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Pojo's Pokemon Card of the Day
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Top 10 New Pokémon Cards
of 2010
#9 - Jumpluff - HGSS
Date Reviewed:
Jan. 4, 2011
Ratings
& Reviews Summary
Modified: 3.25
Limited: 3.50
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
Back to the main COTD
Page
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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
#9 Jumpluff (HeartGold SoulSilver)
I’m probably a bit biased when it comes to this card
because I won my Nationals with it. That might have
something to do with me placing it a little higher than
#9 on my own Top 10 list.
Now that Claydol GE and Roseanne’s Research are gone
from the format, Jumpluff is a shadow of its old self.
These days, it only shows up occasionally, maybe
partnered with another Stage 2 (usually Vileplume or
Gengar), or in a deck trying to use Sunflora HGSS as a
search engine, but it just isn’t that good anymore.
Because of this, it’s easy to forget just how awesome
Jumpluff (with multiple Claydols and a ridiculously low
Energy count) was for those months between its release
and the September rotation. It won a ton of tournaments
and was the deck used by Yuka Furusawa to take Worlds
2010 in the Junior Division.
Jumpluff’s ability to do massive damage for a single
Grass Energy made other one-Energy attack specialists
like Kingdra LA and Donphan Prime look bad. The deck was
super fast, a breeze to set up, and loved to be teched
out. What’s more, its ability to swarm Pluff after Pluff
did a lot to compensate for its frighteningly low HP.
When it came to a Prize-for-Prize trade off, there
wasn’t much that could compete with a good Jumpluff
list.
True, Jumpluff’s time as a top deck was fairly brief,
and that’s probably what is keeping it from ranking more
highly in this poll. Nevertheless, it was fun while it
lasted, and it remains the most successful completely
new archetype to emerge from the HGSS block.
Rating
Modified: 4 (I doubt we will ever again see a card that
can hit that hard for so little cost)
Limited: 3.75 (Stage 2s are tough to use in limited, but
this is one of the best)
|
conical |
1/4/11: Jumpluff(HGSS)
The number 9 card on the Pojo list. I had him at around
here as well, so let's take a look...
Jumpluff hasn't really been seen much in the MD-on
format, due to Claydol's rotation. Every evolution deck
was crippled to a degree by Claydol's departure, but
Jumpluff was certainly one of the worst off
post-rotation, along with maybe Kingdra.
Its impact in early 2010 should not be overstated,
however. This little cottonball simply plowed through
everything late last season. What made this particularly
shocking was that it wasn't just that it was winning; it
was winning, even though relatively few people were
playing Jumpluff. Such was the power of Jumpluff, the
grass Pokemon who had nothing to do with the rest of
support Grass-types have to offer.
Now? Well, it could still be pretty solid combined with
Sunflora HGSS. It remains a solid card, but likely
nowhere near as incredible as it was with Claydol.
Modified: 3/5
Limited: 3.25/5
Combos With: Sunflora HGSS
|
virusyosh |
Happy Tuesday, Pojo viewers! Today we continue our
countdown of the Top 10 Cards of 2010 (HGSS-on) by
reviewing a card that was the cornerstone of a deck that
saw a lot of play when it first came out, but suddenly
dropped off after the September rotation occurred.
Today's Card of the Day is Jumpluff HGSS.
Jumpluff is a Stage 2 Grass Pokemon. Grass Pokemon are
very, very rare in the metagame these days, as Jumpluff
used to be the only dominant one in the format. 90 HP on
a Stage 2 is absolutely horrible, and is probably this
card's greatest shortcoming. Weakness to Fire could be
much worse, but is still problematic if you run into a
random Charizard deck or Blaziken FB tech. Fighting
resistance helps against the likes of Machamp and Promo
Toxicroak G. Finally, free retreat is amazing.
Jumpluff has two attacks, with one being much more
usable than the other. Mass Attack was the reason
Jumpluff was so playable, dealing 10 damage times the
number of Pokemon in play (both yours and your
opponent's) for a single Grass Energy. Since many times
in competitive Pokemon both players will have their
benches filled with techs like Uxie and Azelf, it is not
uncommon to see both players having a full bench and
therefore having Jumpluff swing for 120 damage for a
single Energy. The drawback to this attack is that your
opponent can play around it pretty easily by
conservatively keeping Pokemon out of play, but this is
unlikely to happen, as Jumpluff will still be swinging
for 70+ a turn (ideally).
The second attack, Leaf Guard, deals 30 damage for a
single Grass Energy and reduces any damage done to
Jumpluff by attacks next turn by 30. It's a decent move
if you wouldn't be doing a lot of damage with Mass
Attack or if you want to tank with Jumpluff (Shaymin Lv.
