Pokémon TCG: Sword and Shield—Brilliant Stars

2010-2-17 Jumpluff GS 6/123

The New King or an Old Softy?

  • And this is why some Cards are just BROKEN!

    Votes: 55 52.9%
  • Great Tech in ANY Grass Deck

    Votes: 23 22.1%
  • Gengar's Replacement

    Votes: 13 12.5%
  • Fire Kills it so not really worth the time

    Votes: 13 12.5%

  • Total voters
    104
  • Poll closed .
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MrMeches

New Member
"Before posting, please review the FAQ and follow the Guidelines provided for Card of they Day. Whereas we enjoy opinions of the cards, it is necessary to include a Brief Description for all players to understand your point of view and an optional Rating (ex. x/10). In the future, posts not using the FAQ information may be deleted and reported. Thanks, Mgmt"


[gal= 49766]
2010-2-17 Jumpluff GS 6/123

[/gal]​
 
Yay first one to put down a comment this can do a lot of damage just for one energy so yea the only bad thing about this card is the times two weakness and its low hp.
 
Beautiful card, amazing attacks, weakness is ok, resistance is GREAT, 90hp is 'meh' but with the grass support of shaymin land lv.x + expert belt, you're talking a 150hp beast hitting for 120+ a turn. Awesome.

9.5/10

EDIT ^
 
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Beautiful card, amazing attacks, weakness is ok, resistance is GREAT, 90hp is 'meh' but with the grass support of shaymin land lv.x + expert belt, you're talking a 170hp beast hitting for 120+ a turn. Awesome.

9.5/10

I think you mean 150. 90 + 40 + 20 = 150 not 170.

Drew
 
uggg i was online when it was posted...why arn't i first +x

9/10 Its a better version of FRLG Nidoqueen without the energy requirments however less consistency and easier to play around.
 
Very over-rated card. Same set up as Speedrill with 20 less HP. The only real difference is the Weakness being x2. I think this card will however see a lot of play. I just don't think it will yield the results people are hoping for.

6.5/10
 
Beautiful card, amazing attacks, weakness is ok, resistance is GREAT, 90hp is 'meh' but with the grass support of shaymin land lv.x + expert belt, you're talking a 170hp beast hitting for 120+ a turn. Awesome.

9.5/10

120+ ?? how
its minimum is 20 (both actives) and its maximum is 140 (with expert belt)
i think this card is overrated, however, it will see alot of play. and it is a very good tech in grass decks. if you have a grass deck this would be a great secondary attacker.
5/10 overall
7/10 in its own deck
9.9/10 in grass decks in general
 
Very over-rated card. Same set up as Speedrill with 20 less HP. The only real difference is the Weakness being x2. I think this card will however see a lot of play. I just don't think it will yield the results people are hoping for.

6.5/10

YES! QFT!

My friend at league ran this deck(who is a VERY good player), and it was ok, but, my Porygon-Z and Gengar decks each pounded it to the ground.

I think that a lot of people will run it, but it will soon die out as they realize that it's not the card they thought it was.

Another one of the problems with this is the low hp basics. Pichu, Hoppip, Sunkern, all have scary low hp. (Pichu, for getting your bench full - and possibly your opponent's, Hoppip, for, well, Jumpluff, and Sunkern for Sunflora, who can search for a grass pokemon every turn.)

Good card, will do well, but I think that it's just a bit overrated.

6.8/10 - Modified (Like I said, it's not bad, it'll see some play, it's just not competitive enough IMO.)
 
I think you mean 150. 90 + 40 + 20 = 150 not 170.

Drew

yeah, I added +40 for shaymin, and +40 for expert belt after shaymin haha. Shows you why you shouldnt post after bedtime :tongue:

PS thanks for the off topic post! :thumb:

120+ ?? how
its minimum is 20 (both actives) and its maximum is 140 (with expert belt)
i think this card is overrated, however, it will see alot of play. and it is a very good tech in grass decks. if you have a grass deck this would be a great secondary attacker.
5/10 overall
7/10 in its own deck
9.9/10 in grass decks in general

120.....full bench on both sides = 120. 140 with belt, and plus power = more. so 120+...get it? I obviously know the minimum, im trying to let everyone see its MAX potential.
 
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Realistically, 70+, as you can control your own bench. Usually they will have at least 3 Pokemon benched, meaning 100+.

