Gen 5 Jumpluff [QC 2/2] [GP 1/1] [DONE]

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
[OVERVIEW]

Jumpluff finds a niche in PU as a reliable pivot and support Pokemon. Jumpluff's excellent typing gives it plenty of opportunities to switch into common threats like Torterra and Scraggy while also having the Speed and deep support movepool to disrupt them with options like Encore. Jumpluff's access to Synthesis gives it the longevity to disrupt foes and pivot around for most of the match. However, Jumpluff's offensive prowess is less impressive and leaves it open to being stopped by common walls like Bronzor, Stunfisk, and even Klang. Jumpluff is also still outsped by the common Zebstrika or the less common Sneasel.

[SET]
name: Pivot
move 1: Acrobatics
move 2: Synthesis
move 3: U-turn
move 4: Encore / Aromatherapy / Swords Dance
item: Flying Gem
ability: Chlorophyll
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Acrobatics is the chosen STAB move thanks to its interaction with Flying Gem. With Flying Gem, both the Flying Gem boost and the Acrobatics boost apply at the same time, making the first Acrobatics that Jumpluff uses is extremely strong, while granting every subsequent Acrobatics a consistent 110 Base Power. The last move is a choice between three moves: Encore, Aromatherapy, and Swords Dance. Encore is the preferred option and allows Jumpluff to shut down setup and neutralize walls such as Beheeyem and Bronzor by locking the target into an unthreatening move, which also gives teammates potential turns to set up themselves. Aromatherapy is effective for keeping its teammates healthy by shrugging off common status such as paralysis and poison and doubles down on Jumpluff's longevity as well. Swords Dance is a final option for late-game sweeps; however, Jumpluff finds itself easily stopped by common walls, so this is the least preferred option.

Jumpluff is best at home on offense teams that are looking for ways to break stall and stay healthy for scrappier matches. In this sense, Jumpluff is a great teammate for Pokemon such as Monferno that are prone to getting hit with status and appreciate being brought in safely by U-turn. Jumpluff also heavily appreciates a teammate that is able to handle its common counters in Bronzor, Stunfisk, and Klang that Jumpluff commonly faces; Pokemon like Simisear and Marowak are excellent choices for breaking past Jumpluff's counters. Other teammates include Zebstrika, which can make an excellent VoltTurn core with Jumpluff. Jumpluff is also surprisingly able to tank strong boosted hits from Pokemon such as Torterra, so teammates such as Stunfisk appreciate the synergy Jumpluff has to offer. Stunfisk, Frillish, and Klang are also good defensive partners, being able to tank some of the attacks directed at Jumpluff. An important thing to keep in mind about Jumpluff is that it is neither a wall nor a sweeper: Jumpluff is there to come in when it's convenient, perform its support task like Encore, heal if it has to or maybe squeeze a hit in if it can, then get out efficiently.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/akir.231726/
Quality checked by:
https://www.smogon.com/forums/members/bella.567483/
https://www.smogon.com/forums/members/roxie.481576/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
https://www.smogon.com/forums/members/autumn.384270/
 
Last edited:

Bella

Lighterless
is an official Team Rateris a Social Media Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributor
[OVERVIEW]

Jumpluff finds a niche in PU as a reliable pivot and support Pokemon. Jumpluff's excellent typing gives it plenty of opportunities to switch into common threats like Torterra and Scraggy, while also having the Speed and deep support movepool to disrupt them with options like Encore. Jumpluff's access to Synthesis rounds out Jumpluff to give it the longevity to disrupt the opponent and pivot around for most of the match. However, Jumpluff's offensive prowess is less impressive and leaves it open to being walled by common walls like Bronzor, Stunfisk, and even Klang. (Would mention that even with its incredible speed tier its still outsped by Zeb / Purugly / Sneasel and scarfers.)

[SET]
name: Pivot
move 1: Acrobatics
move 2: Synthesis
move 3: U-Turn
move 4: Encore / Aromatherapy / Swords Dance
item: Flying Gem
ability: Chlorophyll
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Acrobatics is the chosen STAB move thanks to its interaction with Flying Gem. With Flying Gem, both the boost of the Gem and the second boost of not having an item both apply at the same time, making the first Acrobatics that Jumpluff uses is extremely strong and every Acrobatics afterwards a consistent base 110 attack. Synthesis is for healing off any chip damage Jumpluff takes, and U-Turn is for momentum and bringing in teammates safely. The last move is a choice between 3 moves: Encore, Aromatherapy, and Swords Dance. Encore is the preferred option and allows Jumpluff to shut down set-up and neutralize walls (such as?) by locking the target into an unthreatening move (would mention how this gives its teammates setup oppertunites too!). Aromatherapy is effective for keeping its teammates healthy by shrugging off common status such as Paralysis and Poison and doubles down on Jumpluff's longevity as well. Swords Dance is a final option for lategame sweeps, however Jumpluff finds itself walled pretty easily by common walls (such as?) so this is the least preferred option.