X and some Cherrim AR could work here), but most decks
will be attacking with Mass Attack most of the time.
Modified: 2/5 This is a rating for now, not for the old
DP-on format. The rotation brought about the loss of
Claydol GE, which has really hurt Jumpluff's ability to
survive in the current Modified metagame. 90 HP on a
Stage 2 is way too frail, and without consistent card
draw, the Jumpluff build falls prey to the speed of SP
decks. However, when the SP sets rotate, there is a
chance that Jumpluff could come back, although with only
90 HP, it will probably get taken out really fast. One
could use Shaymin Lv. X (Land) to increase Jumpluff's
HP, but getting that out could be a problem.
Limited: 4/5 Jumpluff is a monster in Limited. Both
benches are generally full in Limited, which means that
Jumpluff will be doing huge amounts of damage easily.
However, it is a Stage 2 with very low HP, which makes
getting rid of it a real possibility.
Combos With: There were many things that people used to
pair Jumpluff with back when the deck was popular.
Shaymin Lv. X (Land), Cherrim SF, and Cherrim AR were
all used to increase Jumpluff's HP and either make it
deal even more damage or increase its tanking potential.
|
Otaku |
Card #9 on our Top 10 Pokémon Cards of
2010 is
Jumpluff from HeartGold & SoulSilver.
On my own personal list,
Jumpluff just missed making it.
Why?
Because it is a good, solid deck
right now but it was great when I wasn’t
looking.
Yes, it really is that simple:
this was a card that was at its height
in the twilight of the previous format,
and lost access to the support that
defined that format like
Claydol and
Roseanne’s Research.
I’ll be honest, my own top 10
focused as much on important changes to
the game as it did actual card success,
so I suspect there will be quite a few
more “near misses” for me to review as
we progress.
Jumpluff
is a Grass-Type Pokémon, which normally
bodes ill.
Since it made the list that tells
you this is the exception and not the
rule.
Jumpluff can actually make fair use
of the existing Grass Support like
Shaymin Lv.X (Platinum, 126/127) to
shore up its HP.
It really could use the boost,
because its HP is only 90!
That is intentionally low for a
Stage 2, and used when TPC tries to make
the rest of the card quite potent: it’s
like you already got hit with a 30 or 40
point attack!
The low HP exacerbates the danger
of its Fire Weakness.
Fire isn’t especially common
right now, but there are a few Fire
decks kicking around out there.
The Weakness allows them to
easily OHKO
Jumpluff quite quickly: most that
see play either have Energy acceleration
or damage boosting tricks for their low
Energy attacks.
As such, running another piece of
Grass Support,
Metapod from HeartGold & SoulSilver
may be required to eliminate that
Weakness.
Jumpluff
at least enjoys Fighting Resistance -20,
and it is very important that it has it,
as that makes it almost impossible for a
fast Fighting deck like
Donphan Prime to OHKO it early game.
A few turns in and it will be
quite possible for it to OHKO you
regardless, either powering up its
second attack or by relying on a partner
like
Machamp Prime.
Jumpluff also enjoys a free Retreat
Cost, allowing it to flit from the
Active position to the Bench as long as
it isn’t affected by a Special Condition
or other in game effect that would deny
it.
Further hampering
Jumpluff is its Evolutionary Line.
The only legal
Hoppip (and its set-mate) has a mere
30 HP.
It is also still weak to Fire
with Fighting Resistance -20, but those
don’t matter too much when a Pokémon is
that small.
The one bottom stat that really
does still matter is the Retreat Cost,
and it actually has one.
It is just a single Energy to
Retreat, but that’s a lot for a little
fellow like this (where as on a larger
Pokémon it’d be fairly good).
You even need an actual Grass
Energy to attack, although you do get an
attack that does 10 points of damage
while allowing you to change
Hoppip out with one of your Benched
Pokémon.
The attack would be junk if you
had a free Retreat Cost, but since it’s
the same amount of Energy invested, many
times you might as well use the attack
to Retreat so you don’t waste Energy.
The only Modified Legal
Skiploom is again from HeartGold &
SoulSilver, and it too has the Fire
Weakness x 2 and Fighting Resistance
-20, but at least it also snags the free
Retreat Cost of
Jumpluff.
This is important because it only
has 60 HP, which would be okay… for a
Basic Pokémon.
For a Stage 1 it is again 30 or
40 points below the minimum playable
amount, and an intentional handicap.
Just like
Hoppip,
Skiploom has an attack for just (G),
but it technically is worse: 20 with an
extra 10 points of damage on a
successful coin toss.
It in no ways protects the
vulnerable
Skiploom, unless by some miracle
that is enough damage to take out your
opponent’s only attacking Pokémon or
somehow win the game.
