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
![]() |

Where 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
|

Pokemon 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?

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. |


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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