Jumpluff is best at home on offense teams that are looking for ways to break stall and stay healthy for scrappier matches. In this sense, Jumpluff is a great teammate for Pokemon such as Monferno who are prone to getting hit with status and appreciate being brought in safely by U-Turn. Jumpluff is also surprisingly able to tank choice attacks from Pokemon such as Torterra, so teammates such as Stunfisk appreciate the synergy Jumpluff has to offer. Stunfisk is also a good defensive partner being able to tank some attacks directed at Jumpluff, as is other walls like Frillish or Klang. An important thing to keep in mind about Jumpluff is that it is neither a wall nor a sweeper: Jumpluff is there to come in when it's convenient, perform its support task like Encore, heal if it has to or maybe squeeze a hit in if it can, then get out efficiently. (Mention Volt Switchers for a Fast VoltTurn Core)

[CREDITS]
- Written by: [[Akir 231726]]
- Quality checked by: [[Bella, 567483], [name, id]]
- Grammar checked by: [[name, id]]
uhBella (1).gif

1/1
 

roxie

https://www.youtube.com/@noxiousroxie
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However, Jumpluff's offensive prowess is less impressive and leaves it open to being walled by common walls like Bronzor, Stunfisk, and even Klang.
- we mention this in the OP so we need to have examples of teammates that check these said things mentioned. Id throw in jumpluff is often forced to uturn / swap in front of these things and into xyz examples that check Bronzor/stun/klang somewhere.
Great work
 
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amchecker
Add Remove (AC) add comma (AS) add semicolon (RC) remove comma (AP) add period (AH) add hyphen
[OVERVIEW]
Jumpluff finds a niche in PU as a reliable pivot and support Pokemon. Jumpluff's excellent typing gives it plenty of opportunities to switch into common threats like Torterra and Scraggy, while also having the Speed and deep support movepool to disrupt them with options like Encore. Jumpluff's access to Synthesis rounds out Jumpluff to give it the longevity to disrupt the opponent and pivot around for most of the match. However, Jumpluff's offensive prowess is less impressive and leaves it open to being walled by common walls like Bronzor, Stunfisk, and even Klang. Jumpluff is also still outsped by the common Zebstrika or and the less common Sneasel.

[SET]
name: Pivot
move 1: Acrobatics
move 2: Synthesis
move 3: U-Turn U-turn
move 4: Encore / Aromatherapy / Swords Dance
item: Flying Gem
ability: Chlorophyll
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Acrobatics is the chosen STAB move thanks to its interaction with Flying Gem. With Flying Gem, both the boost of the Flying Gem boost and the second boost of not having an item Acrobatics boost both apply at the same time, making the first Acrobatics that Jumpluff uses is extremely strong,(AC) and while granting every subsequent every Acrobatics afterwards a consistent base 110 Base Power attack. The last move is a choice between 3 moves: Encore, Aromatherapy, and Swords Dance. Encore is the preferred option and allows Jumpluff to shut down set-up setup and neutralize walls such as Beheeyem or Bronzor by locking the target into an unthreatening move, which also gives teammates potential turns to set up themselves. Aromatherapy is effective for keeping its teammates healthy by shrugging off common status such as Paralysis paralysis and Poison poison and doubles down on Jumpluff's longevity as well. Swords Dance is a final option for late-game(AH) sweeps,(RC);(AS) however,(AC) Jumpluff finds itself easily walled pretty easily by common walls,(AC) so this is the least preferred option.

Jumpluff is best at home on offense teams that are looking for ways to break stall and stay healthy for scrappier matches. In this sense, Jumpluff is a great teammate for Pokemon such as Monferno who that are prone to getting hit with status and appreciate being brought in safely by U-Turn U-turn. Jumpluff also heavily appreciates a teammate that is able to handle the its common counters of in Bronzor, Stunfisk, or Klang that Jumpluff commonly faces;(AS),(RC) and Pokemon like Simisear or and Marowak are excellent choices for wallbreaking breaking past Jumpluff's counters. Other teammates include Zebstrika,(AC) that which can make an excellent VoltTurn core with Jumpluff. Jumpluff is also surprisingly able to tank choice attacks strong boosted hits from Pokemon such as Torterra, so teammates such as Stunfisk appreciate the synergy Jumpluff has to offer. Stunfisk, Frillish, and Klang are is also a good defensive partners, (AC) being able to tank some of the attacks directed at Jumpluff.(AP), as is other walls like Frillish or Klang. An important thing to keep in mind about Jumpluff is that it is neither a wall nor a sweeper: Jumpluff is there to come in when it's convenient, perform its support task like Encore, heal if it has to or maybe squeeze a hit in if it can, then get out efficiently.

