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1,850
Lvl 50Max CP
1,636
Lvl 40
1,168
Lvl 25Weather Boost
935
Lvl 20Raids/Eggs
701
Lvl 15Research

Jumpluff has pitiful stats for PvE, and is mostly a dex filler. Its double weakness to Ice-type attacks discourages its use for gym defense. The only niche that this cotton ball has going for it is in PvP, specifically Great League. 

  • Bullet Seed gets STAB and allows Jumpluff to fulfill a Grass-type role.
  • Infestation actually sports slightly superior stats, but lacks STAB and doesn't synergize well. 
  • Fairy Wind is more beneficial for Fairy-type Pokemon. 
  • Solar Beam offers the best offensive performance, dealing considerable damage. 
  • Energy Ball deals more consistent damage as a 2-bar move, but falls behind overall due to how slow it is. 
  • Acrobatics benefits from STAB, but lacks synergy with Jumpluff's fast moves.
  • Aerial Ace is a step down and has the same problem. 
  • Dazzling Gleam has no use. 

  • Both Bullet Seed and Infestation perform almost identically on defense, the difference is miniscule. 
  • Fairy Wind is one of the worst moves for defense, with its pitiful damage. 
  • Aerial Ace can be used frequently as a 3-bar move, and benefits from STAB.
  • Energy Ball being a Grass-type move can threaten certain Ice-type attackers that have a Water sub-typing. 
  • Dazzling Gleam doesn't provide any meaningful coverage, but is faster than Energy Ball
  • Acrobatics hits hard and fast, but takes a long time before it can be used, which is risky with Jumpluff's double weakness. 
  • Solar Beam is too slow for defense. 

Fairy Wind is a great option for Jumpluff; while it doesn't get STAB, the advantage of Fairy-typing helps in a handful of a matchups, and its tremendous energy generation means it can spam its Charged Moves with ease.

For Charged Moves, we start with Energy Ball. While once a relatively weak move, it's currently outstandingly strong. Relatively low energy cost, very high Damage per Energy, and even a small chance to debuff Defense makes it very threatening for anything that doesn't resist it, and it's very spammy when combined with Fairy Wind's aforementioned high energy generation. Meanwhile, Acrobatics takes a bit more energy to utilize, but it can hit even harder.

Jumpluff sports an interesting Grass/Flying typing and extraordinary bulk. It floats around, posing a VERY large threat to a lot of Pokemon that are either weak to its moves or that can't take a constant pummeling of very strong Charged Moves, but it's also not that hard to wall out all-in-all, with most Steel Types shrugging off its entire moveset. For this reason, Jumpluff is a Pokemon that needs to be covered by its team, but at the same time it's very valuable for its ability to cover many top-tier teammates with ease. If you're not prepared for Jumpluff, it will put a very large hole in your team.

50,000 Stardust + 50 Candy
Second Charge Move Cost
5%
Flee Rate
3 KM
Buddy Distance
12.5%
Catch Rate
50%
Female Ratio
50%
Male Ratio