren't using Energy Ball on Drought Jumbao.

idden Power [Ground] is another option which can hit Poison-types such as Mollux and Plasmanta and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power.
They also cover more important targets.

[Set Details]

* Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk which enables it to pivot in against a good amount of Pokemon like Colossoil and Cyclohm.
252 SpA Choice Specs Cyclohm Fire Blast vs. 0 HP / 0 SpD Jumbao in Sun: 470-554 (144.6 - 170.4%) -- guaranteed OHKO
0 SpA Cyclohm Flamethrower vs. 0 HP / 0 SpD Jumbao in Sun: 208-246 (64 - 75.6%) -- guaranteed 2HKO
252 SpA Choice Specs Cyclohm Fire Blast vs. 0 HP / 0 SpD Jumbao: 314-370 (96.6 - 113.8%) -- 75% chance to OHKO
0 SpA Cyclohm Flamethrower vs. 0 HP / 0 SpD Jumbao: 138-164 (42.4 - 50.4%) -- 1.2% chance to 2HKO

There's definitely better examples than Cyclohm.

[Team Options]

* Offensive teams that necessitate a partner that can switchin against offensive attacks appreciate Jumbao's capability in sponging hits from other Choice Scarf users such as Volkraken and Tapu Lele and proceed to revenge kill the aforementioned threats in return.
This is worded very weird, what are you trying to say here?

[Other Options]

* A defensive Drought set utilizing Synthesis may also be considered due to the extra HP that the recovery option provides under the sun. However, this forfeits the oppurtunity for it to run a more consistent healing option in Shore Up and leaves it more prone to Fire-type moves.
There's literally 0 reason to use it instead of Shore Up because the added recovery from Synthesis does nothing meaningful.

[Checks and Counters]

**Steel-types**: Threats such as Celesteela, Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power [Ground].
Celesteela doesn't really threaten to wear it down, it's a massive stale mate against defensive sets and is usually threatened out by offensive sets.

**Super-Effective Coverage Moves**: Due to Jumbao's abundant weakness to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats such as Mega Pinsir, Greninja, Syclant, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
You should mention Choice Band Iron Tail Zygarde, because Jumbao usually attempts to pivot into it, and Iron Tail usually tends to force it out.

Wait for QCs input.
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
Just wanted to know now that LucarioOfLegends is QC, is this analysis technically QC 2/3?
Nope, cause you have this check to get through.

[OVERVIEW]

* With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. It is also worth noting that it is the only viable Grass-type that does not lose momentum versus Tomohawk, an otherwise oppressive threat to the type.
* Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power [Ground] can hit Steel- and Fire-types respectably making Jumbao a difficult opponent to switch into.
* Good mixed bulk alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko. and threaten them out with its creditable offensive presence.
* Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Landorus-T and force them out while the latter turns it into a devastating wallbreaker through the use of Solar Beam and Flame Burst that can also support it's team through setting up weather.
* It also has access to several formes of recovery such as Shore Up, Synthesis, and Wish, where the former two can let it prolong its sustainability immensely while the latter can let it provide crucial support to it's teammates.
* Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, Poison, and Ice, meaning it can struggle to outpace certain offensive threats such as Plasmanta, Cawmodore, Volkraken, and Tornadus-T as a result.
* Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool.
* Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Stratagem, meaning it cannot offensively check the aforementioned threats properly without a Choice Scarf equipped.
* Jumbao also faces slight competition from Clefable as a Fairy-type cleric, where the aforementioned example can provide Wish support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.

name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power [Ground] / Focus Blast / Giga Drain
item: Leftovers / Pixie Plate
ability: Trace
nature: Modest
evs: 252 HP / 52 SpA / 204 Spe

I'd like you to switch the EV spreads around so 248/160/100 Calm is the main spread, as Jumbao likes the extra bulk more. Also change the EVs on it to 252 in HP and 96 in SpD.

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

* Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat.
* Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely.
* Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Kyurem-B extremely hard due to the great offensive coverage it's Fairy-tying has.
* Albeit weak, Hidden Power [Ground] works as a great coverage move alongside Jumbao's STAB attack, OHKoing key threats such as offensive Heatran while doing a great amounts of damage to others such as Mollux, Mega Crucibelle, and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively, however it's decreased accuracy leaves it as a less desirable option.
* Giga Drain can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. It also improves Jumbao's sustainability due to the recovery it provides.

Set Details
========

* Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. Pixie Plate can be utilized alternatively to enhance the power of Jumbao's Fairy-type STAB attack, providing some crucial 2HKOes and OHKOes against certain threats such as Landorus-T and Tomohawk respectably.
* 204 Speed is invested to outspeed Heatran and below, providing Jumbao the chance to recover and deal damage against threats without needing to take damage beforehand. The rest of the EVs are invested in it's HP and Special Attack with a Modest nature in order for Jumbao to take hits and deal damage simultaneously. A more mixed defensive spread consisting of 248 HP / 160 Def / 100 SpD with a Calm nature may be used instead to ensure Jumbao can sustain certain hits better from threats like Zeraora, Zygarde, and Colossoil alongside avoiding the 2HKO from Ice Beam Krilowatt and Ice Punch Pajantom after Stealth Rock chip damage specifically.
* Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran, Revenankh. and Landorus-T by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities. Landorus is shaky due to Fly-Z, especially on this more supportive set.

Usage Tips
========

* Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against key threats such as Colossoil, Zygarde, Ash Greninja, and Tapu Koko whenever it has the chance as it can usually withstand a hit or two from the aforementioned threats and proceed to get a Wish off. It can come into these Pokemon thanks to its good resistances, make that clear.
* With Trace, Jumbao should be coming in against certain targets such as Heatran, Revenankh, and Mega Swampert as the opportunity to copy the opposing ability effectively enables it to check the aformentioned threats reliably as a result. Jumbao can also copy other useful abilities like Magic Guard and Regenerator whenever it has the chance to let it perform it's role more efficiently.
* Choosing to recover through Wish instead of Shore Up may be more preferable at times where Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon while still giving Jumbao the option to recover its own HP the following turn if it chooses to stay in.
* If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone.
* Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Plasmanta.

Team Options
========

* Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish while Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt.
* Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through Dragon Dance and the ladder can either set up or remove entry hazards for Jumbao.
* Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Mega Aggron, Magearna, and Volkraken are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats such as Plasmanta and Heatran for Jumbao in return.
* Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes.


[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Energy Ball / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power [Ground]
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z / Fightinium Z
ability: Drought / Trace
nature: TImid / Modest
evs: 4 HP / 252 SpA / 252 Spe

Tbh I think Energy Ball should be removed. The power drop off is super noticable and you start losing KOs from it. You already have a massively consistent attack in Moonblast, so giving yourself another attack thats super consistent over something way more powerful makes you way weaker overall.

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

* Moonblast is Jumbao's primary STAB option which targets most of the metagame for at least neutral damage due to the great offensive coverage its Fairy typing has.
* Solar Beam acts as a powerful STAB move which can be spammed when under the effects of Drought, dealing a significant amount of damage to most foes even when resisted as it 2HKOes notable threats such as Clefable, Toxapex, and Mew and also targets the Ground-, and Water-types that Jumbao is supposed to check such as Gastrodon, Mega Crucibelle, and Fidgit . Energy Ball is a powerful and reliable STAB option, yet is a much less powerful option in comparison. Leaf Storm may be used as an alternative option on Trace sets which packs more power, but forces Jumbao out after it is used. Energy Ball is just really weak and you would rather run strong attacks, remove it here too.
* Flame Burst is a great coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, Magearna, and Cawmodore that otherwise can take on Jumbao's other coverage options. Focus Blast is yet another amazing coverage move which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Ferrothorn. Heatran, and Magnezone. Ferrothorn is a bad example, as it is hit harder by Flame Burst. Move it up to there instead. The above two sentences also were switched around at some point, which has caused a lot of weird wordings. Make it clear that Flame Burst is the main coverage move, and that Focus Blast is the slashed move. Hidden Power [Ground] can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power.
* Synthesis reliably restores Jumbao's HP immensely in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Shore Up should be used if Jumbao decides to run Trace or if more PP is desired, enabling Jumbao to reliably heal itself regardless of the weather conditions. Moreover, Jumbao can also choose to replace it's Grass-type STAB options or recovery moves in favor of a coverage option. However, it leaves Jumbao prone to being worn down much more quickly especially when factoring in Life Orb recoil. Wish can be used as another option that not only has the possibility of restoring Jumbao's HP, but also the HP of an ally as well letting Jumbao consecutively fulfill a supportive role, however it is worth noting that it is much more difficult to pass on Wishes to its team mates in comparison to its defensive sets.

Set Details
========

* Life Orb enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through Synthesis.
* Grassium Z acts as a more powerful option that can be utilized to power up Jumbao's Grass-type STAB move which can help it break through anything that does not resist it, particularly OHKOing threats such as Naviathan, Fidgit, and defensive Landorus-T when used in conjunction with either Solar Beam or Leaf Storm. Fightinium Z can be placed instead to lure in specific checks such as Heatran, Magnezone, and Ferrothorn, giving Jumbao the chance to OHKO the aforementioned threats after a bit of prior chip damage. However, it is worth noting that using a Z-Crystal over a Life Orb decreases Jumbao's overall damage output.
* EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken,
* Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important.
* Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. It also has the added benefit of not weakening the Water-type moves of its teammates.