[CREDITS]
- Written by: [[Akir, 231726]](<- added comma)
- Quality checked by: [[Bella, 567483], [name, id]]
- Grammar checked by: [[name, id]]
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
1/1 GP Team done credit both of us
make sure to tag the bot when something is gp ready in future
Add Remove (AC) add comma (AS) add semicolon (RC) remove comma (AP) add period (AH) add hyphen
[OVERVIEW]
Jumpluff finds a niche in PU as a reliable pivot and support Pokemon. Jumpluff's excellent typing gives it plenty of opportunities to switch into common threats like Torterra and Scraggy (RC) while also having the Speed and deep support movepool to disrupt them with options like Encore. Jumpluff's access to Synthesis rounds out Jumpluff to give gives it the longevity to disrupt the opponent foes and pivot around for most of the match. However, Jumpluff's offensive prowess is less impressive and leaves it open to being walled by common walls (change a word here to avoid 'walled by walls' repetition) like Bronzor, Stunfisk, and even Klang. Jumpluff is also still outsped by the common Zebstrika or and the less common Sneasel.

[SET]
name: Pivot
move 1: Acrobatics
move 2: Synthesis
move 3: U-Turn U-turn
move 4: Encore / Aromatherapy / Swords Dance
item: Flying Gem
ability: Chlorophyll
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Acrobatics is the chosen STAB move thanks to its interaction with Flying Gem. With Flying Gem, both the boost of the Flying Gem boost and the second boost of not having an item Acrobatics boost both apply at the same time, making the first Acrobatics that Jumpluff uses is extremely strong and while granting every subsequent every Acrobatics afterwards a consistent base 110 Base Power attack. The last move is a choice between 3 three moves: Encore, Aromatherapy, and Swords Dance. Encore is the preferred option and allows Jumpluff to shut down set-up setup and neutralize walls such as Beheeyem or and Bronzor by locking the target into an unthreatening move, which also gives teammates potential turns to set up themselves. Aromatherapy is effective for keeping its teammates healthy by shrugging off common status such as Paralysis paralysis and Poison poison and doubles down on Jumpluff's longevity as well. Swords Dance is a final option for late-game(AH) sweeps,(RC);(AS) however,(AC) Jumpluff finds itself easily walled pretty easily by common walls,(AC) so this is the least preferred option. (change 'walled by common walls' again)

Jumpluff is best at home on offense teams that are looking for ways to break stall and stay healthy for scrappier matches. In this sense, Jumpluff is a great teammate for Pokemon such as Monferno who that are prone to getting hit with status and appreciate being brought in safely by U-Turn U-turn. Jumpluff also heavily appreciates a teammate that is able to handle the its common counters of in Bronzor, Stunfisk, or and Klang that Jumpluff commonly faces;(AS),(RC) and Pokemon like Simisear or and Marowak are excellent choices for wallbreaking breaking past Jumpluff's counters. Other teammates include Zebstrika,(AC) that which can make an excellent VoltTurn core with Jumpluff. Jumpluff is also surprisingly able to tank choice attacks strong boosted hits (is the choice item part relevant? you could say something like 'hits from Choice Band Torterra' if it is; 'choice attacks' isn't really a thing, so if notyou can just change to what's suggested) from Pokemon such as Torterra, so teammates such as Stunfisk appreciate the synergy Jumpluff has to offer. Stunfisk, Frillish, and Klang are is also a good defensive partners, (AC) being able to tank some of the attacks directed at Jumpluff.(AP), as is other walls like Frillish or Klang. An important thing to keep in mind about Jumpluff is that it is neither a wall nor a sweeper: Jumpluff is there to come in when it's convenient, perform its support task like Encore, heal if it has to or maybe squeeze a hit in if it can, then get out efficiently.

[CREDITS]
- Written by: [[Akir, 231726]](<- added comma)
- Quality checked by: [[Bella, 567483], [name, id]]
- Grammar checked by: [[name, id]]

use the new credits format - old one isn't supported

Written by:
https://www.smogon.com/forums/members/user1.100/
https://www.smogon.com/forums/members/user2.101/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:

https://www.smogon.com/forums/members/user5.104/

adorluigi
- Commas before 'while' are only needed when it means 'whereas' / is showing contrast. If 'while' is used to mean 'at the same time as' then a comma isn't needed. "While also" can never mean whereas because "also" means at the same time as.
- If a Pokemon's name is repeated in the same sentence, you can change the second one to 'it' to fix repetition / readability.
- Opponent = opposing player; foe = opposing Pokemon
- Small numbers should be written out (unless referring to evs.base power etc), so three moves not 3 moves.
- 'x and y' is plural, while 'x or y' is singular. If you're referring to multiple things (teammates, threats, foes etc) then you need to use 'and' in lists of examples to ensure agreement. If you're talking about one thing (a teammate, a threat, a foe etc) then you need to use 'or.' Walls = plural, so walls like Beheeyem or Bronzor -> walls like Beheeyem and Bronzor
- Similarly, counters is plural, so Bronzor, Stunfisk, and Klang not Bronzor, Stunfisk, or Klang.
- Changing choice attacks to strong boosted hits slightly alters conent by removing the Choice item element
 
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