Pokémon TCG: Sword and Shield—Brilliant Stars

HGSS Jumpluff

WHY on EARTH would you need hit point manipulation with *******' 140 damage with 1 energy? What on earth can get around that as fast as it'll be setting up? Play Crobat or something if you're that worried ._.

I mean jeez...its just that 140 for 1 is baffling...

why do you keep saying 140 for 1?

that is with an expert belt and both fields in play with SIX pokemon. there are a number of problems with this idea, though.

1. jumpluff with a belt only has 110hp. there are a lot of decks that can OHKO in response and take TWO prizes.
2. that is assuming both benches are full. many times a jumpluff player MAY get out 6 pokemon, but that isnt exactly easy when being assaulted on t1/2 and you have to devote resources elsewhere.
3. that is assuming the opponent plays SIX pokemon down. SP will limit their bench to 2-3 pokemon, and decks like kingdra and gengar and such will similarly limit their bench as much as possible. theyll go for the 1 claydol, and keep 1-2 attackers benched- limiting your damage from their field to 30-40, and with 50-60 from you (or 70-80 with a belt) thats about 120 and less damage. it will be hard to OHKO those pokemon for 1, while 90/110hp is very easy to respond to (especially early and mid game when point 2 is usually in effect)
4. DGX is still very painful to this deck. blocking bodies, hard damage and difficulty to OHKO. gengar hurts by OHKOing any little basics you play down quite easily and having feinting spell. they can easily modify YOUR damage to force a feinting spell flip, or to make it so that your damage is off by leveling up, etc. a lot of SP+fire decks will hurt too. especially infernape who will OHKO for 2 and no discard with 110hp- hard to respond KO to. blaziken is a bit easier- but a threat if you desire to shaymin/expert belt with its ridiculous damage potential.
5. there are plenty of techs against 1 energy attackers and big benched decks. dusknoir DP and palkia G X and mr. mime are big walls to jumpluff. jumpluff either warps or reversals or luxrays- or tries to, all of the above, for as long as possible to accumalate prizes. gengar makes it particularly hard too. dusknoir can wreck your bench every turn, destroying any semblance of a setup or high damage mark.
6. cards like ts-2 and spread really wreck this kind of deck. 30hp basics, and a generally painfully weak cast of support and attackers means spread will be quite damaging.


basically, i think that repeatedly saying 140 is just entirely misleading. try playing the deck first and see how much damage you can consistently do. if its 140 for 1, then by all means play the deck. but i think thats getting quite lucky in set up, and your opponent being unlucky or misplay a lot.

i love seeing that article. what a horrible list. 3 pichu? to give your opponent a t1/2 claydol? no thank you. only one unfavorable matchup was cute. and the blowout matches it had otherwise were just silly. very favorable to luxchomp? yeah right dude. it really, really, really isnt that easy. getting to 110 damage is not easy when they limit their bench and KO yours. it will be a 2hko exchange, under many circumstances, while they have garchomp and poketurns. its not that easy when your opponent is using 3 pokemon in play and giving you only 30 damage, forcing you to belt or try to pull tricks, usually with a limited bench due to early gusts/snipes/lowhp quick damage, etc.
 
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The match ups in that pokebeach thread are TERRIBLY WRONG, especialy the luxchomp match-up how the heck is jumpluff favored against LuxChomp? t2 I can knock out your jumpluff with my garchomp c lv.x with a crobat drop or skunktank g.
 
Maaaaybe.
She loved Gallade so I can't imagine she wouldn't mind the 140 for 1 trick.

i love when people ignore my posts.

if it was 140 for 1 it would be the BDIF. it IS NOT LIKE THAT. thats just stupid. no one would ever play another deck if it could be summarized up with "140 for 1"
 
I believe this deck is going to come down the player behind it.

From testing the deck myself I can honestly say that the HP has never been an issue. 90HP may seem like little but people are so focused on Jumpluff's first attack and not the card's abilities as a whole. Leaf Guard essentially adds on 30HP to Jumpluff's health and is an effect on Jumpluff itself causing your opponent to be able to do little in response to it. In the absence of Shaymin and Expert Belt if you know how to play your cards right then it will be a rare occasion where Jumpluff will be OHKO'ed. SSU also works as a remedy to this.

On to mass attack, Jumpluff can execute 70 damage if your opponent has a single pokemon in play and it does this for 1 energy. Even if your opponent limits their bench to 2-3 pokemon that is still 80-100 damage for a single energy. Let us not forget that the mere fact that if someone is playing against a Jumpluff deck the situation automatically puts them at a disadvantage. They will think twice before laying down that uxie to draw seven cards, play that crobat to place a counter, drop mespirit to stop powers for a turn. In addition to this, a player won't be able to set up basics to evolve in the near future. When playing we like assurance. I am sorry but scramble is no longer in the format.

Let me give an example so you can better understand. Player A has his active Gardevoir/Gallade/Gengar/Garchomp/Dialga/Luxray and a bench with 2 random support pokemon Claydol/Bronzong/Uxie/Dusknoir etc... Player A understands that next turn his main attacker who is active will be KO'd but doesn't want to begin and hasn't already set up/benched his next attacker in fear of the added Jumpluff damage. This scenario highlights how Jumpluff will already puts its opponents at a disadvantage just by sitting on the field. It isn't like your active can get KO'd and on your next turn you can bring up a random free retreater and then lay down a ralts, rare candy, gardevoir, scramble and be back into the game. Setting up takes time and there will be points in the match where playing basics is going to be inevitable or else you will end up digging yourself a hole that you cannot get out of.

