Jumpluff is strongth
Skeleton:
[Overview]
[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe
[Set Comments]
[Additional Comments]
[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-Turn
item: Leftovers
ability: Chlorophyll
nature: Timid
evs: 232 HP / 24 Def / 252 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[Other Options]
[Checks And Counters]
- He may seem like a mediocre choice when looking at his stats.
- However, Jumpluff possesses key traits to be used over others; in particular, Chlorophyll
- It also has a lot of cool support moves such as Leech Seed, Encore, and Sleep Powder.
- It can even catch it's usual counters off-guard with a Swords Dance Set.
- However, it is extremely frail, has terrible stats, and faces competition with a majority of Sun abusers, having a slight niche over each one.
- What it has going for it is the fastest Sleep move in the game, acrobatics, and a strong defensive typing for the current meta; resisting Water, Ground, and Fighting.
- However, Jumpluff can still apply strong support or offensive presence on a sun team.
[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe
[Set Comments]
- Although it seems like an odd option with it's pathetic looking base 55 attack, it hits hard thanks to Swords Dance and the massive power of a Flying-Gem boosted Acrobatics.
- With the sun, it outspeeds every single relevant pokemon in the metagame.
- It can also offer useful support being the fastest sleep move available.
- To run any damage, the first thing we need is Swords Dance to boost its attack to a decent level.
- To get the boost, Sleep Powder is used.
- Acrobatics boosted by Flying gem is strong. Seed Bomb for coverage.
- Jumpluff can really give you a good matchup against opposing sun teams as Chlorophyll sweepers, Volcarona, and even Infernape are wrecked by Acrobatics.
[Additional Comments]
- It can opt to run Encore over Sleep Powder or Seed Bomb to get other ways of getting setup.
- It may drop the entire Swords Dance idea and turn it to a SubSeeding set with Acrobatics to wreck Grass-Types. You would use Substitute and Leech Seed over Seed Bomb and Swords Dance.
- It can run a mono-attacking set with Substitute or Encore for more utility.
*]Ninetales is nearly obligatory support to let Jumpluff outspeed everything and it eliminates most Steels. Variants should have enough speed to outspeed Mamoswine. - Anything that gets rid of Steels and/or spins is good for it.
- Examples of this would be Forretress, Dugtrio, and Volcarona.
- Forretress is the premier spinner which really helps if you run Volcarona on your team as well, as you stack a dual SR weakness.
- Dugtrio helps you win the weather war and disposes of steel-types such as Heatran and Jirachi.
- ScarfTran works really well as it can also surprise kill Mamoswine and deal with Scizor
[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-Turn
item: Leftovers
ability: Chlorophyll
nature: Timid
evs: 232 HP / 24 Def / 252 Spe
[SET COMMENTS]
- Jumpluff also has a lot of support options, while being the fastest pokemon in the game after a boost in the sun.
- It can be the epitome of annoyance when used properly.
- Fastest Encore in the game really helps.
- Helps in sun offensive teams get good setup opportunities for Pokemon such as Volcarona.
- It helps against Pokemon such as Rock Polish Landorus as it resists it's main STAB and is resistant to Focus Blast, encoring these pokemon to get momentum over them.
- Sleep Powder is used to nullify the opposition.
- Encore can stop set-up mons in their tracks while abusing Jumpluff's speed and resistances.
- Memento is used to also give you good set-up opportunities.
- U-Turn carries out momentum on the team.
[ADDITIONAL COMMENTS]
- Max Speed lets you outspeed base 110's in the sun carrying an Hidden power with 30 Spe IVs (Fire/Fighting) and speed tie to those without. The rest is dumped into bulk.
- The rest is dumped into optimal bulk. It helps you not being 2HKOed by Landorus' Focus Blast after SR and even live an Outrage from Salamence.
- Stun Spore is another option you can run over U-Turn. U-Turn doesn't offer the strong momentum and requires a decent chunk of more prediction, but it may save you against pokemon such as Dragon Dance Salamence when the sleep clause is gone. It can be your saving grace multiple times allowing you to cripple more pokemon.
- Toxic can also cripple some opponents.
