Jumpluff [GP 0/2]

189.gif


.............
Jumpluff

[Overview]

<p>Despite possessing truly atrocious offensive stats and defensive stats that are mediocre at best, Jumpluff is surprisingly good. Jumpluff makes up for its poor stats with a phenomenal movepool which, when coupled with its high speed, make it a great at supporting fellow team members and annoying the opponent. Whilst having almost identical movepools, Jumpluff differentiates itself from Cottonee by abusing its greater bulk, an important Ground-type immunity and access to Sleep Powder.</p>

[SET]
name: SubSeed
move 1: Sleep Powder
move 2: Leech Seed
move 3: Substitute
move 4: Encore
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 188 Def / 68 SpDef / 252 Spe

[SET COMMENTS]

<p>This set is as simple and easy to use as it is effective: Sleep an opponent, Substitute on the switch, and begin Leech Seeding. When played correctly, this set can be incredibly annoying and difficult to take down. No HP EVs are invested to ensure Leech Seed restores the greatest proportion of Jumpluff's total health and the defensive EVs give Jumpluff a stat of 223 in both defenses. Encore should be used to lock an opponent into a harmless move (like Earthquake or Stealth Rocks) and allow you to set up after sleep clause has been activated.</p>

[ADDITIONAL COMMENTS]

<p>On its own, this set is poor; however, with full hazards support, it becomes very good due to the combination of Leech Seed and Encore's ability to force switches. Toxic Spikes is especially helpful in wearing down the opponent's team, especially opposing Grass types that may want to ruin your fun. Nidoqueen is a great defensive team-mate, because she has access to both Stealth Rocks and Toxic Spikes, as well as a rock resist and nice bulk. Qwilfish also gets a mention due to having Toxic Spikes and Spikes.</p>

<p> Despite Sub-Seed being intensely annoying, grass types will find it relatively easy to break through Jumpluff, with their immunity to Leech Seed. For this reason, Victini and Arcanine also make good offensive team mates, being able to take full advantage of any grass type switch-ins.</p>

<p> Despite Encore generally being considered the best option for Jumpluff, there are a few other options that can be used effectively. Protect can be used over Encore to increase Leech Seed and maybe Poison damage; however, it becomes more difficult to set up, without it. A double status type set can be used by replacing Encore with Stun Spore to enable Jumpluff to continue to status foes after Sleep Clause's activation and cripple faster switch-ins. Finally, U-turn and Aerial Ace are both options in the fourth slot, so that Jumpluff can escape from or damage grass types, although Protect or Stun Spore are generally superior.</p>

[Other Options]

<p> A Sun-Support set can be used, abusing Encore and Sleep Powder to set up Sun; however, outside of these two moves, its frailty means that is outclassed by a myriad other Pokemon when attempting to set up Sun. Jumpluff can also attempt to support the team with Reflect (which also bolsters its weaker defensive stat), although again, aside from abusing Sleep Powder and Encore to force switches, it is horribly outclassed in this role. Jumpluff gets access to the very useful moves Aromatherapy and Memento, which can be used with Sleep Powder and Encore for a general support set, though its poor bulk once again means that it is not well suited to this role. Jumpluff gets Infiltrator through the Dream World, though The only use for infiltrator would be Sleep Powdering through Safeguard; however Safeguard is extremely rare and not common enough to warrant running infiltrator. Jumpluff could also run Synthesis to heal itself reliably, however, Jumpluff cannot normally give up a moveslot for this, as well as it being preferable to set up a sub on any free turn that it may get</p>

[Checks and Counters]

<p> Although Jumpluff is annoying, it can be dealt with. Xatu is probably the best one here, as Jumpluff cannot do anything to it and if it comes in on a Sleep Powder, it can effectively neutralise Jumpluff for the remainder of the game due to Sleep mechanics. Another fantastic way to counter Jumpluff is Sap Sippers: Jumpluff cannot touch them and they can come in on any set that Jumpluff is running and most likely get a +1 Attack boost. Sawsbuck and Bouffalant are the most notable Sap-Sippers, so if they (or Xatu, for that mattet) are seen in Team Preview, you should avoid spamming Sleep Powders and Leech Seeds willy nilly.</p>