Jumpluff has excellent recovery as well. All it really needs is a single energy and it is back on its feet all over again.

I am not saying Jumpluff is BDIF or perfect, but it is nothing to be overlooked. Jumpluff's biggest claim to fame may be its greatest downfall, only needing one energy to attack... Mime walls it completely and GG can easily lock it if planned right. The small amount of energy played in the deck also causes for random energy drought even with roseanne in the deck.
 
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What most people look over is that Palkia G pretty much ruins this decks attack. Yes it still does a good amount of dammage but not enough. Read Palkia G's pokepower.
 
The funny thing that i notice is you think 120-140 for 1 energy is new because its not look at beedrill!!!
A great deck...now you change the beedrill into jumpluff=still a great deck!
 
What most people look over is that Palkia G pretty much ruins this decks attack. Yes it still does a good amount of dammage but not enough. Read Palkia G's pokepower.

...eeexcept, very few people play Palkia G.

And in my Jumpluff deck, I would run Mesprit just to laugh at Palkia with.
 
...eeexcept, very few people play Palkia G.

And in my Jumpluff deck, I would run Mesprit just to laugh at Palkia with.

I guess. Do you think it would make a comeback with Garchomp C? but with Garchomp C you could heal and snipe with palkia... That way mewtwo dosen't really afect you but then I don't know how you could lock to. Mabey chose one or the other?
 
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I think it could possibly do well as a tech, like a 1/1 line, but if you focus on the card your opponent will be able to somewhat play around it and limits your damage output.
 
I definitely see Palkia G coming into the spotlight more in the future. Donphan is weak to it, so it Infernape/Blaziken SPs that were countering Dialga at Cities. It's not weak to Jumpluff and hinders it so much with it's poke-power. Weakness to electric (Luxray) is unfortunate, but you can play Toxicroak G PR to OHKO Luxray back.
 
If you put Sunflora HGSS into the deck instead of Claydol. You can get the specific Pokemon you need out there quicker. Personally, I just think to many cards beat Claydol right now and the deck itself is quick enough as it is. All you need is 1-2 Uxies for draw power and that's about it really.
 
Oh yea i did holley crap.....it would make dusknoir from dp even better for your oppent and i think now it is better to have bubble shield now with the times two weakness.
 
I like the concept, but after looking at it, I prefer speedrill. Without the belt Jumpluff is hitting for a max 120 and that's if your opponent has a full bench, which is the same as speedrill. Beedrill has more HP and support (flutter wings) and isn't dependent on your opponent for dealing damage.
 
I like the concept, but after looking at it, I prefer speedrill. Without the belt Jumpluff is hitting for a max 120 and that's if your opponent has a full bench, which is the same as speedrill. Beedrill has more HP and support (flutter wings) and isn't dependent on your opponent for dealing damage.

Dude, read Sunflora from the new set, then get back to me.
 
^ Sunflora does not make this list, at all. I tried it as an experiment and it ended up clunking the deck up more than helping.

Honestly, the problem with this deck is not its survivability. I've been consistently getting a Shaymin into the active position about T3 every game, and its stupid hard to kill a Jumpluff after that point. I admit to Ryan's discretion, one shotting a Jumpluff with 110 is easy. However, its not nearly as easy to one shot a Jumpluff once its sitting at 150 and can use its block attack for one grass and hits for 50 damage, using it as a wall tactic until you get within that damage. Opponents last evening running Gengar. Mence, and even Blaziken were hard pressed to get around its high HP's and its eventual high attack. The trick is to get the Shaymin up following a non belted decent attacking Jumpluff, then level it up and retreat (The entire deck revolves around like.. 8 energy.)

The problem is its early game set up, which I've had little trouble with. In solitaire speed testing, I've been getting quick Jumpluffs more than 50% of the time, of course not with maximum damage, but still hitting for enough to merit early prizes. And the answer to anyone who stops benching? Just start using the guard attack. That will force the opponent to have to hit harder. Anyone who knows how Landshark works will realize just how agonizing surfing through 30 prevented damage can be. Not to mention I also had the room to sneak Nidoqueen in this list as well. Everyone here is seeing lol Mass Attack and isn't even paying attention to the fact that it can also survive an attack very well just by taking the extra turn and hitting for 50 (feat belt) for only one grass. This tradeoff is actually better than Garchomp's guard claw! (About the same damage for increased defense! Yes please!)

What of Gyarados? Theres really not much you can do here. Gyarados hits just as hard and just as fast and can eat your belts even quicker while also having Blissey Prime to recover. Unless you have some way to get around 150 HP's, this matchup is not nearly as solid.

Luxray/Garchomp? I am of the opinion that if you can set up fast enough, you can keep pace with this deck in a shootout.

Fire Decks? Not in this meta game. I'd take the gamble and try this over Charizard because at least it isn't destroyed by a fire weakness, and can weak the potential Gatr's.

This deck is not the BDIF, by any means. However, it has the potential to be a serious contender if played correctly. I agree with a poor list this deck is not even viable. However I've had some very solid hands a lot of times that can contend with some of the nastier decks in the format.
 
If Jumpluff gets big, or if people perceive that it will be big, Charizard AR will see a lot of play since it will benefit from the Pichu start as well and be doing 160 for 1 to Jumpluff.
 
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