Usage Tips
========

* Even though this is a more offensively inclined set, Jumbao can still come in against quite a few threats, namely Ash Greninja, Colossoil, Tapu Koko, and non-Flynium Z Landorus-T. This is important to note as Jumbao should be utilized as an early game wallbreaker, weakening foes for its teammates. Once again, Bao can come in on these mons thanks to its resistances to their attacking types.
* Jumbao should be relying more on its coverage options early game to lure in checks such as Heatran and Celesteela, as this can help it spam its powerful STAB attacks later-on in the fight.
* Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to ensure that the aforementioned threats will come in against one of its STAB moves. The latter half of this point is a bit confusing. I understand what you mean to say here, but it took a few reads. Make it more clear.
* Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise.
* Synthesis or Wish should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack.
* Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. This is where Shore Up as a recovery option may be more beneficial.

Team Options
========

* Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably.
* Fire-types like Heatran, Pyroak, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, but they also can help break through common Steel-types that give Jumbao trouble.
* Entry hazard support coming off partners such as Fidgit, Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a resullt.
* Although this sets main focus is dealing damage to the opposing team, Pokemon who do not have access to their own reliable recovery such as Krilowatt, Magearna, and Celesteela appreciate Jumbao's capability in passing off big Wishes if it decides to run the option.
* Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power [Ground]
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

* Moonblast is Jumbao's primary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, offensive Tapu Bulu, and Tornadus-T.
* Solar Beam is a devastating secondary STAB move which can deal a hefty amount of damage against most foes such as Landorus-T, Mew, and Toxapex, 2HKOing the aforementioned threats without needing to resort to entry hazard chip. Leaf Storm is another potential powerful option which should be used on sets that carry Trace, dealing a significant amount of damage with the cost of tending to force Jumbao out due to drop in Special Attack Jumbao receives after every use. Energy Ball can be used as an alternative more consistent option on either set due to it not relying on the presence of the Sun to be utilized and not lowering Jumbao's stats. However, the damage dropoff is noticeable. Specify that Energy Ball is better on Trace, as there is very little reason to use it over Solar Beam on Drought.
* Flame Burst is a great coverage option especially under the Sun, due to it threatening Steel-types such as Mega Scizor, Ferrothorn and Cawmodore which otherwise resist both of Jumbao's STAB attacks and generally deals a great amount of damage when considering the boost in power from Drought. Focus Blast is another coverage option which specifically targets checks such as Heatran, although it is quite inaccurate. I think you need a better example than Heatran as well as more examples, as Hidden Power Ground does comparable damage. Hidden Power [Ground] is another option which can hit Poison-types such as Mollux and Plasmanta and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power.
* Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat. The last slot may be forfeited to allot room for more coverage, however it is generally not worth it due Jumbao's already wide array of coverage it can muster with only 3 slots.

Set Details
=======

* When equipped with a Choice Scarf, Jumbao becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffle reliably thanks to the additional Speed.
* Drought is preferred on this set as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it.
* EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities and lets it outspeed other common Choice Scarf users such as Tapu Lele and Volkraken.

Usage Tips
========

* Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk which enables it to pivot in against a good amount of Pokemon like Colossoil and Cyclohm. And its resistances help it get in too.
* Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily. This means Jumbao should be cautious in spamming the move option when opposing weather setters such as Pelipper, Tyranitar and Alolan Ninetales may be present.
* Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. Only let Jumbao come in when absolutely necessary as a result. The other biggest thing aside from offensive focus that makes it frailer is a lack of a recovery move, as it can't heal off the damage. Even offensive sets run a reliable healing move, so not being able to really makes good play more valuable. Note the lack of recovery.
* Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn.
* Healing Wish is a great last resort option which should be used after Jumbao has fulfilled it's role as a revenge killer, giving one of it's teammates the possibility in performing their own respective role once more.

Team Options
========

* Offensive teams that necessitate a partner that can switchin against offensive attacks appreciate Jumbao's capability in sponging hits from other Choice Scarf users such as Volkraken and Tapu Lele and proceed to revenge kill the aforementioned threats in return.
* Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that they may lack due to Jumbao being more offensively invested.
* VoltTurn support from Jumbao's partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming into the battlefield more reliably, making it a more capable revenge killer as a result.
* Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former example can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result.
* Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with Healing Wish.
* Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao breaking through certain walls much more proficiently.

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

* Substitute may be used as a utility option on either defensive or offensive Trace sets as Jumbao's capability in easily forcing switch ins enables it to set them up consistently throughout the match, leaving it much safer in setting up Wishes or firing off its offensive attacks. However, this usually means it has to forfeit one of its recovery options or coverage moves as a result.
* Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use.
* Jumbao can be placed on Trick Room teams with the combination of Drought and Healing Wish as it provides the archetype a powerful wallbreaker with the utility to potentially heal off one of its team mates and also provides the team a Ground-type resist which can be extremely important when paired with partners such as Alolan Marowak, Mega Mawile, and Fidgit. Although, Jumbao does face a little competition from Tapu Bulu in this role due to their shared typing.
* A defensive Drought set utilizing Synthesis may also be considered due to the extra HP that the recovery option provides under the sun. However, this forfeits the oppurtunity for it to run a more consistent healing option in Shore Up and leaves it more prone to Fire-type moves.


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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves whcih does 4x damage agaisnt it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power [Ground] to counteract the aforementioned threats and the aforementioned threats can also be dented by Jumbao's other coverage options, where Mega Crucibelle fears Solar Beam and Plasmanta does not appreciate taking a Sun boosted Flame Burst. You use the phrase "aformentioned threats" twice in the same few words, so find a different phrase. Also watch your spelling here.

**Steel-types**: Threats such as Celesteela, Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power [Ground].

**Fire-types**: Fire-types also resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, Volcorona, and Mega Charizard Y.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb boosted Solar Beam and Sun boosted Flame Burst respectably.

**Status**: Status such as Poison and Burn can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely, meaning it must be wary in coming in against threats who commonly run moves such as Scald, Will-o-Wisp and Toxic such as Toxapex, Pajantom, Arghonaut, and Mew. Paralysis is also annoying for the Choice Scarf set given how much Jumbao values it's Speed to threaten opposing offensive threats, meaning it also must fear Thunder Wave coming off users such as Clefable and Ferrothorn as well.

**Super-Effective Coverage Moves**: Due to Jumbao's abundant weakness to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats such as Mega Pinsir, Greninja, Syclant, Tornadus-T, and Kartana due to the potential threat of being hit super effectively. The name of the point is misleading. Pinsir, Torn, and Syclant use their STAB attacks instead of any major coverage to hit Bao super-effective. Change it to "Super-Effective Attackers" instead.


I'd like you to implement Jordy's amcheck before adding these in, they are all great quality and will help the analysis. Also watch your spellings when writing this up. I'm pretty sure QC 3 and GP will thank you later for it.

QC 2/3

After all that is implemented, get writing.
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
[OVERVIEW]

With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. It is also worth noting that Notably, it is the only viable Grass-type that does not lose momentum versus Tomohawk, an otherwise oppressive threat to the type. Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power Ground can hit Steel- and Fire-types respectably making Jumbao a difficult opponent to switch into. Good mixed bulk and typing alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko. and threaten them out with its creditable offensive presence. Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Choice Scarf Landorus-T and force them out while the latter turns it into a devastating wallbreaker through the use of Solar Beam and Flame Burst that can also support it's team through setting up weather. It also has access to several formes of recovery such as Shore Up, Synthesis, and Wish, where the former two can let it prolong its sustainability immensely while the latter can let it provide crucial support to it's teammates. Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, Poison, and Ice, meaning it can struggle to outpace against certain offensive threats such as Plasmanta replace Plasmanta with Mega Crucibelle, Cawmodore, Volkraken, and Tornadus-T as a result. Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool. Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Stratagem, meaning it cannot offensively check the aforementioned threats properly without a Choice Scarf equipped. Jumbao also faces slight competition from Clefable as a Fairy-type cleric a cleric runs Heal Bell, "wish passer" is the term you're looking for, where the aforementioned example can provide Wish support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.

change around the overview so that it talks about its defensive trace set and recovery options first, as it's first on the analysis and proven to be really good

[SET]
name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power Ground / Focus Blast / Giga Drain
item: Leftovers
ability: Trace
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat. Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely. Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Kyurem-B extremely hard due to the great offensive coverage it's Fairy-tying has. Albeit weak, Hidden Power Ground works as a great coverage move alongside Jumbao's STAB attack, OHKoing capitalize the second O too key threats such as offensive Heatran while doing a great amounts of damage to others such as Mollux Jordy's amcheck said to remove this, and luc said to implement the amcheck - this isn't the first thing i've noticed that you didn't do from jordy's check, Mega Crucibelle, and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively; (semicolon) however it's decreased accuracy leaves it as a less desirable option. Giga Drain can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. It also improves Jumbao's sustainability due to the recovery it provides.

Set Details
========

Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. A mixed defensive spread consisting of 248 HP / 160 Def / 100 SpD make the spread as it is above with a Calm nature is invested to improve its mixed sustainability and ensure Jumbao can sustain certain hits from threats like Zeraora, Zygarde, and Colossoil alongside avoiding the 2HKO from Ice Beam Krilowatt and Ice Punch Pajantom after Stealth Rock chip damage specifically move these specific calcs before the general mons. A more offensive set of 252 HP / 52 SpA / 204 Spe with a Modest Nature and Leftovers or a Pixie Plate equipped may be used alternatively to improve Jumbao's offensive presence, letting it KO the likes to Tomohawk and offensive Heatran. However, it comes with the cost of diminishing its bulk as a result. Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran and Revenankh by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, add on Magic Guard for Kril, especially because you tank its Ice Beams well letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities.