<p> If you are not inclined towards using one of these, Sub-seed will be irritating to play around, because many of its checks are susceptible to sleep. However, once Sleep Clause has been activates, Jumpluff is significantly easier to deal with. Roserade and Ferroseed can shrug off Jumpluff's attempts at sub-seeding and set up hazards with impunity. Furthermore, Pokemon with reliable recovery can effectively stall Jumpluff out so long as they avoid status. Any faster Pokemon that is in decent health can deal with Jumpluff but will need to watch out for Stun-Spore, as that will cripple it, and it will be unable to effectively check Jumpluff. Similarly, Multi-hit moves can break Jumpluff's substitute and deal significant damage to Jumpluff, making anything with a multi-hit move an effective check. Grass types are particularly troublesome, as they cannot be Leech Seeded, making them effective checks so long as they avoid status. A fast or Prankster Taunt puts a stop to any of Jumpluff's shenanigans. Finally, Crobat, Aerodactyl and Azelf are all particularly effective checks, being faster than Jumpluff and able to Taunt Jumpluff, s well as being capable of taking it out with Super-Effective attacks.</p>

[Dream World]

<p>DW Jumpluff has been released</p>
 
Lookin' Good So far and I love using Jumpluff :3. Anyways, I'm fairly certain you would get to this but on the SubSeed Set
mention teammates who benefit from both Leech Seed and walls locked into a weak move. Sub Punching Poliwrath comes
to mind by resisting fire and ice and having Encore itself to give Jumpluff an easier time.
 
Can't Jumpluff use a Sowrds Dance set? I think it's pretty good on it
Jumpluff's attack is so ridiculously low, even with Swords Dance it wouldn't work. Moreover, its STABs are easily walled by Steel-types and it only gets 2 decent physical moves in Seed Bomb and Bounce. Jumpluff's job is to support the team, not to attack.
 
mention double powder somewhere (maybe make it like ac of subseed set). having access to sleep powder and stun spore allows you to screw over teams pretty easily.

also i know its rare, but sap sipper bouffolant comes in on the first set on 2 moves (three with stun spore) and gets +1 attack.
 
Lookin' Good So far and I love using Jumpluff :3. Anyways, I'm fairly certain you would get to this but on the SubSeed Set
mention teammates who benefit from both Leech Seed and walls locked into a weak move. Sub Punching Poliwrath comes
to mind by resisting fire and ice and having Encore itself to give Jumpluff an easier time.

I'll give it a try, although both have difficulty with grass types.

Can't Jumpluff use a Sowrds Dance set? I think it's pretty good on it
Care to elaborate? What exact set are you running, because as far as I can see, Jumpluff, who has a truly atrocious base 55 Attack stat, has a physical movepool consisting of Seed Bomb, Bounce and Return/Double Edge, is horribly outclassed by Sawsbuck (and any other Chlorophyller if in sun). I'll probably mention it in Other Options, although outside of sleep powder and surprise factor, (and a little extra speed too) it has nothing going for it.

Edit: @ Premboy, I've mentioned dual status in the Other Options, but I may make it into its own set if enough people think its worth it. The thing is that I think that Jumpluff is outclassed by Cottonee if you're trying to spread Paralysis with stun spore. And, yes, Bouffalant is a great counter. I'd forgotten about that.
 
Instead of making a own set for Double Powder, I think you should mention it in the AC of both of the sets. As an option over Encore. But no slashing.
 
@OP
Yea I used it with an Arcanine as a partner and they seemed to work well together. I wasn't saying that the two of them make a dynamic duo, but as a part of a core they work nicely.

And also just no to SD....
 