- Sun is mandatory.
- Jumpluff can support pokemon such as Volcarona, giving them set-up opportunities, you pretty much need a spinner with that though.
- U-Turn to Gothitelle or Dugtrio is cool, as you lure fire types or Grass-types who expect Leech Seed.
[Other Options]
- Aromatherapy
- Sunny Day
- Synthesis can give you quick and bountiful recovery.
[Checks And Counters]
- Swords Dance is weak to priority attacks such as Mamoswine
- Steel-Types wall it easily.
- Weather Change + Scarfer
- It is really frail, so it's easy to kill off.
- Natural Cure pokemon or Status absorbers can help.
- Fire, Rock, and Ice-Type attacks.
- Anything feasibly powerful can kill it.
[Overview]
<p>Jumpluff's stats give you an impression that it is an awful Pokemon to use in the metagame. It doesn't have any decent stat but Speed; which is rather high. However, it has a couple of things going for it. First, it has the ability Chlorophyll which lets it become the fastest Pokemon in the entire game if sunlight is up. Next, it has access to multiple strong support moves such as Leech Seed, Encore, Memento, and Sleep Powder. Lastly, it also has the surprising capability to pose a strong offensive threat thanks to the extremely powerful Acrobatics and the ability to learn Swords Dance, allowing it to clean up weakened teams. On the other hand, Jumpluff is extremely frail and needs to rely on resistances and immunities to switch in or annoy something successfully, especially with a weakness to Stealth Rock. Offensive variants need a Swords Dance boost to properly do any damage and are walled hard by Steel-types. Regardless, Jumpluff is still a great Pokemon whether it is giving support or cleaning up teams.</p>
[SET]
name: Acrobatics
move 1: Swords Dance
move 2: Sleep Powder
move 3: Acrobatics
move 4: Seed Bomb
item: Flying Gem
ability: Chlorophyll
nature: Adamant / Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
<p>While you might laugh at Jumpluff's base 55 Attack, it will hit rather hard thanks to Swords Dance and the massive power that Acrobatics offers. Jumpluff also has no trouble outspeeding threats thanks to its massive Speed stat in the sun. Jumpluff really helps in the match-up against opposing sun teams as most sun abusers are weak to its Flying-type STAB. Swords Dance lets Jumpluff boost its measly Attack stat to a decent level allowing it to sweep teams. Sleep Powder is the main means of getting that boost; as it will be hard otherwise as Jumpluff is very frail. Sleep Powder also really helps neutralize a threat to your team. Acrobatics is this set's main way of attacking. With a Flying Gem, Acrobatics can reach a massive 165 Base Power before STAB, which mitigates Jumpluff's measly Attack. Seed Bomb is there for extra coverage, while dealing damage to Pokemon such as Rotom-W. It is also your main weapon against opposing weather starters as it can hit every one of them for super-effective damage.</p>
[ADDITIONAL COMMENTS]
<p>Jumpluff's EV spread is rather self-explanatory; it uses an Adamant nature over a Jolly one in order to give it a needed boost in its Attack stat. However, Jolly can also be an option to help it outspeed foes such as Terrakion and Keldeo without sunlight, as well as outspeeding +2 Terrakion and +2 Landorus in the sunlight; two massive threats to sun teams. You may use Encore over Sleep Powder to capitalize on Jumpluff's resistances and immunities to set upwhile helping against opposing setup sweepers without having to rely on Sleep Powder's accuracy. You can also ditch the entire idea of Swords Dance and make a SubSeeding set that uses Acrobatics in order to kill Grass-types with a set such as Sleep Powder / Substitute / Leech Seed / Acrobatics. This is the best possible way to abuse Leech Seed on Jumpluff. Such a set can also consider dropping Seed Bomb for Substitute or Encore since Acrobatics is a powerful enough move to be the only attacking move in the set. </p>
