ZU Jumpluff

Tuthur

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[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines its ability to outspeed most Pokemon such as Swanna and Simisage with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room on teams as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack also is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery or have such utility moves but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff's weaknesses to many common types such as Ice, Rock, and Fire also make it highly exploitable by Pokemon that Jumpluff would otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore is an option that allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute, while Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to dual screens teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage or Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a sleep absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple a foe. However, even if there is, Jumpluff can predict the sleep absorber to come in and pivot with U-turn to a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish its use of Strength Sap, since such a foe's presence severely hinders Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are physically frail or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well on bulky offense and balanced teams that need a fast Pokemon and a check to Grass-types such as Leafeon and Servine as well as specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail wallbreakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which give them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's ability to deal with Grass- and Fighting-types and its Ground immunity. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds fewer setup opportunities.

Set Details
========

In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep, and threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, such as Focus Blast and High Horsepower. They can also switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's Hidden Power Ice. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.

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

Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its consistent Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum or as many setup opportunities as Encore, Sleep Powder, or Memento.

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

**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[bigtalk, 466663], [The Dutch Plumberjack, 232216]]
 
Last edited:

5gen

jumper
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comments in bold
[OVERVIEW]

- One of the fastest Pokemon in the tier being able to outspeed Pokemon such as Pinsir, Swanna and Simisear. This is stating facts, which an analysis should avoid. While it's relevant to Jumpluff, the first line of an overview needs to give an overview of what the Jumpluff does in the tier. In this case you should mention how Jumpluff's Speed tier and utility move pool make it a decent choice as a fast support Pokemon
- This high speedtier allows Jumpluff to reliably use a lot of support moves such as Sleep Powder, Encore, U-turn and Memento Can merge this into the above
- It also allows Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly scarfers, are removed.
- This also makes Jumpluff the only Grass-type in ZU that doesn't invite Fire-types since it outspeeds them all and can OHKO or 2HKO all of them. At +2
- Thanks to its interesting typing, access to Strength Sap, and its high Speed, Jumpluff can check Grass-types such as Shiftry, Torterra, and Leafeon as well as many other physical Attackers such as Kecleon, Silvally-Fighting, Sandslash and Monferno. Move this to be the second post (since the first and second will be merged) because the main appeal for Jumpluff in this meta is its ability to check these Pokemon.
- However Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokémon that are commonly checked by Grass-types such as Gourgeist-XL and Shiinotic.
- Jumpluff has a very low Attack stats which prevents Jumpluff from threatening most Pokemon until they are severly weaken. Which makes it easier to check; mention the common Pokemon that check it (i.e Scarf Evire, Bronzor, Rotom-S, etc)

Mention that Jumpluff's typing leaves it weak to many Pokemon in the current meta and because of that, it opens up weaknesses for teams and limits its ability to switch in. Also, there are usually better Swords Dance users than Jumpluff so it does not see much use.


[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator / Chlorophyll Sun isn't common enough
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
- U-turn generates momentum and allows Jumpluff to chip its checks. Give examples
- Acrobatics is Jumpluff's most powerful STAB moves and is prefered to its Grass STAB moves due to Flying being a better offensive type. Fluff
- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Shiftry and Silvally-Fighting through the whole game. Silv-Fighting increasingly runs Ice Beam these days so mention something else like Kecleon
- Thanks to its high speed tier, Jumpluff can easily put pressure on the opposing team with Sleep Powder since most of the Pokemon that are immune to it such as Komala and Shiftry don't appreciate to take Jumpluff's Acrobatics. Jumpluff pressures typical Sleep Powder switch-ins
- Encore allows Jumpluff to punish set up moves such as Shiftry's Swords Dance or Bouffalant's Substitute.
- Memento can be used to ease the set up of a teammate such as Swords Dance Bibarel or Nasty Plot Raichu.

Set Details
========

- Due to Jumpluff's very low Attack, a maximal Attack investment is required in order to have a decent offensive presence. Fluff
- Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Shiftry and Kecleon.
- Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.
- Chlorophyll makes Jumpluff a huge threat to sun teams allowing it to outspeed and knock out other Chlorophyll users such as Shiftry and Exeggutor as well as speed boosted Combusken. Not needed

Usage Tips
========

-Jumpluff should avoid to come on moves that it doesn't resist or that aren't Knock Off, since Jumpluff bulk isn't amazing. For this reason Jumpluff should primarly try to come through double switches or Volt-Turn. Rather than say moves it can come in, mention the Pokemon that Jumpluff should switch into.
-Jumpluff should avoid to take hits at all if there is a Pokemon in the opposing team that can block Jumpluff's recovery, Strength Sap, such as Zebstrika, Bouffalant or Bronzor. Since their presence severly cripples Jumpluff's staying power.
-If they are none of these Pokemon in the opposing team, Jumpluff should click it when its health gets to low to check the opposing Pokemon after Stealth Rock.
-If they are no Sleep Powder absorber such as Bouffalant, Vigoroth or Muk in the opposing team, Jumpluff should use Sleep Powder as early in the game as possible in order to cripple it. Mention that even if their is, Jumpluff can predict them and U-turn into a teammate.
-Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Shiftry or Servine, since even with a maximal investment in Attack Jumpluff stays relatively weak.
-If you predict an opposing switch into a Sleep Powder or Strength Sap absorber, or a check to it, it should use U-turn to grab momentum and rack chip damages. Integrate this into the point about Sleep Powder switch-ins such Bouff, Viggy, or Muk
-Encore should be used to lock your opponent on moves that you can take advantage of, such as Golem's Earthquake or Shiftry's Sucker Punch and Swords Dance. This forces the opponent switch giving Jumpluff a free U-turn or Strength Sap.
-If you feel that Jumpluff isn't needed anymore and that you can set up one of your sweeper, you can sacrifice it with Memento to give a free setup to a teammate such as Bibarel or Combusken. Add something more specific to "if Jumpluff isn't needed anymore" (i.e it does not need to check anything anymore or if a teammate has a clear path to sweep)

Great info overall. I think the first line should mention Jumpluff's primary role and I say this because the usage tips here go directly into what Jumpluff should or should not switch into. This way the usage tips give a clear idea of what Jumpluff should do before you go into detail about how it should be played


Team Options
========

- fits well in BO and Balanced that need speed control and a check to Grass-types. Give examples and mention other Pokemon Jumpluff can check
- other Volt-Turn users such as Komala, Electivire, Silvally-Dragon and Silvally-Ground make a great volt-turn core with Jumpluff. Can mention what they appreciate from Jumpluff (i.e ability to check Shiftry, Knock Off users, etc)
- slow or frail breakers and sweepers such as Raticate and Rampardos appreciates Jumpluff’s ability to safely bring them in the field thanks to U-turn and Memento as well as getting free switch in on Pokemon putted asleep or under Encore by Jumpluff.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types and can take on Ice and Fire moves for Jumpluff. Give examples of what Mareanie and Silv-Water check

Mention entry hazard removers because they can help keep Jumpluff healthy. Mention partners that appreciate Jumpluff checking Grass-types such as Shiftry and Leafeon.


SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator / Chlorophyll
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

- Acrobatics is Jumpluff's most powerful STAB moves and is prefered to its Grass STAB moves due to Flying being a better offensive type. Fluff
- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Shiftry and Silvally-Fighting through the whole game. Also gives Jumpluff setup opportunities against slower Pokemon such as Kecleon and Silvally-Dark
- Thanks to Acrobatics Jumpluff can threaten Pokemon that are immune to Sleep Powder such as Shiinotic and Komala which makes it a very good user of this move. Putting a Pokemon asleep can give Jumpluff the opportunity to set up as well as the ability to break through physical wall that can take on Jumpluff such as Mareanie.
-Seed bomb breaks through rock types such as Golem and Relicanth, and hits Electric-types such as Electivire and Raichu harder.

Set Details
========

- Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Shiftry and Kecleon.
- Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.
- Chlorophyll makes Jumpluff a huge threat to sun teams allowing it to outspeed and knock out other Chlorophyll users such as Shiftry and Exeggutor as well as speed boosted Combusken.

Even though the info here is the same as the first set details, you should write it differently as to not directly copy paste work from another section

Usage Tips
========

-Jumpluff should first in early game cripple its checks with Sleep Powder while staying healthy thanks to Strength Sap. Specify those checks you have in mind and mention what it can Strength Sap against. Can make this two points
-Jumpluff should avoid to come on moves that it doesn't resist or that aren't Knock Off, since Jumpluff bulk isn't amazing. For this reason Jumpluff should primarly try to come through double switches or Volt-Turn. Same deal here; although the info is the same, you have to write it differently. Moreover, you can mention that because this Jumpluff set acts as a sweeper, it should try to remain healthy to avoid being revenge killed
-Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire or Floatzel are completely remove since most of them can easily take a boosted Acrobatics or Seed Bomb, or are faster and can OHKO Jumpluff before it hits them.
-Jumpluff can utilize Sleep Powder in order to find a setup opportunity or to break through slower Pokemon such as Mareanie, Ice Beam Silvally form or Altaria. Give a specific Silvally forme

These usage tips could be more directed at how SD changes how Jumpluff is played. Without U-turn, Jumpluff plays more as an attacker and has to be more cautious of how healthy its checks are, when to use Sleep Powder (i.e to clear a path for its own sweep or to just support a teammate), and you should also mention how Seed Bomb>Sleep Powder affects how this set is played (i.e can now OHKO Golem at +2 rather than being walled)


Team Options
========

-Ground types such as Sivally-Ground or Golem that can beat opposing Rock, Steel and Electric-types are highly appreciates by Jumpluff. They also appreciate Jumpluff's ability to take on Grass-type such as Shiftry and Bellossom.
-Fire types such as Rapidash and Combusken can remove (check not remove) Steel types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves such as Focus Blast and High Horse Power. They can also check for Ice coverage move for Jumpluff. Check Ice coverage from what?
-Strong physical Attackers such as Rampardos, Raticate and Marowak can weaken physical walls such as Pyukumuku, Avalugg and Golem for Jumpluff. Clearing a path for it to sweep
-Silvally forms make great teammates for Jumpluff thanks to their ability to remove Stealth Rock and to bring Jumpluff through U-turn. mention specific Silv types
-Choice Scarf Electivire is a potent partner for Jumpluff due to its ability to remove faster threats to Jumpluff such as Floatzel and Choice Scarf wielders (give examples) with its powerfull STAB and coverage moves. It can also safely bring Jumpluff thanks to its Volt-Switch.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types and can take on Ice and Fire moves for it.

Mention entry hazard setters that support Jumpluff

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

- Thanks to its high speed Jumpluff and ability to threaten Grass-types with Acrobatics can run a rather effective SubSeet set. Mention that this set is very passive and usually is not worth using as a result.
- If used in a Sun team, Jumpluff can use one slot of its moveset for Sunny Day in order to act as a secondary Sun setter.
- Bullet Seed is an option over Seed Bomb on the Swords Dance which notably can break through Golem's sturdy, Kadabra's Focus Sash as well as through Substitute if Jumpluff's ability is Chlorophyll. Also this move gives a small chance to Jumpluff to break through Pyukumuku. But in most case Seed Bomb is prefered due to its invariable base power, and the fact an unboosted Bullet Seed rarely OHKOes Golem.

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

**Electric types**: Electric types such as Rotom-Fan, Electivire and Raichu resist Jumpluff's Acrobatics and takes little damage even from a boosted one. They also often carry moves that are super effective against Jumpluff and can at least 2HKO it such as Electivire's Ice Punch and Rotom Fan's Air Slash. Sap Sipper Zebstrika is Jumpluff's biggest nightmare, since it naturally outspeeds Jumpluff, can OHKO it with Hidden Power Ice and thanks to Sap Sipper blocks Strength Sap and Sleep Powder.

**Steel types**: Due to Jumpluff's weak Attack stats and Steel-type resistance to Flying- and Grass-moves Steel-types such as Bronzor, Metang and Mawile can even wall a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock. Bronzor can be very problematic since Jumpluff can't touch it outside of Sleep Powder and due to its very low Attack stat prevents Jumpluff from recovering much else from Strength Sap.e

**Rock types**: Rock-types such as Golem, Relicanth and Probopass resist Jumpluff's Acrobatics and have very high defense which coupled with the low offense of Jumpluff allow them to wall even a boosted Jumpluff. They can also threaten Jumpluff with their super effective STAB moves, however outside of Probopass they all need to watch for Seed Bomb which can at least 2HKO them.

**Ice type coverage**: Some Pokemon that Jumpluff would check by vertue of its typing such as Silvally-Fighting, Poliwrath, Kecleon and Servine can carry Ice-type coverage such as Ice Beam which OHKOes Jumpluff. Therefore Jumpluff should always scout for Ice coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rapidash or Swanna outspeed Jumpluff and can OHKO it with one of their move. Also some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage move in Ice Beam and Stone Edge.

**Physical Wall**: Pokemon that are very bulky on the physical side such as Avalugg can easily take a boosted Acrobatics from Jumpluff and retaliate back. Pyukumuku and Mareanie thanks to respectively Unaware and Haze allows Pyukumuku and Mareanie to wall Jumpluff despite the Swords Dance boost, however Jumpluff can break past the latter with Sleep Powder if it gets enough Sleep turns.