I'll approve this, but you need to remove the 2nd set. Its terrible. (there are dozens of better sun support pokemon)
You need to update the counters section with more relevant pokemon. Nobody uses Murkrow or Cottonee. Multihit attackers hard counter jumpluff after sleep clause is activated. Faster Pokemon that are healthy, or Pokemon with recovery moves will beat Jumpluff 1 on 1.

QC APPROVED (1/3)
 
Amateur check yo

Red = Deletions
Blue = Additions
Green = Comments

[Overview]

<p>Despite possessing truly atrocious offensive stats and defensive stats that are mediocre at best, Jumpluff can be is surprisingly effective good. Jumpluff compensates makes up for its poor stats with a phenomenal support movepool which, when coupled with its high speed, make it a great asset to the right team supporter and annoyer. Whilst having almost identical movepools, Jumpluff differentiates itself from Cottonee due to by abusing its greater bulk, an important Ground-type immunity (and thus immunity to Toxic Spikes), and access to Sleep Powder.</p>

[SET]
name: SubSeed
move 1: Sleep Powder
move 2: Leech Seed
move 3: Substitute
move 4: Encore
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 188 Def / 68 SpDef / 252 Spe (Special Defense is abbreviated as SpD)

[SET COMMENTS]

<p>This set is as simple yet and easy to use as it is effective.: After putting an opponent to sleep Sleep an opponent, use Substitute on the switch and begin using Leech Seeding. When played correctly, this set can be incredibly annoying and difficult to take down. No HP EVs are invested to ensure Leech Seed restores the greatest amount proportion of Jumpluff's total health and the defensive EVs give Jumpluff a stat of 223 in both defenses. Encore should be used to lock an opponent into a harmless move (such aslike Earthquake or Stealth Rocks) and allow you to set up if after sleep clause has been activated.</p>

[ADDITIONAL COMMENTS]

<p>On its own, this set is good; however, with full hazards support, it becomes monstrous due to the combination of Leech Seed and Encore's ability to force switches. Toxic Spikes is especially helpful in wearing down the opponent's team, especially opposing Grass-types that may want to ruin your fun. Nidoqueen is a great defensive team-mate, because she has access to both Stealth Rocks and Toxic Spikes, as well as a rock resist and nice bulk. Qwilfish also gets a mention due to having Toxic Spikes and Spikes.</p>

<p> Despite Sub-Seed being intensely annoying, Grass-types will find it relatively easily wall to break through Jumpluff, with their immunity to Leech Seed. For this reason, Victini and Arcanine also make good offensive team mates, decimating being able to take full advantage of any Grass-type switch-ins with their powerful STAB Fire-type moves.</p>

<p> Despite Encore usually generally being considered the best option for Jumpluff, there are a few other viable options that can be used effectively. Protect can be used over Encore to increase Leech Seed and maybe Poison damage from Toxic Spikes; however, it becomes more difficult to set up, without it. A double status type set can be used by replacing Encore with Stun Spore to enable Jumpluff to continue to status foes after Sleep Clause's activation and cripple faster switch-ins. Finally, U-turn and Aerial Ace are both options in the fourth slot, so that Jumpluff can either escape from or damage Grass-types, although Protect or Stun Spore is are generally superior.</p>

[Other Options]

<p> A sun-(space) support set is possible can be used, abusing Encore and Sleep Powder to set up sun; however, outside of these two moves, its frailty means that is outclassed by a myriad of other Pokemon when attempting to set up sun. Jumpluff can also attempt to support the team with Reflect (which also bolsters its weaker defensive stat), although again, aside from abusing Sleep Powder and Encore to force switches, it is horribly outclassed in this role. In addition, Jumpluff gets access to the very useful moves Aromatherapy and Memento, which can be used with Sleep Powder and Encore for a general support set, though its poor bulk once again indicates means that it is not well suited to this role. Jumpluff gets Infiltrator through the Dream World, though the only use for Infiltrator would be using Sleep Powdering through Safeguard which is however Safeguard is extremely rare and not common enough to warrant running Infiltrator. Jumpluff could also gets run Synthesis to for reliable healing; itself reliably, however, Jumpluff cannot afford normally give up a moveslot for this, as Leech Seed, Substitute, Sleep Powder, and Encore are vital to this particular set. well as it being preferable to set up a sub on any free turn that it may get</p>