It's not the same setup as Speedrill, as it doesn't require 4 Stage 2s out at once - it counts Basics. 1 Stage 2 is a much easier setup. This will be a solid deck, if it can avoid early game donks IMO.

8.5/10
 
While I'm personally not a fan, as it's susceptible to widely run counters, the fact of the matter is that odds are if you netdecked a good Jumpluff list you'd experience much greater success than if you netdecked whatever someone on this site advocated to be BDIF. Why? It doesn't take much, can use many things, and is relatively straightforward. Like a more flexible but less consistent Beedrill.

7/10
 
I recently got owned by this in league. It just sets up so quickly and requires such little energy. The HP is low but it doesn't really matter.

9/10 because you have to use hopip =)
 
the low HP hoppip and pichu arent good because of things like Uxie/Shuppet/Unown Q/Azelf/or even a crobat g with 2 poketurns, but other than that, Jumpluff is a good card, just not on its own. the low hp isnt good, but expert belt and SSU or Blissey Prime to heal helps. the Resistance to machamp and donphan is really helpfull.

9/10
 
I like how it can do mass damage for one energy or stall for one energy. Those abilities are aided by Cherrims from both SF and AR. The speed it can set up is very fast. I don't like its low HP, and Fire Weakness is not very good either. Fighting Resistance and Free Retreat are both very useful. 9/10
 
"This card will be SUCH A GOOD late game tech." -Jimmy Ballard, 2nd place at Worlds 2006.

I totally agree with him. Late game tech PERIOD.
In that context, 8/10
 
SUPER fast. Unbelievably fast. Pichu GS start, and if your opponent's smart, he won't put anything down. This leaves you open to donk if you've got six on your side, and you can always Expert Belt, PlusPower, whatever. :D

9/10. Fire Weakness hurts due to Ninetales GS coming out, but it shouldn't be much of a threat if you can OHKO or 2HKO antyhing.
 
And so, we talk about one of the best cards in HGSS, Jumpluff!:smile:

90 HP, sadly, is very low for a stage 2, so you better tech a Shamin Lv. X or give Jumpluff an expert belt to boost the HP. The weakness is bad with Blaziken FB still taking over, the resistance however is OK right now, and the free retreat is awesome.

The first attack, for a single :grass: energy has the potential to do lots of damage. If you and you opponent have six Pokemon out in play, you can hit for 120 damage. Now that's a lot of damage for a single energy. You can even put an expert belt so that the attack becomes 30 times the number of Pokemon, and then if there's at least 5 Pokemon in play, you can hit for 150 easily. Throw Cherrim SF along with the belt and the damage can become really high. Leaf Guard is also a helpful damage reduction attack, as it can do 30 (or 50 if there's the expert belt, or maybe even 70 if there's the belt and the Cherrims) and then reduce 30 damage from an attack onto Jumpluff during your opponent's next turn. Thus, not only it can hit hard, but it can also reduce damage fairly well too.

Overall 7/10 in modified

No denying that Jumpluff is bad because this card can be very good. The revival of Sneasel NEO does look pretty broken there, only no flip is needed. With expert belt, and maybe some Cherrim SF support, you can really hit for lots and lots of damage. Throw even a Shaymin Lv.X and now jumpluff can have at around 130-150 HP, dependant if there's the expert belt on it. Of course, right now, Jumpluff is kind of overrated and isn't seeing that much play in modifed right now, as some of its support is wrecked by Dialga G, or really maybe even SPs like Blaziken or Infernape also get it. Still, it is a pretty good card, and only time will tell whether or not this card will be popular at around state-regionals.
 
6/10 in Modified.

Pros
-Low energy cost
-Can do up to 100 Damage without poke tools, supports, and other trainer cards.
-0 retreat cost
-Pretty good attacks for just one energy.

Cons
-Low HP for a stage 2 pokemon
-Weakness is SCARY.
 
Ok, I run this card with Cherrims, hitting for a lot of damage turn 2... (Or turn 1 if I go second, but its rare...)

Pichu makes this deck more vulnerable, so I run Pachirisu... Call for family and 70hp?! woo! A donk is highly unlikely...


Next turn I can pretty much have a jumpluff out already with atleast 1 chrrim on bench... so hitting hard is a little early in the game... I can take down a 150HP Gardevoir... With 1 Plus Power lol (Actually if we both have a full bench and I have 1 Cherrim, and an expert Belt, None lol)

Id give this card a 9.5/10 for the reason as to it AWESOME!!! lol
 
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