**Defiant**: Jumpluff recovers thanks to Strength Sap which lowers the opponent Attack stats. This means that Pokemon that carry Defiant such as Purugly and Pawniard can take advantage of it by getting a boost in Attack and directly threaten Jumpluff's team since Jumpluff is unable to deal with both Defiant users. This section can be merged into other sections: Pawniard fits in **Steel-types** and Purugly fits in **faster Pokemon**

**Bouffalant**: Thanks to Sap Sipper, Bouffalant is able to consistently switch into Jumpluff, blocking its recovery and its Sleep Powder. Thanks to its high bulk Bouffalant can also take relatively easily Jumpluff's attacks and retaliate back with its powerful STAB move or set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
would like a look over, will be qc 1/3 after that. nice work
 

5gen

jumper
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
comments in bold
[OVERVIEW]

- Jumpluff combines excellent Speed, allowing it to outspeed most Pokemon devices such as Swanna, Simisage and Rapidash, with a wide range of utility moves such as Sleep Powder and U-turn. These features make Jumpluff a decent fast pivot.
- Thanks to its interesting typing, access to Strength Sap, and its high Speed, Jumpluff can check Grass-types such as Shiftry, Torterra, and Leafeon as well as many other physical Attackers such as Kecleon, Silvally-Fighting, Sandslash and Monferno. This should be the first line because it clearly explains Jumpluff's niche in ZU
- It also allows Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly scarfers, are removed. mention those scarfers
- This also makes Jumpluff the only Grass-type in ZU that doesn't invite Fire-types since it outspeeds them all and can OHKO or 2HKO all of them. This line is kind of misleading considering Shiftry has STAB Knock Off, Leafeon has the option of Breakneck Blitz from Double-Edge, Tort has STAB EQ, and Simisage has great coverage options
- However Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokémon that are commonly checked by Grass-types such as Gourgeist-XL and Shiinotic.
- Jumpluff's attack is so pathetic that he can only be an offensive threat once his checks have been severely weakened. It is therefore easy to check Jumpluff along the game with common Pokemon such as Choice Scarf Electivire, Rotom-F and Bronzor. Moreover, there are usually better options for pivots, support Pokemon, and fast revenge killers or setup sweepers

Mention that Jumpluff's large amount of weaknesses make it very exploitable and it is also a Grass-type that is weak to Stealth Rock, which make it difficult to fit onto teams.


[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
- U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem.
- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Shiftry and Kecleon through the whole game.
- Thanks to its high speed tier, Jumpluff can easily put pressure on the opposing team with Sleep Powder since its pressures typical Sleep Powder switch-ins such as Komala and Leafeon.
- Encore allows Jumpluff to punish set up moves such as Shiftry's Swords Dance or Bouffalant's Substitute.
- Memento can be used to ease the set up of a teammate such as Swords Dance Bibarel or Nasty Plot Raichu.

Set Details
========

- Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Shiftry and Kecleon.
- Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

- Jumpluff is a fast pivot that generate momentum thanks to U-turn and Memento, and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to threats such as Simisage and Swanna. Replace Swanna with something else because Acro only does 52.5% - 61.8%
- Jumpluff does not have an exceptional bulk, so he cannot come on any attack. For this reason Jumpluff should primarly try to come in through double switches or Volt-Turn, it can also switch in onto attacks that it resists or to which it is immune such as Leaf Storm from Simisage or Bonemerang from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Shiftry and Kecleon.
-Jumpluff should avoid to take hits at all if there is a Pokemon in the opposing team that can block Jumpluff's recovery, Strength Sap, such as Sap Sipper Zebstrika, Bouffalant or Bronzor. Since their presence severly cripples Jumpluff's staying power. Remember to specify abilities that give immunities
-If they are none of these Pokemon in the opposing team, Jumpluff should click it when its health gets to low to check the opposing Pokemon after Stealth Rock.
-If they are no Sleep Powder absorber such as Bouffalant, Vigoroth or Muk (specify abilities and Rest-Talk Muk if that's what you're referring to) in the opposing team, Jumpluff should use Sleep Powder as early in the game as possible in order to cripple it. However even if there is, Jumpluff can predict them to come in, and pivot with U-turn into a teammate.
-Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Shiftry or Servine, since even with a maximal investment in Attack Jumpluff stays relatively weak.
-Encore should be used to lock your opponent on moves that you can take advantage of, such as Golem's Earthquake or Shiftry's Sucker Punch and Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap.
- If Jumpluff doesn't check anything anymore, or if one of its teammates has a clear path to sweep, Jumpluff can sacrifice itself through Memento to give a free setup to a teammate such as Bibarel or Combusken. Specify the Bibs/Busken sets here

Team Options
========

- fits well in BO and Balanced that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Marowak and Kecleon. Jumpluff is not really a great Marowak check since Stone Edge kills and Double-Edge is a kill after SR, so change that example
- other Volt-Turn users such as Komala, Electivire, Silvally-Dragon and Silvally-Ground make a great volt-turn core with Jumpluff. Moreover, they appreciate Jumpluff's ability to check threats such as Shiftry and absorb Knock Off.
- slow or frail breakers and sweepers such as Raticate and Rampardos appreciates Jumpluff’s ability to safely bring them in the field thanks to U-turn and Memento as well as getting free switch in on Pokemon putted asleep by Sleep Powder or under Encore by Jumpluff.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types. Furthermore Jumpluff enjoys their Fire- and Ice-resistances, so their ability to take on threats such as Floatzel, Simisear and Glaceon.
- Due to its weakness to Stealth Rock, Jumpluff appreciates hazard removers such as Silvally-Fighting, Vibrava and Komala, that help keep Jumpluff healthy.
- Pokemon such as Golem and Corsola appreciate Jumpluff's ability to deal with Grass-type and therefore make for good partners. Mention what they provide for Jumpluff

SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Shiftry and Silvally-Fighting through the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon and Silvally-Dark.
- Thanks to Acrobatics Jumpluff can threaten Pokemon that are immune to Sleep Powder such as Shiinotic and Komala which makes it a very good user of this move. Putting a Pokemon asleep can give Jumpluff the opportunity to set up as well as the ability to break through physical wall that can take on Jumpluff such as Mareanie.
-Seed bomb breaks through rock types such as Golem and Relicanth, and hits Electric-types such as Electivire and Raichu harder. But without Sleep Powder, Jumpluff has less setup opportunities

Set Details
========

- In order to boost Acrobatics base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity.
- Thanks to Infiltrator, Jumpluff can bypass Screens which could prevent Jumpluff's sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Bouffalant. Bouff can wall it, so you could mention something like Sub NP Simipour

Usage Tips
========

-The lack of U-turn removes Jumpluff's pivot ability, and therefore makes it act more as an attacker that focus on weakening in check to unsure its own sweep.
-Jumpluff should be cautious of how its checks are, when to use Sleep Powder; it should use when it or one teammate have a clear path for its own sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks.
-If carrying Seed Bomb over Sleep Powder, Jumpluff can now break through checks such as Golem and Relicanth, and should therefore not focus on weakening it. However it lacks more set up opportunities against slower threats such as Toucannon, Simisear and Glaceon.
-Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan and Golem. Move this point to be second, flows better since you introduce how Sleep Powder should be used.
-Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to find setup opportunities, therefore it should use Strength Sap against Pokemon such as Kecleon, Shiftry and Silvally-Dark.
-Jumpluff is rather frail so it should only come onto hits that it resists, is immune to, such as Leafeon's Leaf Blade or Sandslash's Earthquake. Can use Strength Sap on these Pokemon and use them as setup fodder
-Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire or Floatzel are completely remove since most of them can easily take a boosted Acrobatics or Seed Bomb, or are faster and can OHKO Jumpluff before it hits them.
-Jumpluff can utilize Sleep Powder in order to find a setup opportunity or to break through slower Pokemon such as Mareanie, Ice Beam Silvally-Poison, or Altaria. Fluff, already went into depth on Sleep Powder.

Team Options
========

-Jumpluff gets quickly worn down by Stealth Rock, that's why hazard removers such as Sandslash and Swanna are appreciated to improve Jumpluff's longevity.
-Ground types such as Sivally-Ground or Golem that can beat opposing Rock, Steel and Electric-types are highly appreciates by Jumpluff. They also appreciate Jumpluff's ability to take on Grass-type such as Shiftry and Bellossom. Mention Marowak here too since the most common Steel-type rn is Bronzor and that beats most Silv-Ground and Golem
-Fire types such as Rapidash and Combusken can check Steel types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves such as Focus Blast and High Horse Power. They can also check for Ice coverage move for Jumpluff such as Kecleon or Silvally-Fighting Ice Beam or Hidden Power Ice from Servine.
-Strong physical Attackers such as Rampardos, Raticate and Marowak can weaken physical walls such as Pyukumuku, Avalugg and Golem for Jumpluff, clearing a path for it to sweep. Also, mention strong special attackers because they can break through those walls more consistently
-Silvally-Dragon and Silvally-Fighting make great teammates for Jumpluff thanks to their ability to remove Stealth Rock and to bring Jumpluff through U-turn. Mention how each typing is beneficial for Jumpluff (i.e Dragon to take on Fire-type attacks and Fighting to switch into Rock-types)
-Choice Scarf Electivire is a potent partner for Jumpluff due to its ability to remove faster threats to Jumpluff such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan with its powerfull STAB and coverage moves. It can also safely bring Jumpluff thanks to its Volt-Switch.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types and can take on Ice and Fire moves for it.

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

- Thanks to its high speed Jumpluff and ability to threaten Grass-types with Acrobatics can run a rather effective Substitute + Leech Seed set. However this set is extremely passive and therefore is usually not worth using.
- If used in a Sun team, Jumpluff can use one slot of its moveset for Sunny Day in order to act as a secondary Sun setter.
- Bullet Seed is an option over Seed Bomb on the Swords Dance which notably can break through Golem's sturdy, Kadabra's Focus Sash as well as through Substitute if Jumpluff's ability is Chlorophyll. Also this move gives a small chance to Jumpluff to break through Pyukumuku. But in most case Seed Bomb is prefered due to its invariable base power, and the fact an unboosted Bullet Seed rarely OHKOes Golem.

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

**Electric types**: Electric types such as Rotom-Fan, Electivire and Raichu resist Jumpluff's Acrobatics and takes little damage even from a boosted one. They also often carry moves that are super effective against Jumpluff and can at least 2HKO it such as Electivire's Ice Punch and Rotom Fan's Air Slash. Sap Sipper Zebstrika is Jumpluff's biggest nightmare, since it naturally outspeeds Jumpluff, can OHKO it with Hidden Power Ice and thanks to Sap Sipper blocks Strength Sap and Sleep Powder.

**Steel types**: Due to Jumpluff's weak Attack stats and Steel-type resistance to Flying- and Grass-moves Steel-types such as Bronzor, Metang and Mawile can even wall a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock. Bronzor can be very problematic since Jumpluff can't touch it outside of Sleep Powder and due to its very low Attack stat prevents Jumpluff from recovering much else from Strength Sap. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Rock types**: Rock-types such as Golem, Relicanth and Probopass resist Jumpluff's Acrobatics and have very high defense which coupled with the low offense of Jumpluff allow them to wall even a boosted Jumpluff. They can also threaten Jumpluff with their super effective STAB moves, however outside of Probopass they all need to watch for Seed Bomb which can at least 2HKO them.

**Ice type coverage**: Some Pokemon that Jumpluff would check by vertue of its typing such as Silvally-Fighting, Poliwrath, Kecleon and Servine can carry Ice-type coverage such as Ice Beam which OHKOes Jumpluff. Therefore Jumpluff should always scout for Ice coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rapidash or Swanna outspeed Jumpluff and can OHKO it with one of their move. Also some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage move in Ice Beam and Stone Edge. Also while it doesn't carry super effective move, Purugly is a real threat to Jumpluff because of Defiant giving an Attack boost if it comes on Strength Sap.

**Physical Wall**: Pokemon that are very bulky on the physical side such as Avalugg can easily take a boosted Acrobatics from Jumpluff and retaliate back. Pyukumuku and Mareanie thanks to respectively Unaware and Haze allows Pyukumuku and Mareanie to wall Jumpluff despite the Swords Dance boost, however Jumpluff can break past the latter with Sleep Powder if it gets enough Sleep turns.