[Checks and Counters]

<p> Although Jumpluff is annoying, it can be dealt with. Xatu is one of probably the best counters one here, as Jumpluff cannot do anything to it and if it comes in on a Sleep Powder, it can effectively neutralise Jumpluff for the remainder of the game due to Sleep mechanics. Another fantastic way to counter Jumpluff is utilizing a Pokemon such as Bouffalant with Sap Sipper.s: Jumpluff cannot touch them and they can come in on any set that Jumpluff is running and most likely get a +1 Attack boost. Sawsbuck and Bouffalant are the most notable Sap-Sippers, so if they (or Xatu, for that mattert) are seen in Team Preview, you should use avoid spamming Sleep Powders and Leech Seeds with caution willy nilly.</p>

<p> If you are not inclined towards using one of these checks and counters, Sub-seed will be irritating to play around, because many of its checks are susceptible to sleep. However, once Sleep Clause has been activates, Jumpluff is significantly easier to deal with. For this reason, Rest Talkers can also be considered a check to Jumpluff. Roserade and Ferroseed can shrug off Jumpluff's attempts at sub-seeding and set up hazards with impunity. Furthermore, Pokemon with reliable recovery can effectively stall Jumpluff out as so long as they avoid status. Any faster Pokemon that is in decent health can deal with Jumpluff but will need to watch out for Stun-Spore, as that will cripple it, and rendering it will be unable to effectively check Jumpluff. Similarly, multi-hit moves can break Jumpluff's substitute and deal significant damage to Jumpluff, making anything with a multi-hit move an effective check. Grass-types are particularly troublesome, as they are not affected by cannot be Leech Seeded, making them effective checks as so long as they avoid status. A faster or Prankster Taunt puts a stop to any of Jumpluff's shenanigans. Finally, Crobat, Aerodactyl and Azelf are all particularly effective checks, being faster than Jumpluff and able to Taunt Jumpluff, as well as being capable of taking it out with super-effective attacks.</p>

[Dream World]

<p>DW Jumpluff has been released</p>


You don't need a DW section if the ability has been released, iirc.

Mainly capitalization issues and wordiness.

Edit: You forgot a link to a dex page. Something like Jumpluff
 
I can't believe in this set. With Encore in the last slot you are leaving Jumpluff completely vulnerable to grass types. There are plenty of dangerous grass types in the metagame, e.g. Roserade, Shaymin and Celebi (who all get Natural Cure), Abomasnow, etc. All of them are dangerous and all of them can set up on Jumpluff. You can't rely simply on sleep clause because at the moment Roserade for example can easily switch into sleep, stay in, and laugh while Jumpluff does absolutely nothing.

I think you should:

1. Make it clear that this set needs hazard support to be effective. It's not just "on its own, this set is good" - on its own this set is useless. Hazards are absolutely needed to punish grass types for switching in.
2. Slash something else on the last slot. Encore is nice and all but being fully walled by grass types is not a good idea. I favour U-turn, but perhaps Aerial Ace and / or Toxic deserve a slash as well. Jumpluff's U-turns are not strong, but it's the best it can do.
 
"supporter" and "annoyer" are not not coined Pokemon terminology. You can't just stick "er" on the end of something and call it an acceptable term-- no defender, no waller, no setter-upper--only coined and standardized ones are acceptable.

