Pokemon Brilliant Diamond and Shining Pearl Jumpluff is a Grass and Type Cottonweed Pokémon, with a 5.9% Chance To Catch with a regular Pokeball. Jumpluff can be found with Chlorophyll, Leaf Guard and Infiltrator as an Ability and has a Medium Slow growth rate with a 3 Speed EV Yield. We recommend the Timid Nature, based on 460 combined Base Stats.
Jumpluff Stats and Abilities
Based on Jumpluff Base IVs we consider this pokemon C-Tier choice. Jumpluff Highest IV Stat is Speed 110 and the Lowest being Attack 55.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 75 | 260 | 354 |
| E | Attack | 55 | 103 | 229 |
| E | Defense | 70 | 130 | 262 |
| E | Special Attack | 55 | 103 | 229 |
| D | Special Defense | 95 | 175 | 317 |
| C | Speed | 110 | 202 | 350 |
| C | Total | 460 |
| Jumpluff | Detail |
|---|---|
| Best Nature | Timid
↑ +10% Speed↓ -10% Attack |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 3 Speed |
| Growth Rate | Medium Slow |
| Catch Rate | 45 (5.9% with PokéBall, full HP) |
| Egg Groups | Fairy, Grass |
| Egg Cycles | 20 (4,884–5,140 steps) |
| Abilities | Description |
|---|---|
Chlorophyll Ability 1 | Chlorophyll doubles the ability-bearer's Speed during bright sunshine. |
Leaf Guard Ability 2 | Leaf Guard prevents the bearer from succumbing to major status ailments (sleep, burns, poisoning, paralysis or freezing) during sunny weather. |
Infiltrator Hidden Ability | Infiltrator ignores the effects of Reflect, Light Screen and Safeguard. In other words, if the opponent has used Safeguard, Toxic would still badly poison them. |
How To Evolve Jumpluff in BDSP
Hoppip requires (Level 18) to evolve into Skiploom and then (Level 27) to evolve into Jumpluff.
| Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
|---|---|---|---|---|
|
Hoppip
| Level 18 → |
Skiploom
| Level 27 → |
Jumpluff
|
Evolution ChartWhere To Find Jumpluff in BDSP
Jumpluff has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
100 - 20% |
Skiploom
Lv. 12
| |
|
20 - 5% |
Hoppip
Lv. 11
| |
|
20 - 5% |
Hoppip
Lv. 9-10
| |
|
100 - 20% |
Skiploom
Lv. 30
| |
|
20 - 5% |
Hoppip
Lv. 29
| |
|
National |
Hoppip
Lv. 16-63
| |
|
National |
Skiploom
Lv. 16-63
| |
|
National |
Hoppip
Lv. 16-63
| |
|
National |
Skiploom
Lv. 16-63
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Jumpluff Weakness
Jumpluff is a Grass and Type pokemon. This will cause Jumpluff to take More Damage from , Poison, Fire, Rock, Ice Type Moves, and Less Damage from Water, Fighting, Ground, Grass Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage |
|
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage |
|
| Immune to Damage |
|
What pokemon is Jumpluff Weak Against?
What pokemon is Jumpluff Strong Against?
Type Weakness ChartBest Moves Jumpluff in BDSP
Best Moveset for Jumpluff Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 64 |
Bounce
| | Physical | 127.5 | 85 | 5 | Springs up on first turn, attacks on second. May paralyze opponent. |
| 59 |
Giga Drain
| | Special | 112.5 | 100 | 10 | User recovers half the HP inflicted on opponent. |
| 49 |
U-turn
| | Physical | 70 | 100 | 20 | User switches out immediately after attacking. |
| 34 |
Acrobatics
| | Physical | 82.5 | 100 | 15 | Stronger when the user does not have a held item. |
Best Moveset for Jumpluff TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM22 |
Solar Beam
| | Special | 180 | 100 | 10 | Charges on first turn, attacks on second. |
| TM53 |
Energy Ball
| | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
Jumpluff Level Up Moves
List of Moves Jumpluff can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Splash
|
Power: —
Acc: —
PP: 40
Doesn't do ANYTHING.
|
| 1 |
Absorb
|
Power:
30 Acc: 100
PP: 25
User recovers half the HP inflicted on opponent.
|
| 4 |
Synthesis
|
Power: —
Acc: —
PP: 5
User recovers HP. Amount varies with the weather.
|
| 6 |
Tail Whip
|
Power: —
Acc: 100
PP: 30
Lowers opponent's Defense.
|
| 8 |
Tackle
|
Power: 40
Acc: 100
PP: 35
A physical attack in which the user charges and slams into the target with its whole body.
|
| 10 |
Fairy Wind
|
Power: 40
Acc: 100
PP: 30
The user stirs up a fairy wind and strikes the target with it.
|
| 12 |
Poison Powder
|
Power: —
Acc: 75
PP: 35
Poisons opponent.
|
| 14 |
Stun Spore
|
Power: —
Acc: 75
PP: 30
Paralyzes opponent.
|
| 16 |
Sleep Powder
|
Power: —
Acc: 75
PP: 15
Puts opponent to sleep.
|
| 20 |
Bullet Seed
|
Power:
37.5 Acc: 100
PP: 30
Hits 2-5 times in one turn.
|
| 24 |
Leech Seed
|
Power: —
Acc: 90
PP: 10
Drains HP from opponent each turn.
|
| 29 |
Mega Drain
|
Power:
60 Acc: 100
PP: 15
User recovers half the HP inflicted on opponent.
|
| 34 |
Acrobatics
|
Power:
82.5 Acc: 100
PP: 15
Stronger when the user does not have a held item.
|
| 39 |
Rage Powder
|
Power: —
Acc: —
PP: 20
Forces attacks to hit user, not team-mates.
|
| 44 |
Cotton Spore
|
Power: —
Acc: 100
PP: 40
Sharply lowers opponent's Speed.
|
| 49 |
U-turn
|
Power: 70
Acc: 100
PP: 20
User switches out immediately after attacking.
|
| 54 |
Worry Seed
|
Power: —
Acc: 100
PP: 10
Changes the opponent's Ability to Insomnia.
|
| 59 |
Giga Drain
|
Power:
112.5 Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| 64 |
Bounce
|
Power:
127.5 Acc: 85
PP: 5
Springs up on first turn, attacks on second. May paralyze opponent.
|
| 69 |
Memento
|
Power: —
Acc: 100
PP: 10
User faints, sharply lowers opponent's Attack and Special Attack.
|
Jumpluff TM Moves
List of Moves Jumpluff can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM09 |
Bullet Seed
|
Power:
37.5 Acc: 100
PP: 30
Hits 2-5 times in one turn.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM19 |
Giga Drain
|
Power:
112.5 Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
Hits all adjacent opponents.
|
| TM22 |
Solar Beam
|
Power:
180 Acc: 100
PP: 10
Charges on first turn, attacks on second.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| TM40 |
Aerial Ace
|
Power:
90 Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM53 |
Energy Ball
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM75 |
Swords Dance
|
Power: —
Acc: —
PP: 20
Sharply raises user's Attack.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM89 |
U-turn
|
Power: 70
Acc: 100
PP: 20
User switches out immediately after attacking.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
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