**Bouffalant**: Thanks to Sap Sipper, Bouffalant is able to consistently switch into Jumpluff, blocking its recovery and its Sleep Powder. Thanks to its high bulk Bouffalant can also take relatively easily Jumpluff's attacks and retaliate back with its powerful STAB move or set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
good work, qc 1/3
 

Greybaum

GENTLEMAN, THIS IS DEMOCRACY MANIFEST
is a Community Contributoris a Tiering Contributoris a Contributor to Smogon
[OVERVIEW]

- Thanks to its interesting typing, access to Strength Sap, and its high Speed, Jumpluff can check Grass-types such as Torterra, and Leafeon as well as many other physical Attackers such as Kecleon, Silvally-Fighting, Sandslash and Monferno. Could do with better examples; Kecleon and Silvally-Fighting often run special coverage that nails Jumpluff, Monferno takes it out with investment. Potential replacements include Machoke and Hakamo-o. I'd also take out "many" because to be honest it's only a few outside the type advantages.
- Jumpluff combines excellent Speed, allowing it to outspeed most Pokemon devices such as Swanna, Simisage and Rapidash, with a wide range of utility moves such as Sleep Powder and U-turn. These features make Jumpluff a decent fast pivot. You don't want to U-turn on Rapidash because of Flame Body. Replace with another mon (another monkey works if you're focusing on the faster threats). Also mention that it also makes Jumpluff a solid revenge killer.
- It also allows Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly scarfers, are removed.
- However Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokémon that are commonly checked by Grass-types such as Gourgeist-XL and Shiinotic.
- Jumpluff's attack is so pathetic that he can only be an offensive threat once his checks have been severely weakened. It is therefore easy to check Jumpluff along the game with common Pokemon such as Choice Scarf Electivire, Rotom-F and Bronzor. Separate this into two points; Jumpluff needs a substantial amount of chip to clean, and despite its fantastic Speed is still prone to being revenge killed by scarfers.
- Moreover there are usually better pivots and support such as Rotom-Fan, Silvally-Fighting, and Silvally-Dragon; as well as better revenge killers such as Choice Scarf Electivire and Kecleon, and better setup sweepers such as Swords Dance Combusken and Bulk Up Vigoroth. Elaborate on what competition Jumpluff has from them. Silvally-Dragon has more offensive capabilities, S-Fight and Rotom-S offer utility in Defog. In addition, "usually better pivots" isn't strictly true, as it's team dependant (and anyone using Jumpluff is likely building around it). Same for the Swords Dance bit; Jumpluff just lacks power. Be a bit more positive though, it's B- on the VR for a reason.
- Jumpluff is weak at many common types, such as Ice, Rock, and Fire, making it highly exploitable. The Rock weakness hinders Jumpluff enormously since it is a Grass type unable to check Ground types such as Golem and Marowak who have Rock coverage. All these factors make it difficult to fit Jumpluff onto any team. Be a bit more broad on the last part of this point; Jumpluff's dual typing leaves it vulnerable to a lot more coverage moves than just Stone Edge (think Ice Beam from Silv-Fight, HP Ice from Simisage).

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
- U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem.
- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Torterra and Kecleon through the whole game. Both these Pokemon can OHKO Jumpluff with coverage moves. One of the two would be fine if you specified *Defensive Torterra or Kecleon *without Ice Beam but the other should be replaced.
- Thanks to its high speed tier, Jumpluff can easily put pressure on the opposing team with Sleep Powder since its pressures typical Sleep Powder switch-ins such as Komala and Leafeon. You've merged two points here and it doesn't read particularly well. Jumpluff's Acrobatics can weaken Sleep absorbers like Komala and Leafeon but a high Speed tier isn't the primary reason behind this.
- Encore allows Jumpluff to punish status moves such as Golem's Stealth Rock or Bouffalant's Substitute.
- Memento can be used to ease the set up of a teammate such as Swords Dance Bibarel or Nasty Plot Raichu. Bibarel is C+ on the VR (though I think it should be higher personally). Go for a higher ranked set-up sweeper, ideally one that doesn't make Memento support blatant from preview e.g. Simisear, Combusken.

Set Details
========

- Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon. * lacking Ice Beam.
- Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

- Jumpluff is a fast pivot that generate momentum thanks to U-turn and Memento, and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to threats such as Simisage and Swords Dance Silvally-Fighting.
- Jumpluff does not have an exceptional bulk, so he cannot come on any attack. For this reason Jumpluff should primarly try to come in through double switches or Volt-Turn, it can also switch in onto attacks that it resists or to which it is immune such as Leaf Storm from Simisage or Bonemerang from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Sandslash and Kecleon. You know the drill with Kecleon.
-Jumpluff should avoid to take hits at all if there is a Pokemon in the opposing team that can block Jumpluff's recovery, Strength Sap, such as Sap Sipper Zebstrika, Sap Sipper Bouffalant or Bronzor. Since their presence severly cripples Jumpluff's staying power. Move this below the Strength Sap / Sleep Powder point. Positives first, negatives after.
-If they are none of these Pokemon in the opposing team, Jumpluff should click it when its health gets to low to check the opposing Pokemon after Stealth Rock.
-If they are no Sleep Powder absorber such as Sap Sipper Bouffalant, Vigoroth or Rest-Talk Muk in the opposing team, Jumpluff should use Sleep Powder as early in the game as possible in order to cripple it. However even if there is, Jumpluff can predict them to come in, and pivot with U-turn into a teammate.
-Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage or Servine, since even with a maximal investment in Attack Jumpluff stays relatively weak.
-Encore should be used to lock your opponent on moves that you can take advantage of, such as Golem's Earthquake or Cacturne's Sucker Punch and Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. If you've revealed Encore, sometimes it can be better to immediately pivot, expecting a switch.
- If Jumpluff doesn't check anything anymore, or if one of its teammates has a clear path to sweep, Jumpluff can sacrifice itself through Memento to give a free setup to a teammate such as Swords Dance Bibarel or Swords Dance Combusken. Replace Bibarel mention.

Team Options
========

- fits well in BO and Balanced that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon.
- other Volt-Turn users such as Komala, Electivire, Silvally-Dragon and Silvally-Ground make a great volt-turn core with Jumpluff. Moreover, they appreciate Jumpluff's ability to check threats such as Kecleon and absorb Knock Off. The latter two don't really care about Knock Off and Kec isn't a big threat to the former two. Might be best to replace with other benefits (VoltTurn is a pretty big thing for Jumpluff, no biggie if you dedicate a line to each individual teammate.
- slow or frail breakers and sweepers such as Raticate and Rampardos appreciates Jumpluff’s ability to safely bring them in the field thanks to U-turn and Memento as well as getting free switch in on Pokemon putted asleep by Sleep Powder or under Encore by Jumpluff.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types. Furthermore Jumpluff enjoys their Fire- and Ice-resistances, so their ability to take on threats such as Floatzel, Simisear and Glaceon. Remove Glaceon mention.
- Due to its weakness to Stealth Rock, Jumpluff appreciates hazard removers such as Silvally-Fighting, Vibrava and Komala, that help keep Jumpluff healthy. Why these mons in particularly? You could probably restructure this paragraph to link Defog to the VoltTurn thing btw, since Silvally forms are becoming a pattern in the examples.
- Rock-type Pokemon such as Golem and Corsola appreciate Jumpluff's ability to deal with Grass- and Fighting-type and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff Stealth Rock support and resistances to Fire and Flying, and respectively to Rock and to Ice. Remove the Corsola example (unless you wanna wait until the VR update and hope it gets moved up).

SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting through the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon hey and Silvally-Dark.
- Thanks to Acrobatics Jumpluff can threaten Pokemon that are immune to Sleep Powder such as Shiinotic and Komala which makes it a very good user of this move. Putting a Pokemon asleep can give Jumpluff the opportunity to set up as well as the ability to break through physical wall that can take on Jumpluff such as Mareanie. Mareanie hazes it. "Takes on" is accurate in a way but makes it sound like Mareanie's 1v1ing it with Scald when it's actually setup bait without the right moves. Also, Acrobatics is unnecessary information here since there's no other viable STAB.
-Seed bomb breaks through rock types such as Golem and Relicanth, and hits Electric-types such as Electivire and Raichu harder. However without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

- In order to boost Acrobatics base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity.
- Thanks to Infiltrator, Jumpluff can bypass Screens which could prevent Jumpluff's sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

-The lack of U-turn removes Jumpluff's pivot ability, and therefore makes it act more as an attacker that focus on weakening in check to unsure its own sweep. Remove any mentions of Jumpluff's other set here.
-Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan and Golem. Only relevant if you're using Sleep Powder over Seed Bomb. Clarify this, and use an example that isn't beaten down by Seed Bomb.
-Jumpluff should be cautious of how its checks are, when to use Sleep Powder; it should use when it or one teammate have a clear path for its own sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks.
-If carrying Seed Bomb over Sleep Powder, Jumpluff can now break through checks such as Golem and Relicanth Raichu > Relicanth, and should therefore not focus on weakening it. However it lacks more set up opportunities against slower threats such as Toucannon, Simisear and Glaceon.
-Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to find setup opportunities, therefore it should use Strength Sap against Pokemon such as Kecleon :), Sandslash and Silvally-Dark.
-Jumpluff is rather frail so it should only come onto hits that it resists, is immune to, such as Leafeon's Leaf Blade or Sandslash's Earthquake. It can then use Strength Sap on these Pokemon to recover its heath and use them as setup fodder. Rephrase this (e.g. Use them as setup fodder, and recover w/ strength sap when necessary) to clarify that you don't need to Strength Sap when you come in on Sandslash's Earthquake.
-Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire or Floatzel are completely remove since most of them can easily take a boosted Acrobatics or Seed Bomb, or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

-Jumpluff gets quickly worn down by Stealth Rock, that's why hazard removers such as Sandslash and Swanna are appreciated to improve Jumpluff's longevity. What do these offer over other removers?
-Ground types such as Marowak, Sivally-Ground, or Golem that can beat opposing Rock, Steel and Electric-types are highly appreciates by Jumpluff. They also appreciate Jumpluff's ability to take on Grass-type such as Simisage and Bellossom.
-Fire types such as Rapidash and Combusken can check Steel types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves such as Focus Blast and High Horse Power. They can also check for Ice coverage move for Jumpluff such as Kecleon or Silvally-Fighting Ice Beam or Hidden Power Ice from Servine.
-Strong special attackers and strong physical attackers such as Beheeyem, Chatot, Rampardos and Raticate can weaken physical walls such as Pyukumuku, Avalugg and Golem for Jumpluff, clearing a path for it to sweep.
-Silvally-Dragon and Silvally-Fighting make great teammates for Jumpluff thanks to their ability to remove Stealth Rock and to bring Jumpluff through U-turn. Furthermore they bring Jumpluff useful resistance, respectively to Fire- and to Rock-type. Move this to the second point
-Choice Scarf Electivire is a potent partner for Jumpluff due to its ability to remove faster threats to Jumpluff such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan with its powerfull STAB and coverage moves. It can also safely bring Jumpluff thanks to its Volt-Switch.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types and can take on Ice and Fire moves for it. from which Pokemon?

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

- Thanks to its high speed Jumpluff and ability to threaten Grass-types with Acrobatics can run a rather effective Substitute + Leech Seed set. However this set is extremely passive and therefore is usually not worth using. has difficulty breaking through ___
- If used in a Sun team, Jumpluff can use one slot of its moveset for Sunny Day in order to act as a secondary Sun setter.
- Bullet Seed is an option over Seed Bomb on the Swords Dance which notably can break through Golem's sturdy, Kadabra's Focus Sash as well as through Substitute if Jumpluff's ability is Chlorophyll. Also this move gives a small chance to Jumpluff to break through Pyukumuku. But in most case Seed Bomb is prefered due to its invariable base power, and the fact an unboosted Bullet Seed rarely OHKOes Golem.

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

**Electric types**: Electric types such as Rotom-Fan, Electivire and Raichu resist Jumpluff's Acrobatics and takes little damage even from a boosted one. They also often carry moves that are super effective against Jumpluff and can at least 2HKO it such as Electivire's Ice Punch and Rotom Fan's Air Slash. Sap Sipper Zebstrika is Jumpluff's biggest nightmare, since it naturally outspeeds Jumpluff, can OHKO it with Hidden Power Ice and thanks to Sap Sipper blocks Strength Sap and Sleep Powder. There's only 2 or 3 relevant mons here and they can all fit in different sections. Plop Rotom-Fan in Physical Wall, Electivire (and also Fan again) in Faster Pokemon and Zebstrika under Sap Sipper

**Steel types**: Due to Jumpluff's weak Attack stats and Steel-type resistance to Flying- and Grass-moves Steel-types such as Bronzor, Metang and defensive Mawile can even wall a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock or crippling it with Toxic. Bronzor can be very problematic since Jumpluff can't touch it outside of Sleep Powder and due to its very low Attack stat prevents Jumpluff from recovering much else from Strength Sap. Note that Metang and Mawile can get outstalled if not running Toxic as their STAB moves do not do enough. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Rock types**: Rock-types such as Golem, Relicanth Not relevant enough and Probopass resist Jumpluff's Acrobatics and have very high defense which coupled with the low offense of Jumpluff allow them to wall even a boosted Jumpluff. They can also threaten Jumpluff with their super effective STAB moves, however outside of Probopass they all need to watch for Seed Bomb which can at least 2HKO them.
Just merge Golem and Probopass into the Physical Wall section, but add an addendum to clarify that Seed Bomb can threaten them.

**Ice type coverage**: Some Pokemon that Jumpluff would check by vertue of its typing such as Silvally-Fighting, Poliwrath, Kecleon and Servine can carry Ice-type coverage such as Ice Beam which OHKOes Jumpluff. Therefore Jumpluff should always scout for Ice coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rapidash or Swanna outspeed Jumpluff and can OHKO it with one of their move. Also some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage move in Ice Beam and Stone Edge. Also while it doesn't carry super effective move, Purugly is a real threat to Jumpluff because of Defiant giving an Attack boost if it comes on Strength Sap. Too niche a scenario to be worth mentioning.

