Jumpluff
X

Blown by seasonal winds, it circles the globe, scattering cotton spores as it goes.

Y

Even in the fiercest wind, it can control its fluff to make its way to any place in the world it wants.

Omega Ruby/Alpha Sapphire

Jumpluff rides warm southern winds to cross the sea and fly to foreign lands. The Pokémon descends to the ground when it encounters cold air while it is floating.

Evolution Chain

hoppip
Hoppip
Level 18
skiploom
Skiploom
Level 27
jumpluff
Jumpluff

Pokédex & Training Data

Classification Cottonweed Pokémon
Height 0.8 m (2'07")
Weight 3.0 kg (6.6 lbs)
Abilities
EV Yield +3 speed
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Fairy, Plant

Pokédex Numbers

Johto (G/S/C) #069
Johto (HG/SS) #069
Kalos (Central) #137
Paldea (S/V) #018
National #189

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Splash
— — 40 Does nothing.
1 Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
4 Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
6 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
8 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
10 Fairy Wind
40 100% 30 Inflicts regular damage with no additional effect.
12 Poison Powder
— 75% 35 Poisons the target.
14 Stun Spore
— 75% 30 Paralyzes the target.
16 Sleep Powder
— 75% 15 Puts the target to sleep.
20 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
24 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
29 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
34 Acrobatics
55 100% 15 Has double power if the user has no held item.
39 Rage Powder
— — 20 Redirects the target’s single-target effects to the user for this turn.
44 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
49 U Turn
70 100% 20 User must switch out after attacking.
54 Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
59 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
64 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
69 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Splash
— — 40 Does nothing.
1 Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
4 Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
6 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
8 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
10 Fairy Wind
40 100% 30 Inflicts regular damage with no additional effect.
12 Poison Powder
— 75% 35 Poisons the target.
14 Stun Spore
— 75% 30 Paralyzes the target.
16 Sleep Powder
— 75% 15 Puts the target to sleep.
20 Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
24 Leech Seed
— 90% 10 Seeds the target, stealing HP from it every turn.
29 Mega Drain
40 100% 15 Drains half the damage inflicted to heal the user.
34 Acrobatics
55 100% 15 Has double power if the user has no held item.
39 Rage Powder
— — 20 Redirects the target’s single-target effects to the user for this turn.
44 Cotton Spore
— 100% 40 Lowers the target’s Speed by two stages.
49 U Turn
70 100% 20 User must switch out after attacking.
54 Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
59 Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
64 Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
69 Memento
— 100% 10 Lowers the target’s Attack and Special Attack by two stages. User faints.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM62 Acrobatics
55 100% 15 Has double power if the user has no held item.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Bounce
85 85% 5 User bounces high into the air, dodging all attacks, and hits next turn.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Synthesis
— — 5 Heals the user by half its max HP. Affected by weather.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.

Base Stats

Hp 75
Attack 55
Defense 70
Sp. Atk 55
Sp. Def 95
Speed 110
Total 460

Type Defenses

(vs. Gen 6+ rules)

2x
0.5x
0.25x
4x
0.5x
2x
0x
2x
2x