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Pokemon Brilliant Diamond and Shining Pearl Jumpluff

Jumpluff
Cottonweed Pokémon

Pokemon Brilliant Diamond and Shining Pearl Jumpluff is a Grass and Flying 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.

National Dex Pokemon

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
HP75260354
E
Attack55103229
E
Defense70130262
E
Special Attack55103229
D
Special Defense95175317
C
Speed110202350
C
Total460
Jumpluff Detail
Best Held Items
Best Nature
Timid
+10% Speed
-10% Attack
Caught in the Wild Held Item Chance
Like/Dislikes
Likes: Sweet
Dislikes: Spicy
EV Yield3 Speed
Growth RateMedium Slow
Catch Rate45 (5.9% with PokéBall, full HP)
Egg GroupsFairy, Grass
Egg Cycles20 (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

Where To Find Jumpluff in BDSP

Jumpluff has 4 spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. 16-63 Skiploom, within the Grassland Cave location using the Walking method.

Underground Pokemon Spawns
After you reach Check Points in the game progression NEW Pokemon will begin to spawn in the Grand Underground.
Start = Default spawns in the Grand Underground
Strength = After obtaining the TM96 Strength
Defog = After obtaining the TM97 Defog
7th Badge = After obtaining the Icicle Badge from Candice
Waterfall = After obtaining the TM99 Waterfall
National = After obtaining the National Pokedex.
World Pokemon Spawns
Interact = Limited to one
Common = 20% ~ 100%
Uncommon = 5% ~ 20%
Rare = 1% ~ 5%
= Morning Time
= Day Time
= Night Time
Location How To Catch Pokemon Spawns
Route 205
100 - 20%
Skiploom
Lv. 12
Route 205
20 - 5%
Hoppip
Lv. 11
Route 205
20 - 5%
Hoppip
Lv. 9-10
Fuego Ironworks
100 - 20%
Skiploom
Lv. 30
Fuego Ironworks
20 - 5%
Hoppip
Lv. 29
Sunlit Cavern
National
Hoppip
Lv. 16-63
Sunlit Cavern
National
Skiploom
Lv. 16-63
Grassland Cave
National
Hoppip
Lv. 16-63
Grassland Cave
National
Skiploom
Lv. 16-63

Pokemon Brilliant Diamond and Shining Pearl Jumpluff Weakness

Jumpluff is a Grass and Flying Type pokemon. This will cause Jumpluff to take More Damage from Flying, Poison, Fire, Rock, Ice Type Moves, and Less Damage from Water, Fighting, Ground, Grass Type moves.

Damage Types
4.0x
More Damage
Ice
2.0x
More Damage
Flying
Poison
Fire
Rock
0.5x
Less Damage
Water
Fighting
0.25x
Less Damage
Grass
Immune to Damage
Ground

What pokemon is Jumpluff Weak Against?

Tier Pokemon
S
Lugia
S
Ho-Oh
S
Rayquaza
S
Dragonite
S
Tyranitar

What pokemon is Jumpluff Strong Against?

Tier Pokemon
S
Palkia
S
Kyogre
S
Groudon
S
Celebi
S
Garchomp
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Best 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.
STAB: (Same Type Attack Bonus) When a Pokemon uses a Move Type that is the Same as the Pokemon's Type, it will receive a 50% Bonus to Power. Moves Affected by this Highlighted in
Red Text
.

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
Status

Doesn't do ANYTHING.
1
Absorb
Power:
30
Acc: 100
PP: 25
Special

User recovers half the HP inflicted on opponent.
4
Synthesis
Power: —
Acc: —
PP: 5
Status

User recovers HP. Amount varies with the weather.
6
Tail Whip
Power: —
Acc: 100
PP: 30
Status

Lowers opponent's Defense.
8
Tackle
Power: 40
Acc: 100
PP: 35
Physical

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
Special

The user stirs up a fairy wind and strikes the target with it.
12
Poison Powder
Power: —
Acc: 75
PP: 35
Status