**Physical Wall**: Pokemon that are very bulky on the physical side such as Avalugg can easily take a boosted Acrobatics from Jumpluff and retaliate back. Pyukumuku and Mareanie thanks to respectively Unaware and Haze allows Pyukumuku and Mareanie to wall Jumpluff despite the Swords Dance boost, however Jumpluff can break past the latter with Sleep Powder if it gets enough Sleep turns.

**Bouffalant**: Thanks to Sap Sipper, Bouffalant is able to consistently switch into Jumpluff, blocking its recovery and its Sleep Powder. Thanks to its high bulk Bouffalant can also take relatively easily Jumpluff's attacks and retaliate back with its powerful STAB move or set up with Swords Dance.
Change to Sap Sipper and add Zebstrika here. Bouff isn't notable enough as a counter to warrant a mention on it's own.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]


Nice work, QC 2/3
 

Tuthur

is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
[OVERVIEW]

- Thanks to its interesting typing, access to Strength Sap, and its high Speed, Jumpluff can check Grass-types such as Torterra, and Leafeon as well as many other physical Attackers such as Kecleon, Silvally-Fighting, Sandslash and Monferno. Could do with better examples; Kecleon and Silvally-Fighting often run special coverage that nails Jumpluff, Monferno takes it out with investment. Potential replacements include Machoke and Hakamo-o. I'd also take out "many" because to be honest it's only a few outside the type advantages.
- Jumpluff combines excellent Speed, allowing it to outspeed most Pokemon devices such as Swanna, Simisage and Rapidash, with a wide range of utility moves such as Sleep Powder and U-turn. These features make Jumpluff a decent fast pivot. You don't want to U-turn on Rapidash because of Flame Body. Replace with another mon (another monkey works if you're focusing on the faster threats). Also mention that it also makes Jumpluff a solid revenge killer.
- It also allows Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly scarfers, are removed.
- However Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokémon that are commonly checked by Grass-types such as Gourgeist-XL and Shiinotic.
- Jumpluff's attack is so pathetic that he can only be an offensive threat once his checks have been severely weakened. It is therefore easy to check Jumpluff along the game with common Pokemon such as Choice Scarf Electivire, Rotom-F and Bronzor. Separate this into two points; Jumpluff needs a substantial amount of chip to clean, and despite its fantastic Speed is still prone to being revenge killed by scarfers.
- Moreover there are usually better pivots and support such as Rotom-Fan, Silvally-Fighting, and Silvally-Dragon; as well as better revenge killers such as Choice Scarf Electivire and Kecleon, and better setup sweepers such as Swords Dance Combusken and Bulk Up Vigoroth. Elaborate on what competition Jumpluff has from them. Silvally-Dragon has more offensive capabilities, S-Fight and Rotom-S offer utility in Defog. In addition, "usually better pivots" isn't strictly true, as it's team dependant (and anyone using Jumpluff is likely building around it). Same for the Swords Dance bit; Jumpluff just lacks power. Be a bit more positive though, it's B- on the VR for a reason.
- Jumpluff is weak at many common types, such as Ice, Rock, and Fire, making it highly exploitable. The Rock weakness hinders Jumpluff enormously since it is a Grass type unable to check Ground types such as Golem and Marowak who have Rock coverage. All these factors make it difficult to fit Jumpluff onto any team. Be a bit more broad on the last part of this point; Jumpluff's dual typing leaves it vulnerable to a lot more coverage moves than just Stone Edge (think Ice Beam from Silv-Fight, HP Ice from Simisage).

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
- U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem.
- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Torterra and Kecleon through the whole game. Both these Pokemon can OHKO Jumpluff with coverage moves. One of the two would be fine if you specified *Defensive Torterra or Kecleon *without Ice Beam but the other should be replaced.
- Thanks to its high speed tier, Jumpluff can easily put pressure on the opposing team with Sleep Powder since its pressures typical Sleep Powder switch-ins such as Komala and Leafeon. You've merged two points here and it doesn't read particularly well. Jumpluff's Acrobatics can weaken Sleep absorbers like Komala and Leafeon but a high Speed tier isn't the primary reason behind this.
- Encore allows Jumpluff to punish status moves such as Golem's Stealth Rock or Bouffalant's Substitute.
- Memento can be used to ease the set up of a teammate such as Swords Dance Bibarel or Nasty Plot Raichu. Bibarel is C+ on the VR (though I think it should be higher personally). Go for a higher ranked set-up sweeper, ideally one that doesn't make Memento support blatant from preview e.g. Simisear, Combusken.

Set Details
========

- Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon. * lacking Ice Beam.
- Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

- Jumpluff is a fast pivot that generate momentum thanks to U-turn and Memento, and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to threats such as Simisage and Swords Dance Silvally-Fighting.
- Jumpluff does not have an exceptional bulk, so he cannot come on any attack. For this reason Jumpluff should primarly try to come in through double switches or Volt-Turn, it can also switch in onto attacks that it resists or to which it is immune such as Leaf Storm from Simisage or Bonemerang from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Sandslash and Kecleon. You know the drill with Kecleon.
-Jumpluff should avoid to take hits at all if there is a Pokemon in the opposing team that can block Jumpluff's recovery, Strength Sap, such as Sap Sipper Zebstrika, Sap Sipper Bouffalant or Bronzor. Since their presence severly cripples Jumpluff's staying power. Move this below the Strength Sap / Sleep Powder point. Positives first, negatives after.
-If they are none of these Pokemon in the opposing team, Jumpluff should click it when its health gets to low to check the opposing Pokemon after Stealth Rock.
-If they are no Sleep Powder absorber such as Sap Sipper Bouffalant, Vigoroth or Rest-Talk Muk in the opposing team, Jumpluff should use Sleep Powder as early in the game as possible in order to cripple it. However even if there is, Jumpluff can predict them to come in, and pivot with U-turn into a teammate.
-Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage or Servine, since even with a maximal investment in Attack Jumpluff stays relatively weak.
-Encore should be used to lock your opponent on moves that you can take advantage of, such as Golem's Earthquake or Cacturne's Sucker Punch and Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. If you've revealed Encore, sometimes it can be better to immediately pivot, expecting a switch.
- If Jumpluff doesn't check anything anymore, or if one of its teammates has a clear path to sweep, Jumpluff can sacrifice itself through Memento to give a free setup to a teammate such as Swords Dance Bibarel or Swords Dance Combusken. Replace Bibarel mention.

Team Options
========

- fits well in BO and Balanced that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon.
- other Volt-Turn users such as Komala, Electivire, Silvally-Dragon and Silvally-Ground make a great volt-turn core with Jumpluff. Moreover, they appreciate Jumpluff's ability to check threats such as Kecleon and absorb Knock Off. The latter two don't really care about Knock Off and Kec isn't a big threat to the former two. Might be best to replace with other benefits (VoltTurn is a pretty big thing for Jumpluff, no biggie if you dedicate a line to each individual teammate.
- slow or frail breakers and sweepers such as Raticate and Rampardos appreciates Jumpluff’s ability to safely bring them in the field thanks to U-turn and Memento as well as getting free switch in on Pokemon putted asleep by Sleep Powder or under Encore by Jumpluff.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types. Furthermore Jumpluff enjoys their Fire- and Ice-resistances, so their ability to take on threats such as Floatzel, Simisear and Glaceon. Remove Glaceon mention.
- Due to its weakness to Stealth Rock, Jumpluff appreciates hazard removers such as Silvally-Fighting, Vibrava and Komala, that help keep Jumpluff healthy. Why these mons in particularly? You could probably restructure this paragraph to link Defog to the VoltTurn thing btw, since Silvally forms are becoming a pattern in the examples.
- Rock-type Pokemon such as Golem and Corsola appreciate Jumpluff's ability to deal with Grass- and Fighting-type and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff Stealth Rock support and resistances to Fire and Flying, and respectively to Rock and to Ice. Remove the Corsola example (unless you wanna wait until the VR update and hope it gets moved up).

SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

- Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting through the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon hey and Silvally-Dark.
- Thanks to Acrobatics Jumpluff can threaten Pokemon that are immune to Sleep Powder such as Shiinotic and Komala which makes it a very good user of this move. Putting a Pokemon asleep can give Jumpluff the opportunity to set up as well as the ability to break through physical wall that can take on Jumpluff such as Mareanie. Mareanie hazes it. "Takes on" is accurate in a way but makes it sound like Mareanie's 1v1ing it with Scald when it's actually setup bait without the right moves. Also, Acrobatics is unnecessary information here since there's no other viable STAB.
-Seed bomb breaks through rock types such as Golem and Relicanth, and hits Electric-types such as Electivire and Raichu harder. However without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

- In order to boost Acrobatics base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity.
- Thanks to Infiltrator, Jumpluff can bypass Screens which could prevent Jumpluff's sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

-The lack of U-turn removes Jumpluff's pivot ability, and therefore makes it act more as an attacker that focus on weakening in check to unsure its own sweep. Remove any mentions of Jumpluff's other set here.
-Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan and Golem. Only relevant if you're using Sleep Powder over Seed Bomb. Clarify this, and use an example that isn't beaten down by Seed Bomb.
-Jumpluff should be cautious of how its checks are, when to use Sleep Powder; it should use when it or one teammate have a clear path for its own sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks.
-If carrying Seed Bomb over Sleep Powder, Jumpluff can now break through checks such as Golem and Relicanth Raichu > Relicanth, and should therefore not focus on weakening it. However it lacks more set up opportunities against slower threats such as Toucannon, Simisear and Glaceon.
-Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to find setup opportunities, therefore it should use Strength Sap against Pokemon such as Kecleon :), Sandslash and Silvally-Dark.
-Jumpluff is rather frail so it should only come onto hits that it resists, is immune to, such as Leafeon's Leaf Blade or Sandslash's Earthquake. It can then use Strength Sap on these Pokemon to recover its heath and use them as setup fodder. Rephrase this (e.g. Use them as setup fodder, and recover w/ strength sap when necessary) to clarify that you don't need to Strength Sap when you come in on Sandslash's Earthquake.
-Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire or Floatzel are completely remove since most of them can easily take a boosted Acrobatics or Seed Bomb, or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

-Jumpluff gets quickly worn down by Stealth Rock, that's why hazard removers such as Sandslash and Swanna are appreciated to improve Jumpluff's longevity. What do these offer over other removers?
-Ground types such as Marowak, Sivally-Ground, or Golem that can beat opposing Rock, Steel and Electric-types are highly appreciates by Jumpluff. They also appreciate Jumpluff's ability to take on Grass-type such as Simisage and Bellossom.
-Fire types such as Rapidash and Combusken can check Steel types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves such as Focus Blast and High Horse Power. They can also check for Ice coverage move for Jumpluff such as Kecleon or Silvally-Fighting Ice Beam or Hidden Power Ice from Servine.
-Strong special attackers and strong physical attackers such as Beheeyem, Chatot, Rampardos and Raticate can weaken physical walls such as Pyukumuku, Avalugg and Golem for Jumpluff, clearing a path for it to sweep.
-Silvally-Dragon and Silvally-Fighting make great teammates for Jumpluff thanks to their ability to remove Stealth Rock and to bring Jumpluff through U-turn. Furthermore they bring Jumpluff useful resistance, respectively to Fire- and to Rock-type. Move this to the second point
-Choice Scarf Electivire is a potent partner for Jumpluff due to its ability to remove faster threats to Jumpluff such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan with its powerfull STAB and coverage moves. It can also safely bring Jumpluff thanks to its Volt-Switch.
- Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types and can take on Ice and Fire moves for it. from which Pokemon?

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

- Thanks to its high speed Jumpluff and ability to threaten Grass-types with Acrobatics can run a rather effective Substitute + Leech Seed set. However this set is extremely passive and therefore is usually not worth using. has difficulty breaking through ___
- If used in a Sun team, Jumpluff can use one slot of its moveset for Sunny Day in order to act as a secondary Sun setter.
- Bullet Seed is an option over Seed Bomb on the Swords Dance which notably can break through Golem's sturdy, Kadabra's Focus Sash as well as through Substitute if Jumpluff's ability is Chlorophyll. Also this move gives a small chance to Jumpluff to break through Pyukumuku. But in most case Seed Bomb is prefered due to its invariable base power, and the fact an unboosted Bullet Seed rarely OHKOes Golem.