With these two looked at, we see
that
Jumpluff is indeed facing an uphill
battle.
It needs a fantastic attack
and/or other ability to offset the
deficit it faces.
The first attack is just such a thing,
so I’ll save it for last.
The second attack is slightly
better than filler: 30 points of damage
for a single Grass Energy while soaking
30 points of damage from any attacks
Jumpluff is hit with next turn,
after Weakness and Resistance.
Because of the variable nature of
the first attack’s damage, you may
actually find yourself using this
attack.
If you do, it is annoying the
damage reduction occurs after Weakness,
since if it occurred before it would
effectively block twice as much damage
against larger attacks.
Something I’ll mention as an
interesting note that may matter more at
a future time, all attacks your opponent
makes during their next turn have their
damage reduced by 30.
Currently I know of only one
Pokémon that can attack twice in the
same turn (Raichu
Lv.X) and odds are even with damage
being reduced by 30, enough damage would
be done by the two combined attacks to
KO
Jumpluff, or they’d just nail your
unprotected Bench.
At last, I’ll cover what gets this card
played, Mass Attack.
Again, for a single (G) Energy,
Jumpluff hits for 10 points of
damage times the number of Pokémon in
play.
That means that the least it
could do (before other effects) is 20
points of damage (10 for both Active
Pokémon).
The
maximum “base” damage it could have is a
monstrous 120.
This is actually on par with what
it takes to run the little fellow.
Since every other attack on this
entire Evolutionary Line needs just a
single Grass Energy for any attack,
providing some synergy.
I also like that it forces a
painful choice on your opponent.
Clearly you’re going to fill your
own Bench in a
Jumpluff deck: it is enhanced by a
lot of support.
That means you should still be
looking at a great 70 points of damage
even if your opponent refuses to put
anything on their own Bench.
70 points is enough to threaten
most Basic Pokémon and many Stage 1
Pokémon with being OHKO’d, at least once
you add in some
PlusPower or an
Expert Belt.
The more they build their own
Bench, the more damage
Jumpluff will do.
Quite an impressive attack indeed
and I’d say one worthy of all the other
handicaps inflicted on the card.
Using
Jumpluff focuses on filling both
players Bench in the builds I have seen,
and this is probably what keeps the deck
fairly balanced.
The card I have heard of being
used to do this is
Pichu (HeartGold & SoulSilver), but
it doesn’t force your opponent to fill
their Bench.
It just gives both players the
option when you use its “Playground”
attack, then puts
Pichu to Sleep (so that its Poké-Body
Sweet Sleeping Face has a chance at
protecting it).
This is a solid idea for
Jumpluff since this would allow a
potent Supporting Bench set up pretty
fast, but it has some serious draw
backs.
First and foremost, your opponent
is getting that same edge.
Yes, it means all their own Basic
fetching tricks are now dead cards, but
for the worst reason (you already gave
them the needed Basic Pokémon).
If your opponent chooses not to
search for any odds are their deck is
already set up to get the needed Basic
Pokémon into play on their own turn.
This means you won’t get the
damage boost as soon and that can be all
an opposing deck needs to take down the
very vulnerable
Jumpluff.
Pichu is off-type for Support and
filling your Bench this way won’t let
you tap into useful Poké-Powers (Uxie,
anyone?), and worst of all is a 30 HP
Basic.
Between it and
Hoppip you are very vulnerable to
early
KOs,
and even FTKOs for game.
It makes me wonder if there isn’t
a better way I have just missed.
In Limited play this is very tempting,
but also very risky.
The good news is that it is in a
set (HeartGold & SoulSilver) has a lot
of draw and search power, so it is
possible you’ll have a lot of options to
get
Hoppip Evolved quite quickly.
Still, a 30 HP Basic in this
format is a huge risk and you will need
to work in a decent amount of Grass
Energy: the entire line only needs one,
but it has to have one, and
without it the entire line is a Prize.
A 60 HP Stage 1 isn’t much
better, and neither
Hoppip nor
Skiploom are worth running without
Jumpluff, even here.
Ratings
Modified:
3.75/5
Limited:
3.25/5
Summary
Jumpluff
is a fast, hard hitting Pokémon but it
pays for it by being quite vulnerable
and needing your opponent to have at
least a marginally good set-up to reach
maximum damage.
This makes it ultimately a good,
balanced deck but one with many places
for a player to go wrong.
I’ve never run it so perhaps I
just haven’t seen a good, modern list.
|
Mad Mattezhion
Professor Bathurst League Australia |
Jumpluff (HeartGold/SoulSilver)
This ball of destructive fluff wasn’t on my own list,
probably because I never played it or, more importantly,
had to play against it. It isn’t a bad card or
undeserving of a slot, it just didn’t flash into my mind
when I was writing my list.
