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.