Pokédex Entry: #189 Jumpluff

#189 Jumpluff

ワタッコ (Watacco)
Cottonweed Pokémon
Grass / Flying
Ability: Chlorophyll
Alt. Ability: Leaf Guard
Hidden Ability: Infiltrator
Height: 0.8m
Weight: 3kg
Male: 50%
Female: 50%
Egg Groups: Fairy / Plant
Steps required to hatch: 5100

Family:


Hoppip

Level up at Lv. 18

Skiploom

Level up at Lv. 27

Jumpluff

Movesets:

Attack Level Power Accuracy PP Type Damage Effect
Splash 1 0 -- 40 Does nothing.
Synthesis 1 0 -- 5 Heals the user by half its max HP. Affected by weather.
Tail Whip 1 0 100 30 Lowers the target's Defense by one stage.
Tackle 1 50 100 35 Inflicts regular damage with no additional effect.
Synthesis 4 0 -- 5 Heals the user by half its max HP. Affected by weather.
Tail Whip 7 0 100 30 Lowers the target's Defense by one stage.
Tackle 10 50 100 35 Inflicts regular damage with no additional effect.
PoisonPowder 12 0 75 35 Poisons the target.
Stun Spore 14 0 75 30 Paralyzes the target.
Sleep Powder 16 0 75 15 Puts the target to sleep.
Leech Seed 24 0 90 10 Seeds the target, stealing HP from it every turn.
Acrobatics 34 55 100 15 Has double power if the user has no held item.
Rage Powder 39 0 -- 20 Redirects the target's single-target effects to the user for this turn.
Cotton Spore 44 0 100 40 Lowers the target's Speed by two stages.
U-turn 49 70 100 20 User must switch out after attacking.
Worry Seed 54 0 100 10 Changes the target's ability to Insomnia.
Bounce 64 85 85 5 User bounces high into the air, dodging all attacks, and hits next turn.
Memento 69 0 100 10 Lowers the target's Attack and Special Attack by two stages. User faints.
Machine Number Attack Power Accuracy PP Type Damage Effect
TM06 Toxic 0 90 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day 0 -- 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam 150 90 5 User foregoes its next turn to recharge.
TM17 Protect 0 -- 10 Prevents any moves from hitting the user this turn.
TM21 Frustration 1 100 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 SolarBeam 120 100 10 Requires a turn to charge before attacking.
TM27 Return 1 100 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team 0 -- 15 Raises the user's evasion by one stage.
TM33 Reflect 0 -- 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 0 -- 10 User sleeps for two turns, completely healing itself.
TM45 Attract 0 100 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 80 100 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 0 100 20 Lowers the target's accuracy by one stage.
TM75 Swords Dance 0 -- 30 Raises the user's Attack by two stages.
TM77 Psych Up 0 -- 10 Discards the user's stat changes and copies the target's.
TM86 Grass Knot 1 100 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger 0 90 15 Raises the target's Attack by two stages and confuses the target.
TM89 U-turn 70 100 20 User must switch out after attacking.
TM90 Substitute 0 -- 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.

Stats:

Base Stats: IV EV Actual at Lv. EV Yield
HP: 75
 
354 0
Top Average: 80
 
Attack: 55
 
209 0
Top Average: 90
 
Defense: 70
 
239 0
Top Average: 83
 
Sp Attack: 55
 
209 0
Top Average: 83
 
Sp Defense: 85
 
269 0
Top Average: 83
 
Speed: 110
 
319 3
Top Average: 78
 
Base Stat Total: 450
 
Top Average: 500
 
(Note: Some stat changes will not display any effect if the level is very low, the IV hasn't changed enough or if the EV is not divisible by 4.)
Averages reflect the average stats for fully evolved Pokémon. Red stats mean below average, green stats mean above average.
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