Competitive Information for Jumpluff [Diamond/Pearl]

Competitive Pokemon Diamond/Pearl Movesets and Strategies for Jumpluff jumpluff
Base Stats for Jumpluff

Grass / Flying

Abilities:
ChlorophyllChlorophyll: If Sunny Day is active, this Pokemon's Speed is doubled.
,
Leaf GuardLeaf Guard: If Sunny Day is active, this Pokemon cannot be statused, but Rest works normally.


Evolutions / Family:
Hoppip
Skiploom
Jumpluff

Weakness Chart for Grass/Flying-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
  
0.5x
2x
2x
  
0.25x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0x
4x
  
2x
  
2x
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for JumpluffVisit Serebii's Pokedex for location, breeding, and other game details about JumpluffVisit Bulbapedia for more information about JumpluffVisit Pikalytics for competitive usage stats on Jumpluff

Movesets for Singles


What is a good competitive moveset for Jumpluff? These builds have been optimized for Pokemon competing in Diamond/Pearl Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Diamond/Pearl generation metagame.


Jumpluff is an interesting Grass and Flying-typed Pokemon. Jumpluff is a frequent Pokemon to see in Generation 4. Jumpluff is weak to Fire, Flying, Ice, Poison, and Rock-typed attacks.


Species: Jumpluff
Item: Life Orb / Focus Sash
Ability: Chlorophyll
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Seed Bomb / Bullet Seed
- U-turn
- Synthesis

Physical Sweeper Jumpluff (Chlorophyll)

Jumpluff is a marvelous Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Jumpluff from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Jumpluff's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Chlorophyll, if sunny day is active Jumpluff's speed is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a hefty amount of damage.
Bullet Seed is a physical STAB-boosted 10-base power Grass-type move (hits 2-5 times in one turn).
U-turn is a physical 70-base power Bug-type move (Jumpluff switches out after damaging the target).
Synthesis is a status move (heals your Jumpluff by a weather-dependent amount).




Species: Jumpluff
Item: Life Orb / Focus Sash
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Solar Beam
- Hyper Beam
- Silver Wind
- Confusion

Special Sweeper Jumpluff (Chlorophyll)

Jumpluff is an interesting Special Sweeper. It is meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Jumpluff from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Jumpluff's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Chlorophyll, if sunny day is active Jumpluff's speed is doubled.

Energy Ball is a special STAB-boosted 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Solar Beam is a special STAB-boosted 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Hyper Beam is a special 150-base power Normal-type move (Jumpluff cannot move next turn).
Silver Wind is a special 60-base power Bug-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Confusion is a special 50-base power Psychic-type move (10% chance to confuse the target).




Species: Jumpluff
Item: Leftovers
Ability: Chlorophyll
Nature: Timid (+Spe, -Atk)
EVs: 188 Def / 68 SpD / 252 Spe
Moveset:
- Bounce
- Substitute
- Sleep Powder
- Leech Seed

Jumpluff Support (Seedpluff)

Jumpluff is an extraordinary Support. Leftovers are always a great recovery option to ensure Jumpluff last longer regaining it's health every turn. With Chlorophyll, if sunny day is active Jumpluff's speed is doubled.

Bounce is a physical STAB-boosted 85-base power Flying-type move (bounces turn 1. hits turn 2. 30% paralyze).
Substitute is a status move (Jumpluff takes 1/4 its max hp to put in a substitute).
Sleep Powder is a status move (causes the target to fall asleep).
Leech Seed is a status move (1/8 of target's hp is restored to Jumpluff every turn).



Movesets for Doubles


What is a good doubles moveset for Jumpluff? These builds have been optimized for Diamond/Pearl Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Diamond/Pearl generation metagame.


Species: Jumpluff
Item: Life Orb / Focus Sash
Ability: Chlorophyll
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Seed Bomb / Bullet Seed
- U-turn
- Synthesis

Doubles Physical Sweeper Jumpluff (Chlorophyll)

Jumpluff is a pretty decent Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Jumpluff from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Jumpluff's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Chlorophyll, if sunny day is active Jumpluff's speed is doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Seed Bomb is a physical STAB-boosted 80-base power Grass-type move that deals a great amount of damage.
Bullet Seed is a physical STAB-boosted 10-base power Grass-type move (hits 2-5 times in one turn).
U-turn is a physical 70-base power Bug-type move (Jumpluff switches out after damaging the target).
Synthesis is a status move (heals your Jumpluff by a weather-dependent amount).




Species: Jumpluff
Item: Life Orb / Focus Sash
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Solar Beam
- Hyper Beam
- Silver Wind
- Confusion

Doubles Special Sweeper Jumpluff (Chlorophyll)

Jumpluff is a stupendous Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Jumpluff from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Jumpluff's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Chlorophyll, if sunny day is active Jumpluff's speed is doubled.

Energy Ball is a special STAB-boosted 80-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Solar Beam is a special STAB-boosted 120-base power Grass-type move (charges turn 1. hits turn 2. no charge in sunlight).
Hyper Beam is a special 150-base power Normal-type move (Jumpluff cannot move next turn).
Silver Wind is a special 60-base power Bug-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Confusion is a special 50-base power Psychic-type move (10% chance to confuse the target).



Movepool


Wondering what moves can Jumpluff learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Energy Ball
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Giga Drain
60
100%
10
User recovers 50% of the damage dealt.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Aerial Ace
60
--
20
This move does not check accuracy.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Bullet Seed
10
100%
30
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 1/3 recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seed Bomb
80
100%
15
No additional effect.
Tackle
35
95%
35
No additional effect.
U-turn
70
100%
20
User switches out after damaging the target.
Amnesia
--
--
20
Raises the user's Sp. Def by 2.
Aromatherapy
--
--
5
Cures the user's party of all status conditions.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Cotton Spore
--
85%
40
Lowers the target's Speed by 2.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
The target repeats its last move for 4-8 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Leech Seed
--
90%
10
1/8 of target's HP is restored to user every turn.
Memento
--
100%
10
Lowers target's Attack, Sp. Atk by 2. User faints.
Mimic
--
--
10
The last move the target used replaces this one.
Poison Powder
--
75%
35
Poisons the target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Powder
--
75%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Splash
--
--
40
No competitive use.
Stun Spore
--
75%
30
Paralyzes the target.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Swords Dance
--
--
30
Raises the user's Attack by 2.
Synthesis
--
--
5
Heals the user by a weather-dependent amount.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Toxic
--
85%
10
Badly poisons the target.
Worry Seed
--
100%
10
The target's Ability becomes Insomnia.

Combo List


These are a list of several common move combinations Jumpluff can perform in Diamond/Pearl. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive DP Move and Ability Combos for Jumpluff

Create a build


Have an idea in mind for Jumpluff that you'd like to test? Customize the IVs, EVs and their Diamond/Pearl moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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