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

**Electric types**: Electric types such as Rotom-Fan, Electivire and Raichu resist Jumpluff's Acrobatics and takes little damage even from a boosted one. They also often carry moves that are super effective against Jumpluff and can at least 2HKO it such as Electivire's Ice Punch and Rotom Fan's Air Slash. Sap Sipper Zebstrika is Jumpluff's biggest nightmare, since it naturally outspeeds Jumpluff, can OHKO it with Hidden Power Ice and thanks to Sap Sipper blocks Strength Sap and Sleep Powder. There's only 2 or 3 relevant mons here and they can all fit in different sections. Plop Rotom-Fan in Physical Wall, Electivire (and also Fan again) in Faster Pokemon and Zebstrika under Sap Sipper

**Steel types**: Due to Jumpluff's weak Attack stats and Steel-type resistance to Flying- and Grass-moves Steel-types such as Bronzor, Metang and defensive Mawile can even wall a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock or crippling it with Toxic. Bronzor can be very problematic since Jumpluff can't touch it outside of Sleep Powder and due to its very low Attack stat prevents Jumpluff from recovering much else from Strength Sap. Note that Metang and Mawile can get outstalled if not running Toxic as their STAB moves do not do enough. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Rock types**: Rock-types such as Golem, Relicanth Not relevant enough and Probopass resist Jumpluff's Acrobatics and have very high defense which coupled with the low offense of Jumpluff allow them to wall even a boosted Jumpluff. They can also threaten Jumpluff with their super effective STAB moves, however outside of Probopass they all need to watch for Seed Bomb which can at least 2HKO them. Just merge Golem and Probopass into the Physical Wall section, but add an addendum to clarify that Seed Bomb can threaten them.

**Ice type coverage**: Some Pokemon that Jumpluff would check by vertue of its typing such as Silvally-Fighting, Poliwrath, Kecleon and Servine can carry Ice-type coverage such as Ice Beam which OHKOes Jumpluff. Therefore Jumpluff should always scout for Ice coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rapidash or Swanna outspeed Jumpluff and can OHKO it with one of their move. Also some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage move in Ice Beam and Stone Edge. Also while it doesn't carry super effective move, Purugly is a real threat to Jumpluff because of Defiant giving an Attack boost if it comes on Strength Sap. Too niche a scenario to be worth mentioning.

**Physical Wall**: Pokemon that are very bulky on the physical side such as Avalugg can easily take a boosted Acrobatics from Jumpluff and retaliate back. Pyukumuku and Mareanie thanks to respectively Unaware and Haze allows Pyukumuku and Mareanie to wall Jumpluff despite the Swords Dance boost, however Jumpluff can break past the latter with Sleep Powder if it gets enough Sleep turns.

**Bouffalant**: Thanks to Sap Sipper, Bouffalant is able to consistently switch into Jumpluff, blocking its recovery and its Sleep Powder. Thanks to its high bulk Bouffalant can also take relatively easily Jumpluff's attacks and retaliate back with its powerful STAB move or set up with Swords Dance.
Change to Sap Sipper and add Zebstrika here. Bouff isn't notable enough as a counter to warrant a mention on it's own.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]


Nice work, QC 2/3
Implement and written down. Ready for QC 3. If this only needs 2 QC, please tag me, in order me to put this in the GP queue.
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra, and Leafeon as well as other physical Attackers such as Machoke, Sandslash and Hakamo-o. Jumpluff combines excellent Speed, allowing it to outspeed most Pokemon such as Swanna, Simisage and Simisear, with a wide range of utility moves such as Sleep Powder and U-turn. These features make Jumpluff a decent fast pivot as well as a solid revenge killer. It also allows Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, are removed. However Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are commonly checked by Grass-types such as Gourgeist-XL and Shiinotic. Gourgeist-XL and Shiinotic both work here, but I would perhaps change Shiinotic to a more offensive example considering the two Pokemon here are defensive. Jumpluff's attack is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and Defensive Rotom-Fan. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-Fan, Electivire and Swanna. Furthermore, Jumpluff competes with other pivots such as Rotom-Fan, Silvally-Fighting, and Silvally-Dragon, that exchange hazard control with Defog and better offensive capabilities with Jumpluff's Speed and unique support tools, but also with other revenge killers such as Kecleon and Choice Scarf Electivire, that are stronger and have a wider coverage, but neither pack reliable recovery nor have such utility moves. A run-on sentence, and Kecleon actually does have access to reliable recovery via Recover, which is not seen all the time due to its most common set being Assault Vest. I would say Stealth Rock + Recover is common enough to warrant changing this sentence. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often choosen over Jumpluff, due to their immediate fire power. Specifically mention that Jumpluff doesn't wanna hold an item due to the power of Acrobatics decreasing, whereas the two examples you mentioned can run a Z Crystal or LO to increase their damage outputs. Jumpluff is weak at many common types, such as Ice, Rock, and Fire, making it highly exploitable. In fact, most Fighting-, Ground-, and Grass-types, that Jumpluff would want to check by virtue of its typing, carry a coverage move of one of these types, this includes Torterra's Stone Edge, Simisage's Hidden Power Ice, and Silvally-Fighting's Ice Beam. All these factors make it difficult to fit Jumpluff onto any team.

This Overview is beyond negative at trying to highlight Jumpluff's unique qualities and support moves that make it worthy of B-. Talk more about the positives of those moves and how they can support a team. You can also try to trim down the number of examples from 3 to 2 so the Overview isn't this monster paragraph. You can go into more detail in the later parts of the analysis.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Defensive Torterra and Machoke through the whole game. Jumpluff can heavily weaken Sleep absorbers such as Komala and Leafeon, this allows to Jumpluff to effectively threaten the opposing team with Sleep Powder. Encore allows Jumpluff to punish status moves such as Golem's Stealth Rock or Bouffalant's Substitute. Memento can be used to ease the set up of a teammate such as Swords Dance Combusken or Nasty Plot Raichu. and should be used exclusively on hyper offense teams

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics, this also reduces the damage taken from Knock Off making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that generate momentum thanks to U-turn and Memento, and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have an exceptional bulk, so it cannot come on any attack. For this reason Jumpluff should primarly try to come in through double switches or Volt-Turn, it can also switch in onto attacks that it resists or to which it is immune such as Leaf Storm from Simisage or Bonemerang from Marowak. Mention the importance of prediction. Using your examples for example Jumpluff cannot switch safely into HP Ice or Gunk Shot from Simisage nor Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon in the opposing team, that can block Jumpluff's recovery, Strength Sap such as Sap Sipper user or Bronzor, Jumpluff should click it when its health gets to low to check the opposing Pokemon after Stealth Rock. If they isn't Sleep Powder absorber such as Sap Sipper Bouffalant, Vigoroth or Rest-Talk Muk in the opposing team, Jumpluff should use Sleep Powder as early in the game as possible in order to cripple it. However, even if there is, Jumpluff can predict them to come in, and pivot with U-turn into a teammate. On the other hand, Jumpluff should avoid to take hits at all if there is a Pokemon in the opposing team that can punish Jumpluff's Strength Sap. Since their presence severly cripples its staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage or Servine, since even with a maximal investment in Attack Jumpluff stays relatively weak. Encore should be used to lock your opponent on moves that you can take advantage of, such as Golem's Earthquake or Cacturne's Sucker Punch and Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff revealed Encore, the opponent may expect its uses, and therefore switch out, therefore it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore, or if one of its teammates has a clear path to sweep, Jumpluff can sacrifice itself through Memento to give a free setup to a teammate such as Nasty Plot Simisear or Swords Dance Combusken. I don't like Simisear here for two reasons. 1) They're both Fire-types 2) You already used Simi + Combusken as examples of set up users in the Overview. Try something like Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well in BO and Balanced that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other Volt-Turn users in order to make a great Volt-turn core, such as Komala and Electivire, that enjoys Jumpluff's ability to absorb Knock Off, but also Silvally-Dragon, Silvally-Fighting and Vibrava, that provides reliable hazard removal for Jumpluff. Slow or frail breakers and sweepers such as Raticate and Rampardos also appreciates Jumpluff’s ability to safely bring them in the field thanks to U-turn and Memento as well as getting free switch in on Pokemon putted asleep by Sleep Powder or under Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's capacity to take on Grass-types. Furthermore Jumpluff enjoys their Fire- and Ice-resistances, so their ability to take on threats such as Floatzel and Simisear. This is also the case of Rock-types Pokemon such as Golem, that appreciate Jumpluff's capability to deal with Grass- and Fighting-type and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff Stealth Rock support and resistances to Fire and Flying, and respectively to Rock and to Ice.

Mention Pokemon that specifically appreciate Memento support on HO teams.

SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam through the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon asleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical wall that can take on Jumpluff such as Haze Mareanie. However Jumpluff can opt for Seed Bomb which breaks through Rock-types such as Golem and Relicanth, and hits Electric-types such as Electivire and Raichu harder. However without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

In order to boost Acrobatics base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity. Additionally, thanks to Infiltrator, Jumpluff can bypass Screens which could prevent Jumpluff's sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes Jumpluff act more as an attacker that focus on weakening in check to unsure its own sweep. If running Sleep Powder, Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan and Mareanie. Therefore, it should be cautious of how its checks are, when to use Sleep Powder; it should use when it or one teammate have a clear path for its own sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can now break through checks such as Golem and Raichu, Jumpluff speed ties with Raichu who commonly runs HP Ice, change the example and should therefore not focus on weakening them. However it lacks more set up opportunities against slower threats such as Toucannon, Simisear and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to find setup opportunities, therefore it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash and Silvally-Dark. It is also rather frail so it should only come onto hits that it resists, is immune to, such as Leafeon's Leaf Blade or Sandslash's Earthquake. It can use them as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire or Floatzel are completely remove since most of them can easily take a boosted Acrobatics or Seed Bomb, or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, that's why hazard removers, that also resist some of Jumpluff's weaknesses, such as Sandslash and Swanna are appreciated to improve Jumpluff's longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring Jumpluff through U-turn. Furthermore they bring Jumpluff useful resistance, respectively to Fire- and to Rock-type. In addition, Ground types such as Marowak, Sivally-Ground, or Golem that can beat opposing Rock, Steel and Electric-types are highly appreciates by Jumpluff. They also appreciate its ability to take on Grass-type such as Simisage and Bellossom. Additionally, Fire types such as Rapidash and Combusken can check Steel types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves such as Focus Blast and High Horse Power. They can also check for Ice coverage move for it such as Kecleon or Silvally-Fighting Ice Beam or Hidden Power Ice from Servine. Furthermore, strong special attackers and strong physical attackers such as Beheeyem, Chatot, Rampardos and Raticate can weaken physical walls such as Pyukumuku, Avalugg and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner for Jumpluff due to its ability to remove faster threats to Jumpluff such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan with its powerfull STAB and coverage moves. It can also safely bring Jumpluff thanks to its Volt-Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and can take on Ice and Fire moves for it from Combusken and Floatzel.

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

Thanks to its high speed Jumpluff and ability to threaten Grass-types with Acrobatics can run a rather effective Substitute + Leech Seed set. However this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used in a Sun team, Jumpluff can use one slot of its moveset for Sunny Day in order to act as a secondary Sun setter. Mention Chlorophyll and Memento also being perks but why Jumpluff isnt a very good mid-game Sun setter. Bullet Seed is an option over Seed Bomb on the Swords Dance which notably can break through Golem's sturdy, Kadabra's Focus Sash as well as through Substitute if Jumpluff's ability is Chlorophyll. Also this move gives a small chance to Jumpluff to break through Pyukumuku. But in most case Seed Bomb is prefered due to its invariable base power, and the fact an unboosted Bullet Seed rarely OHKOes Golem.

Mention Chlorophyll on non-Sun teams as an countermeasure to opposing Sun teams.
Mention Aromatherapy and why its not as good as Jumpluff's other support options because it doesn't "shut down" anything.


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

**Steel types**: Due to Jumpluff's weak Attack stats and Steel-type resistance to Flying- and Grass-moves Steel-types such as Bronzor, Metang and defensive Mawile can even wall a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock or crippling it with Toxic. Bronzor can be very problematic since Jumpluff can't touch it outside of Sleep Powder and due to its very low Attack stat prevents Jumpluff from recovering much else from Strength Sap. However can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice type coverage**: Some Pokemon that Jumpluff would check by vertue of its typing such as Silvally-Fighting, Poliwrath, Kecleon and Servine can carry Ice-type coverage such as Ice Beam which OHKOes Jumpluff. Therefore Jumpluff should always scout for Ice coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-Fan, Electivire, Rapidash or Swanna outspeed Jumpluff and can OHKO it with one of their move. Additionally, the two formers resists Acrobatcis and can easily switch into Jumpluff. Also some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage move in Ice Beam and Stone Edge.