Usage Tips
========

Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against key threats such as Colossoil, Zygarde, Ash Greninja, and Tapu Koko whenever it has the chance as it can usually withstand a hit or two from the aforementioned threats thanks to the great number of useful resistances it has and proceed to get a Wish off. With Trace, Jumbao should be coming in against certain targets such as Heatran, Revenankh, and Mega Swampert as the opportunity to copy the opposing ability effectively enables it to check the aformentioned threats reliably as a result. refer to Jordy's amcheck about the previous statement - it's not providing any real usage tips with the way its worded Jumbao can also copy other useful abilities like Magic Guard and Regenerator whenever it has the chance to let it perform it's role more efficiently. Choosing to recover through Wish instead of Shore Up may be more preferable at times where Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon while still giving Jumbao the option to recover its own HP the following turn if it chooses to stay in. If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone. Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Plasmanta. Mega Crucibelle

Team Options
========

Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish while Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt. Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through with Coil or Dragon Dance and the ladder can either set up or remove entry hazards for Jumbao. Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Mega Aggron, Magearna, and Volkraken add on Zygarde, was in Jordy's check too are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats such as Plasmanta and Heatran for Jumbao in return. Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes.


[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z / Fightinium Z remove Fightinium, put it in OO
ability: Drought / Trace
nature: TImid / Modest does Modest do anything? drop it if it doesn't.
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB option which targets most of the metagame for at least neutral damage due to the great offensive coverage its Fairy typing has. Solar Beam acts as a powerful STAB move which can be spammed when under the effects of Drought, dealing a significant amount of damage to most foes even when resisted as it 2HKOes notable threats such as Clefable, Toxapex, and Mew and also targets the Ground-, and Water-types that Jumbao is supposed to check such as Gastrodon, Mega Crucibelle, and Fidgit yes, it hits Mega Crucibelle and Fidgit, but Jumbao isn't supposed to check those. say that it hits them hard when THEY try to check jumbao. Leaf Storm may be used as an alternative option on Trace sets which packs more power, but forces Jumbao out after it is used. Flame Burst is a great coverage option that not only gets boosted by the Sun, but also hit specific Steel-types that resist Jumbao's STAB combination such as Mega Scizor, Celesteela, Ferothorn, Magearna, and Cawmodore. Focus Blast is an alternative coverage move which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Heatran, and Magnezone. Hidden Power Ground can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power. Synthesis reliably restores Jumbao's HP immensely in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Shore Up should be used if Jumbao decides to run Trace or if more PP is desired, enabling Jumbao to reliably heal itself regardless of the weather conditions. Moreover, Jumbao can also choose to replace it's Grass-type STAB options or recovery moves in favor of a coverage option at release, jumbao could, but now i think it needs Grass-type STAB most of the time, remove this sentence. However, it leaves Jumbao prone to being worn down much more quickly especially when factoring in Life Orb recoil. Wish can be used as another option that not only has the possibility of restoring Jumbao's HP, but also the HP of an ally as well letting Jumbao consecutively fulfill a supportive role, however it is worth noting that it is much more difficult to pass on Wishes to its team mates in comparison to its defensive sets. remove Wish

Set Details
========

Life Orb enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through Synthesis. Grassium Z acts as a more powerful option that can be utilized to power up Jumbao's Grass-type STAB move which can help it break through anything that does not resist it, particularly OHKOing threats such as Naviathan, Fidgit, and defensive Landorus-T when used in conjunction with either Solar Beam or Leaf Storm. Fightinium Z can be placed instead to lure in specific checks such as Heatran, Magnezone, and Ferrothorn, giving Jumbao the chance to OHKO the aforementioned threats after a bit of prior chip damage. move this to OO However, it is worth noting that using a Z-Crystal over a Life Orb decreases Jumbao's overall damage output with Moonblast. EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken. Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important mention making Solar Beam spammable here too. Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in and also to bluff a defensive set. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. It also has the added benefit of not weakening the Water-type moves of its teammates.

Usage Tips
========

Even though this is a more offensively inclined set, Jumbao can still come in against quite a few threats, namely Ash Greninja, Colossoil, Tapu Koko, and non-Flynium Z Landorus-T due to Jumbao's useful resistances to their primary attacks. This is important to note as Jumbao should be utilized as an early game wallbreaker, weakening foes for its teammates. Jumbao should be relying more on its coverage options early game to lure in checks such as Heatran and Celesteela, as this can help it spam its powerful STAB attacks later-on in the fight. Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to lure the aforementioned threats into thinking that they will come in against one of its STAB moves Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise. Synthesis or Shore Up or Wish should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack. Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. This is where Shore Up as a recovery option may be more beneficial. refer Jordy's check...again - choosing Shore Up and Synth goes in moves section, not in usage tips

Team Options
========

Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably. Fire-types like Heatran, Pyroak, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, but and they also can help break through common Steel-types that give Jumbao trouble. Entry hazard support coming off partners such as Fidgit, Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a resullt. Although this sets main focus is dealing damage to the opposing team, Pokemon who do not have access to their own reliable recovery such as Krilowatt, Magearna, and Celesteela appreciate Jumbao's capability in passing off big Wishes if it decides to run the option.remove this point about Wish Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, offensive Tapu Bulu refer to jordy's check, fix it this time. , and Tornadus-T. Solar Beam is a devastating secondary STAB move which can deal a hefty amount of damage against most foes such as Landorus-T, Mew, and Toxapex, 2HKOing the aforementioned threats without needing to resort to entry hazard chip. Leaf Storm is another potential powerful option which should be used on sets that carry Trace, dealing a significant amount of damage with the cost of tending to force Jumbao out due to drop in Special Attack Jumbao receives after every use. Energy Ball is a more consistent, but less powerful, alternative for Trace sets. can be used as an alternative more consistent option on the Trace set due to it not lowering Jumbao's stats. However, the damage dropoff is noticeable. Flame Burst is a great coverage option especially under the Sun, due to it threatening Steel-types such as Mega Scizor, Ferrothorn and Cawmodore which otherwise resist both of Jumbao's STAB attacks and generally deals a great amount of damage when considering the boost in power from Drought. Focus Blast is another coverage option which specifically targets checks such as Naviathan, although it is quite inaccurate. Hidden Power Ground is another option which can hit Poison-types such as Mollux and Plasmanta and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power. Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat. it also blocks spin/defog for a turn and gains momentum The last slot may be forfeited to allot room for more coverage, however it is generally not worth it due Jumbao's already wide array of coverage it can muster with only 3 slots.

Set Details
=======

When equipped with a Choice Scarf, Jumbao becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffle reliably thanks to the additional Speed. Drought is preferred on this set as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it. EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities and lets it outspeed other common Choice Scarf users such as Tapu Lele and Volkraken. the EVs need to be before Drought

Usage Tips
========

Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk alongside useful resistances which enables it to pivot in against a good amount of Pokemon like Colossoil and Cyclohm jordy's check, refer to it, fix it. Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily. This means Jumbao should be cautious in spamming the move option when opposing weather setters such as Pelipper, Tyranitar and Alolan Ninetales may be present. Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. It also lacks a reliable recovery move compared to its other sets, therefore one should only let Jumbao come in when absolutely necessary as a result. Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn. Healing Wish is a great last resort option which should be used after Jumbao has fulfilled it's role as a revenge killer, giving one of it's teammates the possibility in performing their own respective role once more.

Team Options
========

Offensive teams that necessitate a partner that can switchin against offensive attacks appreciate Jumbao's capability in sponging hits from other Choice Scarf users such as Volkraken and Tapu Lele and proceed to revenge kill the aforementioned threats in return. reword this sentence, it's too wordy Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that they it may lack due to Jumbao being more offensively invested. VoltTurn support from Jumbao's partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming into the battlefield more reliably, making it a more capable revenge killer as a result. Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former example can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result. Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with Healing Wish. Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao breaking through certain walls much more proficiently. Choice Scarf isn't meant to break through walls - say that it can pick up more KOs

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

Substitute may be used as a utility option on either defensive or offensive Trace sets as Jumbao's capability in easily forcing switch ins enables it to set them up consistently throughout the match, leaving it much safer in setting up Wishes or firing off its offensive attacks. However, this usually means it has to forfeit one of its recovery options or coverage moves as a result. Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use. Jumbao can be placed on Trick Room teams with the combination of Drought and Healing Wish as it provides the archetype a powerful wallbreaker with the utility to potentially heal off one of its team mates and also provides the team a Ground-type resist which can be extremely important when paired with partners such as Alolan Marowak, Mega Mawile, and Fidgit. this is so wordy, try to condense this Although, Jumbao does face a little competition from Tapu Bulu in this role due to their shared typing. A defensive Drought set utilizing Synthesis may also be considered due to the extra HP that the recovery option provides under the sun. However, this forfeits the oppurtunity for it to run a more consistent healing option in Shore Up and leaves it more prone to Fire-type moves. get rid of defensive Drought


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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves which does 4x damage against it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power Ground to counteract the aforementioned threats and they can also be dented by Jumbao's other coverage options, where Mega Crucibelle fears Solar Beam and Plasmanta does not appreciate taking a Sun boosted Flame Burst.

