Competitive Information for Jumpluff [Sun/Moon]

Competitive Pokemon Sun/Moon 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 and Rest will fail for it.
,
InfiltratorInfiltrator: Moves ignore substitutes and foe's Reflect/Light Screen/Safeguard/Mist/Aurora Veil.


Evolutions / Family:
Hoppip
Skiploom
Jumpluff

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

Movesets for Singles


What is a good competitive moveset for Jumpluff? These builds have been optimized for Pokemon competing in Sun/Moon 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 Sun/Moon generation metagame.


Jumpluff is a marvelous Grass and Flying-typed Pokemon. Jumpluff are common Pokemon to see in the SM metagame. Jumpluff is weak to Fire, Flying, Ice, Poison, and Rock-typed attacks.


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

Physical Sweeper Jumpluff (Chlorophyll)

Jumpluff is an awesome Physical Sweeper. It's 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 33% 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 mighty amount of damage.
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Jumpluff has no held item).
U-turn is a physical 70-base power Bug-type move (Jumpluff switches out after damaging the target).




Species: Jumpluff
Item: Grassium Z / Life Orb
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Energy Ball / Giga Drain
- Dazzling Gleam
- Hyper Beam
- Silver Wind

Special Sweeper Jumpluff (Chlorophyll)

Jumpluff is pretty popular Special Sweeper. This moveset 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 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Jumpluff recovers 50% of the damage dealt).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
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)).




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 a fabulous Support. Leftovers are always a great recovery option to ensure Jumpluff last longer regaining it's life 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 Sun/Moon 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 Sun/Moon generation metagame.


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

Doubles Physical Sweeper Jumpluff (Chlorophyll)

Jumpluff is an interesting Physical Sweeper. It is 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 33% 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.
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Jumpluff has no held item).
U-turn is a physical 70-base power Bug-type move (Jumpluff switches out after damaging the target).




Species: Jumpluff
Item: Fairium Z / Life Orb
Ability: Chlorophyll
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Energy Ball / Giga Drain
- Hyper Beam
- Silver Wind

Doubles Special Sweeper Jumpluff (Chlorophyll)

Jumpluff is a stupendous Special Sweeper. It's goal is 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.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Energy Ball is a special STAB-boosted 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Giga Drain is a special STAB-boosted 75-base power Grass-type move (Jumpluff recovers 50% of the damage dealt).
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)).



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
Absorb
20
100%
25
User recovers 50% of the damage dealt.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Fairy Wind
40
100%
30
No additional effect.
Giga Drain
75
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.
Infestation
20
100%
20
Traps and damages the target for 4-5 turns.
Mega Drain
40
100%
15
User recovers 50% of the damage dealt.
Round
60
100%
15
Power doubles if others used Round this turn.
Silver Wind
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Snore
50
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.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Aerial Ace
60
--
20
This move does not check accuracy.
Bounce
85
85%
5
Bounces turn 1. Hits turn 2. 30% paralyze.
Bullet Seed
25
100%
30
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
False Swipe
40
100%
40
Always leaves the target with at least 1 HP.
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.
Pay Day
40
100%
20
Scatters coins.
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
40
100%
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.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Cotton Guard
--
--
10
Raises the user's Defense by 3.
Cotton Spore
--
100%
40
Lowers the target's Speed by 2.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Grassy Terrain
--
--
10
5 turns. Grounded: +Grass power, +1/16 max HP.
Growl
--
100%
40
Lowers the foe(s) Attack 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.
Rage Powder
--
--
20
The foes' moves target the user on the turn used.
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.
Strength Sap
--
100%
10
User heals HP=target's Atk stat. Lowers Atk by 1.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Sweet Scent
--
100%
20
Lowers the foe(s) evasiveness by 2.
Swords Dance
--
--
20
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
--
90%
10
Badly poisons the target. Poison types can't miss.
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 Sun/Moon. 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 SM 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 Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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