**Physical Wall**: Pokemon that are very bulky on the physical side such as Avalugg, Golem and Probopass, can easily take a boosted Acrobatics from Jumpluff and retaliate back. However, Golem has to watch out for Seed Bomb that can heavily damage it. Pyukumuku and Mareanie thanks to respectively Unaware and Haze allows Pyukumuku and Mareanie to wall Jumpluff despite the Swords Dance boost, however Jumpluff can break past the latter with Sleep Powder if it gets enough Sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery and its Sleep Powder. The former, thanks to its high bulk, and the latter, thanks to its Flying-resist, can take relatively easily Jumpluff's attacks and retaliate back with their powerful moves or in case of Bouffalant set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [, ]]
- Grammar checked by: [[, ], [, ]]
QC: 3/3
q7QZEOe.gif
 

bigtalk

Banned deucer.
add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra (RC) and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, allowing which allows it to outspeed most Pokemon such as Swanna and Simisage, with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer, but also makes it an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field (RC) and to give set up opportunity setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, it allows they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, are have been removed. However, (AC) Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are commonly usually (repetition) checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-Fan Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-Fan Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-Fan Rotom-S and Silvally-Dragon, that which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities with Jumpluff's Speed and unique support tools, but also as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, that are stronger and have a wider coverage, but neither which do not pack reliable recovery nor have such utility moves, but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often choosen over Jumpluff (RC) due to their immediate fire power firepower. Indeed, Jumpluff can't afford to run an item (RC) because Acrobatics is its best offensive move, (AC) whereas the aforementioned examples can increase their damage outputs with Z-(AH)Crystals and Life Orb. Jumpluff is weak at to many common types, such as Ice, Rock, and Fire, making it highly exploitable by Pokemon (RC) that Jumpluff would want to check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, this allows to Jumpluff which allows it to effectively threaten the opposing team with Sleep Powder. Encore allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock or and Bouffalant's Substitute. Memento can be used to ease the set up setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; (SC) this also reduces the damage taken from Knock Off, (AC) making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento (RC) and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have an exceptional bulk, so it cannot come in on any attack. For this reason, (AC) Jumpluff should primarily try to come in through double switches or Volt(RH)Turn support; (SC) it can also switch in onto into attacks that it resists or to which it is immune to such as Leaf Storm from Simisage or and Bonemerang from Marowak. In the latter case, prediction is highly required, (AC) since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon in on the opposing team (RC) that can block Jumpluff's Strength Sap recovery, Strength Sap such as a Sap Sipper user or Bronzor, Jumpluff should click it use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If they there isn't a Sleep Powder absorber such as Sap Sipper Bouffalant, Vigoroth, (AC) or Rest(RH)Talk Muk in on the opposing team, Jumpluff should use Sleep Powder as early in the game as possible ("early-game" / "as soon as possible") in order to cripple it. However, even if there is, Jumpluff can predict them to come in (RC) and pivot with U-turn into a teammate. On the other hand, Jumpluff should avoid to take taking hits at all if there is a Pokemon in on the opposing team that can punish Jumpluff's use of Strength Sap, (AC) since their presence severely cripples its staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage, (AC) or and Servine, since even with a maximal investment in Attack, (AC) Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon on into moves that you can take advantage of, such as Golem's Earthquake or and Cacturne's Sucker Punch and or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its uses (RC) and therefore switch out; (SC) therefore, (AC) it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore (RC) or if one of its teammates has a clear path to a sweep (optional: just say "If Jumpluff isn't needed anymore"), Jumpluff it can sacrifice itself through Memento to give a free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well in BO on bulky offense and balanced teams that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other Volt(RH)Turn users in order to make a great Volt(RH)Turn core, such as Komala and Electivire, that which enjoys Jumpluff's ability to absorb Knock Off, but also as well as Silvally-Dragon, Silvally-Fighting, (AC) and Vibrava, that which provides reliable entry hazard removal for Jumpluff. Slow or frail breakers and sweepers such as Raticate and Rampardos also appreciates Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, (AC) as well as getting free switches in on into Pokemon that have been putted asleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's capacity to take on Grass-types. Furthermore, (AC) Jumpluff enjoys their Fire- and Ice-type resistances, so their which gives them the ability to take on threats such as Floatzel and Simisear Simisear and Floatzel (matched type order). This is also the case of for Rock-types Pokemon such as Golem, that which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, (AC) and Flying, and respectively to Rock and to Ice Rock or Ice (what pokemon resists ice?), respectively. Jumpluff also fits well in on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento. That's why such Pokemon make great partners for Jumpluff. (unnecessary)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon asleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that can take on Jumpluff could take it on otherwise, (AC) such as Haze Mareanie. However (repetition) Jumpluff can opt for Seed Bomb instead, (AC) which breaks through Rock-types such as Golem and Relicanth (RC) and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, (AC) without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

In order to boost Acrobatics'(apostrophe) base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Screens Reflect and Light Screen, (AC) which could otherwise prevent Jumpluff's its sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set (clarity) act more as an attacker that focuses on weakening in its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan Rotom-S and Mareanie with it early-game. Therefore, it Jumpluff should be cautious of how healthy its checks are (RC) and when to use Sleep Powder; it should use the move when it or one of its teammates have has a clear path for its own to a sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. (you repeated the part about crippling jumpluff's checks, so i left that out) On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can now break through usual checks such as Golem and Electivire lacking Choice Scarf, and should therefore not focus on weakening them beforehand. However, (AC) it lacks will lack more set up setup opportunities against slower threats such as Toucannon, Simisear, (AC) and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to (repetition) find more setup opportunities; (SC) therefore, (AC) it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, (AC) and Silvally-Dark. It is also rather frail, (AC) so it should only come onto in on hits that it resists (RC) or is immune to, such as Leafeon's Leaf Blade or and Sandslash's Earthquake. It can use them these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, (AC) or and Floatzel are have been completely removed, (AC) since most of them can easily take a boosted Acrobatics or Seed Bomb (RC) or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, that's why so entry hazard removers such as Sandslash and Swanna (moved), that which also resist some of Jumpluff's weaknesses, such as Sandslash and Swanna are appreciated to improve Jumpluff's its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring Jumpluff it in through U-turn. Furthermore, (AC) they bring Jumpluff useful resistance, respectively to Fire- and to Rock-type resistances, respectively. In addition, Ground-(AH)types such as Marowak, Sivally-Ground, or and Golem that can beat opposing Rock-(AH), Steel-(AH), (AC) and Electric-types are highly appreciated by Jumpluff. In return, they also appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-(AH)types such as Rapidash and Combusken can check Steel-(AH)types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves, (AC) such as Focus Blast and High Horse Power Horsepower. They can also check for switch into Ice-(AH)type coverage moves for it, (AC) such as Kecleon or Silvally-Fighting's Ice Beam or and Hidden Power Ice from Servine. Furthermore, strong special attackers and strong physical attackers strong attackers such as Beheeyem, Chatot, Rampardos, (AC) and Raticate can weaken physical walls such as Pyukumuku, Avalugg, (AC) and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner for Jumpluff (repetition) due to its ability to remove faster threats to for Jumpluff, (AC) such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan Rotom-S, (AC) with its powerfull STAB and coverage moves. It can also safely bring Jumpluff in thanks to its Volt (RH)Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, (AC) in return, (AC) can take on switch into Ice-(AH) and Fire-(AH)type moves for it from Combusken and Floatzel Floatzel and Combusken (switched to match type order) for it.

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

Thanks to its high Speed Jumpluff and ability to threaten Grass-types with Acrobatics, (AC) Jumpluff can run a rather effective Substitute + Leech Seed set. However, (AC) this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used in on a sun team, Jumpluff can use one slot of its moveset for run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun (RC) and Memento enabling Jumpluff it to safely bring in a sun abuser sweeper ("abuse" is a banned word). However, Jumpluff isn't a very good mid-game sun setter, because it faces hard stiff competition for this slot from Pokemon such as Onix, Volbeat, (AC) and Exeggutor. Onix and Volbeat provide better utility with respectively Stealth Rock and the combination of Prankster and a slow U-turn, (AC) respectively. Furthermore, sun doesn't provide Jumpluff much boost benefit Jumpluff that much (technically it boosts its speed a lot), (AC) unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to abuse take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as an a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and speed boosted +X Speed (replace X with the appropriate number) Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set which that notably can notably break through Golem's Sturdy (RC) and Kadabra's Focus Sash, (AC) as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, (AC) this move gives Jumpluff a small chance to Jumpluff to break through Pyukumuku. But in most cases, (AC) Seed Bomb is preferred due to its invariable Base Power (RC) and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to its Jumpluff's team, it isn't as good as Jumpluff's other support options (RC) because it doesn't provide as much momentum and or as many setup opportunities as Encore, Sleep Powder, (AC) or Memento.

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

**Steel-types**: Due to Jumpluff's weak Attack stats and (this isn't specific to steel-types) Steel-type resistance to Flying- and Grass-moves (this is common knowledge) Steel-types such as Bronzor, Metang, (AC) and defensive Mawile can even wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock or crippling it with Toxic, (AC) for example. Bronzor can be very problematic, (AC) since Jumpluff can't touch it outside of Sleep Powder and due to its Bronzor's very low Attack stat prevents Jumpluff from recovering much else health from Strength Sap. However, (AC) these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, (AC) as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, (AC) and Servine can carry Ice-type coverage such as Ice Beam, (AC) which OHKOes Jumpluff. Therefore, (AC) Jumpluff should always scout for Ice-(AH)type coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-Fan Rotom-S, Electivire, Rapidash, (AC) or and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the two formers resists former two resist Acrobatics and can easily switch into Jumpluff. Also, (AC) some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, (AC) and Probopass (RC) can easily take a boosted Acrobatics from Jumpluff and retaliate back. However, Golem has to watch out for Seed Bomb, (AC) that which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to respectively Unaware and Haze, (AC) respectively, (AC) allows Pyukumuku and Mareanie to wall Jumpluff despite the which allow them to negate Swords Dance boosts, however but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. The former, thanks to its high bulk, and the latter, thanks to its Flying-resist Thanks to the former's high bulk and the latter's Flying-type resistance, they can take relatively easily Jumpluff's attacks relatively easily and retaliate back with their powerful moves or, (AC) in the case of Bouffalant, (AC) set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[, ], [, ]]
There were a lot of changes here, so I'll go over this a second time once you've implemented this.
 

Tuthur

is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra (RC) and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, allowing which allows it to outspeed most Pokemon such as Swanna and Simisage, with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer, but also makes it an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field (RC) and to give set up opportunity setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, it allows they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, are have been removed. However, (AC) Jumpluff struggles to find a room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are commonly usually (repetition) checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-Fan Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-Fan Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-Fan Rotom-S and Silvally-Dragon, that which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities with Jumpluff's Speed and unique support tools, but also as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, that are stronger and have a wider coverage, but neither which do not pack reliable recovery nor have such utility moves, but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often choosen over Jumpluff (RC) due to their immediate fire power firepower. Indeed, Jumpluff can't afford to run an item (RC) because Acrobatics is its best offensive move, (AC) whereas the aforementioned examples can increase their damage outputs with Z-(AH)Crystals and Life Orb. Jumpluff is weak at to many common types, such as Ice, Rock, and Fire, making it highly exploitable by Pokemon (RC) that Jumpluff would want to check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, this allows to Jumpluff which allows it to effectively threaten the opposing team with Sleep Powder. Encore allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock or and Bouffalant's Substitute. Memento can be used to ease the set up setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; (SC) this also reduces the damage taken from Knock Off, (AC) making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento (RC) and can disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer to for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have an exceptional bulk, so it cannot come in on any attack. For this reason, (AC) Jumpluff should primarily try to come in through double switches or Volt(RH)Turn support; (SC) it can also switch in onto into attacks that it resists or to which it is immune to such as Leaf Storm from Simisage or and Bonemerang from Marowak. In the latter case, prediction is highly required, (AC) since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come onto Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon in on the opposing team (RC) that can block Jumpluff's Strength Sap recovery, Strength Sap such as a Sap Sipper user or Bronzor, Jumpluff should click it use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If they there isn't a Sleep Powder absorber such as Sap Sipper Bouffalant, Vigoroth, (AC) or Rest(RH)Talk Muk in on the opposing team, Jumpluff should use Sleep Powder as early in the game as possible ("early-game" / "as soon as possible") in order to cripple it. However, even if there is, Jumpluff can predict them to come in (RC) and pivot with U-turn into a teammate. On the other hand, Jumpluff should avoid to take taking hits at all if there is a Pokemon in on the opposing team that can punish Jumpluff's use of Strength Sap, (AC) since their presence severely cripples its staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage, (AC) or and Servine, since even with a maximal investment in Attack, (AC) Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon on into moves that you can take advantage of, such as Golem's Earthquake or and Cacturne's Sucker Punch and or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its uses (RC) and therefore switch out; (SC) therefore, (AC) it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore (RC) or if one of its teammates has a clear path to a sweep (optional: just say "If Jumpluff isn't needed anymore"), Jumpluff it can sacrifice itself through Memento to give a free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well in BO on bulky offense and balanced teams that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other Volt(RH)Turn users in order to make a great Volt(RH)Turn core, such as Komala and Electivire, that which enjoys Jumpluff's ability to absorb Knock Off, but also as well as Silvally-Dragon, Silvally-Fighting, (AC) and Vibrava, that which provides reliable entry hazard removal for Jumpluff. Slow or frail breakers and sweepers such as Raticate and Rampardos also appreciates Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, (AC) as well as getting free switches in on into Pokemon that have been putted asleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's capacity to take on Grass-types. Furthermore, (AC) Jumpluff enjoys their Fire- and Ice-type resistances, so their which gives them the ability to take on threats such as Floatzel and Simisear Simisear and Floatzel (matched type order). This is also the case of for Rock-types Pokemon such as Golem, that which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, (AC) and Flying, and respectively to Rock and to Ice Rock or Ice (what pokemon resists ice?), respectively. Jumpluff also fits well in on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento. That's why such Pokemon make great partners for Jumpluff. (unnecessary)