The ONLY coined ones that are acceptable are "sweeper" and "attacker."
 
unfish check
remove
add

[Overview]

<p>Despite possessing truly atrocious offensive stats, and defensive stats that are mediocre at best, Jumpluff is surprisingly good. Jumpluff The cotton puff makes up for its poor stats with a phenomenal movepool which, when coupled with its high speed, make it a great at supporting fellow team members and annoying the opponent. Whilst having almost identical movepools, Jumpluff differentiates itself from Cottonee by abusing its greater bulk, an important Ground-type immunity and access to Sleep Powder.</p>

[SET]
name: SubSeed
move 1: Sleep Powder
move 2: Leech Seed
move 3: Substitute
move 4: Encore
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 188 Def / 68 SpDef / 252 Spe

[SET COMMENTS]

<p>This set is as simple and easy to use as it is effective: Sleep an opponent, Substitute on the switch, and begin using Leech Seeding. When played correctly, this set can be incredibly annoying and difficult to take down. No HP EVs are invested to ensure Leech Seed restores the greatest proportion of Jumpluff's total health, and the defensive EVs give Jumpluff a stat of 223 in both defenses. Encore should be used to lock an opponent into a harmless move (like Earthquake or Stealth Rocks) and allows you to set up after sleep clause has been activated.</p>

[ADDITIONAL COMMENTS]

<p>On its own, this set is poor; however, with full hazards support, it becomes very good due to the combination of Leech Seed and Encore's ability to force switches. Toxic Spikes is especially helpful in wearing down the opponent's team, especially opposing Grass types that may want to ruin your fun. Nidoqueen is a great defensive team-mate[remove hyphen, one word], because she has access to both Stealth Rocks and Toxic Spikes, as well as a rock resist and nice bulk. Qwilfish also gets a mention due to having Toxic Spikes and Spikes.</p>

<p> Despite the annoying qualities of Sub-Seed, being intensely annoying, grass types will find it relatively easy to break through Jumpluff, with their immunity to Leech Seed. For this reason, Victini and Arcanine also make good offensive teamremovespacemates, as they are being able to take full advantage of any grass type switch-ins.</p>

<p> Despite Encore generally being considered the best option for Jumpluff, there are a few other options moves that can be used effectively. Protect can be used over Encore to increase Leech Seed and maybe possibly Poison damage; however, it becomes more difficult to set up, without it. A double status type set can be used by replacing Encore with Stun Spore to enable Jumpluff to continue to status foes after Sleep Clause's activation and cripple faster switch-ins. Finally, U-turn and Aerial Ace are both options in the fourth slot, so that Jumpluff can escape from or damage Grass types, although Protect or Stun Spore are is generally superior.</p>

[Other Options]

<p> A Sun-support remove hyphen, decap support set can be used, abusing Encore and Sleep Powder to set up Sun; however, outside of these two moves, its frailty means that is outclassed by a myriad other Pokemon when attempting to set up Sun. Jumpluff can also attempt to support the team with Reflect (which also bolsters its weaker defensive stat), although, again, aside from abusing Sleep Powder and Encore to force switches, it is horribly outclassed in this role. Jumpluff gets access to the very useful moves, Aromatherapy and Memento, which can be used with Sleep Powder and Encore for a general support set, though its poor bulk once again means that it is not well suited to this role. Jumpluff gets Infiltrator through the Dream World, though the only use for Infiltrator would be using Sleep Powdering through Safeguard; however, Safeguard is extremely rare and not common enough to warrant running Infiltrator. Jumpluff could also run Synthesis to heal itself reliably, however, Jumpluff cannot normally give up a moveslot for this, and it is as well as it being preferable to set up a sub on any free turn that it may get</p>

[Checks and Counters]

<p> remove space Although Jumpluff is annoying, it can be dealt with. Xatu is probably the best counter one here, as Jumpluff cannot do anything to it, and if the totem bird it comes in on a Sleep Powder, it can effectively neutralize change s to z Jumpluff for the remainder of the game due to Sleep mechanics. Another fantastic way to counter Jumpluff is Sap Sippers: Jumpluff cannot touch them and they can come in on any set that Jumpluff is running to receive a +1 Attack boost. and most likely get a +1 Attack boost. Sawsbuck and Bouffalant are the most notable Sap-Sippers, so if they (or Xatu, for that matter change t to r) are seen in Team Preview, you should avoid spamming Sleep Powders and Leech Seeds willy nilly.</p>