**Steel-types**: Threats such as Celesteela, Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power Ground. jordy's check ;;

**Fire-types**: Fire-types resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, Volcorona, and Mega Charizard Y.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb boosted Solar Beam and Sun boosted Flame Burst respectably.

**Status**: Status such as Poison and Burn can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely, meaning it must be wary in coming in against threats who commonly run moves such as Scald, Will-o-Wisp and Toxic such as Toxapex, Pajantom, Arghonaut, and Mew. i'd place a lot lighter emphasis on burns, especially because then it can't be toxic'ed, which is way worse Paralysis is also annoying for the Choice Scarf set given how much Jumbao values it's Speed to threaten opposing offensive threats, meaning it also must fear Thunder Wave coming off users such as Clefable and Ferrothorn as well.

**Super-Effective Attackers**: Due to Jumbao's abundant weakness to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats such as Mega Pinsir, Greninja, Syclant, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
Ok there are two things that need to happen.

1. Carefully review the entirety of Jordy's amcheck - I marked a couple of points from it, but I want you to look at the entire amcheck and implement it alongside my changes.
2. Go through the analysis and cut out the unnecessary words. There's a lot of information to cover, but your sentences drawl out for way too long, which makes it hard to find the point you're making. I tried to compress a couple sentences in the analysis so you can see the difference.

Let me know when you complete both of these things.
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
[OVERVIEW]

With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. Notably, it is the only viable Grass-type that does not lose momentum versus Tomohawk, an otherwise oppressive threat to the type. Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power Ground can hit Steel- and Fire-types respectably making Jumbao a difficult opponent to switch into. Good mixed bulk and typing alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko. and threaten them out with its creditable offensive presence. It also has access to several formes of recovery such as Shore Up, Synthesis, and Wish, where the former two can let it prolong its sustainability immensely while the latter can let it provide crucial support to it's teammates. Access to abilities such as Trace and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Choice Scarf Landorus-T and force them out while the latter turns it into a devastating wallbreaker through the use of Solar Beam and Flame Burst that can also support it's team through setting up weather.Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, Poison, and Ice, meaning it can struggle against certain offensive threats such as Mega Crucibelle, Cawmodore, Volkraken, and Tornadus-T. Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool. Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Stratagem, meaning it cannot offensively check the aforementioned threats properly without a Choice Scarf equipped. Jumbao also faces slight competition from Clefable as a Fairy-type WIsh passer, where the aforementioned example can provide Wish support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.


[SET]
name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power Ground / Focus Blast / Giga Drain
item: Leftovers
ability: Trace
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat. Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely. Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Mega Latios extremely hard due to the great offensive coverage it's Fairy-tying has. Albeit weak, Hidden Power Ground works as a great coverage move alongside Jumbao's STAB attack, OHKOing key threats such as offensive Heatran hp ground 2HKOs all offensive heatran variants, fix this while doing a great amounts of damage to others such as Mega Crucibelle and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively; however it's decreased accuracy leaves it as a less desirable option. Giga Drain can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. It also improves Jumbao's sustainability due to the recovery it provides.

Set Details
========

Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. A mixed defensive spread consisting of 252 HP / 160 Def / 96 SpD you have to spell out "defense" and "special defense" in this section with a Calm nature is invested to improve its mixed sustainability and ensure Jumbao can avoid the 2HKO from Ice Beam Krilowatt and Ice Punch Pajantom after Stealth Rock chip damage specifically, while still being able to live certain hits from threats like Zeraora, Zygarde, and Colossoil. A more offensive set of 252 HP / 52 SpA / 204 Spe same here with "Special attack" and "speed" etc. with a Modest Nature and Leftovers or a Pixie Plate equipped may be used alternatively to improve Jumbao's offensive presence, letting it KO the likes to Tomohawk and offensive Heatran. However, it comes with the cost of diminishing its bulk as a result. Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran and Revenankh by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Krilowatt's Magic Guard, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities. With Trace, Jumbao should be coming in against certain targets such as Heatran, Revenankh, and Mega Swampert as the opportunity to copy the opposing ability effectively enables it to check the aforementioned threats reliably as a result. this last sentence is redundant with the first sentence on Trace, remove

Usage Tips
========

Jumbao's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against key threats such as Colossoil, Zygarde, Ash Greninja, and Tapu Koko whenever it has the chance as it can usually withstand a hit or two from the aforementioned threats thanks to the great number of useful resistances it has and proceed to get a Wish off. Jumbao can also copy other useful abilities like Magic Guard and Regenerator whenever it has the chance to let it perform it's role more efficiently. since you moved the sentence above, this sentence no longer makes sense. get Trace into usage tips but make it more about using trace, less about what it does Choosing to recover through Wish instead of Shore Up may be more preferable at times where Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon while still giving Jumbao the option to recover its own HP the following turn if it chooses to stay in. If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone. Coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Mega Crucibelle.

Team Options
========

Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish while Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt. Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao, where the former can act as a reliable wallbreaker or win condition through with Coil and the ladder latter can either set up or remove entry hazards for Jumbao. Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Zygarde, Magearna, and Volkraken are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats such as Plasmanta and Heatran for Jumbao in return. Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes.


[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB option which targets most of the metagame for at least neutral damage due to the great offensive coverage its Fairy typing has. Solar Beam acts as a powerful STAB move which can be spammed when under the effects of Drought, dealing a significant amount of damage to most foes even when resisted as it 2HKOes notable threats such as Clefable, Toxapex, and Mew and also targets the Ground-, and Water-types such as Gastrodon, Mega Crucibelle, and Fidgit that would otherwise check Jumbao gastrodon doesn't check jumbao, this was a bad fix to the problem. "Solar Beam is a more powerful, spammable move under Drought, 2HKOing Clefable, Toxapex, and Mew, as well as punishing Mega Crucibelle and Fidgit." - more concise and gets the information across Leaf Storm may be used as an alternative option on Trace sets which packs more power, but forces Jumbao out after it is used. Flame Burst is a great coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, Ferothorn, Magearna, and Cawmodore that resist Jumbao's STAB combination. Focus Blast is an alternative coverage move which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Heatran, and Magnezone. Hidden Power Ground can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Mollux, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power. Synthesis reliably restores Jumbao's HP by 66% immensely in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Shore Up should be used if Jumbao decides to run Trace or if more PP is desired, enabling Jumbao to reliably heal itself even if opposing weather setters switch in. regardless of the weather conditions. Moreover, Jumbao can also choose to replace it's recovery moves in favor of a coverage option. this was supposed to be gone in the last check However, it leaves Jumbao prone to being worn down much more quickly especially when factoring in Life Orb recoil. Synthesis or Shore Up should be used in cases where Jumbao is able to force a switch out, as it can otherwise risk being worn down rather quickly if it utilizes one of its utility options on a potential opposing attack. Jumbao must also be wary of utilizing Synthesis when other weather setters such as Tyranitar and Alolan Ninetales may be present, as the reduced recovery in HP can leave it prone in being revenge killed. idk why you moved all this from usage tips, you already got the point across here

Set Details
========

Life Orb enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through Synthesis. Grassium Z acts as a more powerful option that can be utilized to power up Jumbao's Grass-type STAB move which can help it break through anything that does not resist it, particularly OHKOing threats such as Naviathan, Fidgit, and defensive Landorus-T when used in conjunction with either Solar Beam or Leaf Storm. However, it is worth noting that using a Z-Crystal Grassium Z over a Life Orb decreases Jumbao's overall damage output. EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken. Drought is the preferred ability of choice due to it boosting the amount of recovery Synthesis is able to heal on Jumbao, while also being capable of boosting up coverage options such as Flame Burst and generally provide Sun support to Jumbao's team if deemed important. It also enables Jumbao to spam Solar beam reliably.this is way to wordy for Drought - "Drought is preferred because it enables Jumbao to spam Solar Beam, boosts Flame Burst, increases Synthesis's healing, and provides sun support for Jumbao's teammates." Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in and is great in bluffing defensive sets. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. It also has the added benefit of not weakening the Water-type moves of its teammates.

Usage Tips
========

Even though this is a more offensively inclined set, Jumbao can still come in against quite a few threats, namely Ash Greninja, Colossoil, Tapu Koko, and non-Flynium Z Landorus-T due to Jumbao's useful resistances to their primary attacks. This is important to note as Jumbao should be utilized as an early game wallbreaker, weakening foes for its teammates. Jumbao should be relying more on its coverage options early game to lure in checks such as Heatran and Celesteela, as this can help it spam its powerful STAB attacks later-on in the fight. Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to lure the aforementioned threats into thinking that they will come in against one of its STAB moves Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise. now there's nothing about when the best times to heal for jumbao are, there needs to be something on that

Team Options
========

Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably. Fire-types like Heatran, Pyroak, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, and they also can help break through common Steel-types that give Jumbao trouble. Entry hazard support coming off partners such as Fidgit, Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a result. Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Healing Wish
item: Choice Scarf
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, opposing offensive Jumbao, and Tornadus-T. Solar Beam is a devastating secondary STAB move which can deal a hefty amount of damage against most foes such as Landorus-T, Mew, and Toxapex, 2HKOing the aforementioned threats without needing to resort to entry hazard chip. you don't 2HKO pex Leaf Storm is another potential powerful option which should be used on sets that carry Trace, dealing a significant amount of damage with the cost of tending to force Jumbao out due to drop in Special Attack Jumbao receives after every use. Energy Ball is a more consistent, but less powerful alternative for Trace sets due to it not lowering Jumbao's stats. Flame Burst is a great coverage option especially under the Sun, due to it threatening Steel-types such as Mega Scizor, Ferrothorn and Cawmodore which otherwise resist both of Jumbao's STAB attacks and generally deals a great amount of damage when considering the boost in power from Drought. this sentence is redundant, you don't need to mention drought twice and give out more fluff Focus Blast is another coverage option which specifically targets checks such as Naviathan, although it is quite inaccurate. Hidden Power Ground is another option which can hit Poison-types such as Mollux and Plasmanta and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power and there ability to cover more important targets. Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat. It also has the added benefit of blocking the use of Rapid Spin and Defog for a turn and gains momentum for Jumbao's team. The last slot may be forfeited to allot room for more coverage, however it is generally not worth it due Jumbao's already wide array of coverage it can muster with only 3 slots.