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon asleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that can take on Jumpluff could take it on otherwise, (AC) such as Haze Mareanie. However (repetition) Jumpluff can opt for Seed Bomb instead, (AC) which breaks through Rock-types such as Golem and Relicanth (RC) and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, (AC) without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

In order to boost Acrobatics'(apostrophe) base power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more switch in opportunity opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Screens Reflect and Light Screen, (AC) which could otherwise prevent Jumpluff's its sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set (clarity) act more as an attacker that focuses on weakening in its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first in early game cripple its checks with Sleep Powder such as Rotom-Fan Rotom-S and Mareanie with it early-game. Therefore, it Jumpluff should be cautious of how healthy its checks are (RC) and when to use Sleep Powder; it should use the move when it or one of its teammates have has a clear path for its own to a sweep. In order to cripple its checks or if it has no chance to sweep, Jumpluff can cripple one of its teammate's checks. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. (you repeated the part about crippling jumpluff's checks, so i left that out) On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can now break through usual checks such as Golem and Electivire lacking Choice Scarf, and should therefore not focus on weakening them beforehand. However, (AC) it lacks will lack more set up setup opportunities against slower threats such as Toucannon, Simisear, (AC) and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as being able to (repetition) find more setup opportunities; (SC) therefore, (AC) it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, (AC) and Silvally-Dark. It is also rather frail, (AC) so it should only come onto in on hits that it resists (RC) or is immune to, such as Leafeon's Leaf Blade or and Sandslash's Earthquake. It can use them these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, (AC) or and Floatzel are have been completely removed, (AC) since most of them can easily take a boosted Acrobatics or Seed Bomb (RC) or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, that's why so entry hazard removers such as Sandslash and Swanna (moved), that which also resist some of Jumpluff's weaknesses, such as Sandslash and Swanna are appreciated to improve Jumpluff's its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring Jumpluff it in through U-turn. Furthermore, (AC) they bring Jumpluff useful resistance, respectively to Fire- and to Rock-type resistances, respectively. In addition, Ground-(AH)types such as Marowak, Sivally-Ground, or and Golem that can beat opposing Rock-(AH), Steel-(AH), (AC) and Electric-types are highly appreciated by Jumpluff. In return, they also appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-(AH)types such as Rapidash and Combusken can check Steel-(AH)types for Jumpluff as well as weakening Rock-types with their coverage or secondary STAB moves, (AC) such as Focus Blast and High Horse Power Horsepower. They can also check for switch into Ice-(AH)type coverage moves for it, (AC) such as Kecleon or Silvally-Fighting's Ice Beam or and Hidden Power Ice from Servine. Furthermore, strong special attackers and strong physical attackers strong attackers such as Beheeyem, Chatot, Rampardos, (AC) and Raticate can weaken physical walls such as Pyukumuku, Avalugg, (AC) and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner for Jumpluff (repetition) due to its ability to remove faster threats to for Jumpluff, (AC) such as Floatzel and Choice Scarf wielders such as Komala and Rotom-Fan Rotom-S, (AC) with its powerfull STAB and coverage moves. It can also safely bring Jumpluff in thanks to its Volt (RH)Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, (AC) in return, (AC) can take on switch into Ice-(AH) and Fire-(AH)type moves for it from Combusken and Floatzel Floatzel and Combusken (switched to match type order) for it.

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

Thanks to its high Speed Jumpluff and ability to threaten Grass-types with Acrobatics, (AC) Jumpluff can run a rather effective Substitute + Leech Seed set. However, (AC) this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used in on a sun team, Jumpluff can use one slot of its moveset for run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun (RC) and Memento enabling Jumpluff it to safely bring in a sun abuser sweeper ("abuse" is a banned word). However, Jumpluff isn't a very good mid-game sun setter, because it faces hard stiff competition for this slot from Pokemon such as Onix, Volbeat, (AC) and Exeggutor. Onix and Volbeat provide better utility with respectively Stealth Rock and the combination of Prankster and a slow U-turn, (AC) respectively. Furthermore, sun doesn't provide Jumpluff much boost benefit Jumpluff that much (technically it boosts its speed a lot), (AC) unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to abuse take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as an a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and speed boosted +X Speed (replace X with the appropriate number) Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set which that notably can notably break through Golem's Sturdy (RC) and Kadabra's Focus Sash, (AC) as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, (AC) this move gives Jumpluff a small chance to Jumpluff to break through Pyukumuku. But in most cases, (AC) Seed Bomb is preferred due to its invariable Base Power (RC) and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to its Jumpluff's team, it isn't as good as Jumpluff's other support options (RC) because it doesn't provide as much momentum and or as many setup opportunities as Encore, Sleep Powder, (AC) or Memento.

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

**Steel-types**: Due to Jumpluff's weak Attack stats and (this isn't specific to steel-types) Steel-type resistance to Flying- and Grass-moves (this is common knowledge) Steel-types such as Bronzor, Metang, (AC) and defensive Mawile can even wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them for example by setting up Stealth Rock or crippling it with Toxic, (AC) for example. Bronzor can be very problematic, (AC) since Jumpluff can't touch it outside of Sleep Powder and due to its Bronzor's very low Attack stat prevents Jumpluff from recovering much else health from Strength Sap. However, (AC) these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, (AC) as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, (AC) and Servine can carry Ice-type coverage such as Ice Beam, (AC) which OHKOes Jumpluff. Therefore, (AC) Jumpluff should always scout for Ice-(AH)type coverage while facing these types of Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-Fan Rotom-S, Electivire, Rapidash, (AC) or and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the two formers resists former two resist Acrobatics and can easily switch into Jumpluff. Also, (AC) some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, (AC) and Probopass (RC) can easily take a boosted Acrobatics from Jumpluff and retaliate back. However, Golem has to watch out for Seed Bomb, (AC) that which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to respectively Unaware and Haze, (AC) respectively, (AC) allows Pyukumuku and Mareanie to wall Jumpluff despite the which allow them to negate Swords Dance boosts, however but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. The former, thanks to its high bulk, and the latter, thanks to its Flying-resist Thanks to the former's high bulk and the latter's Flying-type resistance, they can take relatively easily Jumpluff's attacks relatively easily and retaliate back with their powerful moves or, (AC) in the case of Bouffalant, (AC) set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[, ], [, ]]
There were a lot of changes here, so I'll go over this a second time once you've implemented this.
Thanks. This is implemented. Every GP check makes me feel so bad at english, I'm sorry for all the work which I give to the GP teams :(
 

bigtalk

Banned deucer.
add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, which allows it to outspeed most Pokemon such as Swanna and Simisage, with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer, but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, (AC) as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery nor have such utility moves, but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff is weak to many common types, such as Ice, Rock, and Fire, making it highly exploitable by Pokemon that Jumpluff would want to otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute. Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have an exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come onto into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a Sleep Powder sleep (consistency) absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple it a foe. However, even if there is, Jumpluff can predict them the sleep absorber to come in and pivot with U-turn into a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish Jumpluff's use of Strength Sap, since their its presence severely cripples its Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well on bulky offense and balanced teams that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail breakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put asleep to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's capacity ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which gives them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, (AC) Rock, respectively in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon asleep to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf, and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, (fix spacing)it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, (fix spacing)so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, (AC) which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances, respectively. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, (fix spacing)such as Focus Blast and High Horsepower. They can also (fix spacing)switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's (consistency) Hidden Power Ice from Servine. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner (fix spacing)due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.

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

Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can (fix spacing)run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its invariable Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to its Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum and or as many setup opportunities as Encore, Sleep Powder, or Memento.

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

**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[, ], [, ]]
GP 1/2
 
Last edited:

Tuthur

is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, which allows it to outspeed most Pokemon such as Swanna and Simisage, with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer, but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, (AC) as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery nor have such utility moves, but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff is weak to many common types, such as Ice, Rock, and Fire, making it highly exploitable by Pokemon that Jumpluff would want to otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute. Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to screen teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have an exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come onto into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a Sleep Powder sleep (consistency) absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple it a foe. However, even if there is, Jumpluff can predict them the sleep absorber to come in and pivot with U-turn into a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish Jumpluff's use of Strength Sap, since their its presence severely cripples its Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are frail on the physical side or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well on bulky offense and balanced teams that need speed control and a check to Grass-types such as Leafeon and Servine, as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail breakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put asleep to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's capacity ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which gives them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, (AC) Rock, respectively in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon asleep to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds less setup opportunities.

Set Details
========

In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off, and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep. It also allows Jumpluff to threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf, and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, (fix spacing)it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, (fix spacing)so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, (AC) which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances, respectively. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, (fix spacing)such as Focus Blast and High Horsepower. They can also (fix spacing)switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's (consistency) Hidden Power Ice from Servine. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner (fix spacing)due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.

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

Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can (fix spacing)run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its invariable Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to its Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum and or as many setup opportunities as Encore, Sleep Powder, or Memento.

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

**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[, ], [, ]]
GP 1/1
Wow! You did it fast! Thanks, this is implemented.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, which allows it its ability to outspeed most Pokemon such as Swanna and Simisage (RC) with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer (RC) but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room on teams as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack also is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, (AC) as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery nor or have such utility moves (RC) but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff's weaknesses is weak to many common types (RC) such as Ice, Rock, and Fire, making also make it highly exploitable by Pokemon that Jumpluff would otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore is an option that allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute, (comma) while Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to dual screens teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor or Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a sleep (consistency) absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple a foe. However, even if there is, Jumpluff can predict the sleep absorber to come in and pivot with U-turn into to a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish Jumpluff's its use of Strength Sap, since its such a foe's presence severely cripples hinders Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are physically frail on the physical side or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well on bulky offense and balanced teams that need speed control a fast Pokemon / revenge killer (whichever works, just not speed control) and a check to Grass-types such as Leafeon and Servine (RC) as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail wallbreakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which gives give them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds less fewer setup opportunities.

Set Details
========

In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off (RC) and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep, (comma) It also allows Jumpluff to and threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf (RC) and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances, respectively. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, such as Focus Blast and High Horsepower. They can also switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's Hidden Power Ice. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.

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

Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its invariable consistent Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum or as many setup opportunities as Encore, Sleep Powder, or Memento.

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

**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[bigtalk, 466663], [, ]]
 

Tuthur

is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Top Smogon Media Contributor
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Thanks to its interesting typing, access to Strength Sap, and high Speed, Jumpluff can check Grass-types such as Torterra and Leafeon as well as other physical attackers such as Machoke and Sandslash. Jumpluff combines excellent Speed, which allows it its ability to outspeed most Pokemon such as Swanna and Simisage (RC) with a wide range of utility moves such as Sleep Powder and U-turn. These features not only make Jumpluff a decent fast pivot as well as a solid revenge killer (RC) but also an excellent momentum generator that is able to bring dangerous wallbreakers such as Rampardos and Glaceon onto the field and give setup opportunities to powerful sweepers such as Combusken and Bibarel. Additionally, they allow Jumpluff to act as a dangerous cleaner with Swords Dance once opposing faster Pokemon, mainly Choice Scarf users, have been removed. However, Jumpluff struggles to find room on teams as a Grass-type due to its inability to check Electivire and Golem, two very common Pokemon that are usually checked by other Grass-types such as Gourgeist-XL and Leafeon. Jumpluff's Attack also is so pathetic that it needs a substantial amount of chip damage on its checks to clean. Therefore, it is rather easy to defensively check Jumpluff throughout the game with Pokemon such as Bronzor and defensive Rotom-S. Moreover, despite its fantastic Speed, Jumpluff is still prone to being revenge killed by Choice Scarf users such as Rotom-S and Electivire. Furthermore, Jumpluff competes with other pivots such as Rotom-S and Silvally-Dragon, which trade Jumpluff's Speed and unique support tools for entry hazard control with Defog and better offensive capabilities, (AC) as well as with other revenge killers such as Assault Vest Kecleon and Choice Scarf Electivire, which do not pack reliable recovery nor or have such utility moves (RC) but are stronger and have a wider array of coverage options. Additionally, other slower or frailer setup sweepers such as Swords Dance Combusken and Nasty Plot Simipour are often chosen over Jumpluff due to their immediate firepower. Indeed, Jumpluff can't afford to run an item because Acrobatics is its best offensive move, whereas the aforementioned examples can increase their damage outputs with Z-Crystals and Life Orb. Jumpluff's weaknesses is weak to many common types (RC) such as Ice, Rock, and Fire, making also make it highly exploitable by Pokemon that Jumpluff would otherwise check by virtue of its typing, because they often carry a coverage move of one of these types. All of these factors make it difficult to fit Jumpluff onto any team.

[SET]
name: Pivot
move 1: U-turn
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Encore / Memento
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn generates momentum and allows Jumpluff to chip its checks such as Electivire and Golem. Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as defensive Torterra and Machoke throughout the whole game. Jumpluff can heavily weaken sleep absorbers such as Komala and Leafeon, which allows it to effectively threaten the opposing team with Sleep Powder. Encore is an option that allows Jumpluff to punish the use of status moves such as Golem's Stealth Rock and Bouffalant's Substitute, (comma) while Memento can be used to ease the setup of a teammate such as Swords Dance Combusken or Nasty Plot Raichu and should be used exclusively on hyper offense teams.