<p> If you are not inclined towards using one of these, Sub-seed will be irritating to play around, because since many of its checks are susceptible to sleep. However, once Sleep Clause has been activated change s to d, Jumpluff is significantly easier to deal with. Roserade and Ferroseed can shrug off Jumpluff's attempts at sub-seeding and set up hazards with impunity. Furthermore, Pokemon with reliable recovery can effectively stall Jumpluff out,[comma] so long as they avoid status. Any faster Pokemon that is in with decent health can deal with Jumpluff,[comma] but will need to watch out for Stun-Spore, as that will cripple it., and it will be unable to effectively check Jumpluff. Similarly, Multi-hit moves can break Jumpluff's substitute and deal significant damage to Jumpluff, making anything with a multi-hit move an effective check. Grass-[hyphen]types are particularly troublesome, as they are unaffected by Leech Seed cannot be Leech Seeded, making them effective checks so long as they avoid status. A fasteror Prankster Taunt puts a stop to any of Jumpluff's shenanigans. Finally, Crobat, Aerodactyl,[comma] and Azelf are all particularly effective checks: all are faster than Jumpluff, able to Taunt it, and can take it out with super effective attacks., being faster than Jumpluff and able to Taunt Jumpluff, s well as being capable of taking it out with Super-Effective attacks.</p>

unneeded if released
[Dream World]

<p>DW Jumpluff has been released</p>
 
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189.gif






.............
Jumpluff

[Overview]

<p>Despite possessing truly atrocious offensive stats and defensive stats that are mediocre at best, Jumpluff is surprisingly good. Jumpluff makes up for its poor stats with a phenomenal movepool which, when coupled with its high speed, make it a great at supporting its fellow team members and annoying the opponent. Whilst having almost identical movepools, Jumpluff differentiates itself from Cottonee by abusing its greater bulk, an important Ground-type immunity, and access to Sleep Powder.</p>

[SET]
name: SubSeed
move 1: Sleep Powder
move 2: Leech Seed
move 3: Substitute
move 4: Encore
item: Leftovers
ability: Chlorophyll
nature: Jolly
evs: 188 Def / 68 SpDef / 252 Spe (Remember: HP / Atk / Def / SpA / SpD / Spe)

[SET COMMENTS]

<p>This set is as simple and easy to use as it is effective: Sleep an opponent put the oposing Pokemon to sleep, Substitute on the switch, and begin Leech Seeding. When played correctly, this set can be incredibly annoying and difficult to take down. No HP EVs are invested to ensure Leech Seed restores the greatest proportion as much of Jumpluff's total health as possible and the defensive EVs give Jumpluff a stat of 223 in both defenses. Encore should be used to lock an opponent into a harmless move (like Earthquake or Stealth Rocks) and allows you Jumpluff to set up after sleep clause has been activated.</p>

[ADDITIONAL COMMENTS]

<p>On its own, this set is poor; however, with full hazards support, it becomes very good due to the combination of Leech Seed and Encore's ability to force switches. Toxic Spikes is especially helpful in wearing down the opponent's team, especially opposing Grass-(hyphen)types that may want to ruin your fun stop Jumpluff in its track. Nidoqueen is a great defensive team-(no hyphen)mate, because she has access to both Stealth Rocks and Toxic Spikes, as well as a rock resist against Rock-type moves and nice bulk. Qwilfish also gets a mention due to having access to Toxic Spikes and Spikes.</p>

<p>(no space)Despite Sub-(no hyphen)Seed being intensely annoying, grass types Grass-types will find it relatively easy to break through Jumpluff, with their immunity to Leech Seed. For this reason, Victini and Arcanine also make good offensive team mates teammates, being able to take full advantage of any grass type Grass-type switch-ins.</p>