Set Details
=======

When equipped with a Choice Scarf, Jumbao becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffle reliably thanks to the additional Speed. EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities and lets it outspeed other common Choice Scarf users such as Tapu Lele and Volkraken. Drought is preferred on this set as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it.

Usage Tips
========

Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk alongside useful resistances which enables it to pivot in against a good amount of Pokemon like Colossoil and Cyclohm you missed this part of jordy's check - it says not to use clohm as an example. Solar Beam should only be used when Jumbao is under the Sun as the moves charging effect otherwise leaves Jumbao prone to being revenge killed too easily. This means Jumbao should be cautious in spamming Solar Beam the move option when opposing weather setters such as Pelipper, Tyranitar and Alolan Ninetales may be present. Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. It also lacks a reliable recovery move compared to its other sets, ; therefore one should only let Jumbao come in when absolutely necessary as a result. Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn. Healing Wish is a great last resort option which should be used after Jumbao has fulfilled it's role as a revenge killer, giving one of it's teammates the possibility in performing their own respective role once more.

Team Options
========

Offensive teams that benefit from having an offensive threat that can switchin against opposing threats appreciate Jumbao's capability in sponging hits from the likes of Volkraken and Tapu Lele. i'm still unsure what the point this sentence is trying to get across - what do you mean?? Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that it may lack due to Jumbao being more offensively invested. VoltTurn support from Jumbao's partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming into the battlefield more reliably, making it a more capable revenge killer as a result. Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former example can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result. Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with Healing Wish. Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao in achieving certain KOs more reliably.

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

Substitute may be used as a utility option on either defensive or offensive Trace sets as Jumbao's capability in easily forcing switch ins enables it to set them up consistently throughout the match, leaving it much safer in setting up Wishes or firing off its offensive attacks. However, this usually means it has to forfeit one of its recovery options or coverage moves as a result. FIghtinium Z may be used as the Z-Move crystal of choice on offensive sets, breaking through common switchins such as Heatran and Ferrothorn, although Jumbao generally preffers the increase in power on one of its STAB moves. Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use. Jumbao can be placed on Trick Room teams with the combination of Drought and Healing Wish as it provides the archetype a powerful wallbreaker with the utility to potentially heal off one of its team mates. It also provides the team a Ground-type resist which can be extremely important when paired with partners such as Alolan Marowaks, Mega Mawile, and Fidgit. Although, Jumbao does face a little competition from Tapu Bulu in this role due to Grassy Terrain, setup, and their shared typing.


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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves which does 4x damage against it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power Ground to counteract the aforementioned threats and they can also be dented by Jumbao's other coverage options, where Mega Crucibelle fears Solar Beam and Plasmanta does not appreciate taking a Sun boosted Flame Burst.

**Steel-types**: Threats such as Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power Ground.

**Fire-types**: Fire-types resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, Volcorona, and Mega Charizard Y.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb boosted Solar Beam and Sun boosted Flame Burst respectably.

**Status**: Status such as poison and to a lesser extent burns can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely, meaning it must be wary in coming in against threats who commonly run moves such as move Toxic to first on this list Scald, Will-o-Wisp and Toxic such as Toxapex, Pajantom, Arghonaut, and Mew. Paralysis is also annoying for the Choice Scarf set given how much Jumbao values it's Speed to threaten opposing offensive threats, meaning it also must fear Thunder Wave coming off users such as Clefable and Ferrothorn as well.

**Super-Effective Attackers**: Due to Jumbao's abundant weakness to common types such as Ice, Flying, and Fire, it must be wary in switching in against most offensive threats such as Mega Pinsir, Greninja, Syclant, Choice Band Zygarde, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
When you lift large portions of a section to another, you need to a) make sure it makes sense for it to be moved, b) did it leave behind any grammar errors (like saying "also" when there's nothing to refer back to) and c) if you're just taking all the information away and leaving none of it behind. Additionally, I don't want to criticize your writing style, but it's hard to read an analysis that rambles on - I tried to take some other points where it was like this and fix it - please check through and condense the sentences that get rambly
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Due to analysis standards changing, this check will undo some of my previous checks. However, it's necessary that these changes need to happen. Some of these changes include not having explaining what STAB moves and recovery moves obviously do, what certain items obviously do, and how 252 / 252 spreads obviously maximize damage output. What remains is more specific EV spreads, choice of items, moves, or nature, certain speed benchmarks, etc - what might not be immediately obvious.

Unrelated to these changes though, I gave you many chances to defluff this analysis, so that it doesn't contain unnecessary verbage to get the point across. Since that never happened, I went through and did it for you. However, to ensure that you understand why I did what I did in nuking half of the analysis, I'd like to go over it with you in PMs.

Also, don't forget the new credits section. It's in the OP of the C&C index.

[OVERVIEW]

With a great typing, superb offensive and defensive stats, and an expansive movepool, Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. Notably, it is the only viable Grass-type that does not lose momentum versus Tomohawk, an otherwise oppressive threat to the type. Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst and Hidden Power Ground can hit Steel- and Fire-types respectably making make Jumbao difficult a difficult opponent to switch into. Good mixed bulk and typing alongside a notable Speed stat also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko, and threaten them out with its creditable offensive presence. It also has access to several formes of recovery such as Shore Up, Synthesis, and Wish, where the former two can let it prolong its sustainability immensely while the latter can let it provide crucial support to it's teammates. Its speed tier also allows it to act as a respectable Choice Scarf user, threatening many of its would-be checks. Access to abilities such as Trace allows Jumbao to come in against Heatran and Landorus-T, while and Drought also allows Jumbao to perform distinct roles, where the former permits it to come in against threats such as Heatran and Choice Scarf Landorus-T and force them out while the latter turns it into a devastating wallbreaker through the use of that uses Solar Beam and Flame Burst that can also support it's team through setting up weather.

Its typing, while great, leaves it weak to popular offensive types such as Fire, Flying, Poison, and Ice, meaning it can struggle against certain offensive threats such as Mega Crucibelle, Cawmodore, Volkraken, and Tornadus-T. Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats depending on whether or not it also wishes to run options from its utility movepool. Its Speed leaves it outrun by common offensive threats such as Mega Crucibelle, Naviathan, and Stratagem stratagem is not the best choice here, pick Greninja, meaning it cannot offensively check the aforementioned threats properly without a Choice Scarf equipped. Jumbao also faces slight competition from Clefable as a Fairy-type WIsh passer, where the aforementioned example can provide Wish support while provided other team support on top of being able to set up Stealth Rock, act as a reliable wincon with Calm Mind, and provide additional support through utility options such as Thunder Wave and Knock Off.


[SET]
name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power Ground / Focus Blast / Giga Drain switch Focus Blast and Giga Drain
item: Leftovers
ability: Trace
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

Wish enables Jumbao to provide crucial support to it's teammates, letting it heal up large amount of HP to most recipients thanks to Jumbao's very own respectable HP stat. Shore Up acts as Jumbao's main form of reliable recovery which alongside Wish, prolongs it's sustainability immensely. Moonblast is Jumbao's primary STAB move which hits many targets such as Pajantom, Tomohawk, and Mega Latios extremely hard due to the great offensive coverage it's Fairy-tying has.

Albeit weak, Hidden Power Ground works as a great coverage move alongside Jumbao's STAB attack, 2HKOes ing key threats such as offensive Heatran while doing a great amounts of damage to others such as Mega Crucibelle, and Magnezone. This is notable as they can all otherwise come in on Jumbao's STAB moves safely. Focus Blast is another coverage option which can hit Steel-types as well, most notably being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively; however it's decreased accuracy leaves it as a less desirable option. Giga Drain can be utilized as a secondary STAB option and lets Jumbao effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon much better with the cost of giving up coverage against the aforementioned Steel- and Poison-types. It also improves Jumbao's sustainability due to the recovery it provides.



Set Details
========

Leftovers is equipped to provide Jumbao additional intermediate recovery, letting it check threats more reliably. A mixed defensive spread consisting of 252 HP / 160 Defense / 96 Special Defense with a Calm nature is invested to improve its mixed sustainability and ensure Jumbao can avoid the 2HKO from Ice Beam Krilowatt and Ice Punch Pajantom after Stealth Rock chip damage specifically, while still being able to live certain hits from threats like Zeraora, Zygarde, and Colossoil. A more offensive set of 252 HP / 52 Special Attack / 204 Speed with a Modest Nature and Leftovers or a Pixie Plate bolsters equipped may be used alternatively to improve Jumbao's offensive presence, letting it OHKO the likes to Tomohawk and offensive Heatran. However, it comes with the cost of diminishing its bulk as a result. Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran and Revenankh by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Krilowatt's Magic Guard, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities.