Set Details
========

Jumpluff doesn't hold an item to boost the strength of Acrobatics; this also reduces the damage taken from Knock Off, making Jumpluff a better switch-in to the likes of Bulk Up Komala and Kecleon lacking Ice Beam. Moreover, Infiltrator allows Jumpluff to be a bigger threat to dual screens teams as well as threaten Pokemon behind a Substitute such as Exeggutor.

Usage Tips
========

Jumpluff is a fast pivot that can generate momentum thanks to U-turn and Memento and disrupt the opposing team with Encore or Sleep Powder. Thanks to its high Speed, it also acts as a decent revenge killer for threats such as Simisage and Swords Dance Silvally-Fighting. However, it does not have exceptional bulk, so it cannot come in on any attack. For this reason, Jumpluff should primarily try to come in through double switches or VoltTurn support; it can also switch into attacks that it resists or is immune to such as Leaf Storm from Simisage and Bonemerang from Marowak. In the latter case, prediction is highly required, since Jumpluff cannot switch safely into Hidden Power Ice or Gunk Shot from Simisage nor or Fire Punch or Stone Edge from Marowak. Jumpluff, not carrying an item, can also come into Knock Off from Pokemon such as Sandslash and Kecleon lacking Ice Beam. If there isn't a Pokemon on the opposing team that can block Jumpluff's Strength Sap recovery, such as a Sap Sipper user or Bronzor, Jumpluff should use the move when its health gets too low to check the opposing Pokemon after Stealth Rock damage. If there isn't a sleep (consistency) absorber such as Sap Sipper Bouffalant, Vigoroth, or RestTalk Muk on the opposing team, Jumpluff should use Sleep Powder early-game in order to cripple a foe. However, even if there is, Jumpluff can predict the sleep absorber to come in and pivot with U-turn into to a teammate. On the other hand, Jumpluff should avoid taking hits at all if there is a Pokemon on the opposing team that can punish Jumpluff's its use of Strength Sap, since its such a foe's presence severely cripples hinders Jumpluff's staying power. In addition, Jumpluff should only use Acrobatics on Pokemon that are physically frail on the physical side or weak to it such as Komala, Simisage, and Servine, since even with maximal investment in Attack, Jumpluff stays relatively weak. Encore should be used to lock your opponent's Pokemon into moves that you can take advantage of, such as Golem's Earthquake and Cacturne's Sucker Punch or Swords Dance. This forces the opposing Pokemon to switch out, giving Jumpluff a free U-turn or Strength Sap. Also, if Jumpluff has revealed Encore, the opponent may expect its use and switch out; therefore, it can be better to immediately pivot or heal. If Jumpluff doesn't check anything anymore or if one of its teammates has a clear path to a sweep, it can sacrifice itself through Memento to give free setup to a teammate such as Swords Dance Combusken or Dragon Dance Fraxure.

Team Options
========

Jumpluff fits well on bulky offense and balanced teams that need speed control a fast Pokemon / revenge killer (whichever works, just not speed control) and a check to Grass-types such as Leafeon and Servine (RC) as well as to specific threats such as Hakamo-o and Kecleon lacking Ice Beam. Moreover, it appreciates other VoltTurn users in order to make a great VoltTurn core, such as Komala and Electivire, which enjoy Jumpluff's ability to absorb Knock Off, as well as Silvally-Dragon, Silvally-Fighting, and Vibrava, which provide reliable entry hazard removal for Jumpluff. Slow or frail wallbreakers and sweepers such as Raticate and Rampardos also appreciate Jumpluff's ability to safely bring them in the field thanks to U-turn and Memento, as well as getting free switches into Pokemon that have been put to sleep by Sleep Powder or are under the effects of Encore. In addition, Water-types such as Mareanie and Silvally-Water appreciate Jumpluff's ability to take on Grass-types. Furthermore, Jumpluff enjoys their Fire- and Ice-type resistances, which gives give them the ability to take on threats such as Simisear and Floatzel. This is also the case for Rock-type Pokemon such as Golem, which appreciate Jumpluff's capability to deal with Grass- and Fighting-types and its Ground immunity and therefore make for good partners. In exchange, they provide Jumpluff with Stealth Rock support and resistances to Fire, Flying, and, in Golem's case, Rock. Jumpluff also fits well on hyper offense teams for its ability to support specific sweepers, such as Swords Dance Bibarel and Nasty Plot Simisear, with Memento.

[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Acrobatics
move 3: Strength Sap
move 4: Sleep Powder / Seed Bomb
item:
ability: Infiltrator
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Strength Sap allows Jumpluff to stay healthy, allowing it to consistently check Pokemon such as Sandslash and Silvally-Fighting lacking Ice Beam throughout the whole game. It also gives Jumpluff more setup opportunities, such as against Kecleon lacking Ice Beam and Silvally-Dark. Putting a Pokemon to sleep with Sleep Powder can give Jumpluff the opportunity to set up as well as the ability to break through physical walls that could take it on otherwise, such as Haze Mareanie. Jumpluff can opt for Seed Bomb instead, which breaks through Rock-types such as Golem and Relicanth and hits Electric-types such as Electivire and Raichu harder than Acrobatics. However, without Sleep Powder, Jumpluff finds less fewer setup opportunities.

Set Details
========

In order to boost Acrobatics' Base Power, Jumpluff isn't wielding an item. This also lowers the damage taken from Knock Off (RC) and therefore gives Jumpluff even more opportunities to switch in. Additionally, thanks to Infiltrator, Jumpluff can bypass Reflect and Light Screen, which could otherwise prevent its sweep, (comma) It also allows Jumpluff to and threaten Pokemon hidden behind a Substitute such as Simipour.

Usage Tips
========

The lack of U-turn makes this Jumpluff set act more as an attacker that focuses on weakening its checks to ensure its own sweep. If running Sleep Powder, Jumpluff should first cripple its checks such as Rotom-S and Mareanie with it early-game. Jumpluff should be cautious of how healthy its checks are and when to use Sleep Powder; it should use the move when it or one of its teammates has a clear path to a sweep. Sleep Powder can also be used to cripple one of a teammate's checks if Jumpluff has no chance to sweep. On the other hand, if carrying Seed Bomb over Sleep Powder, Jumpluff can break through usual checks such as Golem and Electivire lacking Choice Scarf (RC) and should therefore not focus on weakening them beforehand. However, it will lack more setup opportunities against slower threats such as Toucannon, Simisear, and Glaceon. Jumpluff should also stay healthy in order to be able to still check what it needs to as well as find more setup opportunities; therefore, it should use Strength Sap against Pokemon such as Kecleon lacking Ice Beam, Sandslash, and Silvally-Dark. It is also rather frail, so it should only come in on hits that it resists or is immune to, such as Leafeon's Leaf Blade and Sandslash's Earthquake. It can use these Pokemon as setup fodder and recover with Strength Sap if necessary. However, Jumpluff shouldn't try to set up until its checks such as Avalugg, Choice Scarf Electivire, and Floatzel have been completely removed, since most of them can easily take a boosted Acrobatics or Seed Bomb or are faster and can OHKO Jumpluff before it hits them.

Team Options
========

Jumpluff gets quickly worn down by Stealth Rock, so entry hazard removers such as Sandslash and Swanna, which also resist some of Jumpluff's weaknesses, are appreciated to improve its longevity. Moreover, Defog Silvally-Dragon and Defog Silvally-Fighting make great teammates for Jumpluff thanks to their ability to bring it in through U-turn. Furthermore, they bring Jumpluff useful Fire- and Rock-type resistances, respectively. In addition, Ground-types such as Marowak, Sivally-Ground, and Golem that can beat opposing Rock-, Steel-, and Electric-types are highly appreciated by Jumpluff. In return, they appreciate its ability to take on Grass-types such as Simisage and Bellossom. Additionally, Fire-types such as Rapidash and Combusken can check Steel-types for Jumpluff as well as weaken Rock-types with their coverage or secondary STAB moves, such as Focus Blast and High Horsepower. They can also switch into Ice-type coverage moves for it, such as Kecleon or Silvally-Fighting's Ice Beam and Servine's Hidden Power Ice. Furthermore, strong attackers such as Beheeyem, Chatot, Rampardos, and Raticate can weaken physical walls such as Pyukumuku, Avalugg, and Golem for Jumpluff, clearing a path for it to sweep. Choice Scarf Electivire is also a potent partner due to its ability to remove faster threats for Jumpluff, such as Floatzel and Choice Scarf wielders such as Komala and Rotom-S, with its powerful STAB and coverage moves. It can also safely bring Jumpluff in thanks to Volt Switch. Additionally, Water-types such as Mareanie and Silvally-Water appreciates Jumpluff's ability to take on Grass-types such Leafeon and Sawsbuck and, in return, can switch into Ice- and Fire-type moves from Floatzel and Combusken for it.

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

Thanks to its high Speed and ability to threaten Grass-types with Acrobatics, Jumpluff can run a rather effective Substitute + Leech Seed set. However, this set is extremely passive and therefore has difficulty breaking through Lickilicky and Muk. If used on a sun team, Jumpluff can run Sunny Day in order to act as a secondary sun setter. Jumpluff's notable perks are Chlorophyll allowing it to outspeed the whole unboosted metagame under sun and Memento enabling it to safely bring in a sun sweeper. However, Jumpluff isn't a very good mid-game sun setter, because it faces stiff competition for this slot from Pokemon such as Onix, Volbeat, and Exeggutor. Onix and Volbeat provide better utility with Stealth Rock and the combination of Prankster and a slow U-turn, respectively. Furthermore, sun doesn't benefit Jumpluff that much, unlike Exeggutor, since Jumpluff is already very fast without sun and is too weak to take advantage of Solar Beam. In addition, Jumpluff can run Chlorophyll on non-sun teams as a countermeasure to opposing sun teams, since Jumpluff outspeeds every Chlorophyll user and +1 Speed Combusken under sun and can OHKO them after very little damage with its STAB Acrobatics. Bullet Seed is an option over Seed Bomb on the Swords Dance set that can notably break through Golem's Sturdy and Kadabra's Focus Sash, as well as through Substitute if Jumpluff's ability is Chlorophyll. Also, this move gives Jumpluff a small chance to break through Pyukumuku. But in most cases, Seed Bomb is preferred due to its invariable consistent Base Power and the fact that an unboosted Bullet Seed rarely OHKOes Golem. Jumpluff also has access to the coveted Aromatherapy. However, while this move can bring much utility to Jumpluff's team, it isn't as good as Jumpluff's other support options because it doesn't provide as much momentum or as many setup opportunities as Encore, Sleep Powder, or Memento.

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

**Steel-types**: Steel-types such as Bronzor, Metang, and defensive Mawile can wall even a boosted Jumpluff. They can then take advantage of Jumpluff's inability to threaten them by setting up Stealth Rock or crippling it with Toxic, for example. Bronzor can be very problematic, since Jumpluff can't touch it outside of Sleep Powder and Bronzor's very low Attack stat prevents Jumpluff from recovering much health from Strength Sap. However, these Steel-types can get outstalled if they aren't running Toxic, as their offensive moves won't do enough damage to Jumpluff. While Pawniard isn't as bulky as the other Steel-types, it is also very problematic for Jumpluff, as it gets a boost in Attack if it gets hit by Strength Sap due to its ability Defiant.

**Ice-type Coverage**: Some Pokemon that Jumpluff would check by virtue of its typing such as Silvally-Fighting, Poliwrath, Kecleon, and Servine can carry Ice-type coverage such as Ice Beam, which OHKOes Jumpluff. Therefore, Jumpluff should always scout for Ice-type coverage while facing these Pokemon.

**Faster Pokemon**: Choice Scarf users such as Rotom-S, Electivire, Rapidash, and Swanna outspeed Jumpluff and can OHKO it with one of their moves. Additionally, the former two resist Acrobatics and can easily switch into Jumpluff. Also, some Pokemon such as Floatzel and Dugtrio naturally outspeed Jumpluff and can OHKO it with their coverage moves in Ice Beam and Stone Edge.

**Physical Walls**: Pokemon that are very bulky on the physical side such as Avalugg, Golem, and Probopass can easily take a boosted Acrobatics from Jumpluff and retaliate. However, Golem has to watch out for Seed Bomb, which can heavily damage it. Pyukumuku and Mareanie can wall Jumpluff thanks to Unaware and Haze, respectively, which allow them to negate Swords Dance boosts, but Jumpluff can break past the latter with Sleep Powder if it gets enough sleep turns.

**Strength Sap**: Thanks to Sap Sipper, Bouffalant and Zebstrika are able to consistently switch into Jumpluff, blocking its recovery from Strength Sap and its Sleep Powder. Thanks to the former's high bulk and the latter's Flying-type resistance, they can take Jumpluff's attacks relatively easily and retaliate with their powerful moves or, in the case of Bouffalant, set up with Swords Dance.

[CREDITS]
- Written by: [[Tuthur1, 369076]]
- Quality checked by: [[5gen, 296755 ], [uhuhuhu7, 407249], [Aaronboyer, 23945]]
- Grammar checked by: [[bigtalk, 466663], [, ]]
Thanks, it is implemented. The analysis is now ready for upload.
 

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