Poisons opponent.
14
Stun Spore
Power: —
Acc: 75
PP: 30
Status

Paralyzes opponent.
16
Sleep Powder
Power: —
Acc: 75
PP: 15
Status

Puts opponent to sleep.
20
Bullet Seed
Power:
37.5
Acc: 100
PP: 30
Physical

Hits 2-5 times in one turn.
24
Leech Seed
Power: —
Acc: 90
PP: 10
Status

Drains HP from opponent each turn.
29
Mega Drain
Power:
60
Acc: 100
PP: 15
Special

User recovers half the HP inflicted on opponent.
34
Acrobatics
Power:
82.5
Acc: 100
PP: 15
Physical

Stronger when the user does not have a held item.
39
Rage Powder
Power: —
Acc: —
PP: 20
Status

Forces attacks to hit user, not team-mates.
44
Cotton Spore
Power: —
Acc: 100
PP: 40
Status

Sharply lowers opponent's Speed.
49
U-turn
Power: 70
Acc: 100
PP: 20
Physical

User switches out immediately after attacking.
54
Worry Seed
Power: —
Acc: 100
PP: 10
Status

Changes the opponent's Ability to Insomnia.
59
Giga Drain
Power:
112.5
Acc: 100
PP: 10
Special

User recovers half the HP inflicted on opponent.
64
Bounce
Power:
127.5
Acc: 85
PP: 5
Physical

Springs up on first turn, attacks on second. May paralyze opponent.
69
Memento
Power: —
Acc: 100
PP: 10
Status

User faints, sharply lowers opponent's Attack and Special Attack.
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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
Physical

Hits 2-5 times in one turn.
TM11
Sunny Day
Power: —
Acc: —
PP: 5
Status

Makes it sunny for 5 turns.
TM15
Hyper Beam
Power: 150
Acc: 90
PP: 5
Special

User must recharge next turn.
TM17
Protect
Power: —
Acc: —
PP: 10
Status

Protects the user, but may fail if used consecutively.
TM19
Giga Drain
Power:
112.5
Acc: 100
PP: 10
Special

User recovers half the HP inflicted on opponent.
TM21
Dazzling Gleam
Power: 80
Acc: 100
PP: 10
Special

Hits all adjacent opponents.
TM22
Solar Beam
Power:
180
Acc: 100
PP: 10
Special

Charges on first turn, attacks on second.
TM32
Double Team
Power: —
Acc: —
PP: 15
Status

Raises user's Evasiveness.
TM33
Reflect
Power: —
Acc: —
PP: 20
Status

Halves damage from Physical attacks for 5 turns.
TM40
Aerial Ace
Power:
90
Acc: —
PP: 20
Physical

Ignores Accuracy and Evasiveness.
TM42
Facade
Power: 70
Acc: 100
PP: 20
Physical

Power doubles if user is burned, poisoned, or paralyzed.
TM44
Rest
Power: —
Acc: —
PP: 10
Status

User sleeps for 2 turns, but user is fully healed.
TM45
Attract
Power: —
Acc: 100
PP: 15
Status

If opponent is the opposite gender, it's less likely to attack.
TM53
Energy Ball
Power:
135
Acc: 100
PP: 10
Special

May lower opponent's Special Defense.
TM58
Endure
Power: —
Acc: —
PP: 10
Status

Always left with at least 1 HP, but may fail if used consecutively.
TM68
Giga Impact
Power: 150
Acc: 90
PP: 5
Physical

User must recharge next turn.
TM70
Flash
Power: —
Acc: 100
PP: 20
Status

Lowers opponent's Accuracy.
TM75
Swords Dance
Power: —
Acc: —
PP: 20
Status

Sharply raises user's Attack.
TM77
Psych Up
Power: —
Acc: —
PP: 10
Status

Copies the opponent's stat changes.
TM82
Sleep Talk
Power: —
Acc: —
PP: 10
Status

User performs one of its own moves while sleeping.
TM86
Grass Knot
Power: —
Acc: 100
PP: 20
Special

The heavier the opponent, the stronger the attack.
TM87
Swagger
Power: —
Acc: 85
PP: 15
Status

Opponent becomes confused, but its Attack is sharply raised.
TM89
U-turn
Power: 70
Acc: 100
PP: 20
Physical

User switches out immediately after attacking.
TM90
Substitute
Power: —
Acc: —
PP: 10
Status

Uses HP to creates a decoy that takes hits.
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