Usage Tips
========

Defensive Jumbao should use its resistances to switch in against Pokemon like Colossoil, Zygarde, Ash Greninja, and Tapu Koko to pass Wish to its teammates. 's role is mainly acting as a defensive pivot who can pass on large Wish recovery to it's teammates, meaning it should be used to switch in against key threats such as Colossoil, Zygarde, Ash Greninja, and Tapu Koko whenever it has the chance as it can usually withstand a hit or two from the aforementioned threats thanks to the great number of useful resistances it has and proceed to get a Wish off. Trace should be taken advantage of when coming in against threats such as Heatran and Landorus-T, as it allows Jumbao to force out the aforementioned threats. Choosing to recover through use Wish instead of Shore Up may be more preferable at times where when Jumbao does not require immediate recovery, as it permits it the opportunity to potentially heal a partner Pokemon, while still giving Jumbao the option to recover additional HP with Shore Up on its own HP the following turn if it chooses to stay in. If its not setting up a Wish or recovering itself, Jumbao should be spamming it's STAB attack in the majority of cases due to how much of the metagame it can threaten with the sole move alone. Moonblast is a safe move to use that covers most of the metagame, but coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Mega Crucibelle.

Team Options
========

Heatran is one of the best partners for Jumbao as not only do their respective typings synergize extremely well with each other, but Jumbao can also provide Heatran with crucial recovery thanks to Wish support. In return, Heatran can check most Fire-types in return thanks to it's ability while disrupting most defensive threats with the combination of Magma Storm and Taunt. Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao and appreciate the Wish recovery., where the former can act as a reliable wallbreaker or win condition with Coil and the latter can either set up or remove entry hazards for Jumbao. Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Zygarde, Magearna, and Volkraken can form offensive cores on balance and bulky offensive teams are also beneficial additions since they can have prolonged sustainability thanks to Jumbao's Wish passing capabilities, while threatening opposing offensive threats such as Plasmanta and Heatran for Jumbao in return. Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes. add on Celesteela and other defensive components for defensive cores


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Leaf Storm / Solar Beam
move 3: Focus Blast / Flame Burst / Hidden Power Ground
move 4: Healing Wish
item: Choice Scarf
ability: Trace / Drought
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB move which targets Flying- and opposing Grass-types which resist Jumbao's Grass-type attacks, 2HKOing threats such as Tomohawk, opposing offensive Jumbao, and Tornadus-T. Leaf Storm is a powerful option, dealing a significant amount of damage with the cost of tending to force Jumbao out due to drop in Special Attack Jumbao receives after every use. Solar Beam is a devastating alternative STAB move which can deal a hefty amount of damage against most foes such as Landorus-T, Mew, and Clefable, 2HKOing the aforementioned threats without needing to resort to entry hazard chip in conjunction with Drought.

The goal of the analysis is to explain why Jumbao would run Leaf Storm, Solar Beam, or Energy Ball. You're running Leaf Storm in the first place because it's more powerful than Moonblast and can, for example, OHKO Tapu Koko after Stealth Rock damage. When you talk about Solar Beam, just say that under the sun it can be used consecutively, which can 2HKO Clefable. While your setences say this, they beat around the bush with phrases like "with the cost of tending to force Jumbao out"

Energy Ball, however, is a more consistent, but less powerful alternative to Leaf Storm for Trace sets due to it not lowering Jumbao's stats. Focus Blast is a great coverage option which specifically targets Steel-type checks such as Heatran and Naviathan, although it is quite inaccurate. Flame Burst is a great alternative coverage option with Drought especially under the Sun, due to it more consistently threatening Steel-types such as Mega Scizor, Ferrothorn and Cawmodore which otherwise resist both of Jumbao's STAB attacks. Hidden Power Ground is another option which can hits Poison-types such as Mollux, and Plasmanta, and Mega Crucibelle on the switchin, although the aforementioned options are generally more useful due to their higher Base Power and there ability to cover more important targets. Healing Wish is a great utility move which provides one of Jumbao's team mates the opportunity to fully restore their HP, enabling Jumbao to still provide some utility despite being an offensive threat. It also has the added benefit of blocking the use of Rapid Spin and Defog for a turn and gains momentum for Jumbao's team. The last slot may be forfeited to allot room for more coverage, however it is generally not worth it due Jumbao's already wide array of coverage it can muster with only 3 slots.

Set Details
=======

When equipped with a Choice Scarf, Jumbao outspeeds becomes a capable revenge killer capable of offensively checking a wide variety of threats such as Mega Latios, Tapu Koko, and Kerfluffle reliably thanks to the additional Speed. With a Choice Scarf, Jumbao outspeeds Mega Latios, Greninja, and Choice Scarf Tapu Lele. EVs have been fully invested in it's Special Attack and Speed with a Timid nature in order to maximize Jumbao's offensive capabilities and lets it outspeed other common Choice Scarf users such as Tapu Lele and Volkraken. Drought is preferred on this set as it lets Jumbao wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst. However, Trace can be run in order for Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin and not conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it. Drought is secondary to Trace now. Trace is preferred to bluff the defensive set for a lot longer, while Drought is used for more consistent moves.

Usage Tips
========

Choice Scarf Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko reliably thanks to the its great damage output and acceptable bulk alongside useful resistances which enables it to pivot in against a good amount of Pokemon like Colossoil and Tapu Koko and pivot into most Ground-types. Jumbao should be cautious in spamming Solar Beam when opposing weather setters such as Pelipper, Tyranitar and Alolan Ninetales may be present. Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. It also lacks a reliable recovery, therefore one should only let Jumbao come in when absolutely necessary as a result.

Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn. Healing Wish is a great last resort option which should be used after Jumbao has fulfilled it's role as a revenge killer, giving one of it's teammates the possibility in performing their own respective role once more.

Team Options
========

Offensive teams that require a Choice Scarf user that can switchin against opposing threats appreciate Jumbao's capability in sponging hits from the likes of Volkraken and Tapu Lele.

Jumbao fits on offensive teams that appreciate a bulky Choice Scarf user.

"Defensive teammates that can take advantage of Jumbao's revenge killing capabilities and can additionally bring it in safely such as Assault Vest Magearna, Landorus-T, and Zapdos are all notable additions, as they can provide Jumbao's team the necessary defensive backbone that it may lack due to Jumbao being more offensively invested."

Basically this says, for balance teams, to have a reliable defensive backbone since Jumbao isn't defensive. Give a better variety of defensive cores rather than Magearna, Landorus-T, and Zapdos on their own.

VoltTurn support from Jumbao's partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming into the battlefield more reliably, making it a more capable revenge killer as a result. Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types that Jumbao may struggle to check otherwise. The former example Heatran can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result. Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they can essentially have a second chance in sweeping the opposing team thanks to the support Jumbao can provide with appreciate Jumbao's Healing Wish. Entry hazard support from team mates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao in achieving certain KOs more reliably.

[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Moonblast is Jumbao's primary STAB option which targets most of the metagame for at least neutral damage due to the great offensive coverage its Fairy typing has. Solar Beam is a more powerful, spammable move under Drought, 2HKOing Clefable, Toxapex, and Mew, as well as punishing Mega Crucibelle and Fidgit. Leaf Storm may be used as an alternative option on Trace sets but which packs more power, but forces Jumbao out after it is used. Flame Burst is a great coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, Ferothorn, Magearna, and Cawmodore that resist Jumbao's STAB combination. Focus Blast is an alternative coverage move which lets Jumbao nail Steel-types that resist both of it's STAB moves such as Heatran, and Magnezone. Hidden Power Ground can be used as an alternative to reliably hit Fire- and Poison-types such as Mega Crucibelle, Mollux, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power. Synthesis should be run with Drought, while reliably restores Jumbao's HP by 66% in the Sun, prolonging its sustainability and letting it become a more menacing wallbreaker as a result. Shore Up should be used if Jumbao decides to run Trace or if more PP is desired, enabling Jumbao to reliably heal itself even if opposing weather setters switch in.

Set Details
========

Life Orb boosts Jumbao's power overall, while enhances Jumbao's wallbreaking capabilities, denting opposing walls without much drawback due to the ability for it to restore it's HP through Synthesis. Grassium Z doesn't cause recoil damage acts as a more powerful option that can be utilized to power up Jumbao's Grass-type STAB move which can help it break through anything that does not resist it, particularly allows it to OHKOing threats such as Naviathan, Fidgit and defensive Landorus-T when used in conjunction with either Solar Beam or Leaf Storm. However, it is worth noting that using a Grassium Z over a Life Orb decreases Jumbao's overall damage output. EVs are fully invested in Special Attack and Speed to maximize Jumbao's wallbreaking capabilities. A Timid nature should be used to ensure Jumbao outspeeds key threats such as Zygarde, Tapu Lele, and Volkraken. Drought is preferred because it enables Jumbao to spam Solar Beam, boosts Flame Burst, increases Synthesis's healing, and provides sun support for Jumbao's teammates. Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in and is great in bluffing defensive sets. It is also useful in copying notable abilities such as Regenerator and Magic Bounce which can help Jumbao disrupt the opposing team. It also has the added benefit of not weakening the Water-type moves of its teammates.