<p>When it comes to partners, Ninetales is mandatory as sun is the only reason you would use Jumpluff in the first place; sun allows Jumpluff to outspeed every single relevant Pokemon in the metagame. When you run Jumpluff in the sun, it is recommended that your Ninetales has enough speed investment to outspeed Mamoswine in order to cripple him with Will-O-Wisp or KO him with SolarBeam. Sun's common assets; such as Dugtrio and Volcarona; work well with Jumpluff as they help deal with Steel-types. Rapid Spin support and entry hazard support are very helpful to Jumpluff as it helps Jumpluff turn some 2HKOs into OHKOs as well as letting it switch in more times. Forretress fits in very well as it can also check Mamoswine. A very interesting Pokemon to run is Choice Scarf Heatran, as it can deal with most Steel-types and surprise-kill Mamoswine.</p>
[SET]
name: Support
move 1: Sleep Powder
move 2: Encore
move 3: Memento
move 4: U-Turn
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 232 HP / 24 Def / 252 Spe
[SET COMMENTS]
<p>Jumpluff has access to multiple support options and is the fastest user of those moves under the sun. It can be an incredible asset to a sun team as having the fastest Encore lets it stop a lot of threats to sun such as Dragonite, Garchomp, and Landorus, as well as Sleep Powder. Jumpluff offers a lot of momentum on sun teams while using it's resistances to be a decent annoying pivot. The main move of this set is Sleep Powder, which lets it speedily neutralize a threat for a majority of the match. Encore can destroy nearly any set-up sweeper and can lock the likes of Keldeo and Landorus into moves that barely do any damage to it, disrupting any momentum that they might have. Memento is also very helpful as it gives sweepers such as Volcarona a chance to set up very easily and can also stop an opposing sweep from time to time. U-turn is the main move that sustains momentum throughout the game, and can work especially well as Jumpluff will force a lot of switches.</p>
[ADDITIONAL COMMENTS]
<p>Maximum Speed lets Jumpluff outspeed base 110s outside of the sun that carry Hidden Power Fire or Fighting, and speed tie with those without. The rest is to provide it with optimal bulk, which allows it to live some rather powerful attacks, such as Salamence's Outrage, and avoid the 2HKO by Landorus's Focus Blast after Stealth Rock. Stun Spore is another option you can run over U-turn. Stun Spore doesn't offer the strong momentum and requires significantly more prediction, but it may save you against Pokemon such as Dragon Dance Salamence after Sleep Clause has been activiated. Toxic is another option to slowly cripple a Pokemon and slowly whittle it's health down, but Jumpluff won't be staying in for too long, so it's not the greatest option. </p>
<p>Once again, Ninetales support is absolutely mandatory, and a spinner always helps as Jumpluff will be switching in and out annoying opposing Pokemon and providing teammates with setup opportunities. Entry hazard support is good as you can force a lot of switches thanks to Encore and Sleep Powder. This makes Forretress an extremely good partner for Jumpluff. The kind of momentum Jumpluff can offer, as well as Encore support, can also function very well with Gothitelle, who capitalize on Jumpluff's ability to gain momentum with U-turn and Encore while trapping opposing weather starters.</p>
[Other Options]
<p>Aromatherapy is a decent option to heal teammates of status, but you really don't want to waste momentum and it doesn't offer as much utility compared to other moves such as Encore or Stun Spore. Sunny Day can help against opposing weathers regaining the upper hand should opponents switch into their weather starter to change the weather after Jumpluff uses Encore or Sleep Powder, but you are usually better of U-turning into Gothitelle or Dugtrio. Synthesis can also work on a support set, keeping Jumpluff alive while alleviating its Stealth Rock weakness, but it loses momentum, so usually it's not the greatest option.</p>
[Checks and Counters]
<p>While Jumpluff might be annoying, it really isn't hard to stop. Any offensive variant is walled hard by most Steel-types, and can also be beat with priority attacks such as Mamoswine's Ice Shard and Scizor's Bullet Punch. It isn't too hard to deal with if you are able to sacrifice something to Sleep Clause, as it is frail and can't take many attacks unless it has defensive investment. Most super-effective attacks can easily knock it out; a few examples are Heatran's Lava Plume, Terrakion's Stone Edge, and Keldeo's Hidden Power Ice. Finally, any user of Magic Bounce can completely stop all of Jumpluff's support options..</p>