<p>(no space)Despite Encore generally being considered the best option for Jumpluff, there are a few other options that can be used effectively. Protect can be used over Encore to increase Leech Seed and maybe Poison damage; however, it becomes more difficult to set up, without it. A double status type set can be used by replacing Encore with Stun Spore to enable Jumpluff to continue to status foes after Sleep Clause's activation and cripple faster switch-ins. Finally, U-turn and Aerial Ace are both options in the fourth slot, so that Jumpluff can escape from or damage grass types Grass-types, although Protect or Stun Spore are generally superior.</p>

[Other Options]

<p>(no space)A Sun-Support sun support set can be used, abusing Encore and Sleep Powder to set up Sun; however, outside of these two moves, its Jumpluff's frailty means that is outclassed by a myriad other Pokemon when attempting to set up Sun sun. Jumpluff can also attempt to support the its team with Reflect (which also bolsters its weaker defensive stat), although again, aside from abusing Sleep Powder and Encore to force switches, it is horribly outclassed in this role. Jumpluff gets access to the very useful moves Aromatherapy and Memento, which can be used with Sleep Powder and Encore for a general support set, though its poor bulk once again means that it is not well suited to for this that role. Jumpluff gets Infiltrator through the Dream World, though The the only use for of infiltrator Infiltrator would be Sleep Powdering to bypass Safeguard with Sleep Powder through Safeguard; however, Safeguard is extremely rare and not common enough to warrant running infiltrator Infiltrator. Jumpluff could also run Synthesis to heal itself reliably, however, Jumpluff cannot normally give up a moveslot for this, as well as it being it's preferable to set up a sub on any free turn that it may get.(period)</p>

[Checks and Counters]

<p>(no space)Although Jumpluff is annoying, it can be dealt with. Xatu is probably the best one here counter, as Jumpluff cannot can not do anything to it, and if it comes in on a Sleep Powder, it can effectively neutralise Jumpluff for the remainder of the game due to Sleep mechanics. Another fantastic way to counter Jumpluff is Sap Sippers:. Jumpluff cannot can not touch them and they can come in on any set that Jumpluff is running and most likely get a +1 Attack boost. Sawsbuck and Bouffalant are the most notable Sap-Sippers Sap Sippers, so if they (or Xatu, for that mattet matter) are seen in Team Preview, you should avoid spamming Sleep Powders and Leech Seeds until they are taken care off willy nilly (have no clue what this means.).</p>

<p>(no space)If you are not inclined towards using one of these, Sub-seed SubSeed will be irritating to play around, because many of its checks are susceptible to sleep. However, once Sleep Clause has been activates activated, Jumpluff is significantly easier to deal with. Roserade and Ferroseed can shrug off Jumpluff's attempts at sub-seeding subseeding (don't really know if this term is acceptable, but I leave it be for GP members to take care of.) hand and set up hazards with impunity. Furthermore, Pokemon with reliable recovery can effectively stall Jumpluff out so long as they avoid status. Any faster Pokemon that is in decent health can deal with Jumpluff but will need to watch out for Stun-Spore Stun Spore, as that it will cripple it, and it will be unable to effectively check Jumpluff. Similarly, Multi-hit moves can break Jumpluff's substitute and deal significant damage to Jumpluff, making anything with a multi-hit move an effective check. Grass-(hyphen)types are particularly troublesome, as they cannot be Leech Seeded are immune to Leech Seed, making them effective checks so as long as they avoid status. A fast or Prankster Taunt puts a stop to any of Jumpluff's shenanigans. Finally, Crobat, Aerodactyl, and Azelf are all particularly effective checks, with all three being faster than Jumpluff and able to Taunt Jumpluff it, as well as being capable of taking it out with Super-Effective super effective attacks.</p>

[Dream World]

<p>DW Jumpluff has been released</p>
There are several things that you need to keep in mind.
- It's (example) Grass-type, not Grass type.
- SpD (and SpA), not SpDef (or SpAtk).
- super effective, not Super-Effective.
- teammates, not team mates etc., etc.
Then there's capitalization issues and random hyphens instead of spaces.

This thread can help you out.

Hope I got it all.

EDIT: And it's unofficial, just to be clear.
 
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