Usage Tips
========

Even though this is a more offensively inclined set, Jumbao can still come in against quite a few threats, namely Ash Greninja, Colossoil, Tapu Koko, and non-Flynium Z Landorus-T due to Jumbao's useful resistances to their primary attacks. This is important to note as Jumbao should be utilized as an early game wallbreaker, weakening foes for its teammates. Jumbao should be relying more on its coverage options early game to lure in checks such as Heatran and Celesteela, as allowing it to this can help it spam its powerful STAB attacks later-(no dash)on in the fight. Coverage moves can be used to lure in specific checks such as Heatran and Mega Crucibelle if Jumbao is able to lure the aforementioned threats into thinking that they will come in against one of its STAB moves. you said this already Jumbao should utilize its Z-Move only when necessary to ensure a certain KO, as wasting the potential powerful nuke option can leave Jumbao ineffective in breaking through certain defensive threats otherwise. When weakened, Jumbao should utilize its recovery options when forcing out opposing threats such as Zygarde and Ash-Greninja, as it otherwise can be weakened down immensely if trying to use Shore Up against a threat that can hit it hard.

Team Options
========

Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably. Fire-types like Heatran, Pyroak why is Pyroak here. why would you run Pyroak offensively in any capacity??? replace with Volkraken immediately, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, and they also can help break through common Steel-types that give Jumbao trouble. Entry hazard support coming off partners such as Fidgit, Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls, making it much more easier to attain certain 2HKOes and OHKOes as a result. Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.

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

Substitute may be used as a utility option on either defensive or offensive Trace sets as Jumbao's capability in easily forcing switch ins enables it to set them up consistently throughout the match, leaving it much safer in setting up Wishes or firing off its offensive attacks. However, this usually means it has to forfeit one of its recovery options or coverage moves as a result. FIghtinium Z may be used as the Z-Move crystal of choice on offensive sets, reliably breaking through common switchins such as Heatran and Ferrothorn, although Jumbao generally preffers the increase in power on one of its STAB moves. Jumbao can run a Choice Specs set with either Drought or Trace equipped which enhances it's damage potency from the onset and enables it to break down walls much more consistently. Unfortunately, it comes with the cost of leaving it locked into a move which may be unfavorable in some cases depending on which move it chooses to use.

Jumbao can be placed sit on Trick Room teams, as with the combination of Drought and Healing Wish as it provides the archetype a powerful wallbreaker with the utility to potentially heal off one of its team mates. It also provides the team a Ground-type resist which can be extremely important when paired with partners such as Alolan Marowaks, Mega Mawile, and Fidgit. Although, Jumbao does face a little competition from Tapu Bulu in this role due to Grassy Terrain, setup, and their shared typing.

Move Trick Room before Fightinium Z.. The fluff is pretty evident here. Use something like "The combination of its Ground-type resistance, Drought support, and access to Healing Wish allows Jumbao to support Trick Room abusers like Marowak-A, Mega Mawile, and Mega Camerupt. However, it faces competition with Tapu Bulu, which shares its typing, has access to setup, and sets Grassy Terrain."


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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves which does 4x damage against it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power Ground to counteract the aforementioned threats and they can also be dented by Jumbao's other coverage options, where For example, Mega Crucibelle fears Solar Beam and Plasmanta does not appreciate taking a Sun boosted Flame Burst.

**Steel-types**: Threats such as Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power Ground.

**Fire-types**: Fire-types resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, Volcorona, and Mega Charizard Y.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb boosted Solar Beam and Sun boosted Flame Burst respectably.

**Status**: Status such as poison toxic (lower case is correct) and to a lesser extent burns can wear down Jumbao especially if it lacks a recovery move, reducing its sustainability immensely, meaning it must be wary to switch into in coming in against threats who commonly run moves such as Toxic, Scald, and Will-o-Wisp such as Toxapex, Pajantom, Arghonaut, and Mew add Scizor. Paralysis is also annoying for the Choice Scarf set given how much Jumbao values it's Speed to threaten opposing offensive threats, meaning it also must fear Thunder Wave coming off users such as Clefable and Ferrothorn and Discharge Krilowatt and Cyclohm as well.

**Faster Super-Effective Attackers**: Due to Jumbao's abundant weaknesses to attacking common types such as Ice, Flying, and Fire, it must be wary in switching in is forced out against most common offensive threats such as Mega Pinsir, Greninja, Syclant, Choice Band Zygarde, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
 
Last edited:

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Almost.

When you switched Giga Drain before Focus Blast, you didn't switch them in the moves description. Please do.

Choice Scarf lacks any commentary on Leaf Storm and Solar Beam before Energy Ball, and the set details still says that Drought is preferred, when in fact Trace is slashed first. Add in Leaf Storm and Solar Beam descriptions (as detailed in my last check) and describe Trace before Drought in set details.

A long time coming, but


QC 3/3
 

Lithium114

Banned deucer.
AC = add comma
RC = remove comma
AP = add period

This is kinda my first time so I apologize if I make any mistakes.

Jumbao stands out as a splashable threat in the CAP metagame which can pull its weight on a majority of teams. Notably, it is the only viable Grass-type that does not lose momentum versus Tomohawk. Its STAB moves hit most threats for at least neutral damage, where coverage moves such as Focus Blast, Flame Burst, (AC) and Hidden Power Ground, (AC) make Jumbao difficult to switch into. Good mixed bulk and typing also enables Jumbao to come in against a multitude of threats such as Ash Greninja, Colossoil, Zygarde, and Tapu Koko, and threaten them out with its creditable offensive presence. It also has access to several formes forms of recovery such as Shore Up, Synthesis, and Wish. (RC) Its speed tier also allows it to act as a respectable Choice Scarf user, threatening many of its would-be checks what sort of would-be checks? Please specify the pokemon/s. Access to abilities such as Trace allows Jumbao to come in against Heatran and Landorus-T, while Drought turns it into a devastating wallbreaker that uses can use Solar Beam and Flame Burst very effectively. Its typing leaves it weak to popular offensive types, (AC) however, meaning it can struggle against certain offensive threats such as Mega Crucibelle, Volkraken, and Tornadus-T. Jumbao may also run into issues in terms of what coverage it chooses to run, as foregoing certain moves can leave it prone to certain threats. Jumbao also faces slight competition from Clefable as a Fairy-type WIsh passer, where the aforementioned example can not only provide Wish support while but can also provided provide other team support.


[SET]
name: Wish Support
move 1: Wish
move 2: Shore Up
move 3: Moonblast
move 4: Hidden Power Ground / Giga Drain / Focus Blast
item: Leftovers
ability: Trace
nature: Calm
evs: 252 HP / 160 Def / 96 SpD

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

Albeit weak, Hidden Power Ground (RC) 2HKOes key threats such as offensive Heatran, Mega Crucibelle, and Magnezone. Giga Drain can be utilized as a secondary STAB option and lets allows Jumbao to effectively check Ground- and Water-types such as Krilowatt, Mega Swampert, and Gastrodon. Focus Blast hit hits Steel-types as well, most notably, (AC) being able to harm threats such as Ferrothorn and Naviathan while still hitting Heatran super-effectively; however, (AC) it's decreased accuracy leaves it as a less desirable option.


Set Details
========

A mixed defensive spread consisting of 252 HP / 160 Defense / 96 Special Defense with a Calm nature is invested to ensure Jumbao can avoid the a 2HKO from Ice Beam Krilowatt and an Ice Punch Pajantom after Stealth Rock chip damage. A more offensive set of 252 HP / 52 Special Attack / 204 Speed with a Modest Nature and Leftovers or a Pixie Plate bolsters equipped may be used alternatively to improve Jumbao's offensive presence, letting it OHKO Tomohawk. However, it comes with the cost of diminishing its bulk. Trace is the preferred ability as it enables Jumbao to effectively check certain threats such as Heatran and Revenankh by copying their respective abilities on the switch in. It can also be useful in tracing other notable abilities such as Toxapex's Regenerator, Mega Swampert's Swift Swim, Krilowatt's Magic Guard, Mega Sableye's Magic Bounce, and Tomohawk's Prankster, letting Jumbao disrupt a large amount of threats who carry the aforementioned abilities.

Usage Tips
========

Defensive Jumbao should use its resistances to switch in against Pokemon like Colossoil, Zygarde, Ash Greninja, and Tapu Koko to pass Wish to its teammates. Trace should be taken advantage of when coming in against threats such as Heatran and Landorus-T, as it allows Jumbao to force out the aforementioned threats. Choosing Wish instead of Shore Up may be more preferable at times where when Jumbao does not require immediate recovery, permits permitting it the opportunity to potentially heal a partner Pokemon, while still giving Jumbao the option to recover additional HP with Shore Up on its own HP the following turn. Moonblast is a safe move to use that covers most of the metagame, but coverage moves should be used when predicting threats that can switch in against Jumbao's STAB attacks such as Heatran and Mega Crucibelle.

Team Options
========

Heatran is one of the best partners for Jumbao as not only do their respective typings synergize, but Jumbao can also provide Heatran with crucial recovery thanks to Wish support. In return, Heatran can check most Fire-types while disrupting most defensive threats with Magma Storm and Taunt. Ground-types such as Zygarde, Colossoil, and Landorus-T are notable teammates since they can threaten out Steel-, Fire-, and Poison-types which otherwise threaten Jumbao and appreciate the Wish recovery. Other threats that do not have access to their own reliable recovery such as Mega Crucibelle, Pajantom, Krilowatt, Zygarde, Magearna, and Volkraken can form offensive cores on balance and bulky offensive teams. Entry hazard removal from partners like Tomohawk, Landorus-T, and Colossoil can be useful as they permit Jumbao to switch in more frequently as it can otherwise be worn down rather quickly through the constant chip damage of Stealth Rock and Spikes. Celesteela is another great defensive partner that can check threats to Jumbao such as Tornadus-T and Tapu Lele.


