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11/5 - COTD - Jumpluff (DP: Secret Wonders)

Gokey Shuckle

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    [PokeCommunity.com] 11/5 - COTD - Jumpluff (DP: Secret Wonders)


    Rate & Review.

    Thanks to Water Pokemon Master from www.pokebeach.com for the scan.
     
    Jumpluff cards are always insane, so this is no exception. The power isn't new (Aquapolis, TRR), but the attack is unique, for you're likely to get at least one heads. The ability to hit anyone from anyway, up to 60 (more if Active has Grass weakness) for only two energies is tempting.

    However, with the luck-dependancy, it may not be worth it.

    7/10.
     
    All I'll say is bring a loaded coin. xD

    Seriously, this thing has the potential to annoy the heck out of anyone who doesn't have some status inflicting (or damage counter moving/placing, since that doesn't count as attack damage) pokémon at their disposal. 90 HP would normally suck on a stage two, but given that this things is running the same scheme as fossil set Haunter that shouldn't really be an issue. Cottonweed Punch does some crazy damage (because seriously, if you aren't confident about your coin flips you wouldn't be playing this to begin with) and with zero RC you can place multiple copies of this on standby on your bench so should one come close to being KOed or get afflicted with a bothersome status condition you can just switch in a fresh one while you wait to draw into your favourite healing Trainer cards (Heck, even Super Scoop Up if you really want a coin flip deck and still have at least one pluff on your bench to hold down the fort while you evolve up the one you scooped again). Fire weak is bothersome, but given that the only fire type you'll be likely to encounter is Infernape and this thing thrives on not taking any damage from attacks anyway so it's hardly a big damper on your puffball picnic. Fighting resist is nice to give it a little extra against Mario decks, though ideally weakness and resistance shouldn't get much space when playing this. With the right support, this thing can harass opponents like no-one's business. Better bring that Bastiodon to keep this thing from decimating your bench. O=

    8/10, because coin flip dependence is the only serious weak this beast has. Now if there's some kind of convenient evolution or card search method lower in the evolution chain then this thing is even crazier. x3
     
    Last edited:
    Jumpluffs are just not massively playable. Seriously. =(

    Common trends are low Hp, free retreat, hopefully some body that lets it live for a little longer, then a cheap attack usually with a low damage.
    For this card its attack puts me off totally. 60 damage max isnt a major threat to a deck, especially when this will only happen 25% of the itme. Even if it is to any Pokemon in play, its so inconsistant that it will just become an annoyance to the player.

    Although its nice and fast, with the low energy cost and whatnot, its much easier to play something else for a bigger attack and get it out at the same speed.
    5/10
     
    Lifted from when I reviewed the Japanese card.

    :shocked: That Poké-Body is...wow!

    2 Grass for 60 is good, even for 30. Not for nothing, though, of course. Plus you can choose which Pokémon to hit, which is excellent.

    90HP is bad. It used to be good for Jumpluff when it only ever had 70HP, but ever since Team Magma/Aqua, it's been bad for Jumpluff, which then had 90HP. Also, one word - Infernape.

    Actually, scratch that - any decent Fire-type Pokémon. That weakness, alongside just 90HP, is quite horrendous. The resistance is okay, but not when you look at...ooh, Rhyperior, Machamp, Medicham, etc. which can still do excess of 60 damage. The retreat cost is a good thing, too, 'cos this it just too easy to KO.

    I'm gonna say 5/10. The Body can keep Jumpluff alive a little bit longer if you're lucky, but there's no point - the attack is sub-par and the weakness just kills it.
     
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