[SET]
name: Choice Scarf
move 1: Moonblast
move 2: Leaf Storm / Solar Beam
move 3: Focus Blast / Flame Burst / Hidden Power Ground
move 4: Healing Wish
item: Choice Scarf
ability: Trace / Drought
nature: TImid Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Leaf Storm is a powerful Grass-type STAB option which comes with the drawback of lowering Jumbao's Special Attack after every use. Solar Beam is an alternative option when paired with Drought as it trades the stat reduction from Leaf Storm to a reliance in weather condition. Energy Ball, however, is a more consistent (RC) but less powerful alternative to Leaf Storm. (AP) for For Trace sets, (AC) Focus Blast is a great coverage option which targets Steel-type checks such as Heatran and Naviathan. Flame Burst is a great alternative coverage option with Drought, more consistently threatening Steel-types such as Mega Scizor, Ferrothorn and Cawmodore. Hidden Power Ground hits Poison-types such as Mollux, Plasmanta, and Mega Crucibelle on the switchin switch in, although the aforementioned options are generally more useful due to their higher Base Power and there ability to cover more important targets.

Set Details
=======

With a Choice Scarf, Jumbao outspeeds Mega Latios, Greninja, and Choice Scarf Tapu Lele why is it important that Jumbao can outspeed these pokemon? Trace allows Jumbao to better check certain threats such as Heatran and Landorus-T on the switchin switch in and not conflcit conflict with its Water-type teammates. It can also provide usefulness when copying notable abilities such as Regenerator and Magic Bounce, forcing the opponent to play differently around it. However, Drought can also be run as it enables Jumbao to wallbreak much more easily thanks to the additional consistent power of Solar Beam alongside Flame Burst.

Usage Tips
========

Choice Scarf Jumbao should be mainly utilized as a revenge killer that can offensively check opposing fast threats such as Greninja and Tapu Koko, (AC) and pivot into most Ground-types. Jumbao should be cautious in spamming Solar Beam when opposing weather setters such as Pelipper, Tyranitar, (AC) and Alolan Ninetales may be present. Since this set invests more into Jumbao's offensive capabilities, it has a slightly more difficult time sustaining itself throughout the match, meaning that repeatedly switching in Jumbao against opposing attacks may be unwise. Coverage moves can be used when predicting certain threats that may want to come into Jumbao's STAB attacks such as Heatran and Ferrothorn. Healing Wish should be used after Jumbao has fulfilled it's role as a revenge killer.

Team Options
========

Jumbao fits on offensive teams that appreciate a bulky Choice Scarf user. Defensive partners such as Celesteela, Zapdos, and Argonaught aid Jumbao in checking opposing threats that can threaten it such as Tornadus-T, Volkraken, and Mega Crucibelle. VoltTurn support from Jumbao's partners such as Krilowatt, Magearna, Landorus-T, and Mega Crucibelle can aid Jumbao in coming into the battlefield more reliably, making it a more capable revenge killer as a result. Fire-types that can abuse the Sun that Jumbao provides by having their STAB moves boosted such as Heatran, Mega Charizard X, and Volkraken are also great partners as they can help break down Steel-types. (AP) Heatran can also provide Stealth Rock support, enhancing Jumbao's wallbreaking capabilities as a result. Setup sweepers such as Volcorona, Zygarde, and Naviathan pair well with this Jumbao set, as they appreciate Jumbao's Healing Wish. Entry hazard support from team mates teammates such as Tomohawk, Arghonaut, and Ferrothorn may be useful in aiding Jumbao in achieving certain KOs more reliably.

[SET]
name: 3 Attacks + Recovery
move 1: Moonblast
move 2: Solar Beam / Leaf Storm
move 3: Flame Burst / Focus Blast / Hidden Power Ground
move 4: Synthesis / Shore Up
item: Life Orb / Grassium Z
ability: Drought / Trace
nature: TImid
evs: 4 HP / 252 SpA / 252 Spe

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

Solar Beam is a more powerful, spammable move under Drought, 2HKOing Clefable, Toxapex, and Mew, as well as punishing Mega Crucibelle and Fidgit. Leaf Storm may be used as an alternative option on Trace sets but forces Jumbao out after it is used. Flame Burst is a great coverage option that not only gets boosted by the Sun, but also hit specific Steel-types such as Mega Scizor, Celesteela, Ferothorn, Magearna, and Cawmodore. Focus Blast is an alternative coverage move which lets Jumbao nail Heatran. Hidden Power Ground can be used as an alternative to reliably hit Mega Crucibelle, Mollux, Heatran, and Plasmanta, although other coverage options are usually favored due to their higher Base Power. Synthesis should be run with Drought, while Shore Up should be used if Jumbao decides to run Trace.

Set Details
========

Life Orb boosts Jumbao's power overall, while Grassium Z doesn't cause recoil damage and allows it to OHKO Fidgit and defensive Landorus-T. Drought is preferred because it enables Jumbao to spam Solar Beam, boosts Flame Burst, increases Synthesis's healing, and provides sun support for Jumbao's teammates. Trace can be used instead in order for Jumbao to check certain threats such as Heatran and Landorus-T on the switch in and is great in bluffing defensive sets.

Usage Tips
========

Even though this is a more offensively inclined set, Jumbao can still come in against Ash Greninja, Colossoil, Tapu Koko, and non-Flynium Z Landorus-T. Jumbao should be utilized as an early game wallbreaker, relying more on its coverage options to lure in checks such as Heatran and Celesteela, as allowing it to spam its powerful STAB attacks later on in the fight. When weakened, Jumbao should utilize its recovery options when forcing out opposing threats such as Zygarde and Ash-Greninja.

Team Options
========

Other offensive teammates that can apply additional offensive pressure such as Mega Crucibelle, Ash Greninja and Zygarde are notable partners as they can help Jumbao break through certain defensive checks such as Celesteela, Zapdos, and Tapu Bulu more reliably. Fire-types like Heatran, Volkraken, and Mega Charizard-X can be good partners if Jumbao chooses to run Drought as not only do they have their STAB moves boosted by the Sun, and they also can but they can also help break through common Steel-types give examples of these steel types. Entry hazard support coming off partners such as Fidgit, Landorus-T, Arghonaut, and Toxapex can aid Jumbao in wearing down opposing walls (RC). Entry hazard removal may also be beneficial for Jumbao as it can be worn down rather quickly if it does not get to the chance to recover its health. Good partners for this role include Pokemon such as Tornadus-T, Tomohawk, Colossoil, and Tapu Koko.

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

The combination of its Ground-type resistance, Drought support, and access to Healing Wish allows Jumbao to support Trick Room abusers like Marowak-A, Mega Mawile, and Mega Camerupt. However, it faces competition with Tapu Bulu, which shares its typing, has access to setup, and sets Grassy Terrain. Fightinium Z may be used on offensive sets, reliably breaking through common switchins switch ins such as Heatran and Ferrothorn.

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

**Poison-types**: Poison-types such as Mega Crucibelle, Mega Venusaur, Mollux, and Plasmanta can all threaten to OHKO Jumbao with their STAB moves which does 4x damage against it and can come in against Jumbao's STAB moves safely. However, Jumbao commonly runs coverage options such as Hidden Power Ground to counteract the aforementioned threats and they can also be dented by Jumbao's other coverage options. For example, Mega Crucibelle fears Solar Beam and Plasmanta does not appreciate taking a Sun boosted Flame Burst.

**Steel-types**: Threats such as Ferrothorn, Jirachi, Heatran, Mega Scizor and Kitsunoh all resist Jumbao's STAB moves and can threaten to wear it down with their own respective Steel-type STAB moves. Although they must be wary of coverage options such as Focus Blast, Flame Burst and Hidden Power Ground.

**Fire-types**: Fire-types resist both of Jumbao's STAB moves and can also threaten to OHKO it with their Fire-type attacks especially if Drought is active. Notable threats include Pyroark, Volkraken, Volcorona, and Mega Charizard Y.

**Special Walls**: Dedicated special tanks such as Chansey, Toxapex, and Assault Vest Magearna may all potentially wall Jumbao due to their incredible special bulk which enables them to sponge hits from it. However, the latter two examples must fear certain attacks such as a Life Orb boosted Solar Beam and Sun boosted Flame Burst respectably.

**Status**: Status such as poison toxic Toxic poison and to a lesser extent burns can wear down Jumbao, reducing its sustainability immensely, meaning it must be wary to switch into Pajantom, Arghonaut, Mew, and Mega Scizor. Paralysis is also annoying for the Choice Scarf set, meaning it also must fear Thunder Wave Clefable and Ferrothorn and Discharge Krilowatt and Cyclohm as well.

**Faster Attackers**: Due to Jumbao's weaknesses to attacking common types, it is forced out against common offensive threats such as Mega Pinsir, Greninja, Syclant, Choice Band Zygarde, Tornadus-T, and Kartana due to the potential threat of being hit super effectively.
 
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