So what is all the fuss about? Read on…
Jumpluff is a Grass type Stage 2 with 90 HP (EXPLETIVE!
MORE EXPLETIVES! HOLY EXPLETIVE THAT IS LOW!), Lightning
weakness, Fighting resistance, a free retreat cost and 2
attacks. This card is an extremely fragile attacker,
which would usually earn the gong rather than the
drumroll but the astonishing speed and brutality of the
attacks made Jumpluff a monster to be feared. Also there
is plenty of support for Grass types, which for once is
actually useful rather than clunky. On the downside
Luxray GL is a nightmare, especially if you used an
Expert Belt to boost Jumpluff (an OHKO for 1 energy and
2 prizes? Just concede and end the torment) and even
more so if your opponent uses Dialga G (a favourite
partner along with Garchomp C) to shut off your
supporting Poke-bodies. At least Machamp and Donphan
lose out against Jumpluff early on, so it isn’t all bad
news. And the retreat lets you get out of trouble,
provided Jumpluff isn’t KOed outright, an all too common
occurrence.
Okay, just what are these brilliant attacks that took
Jumpluff to victory in the Junior division of World’s
last September? I’ll start with Leaf Guard. For [g], you
deal 30 damage and receive 30 less damage from your
opponent’s attacks during your opponent’s next turn.
Cheap and effective, it takes a little of the sting out
of the abysmal HP and make keep Jumpluff in the fight a
little longer, but 30 damage is nowhere near enough
damage. Even with 4 Cherrim SF and an Expert Belt to
boost the damage, you are dealing 90 damage (a 2HKO most
of the time) with a minor tanking effect that can be
worked around and Jumpluff is too weak to tank anyway.
This is just a secondary attack for when the first
attack isn’t feasible.
No, the real draw is Mass Attack, which deals 10 damage
per Pokémon in play (both yours and your opponent’s) for
[g]. Essentially, this means damage varying from 20
damage (terrible) to 120 damage (completely broken!) for
a single energy. Obviously, you want to fill you own
Bench (which takes the minimum damage to 70 for your own
full Bench and both Active Pokémon) and convince your
opponent to do the same, although just filling your own
bench while denying your opponent his bench techs for
fear of increasing your damage is also a win for you. 70
damage is enough to donk all starters and most evolving
Basics , while adding Expert Belt will put most
non-evolving Basics into donk range (‘donk’ means an
early OHKO, usually on your first turn [sometimes
second] of play).
Still, it is the combo partners that made Jumpluff
change from a glass cannon that a few people might try
into the raging beast that took out the Junior World’s
title. Shaymin Ground Form Lv X gave a much needed HP
boost that puts Jumpluff up to 130 (much better) and
Expert Belt boosted both the damage and the HP (a
calculated risk, but worth the reward) and running
Luxray GL was a snap thanks to Jumpluff’s low energy
requirements. In fact, Jumpluff was one of the only
archetypes to successfully run more than one SP Pokémon
without major consistency issues and so could rightfully
call itself a hybrid deck (Crobat G worked well in this
deck as well).
Furthermore this is the only archetype where Pichu HGSS
was a viable choice for a starter with its Playground
attack that allowed each player to search their deck for
as many Basic Pokémon as they wanted, then place them
onto their bench. This came with the added benefit or
curse (it’s highly situational) of sending Pichu to
sleep so that Sweet Sleeping Face (Pichu’s defensive
Poke-body, common to all HGSS Baby Pokémon) would
prevent attack damage to Pichu (pretty easy to work
around it though). Also, for those who had the space in
their deck and on their bench, using Broken Time Space
with Cherrim SF gave a further boost to damage through
the Sunny Day Poke-body.
You may wonder why I used the past tense above. It is
because, while the above cards are still legal,
Roseanne’s Research and Claydol GE were what provided
the speed to keep Jumpluff alive and they have been
rotated out. After the rotation, people have stopped
playing Jumpluff because they can’t quite make the deck
work. And while we still have Uxie and Pokémon Collector
to fill the void with some new cards that might make
Jumpluff viable again, the other thing that killed
Jumpluff is Trainer Lock (Jumpluff lived for Rare Candy
and Expert Belt is a must) which is not going away until
the next rotation at the earliest (when, unfortunately,
Jumpluff will whimper out of existence because Shaymin
will be gone).
Some of the new cards that might revive Jumpluff are
Twins and Black Belt, because then you can turn the
likely loss of a Pichu or Hoppip (both cards have 30 HP)
into an advantage with better setup or a heavy damage
boost to take out something important (especially with
the help of Luxray GL). It also takes a little of the
sting out of Trainer lock (since both are Supporters),
but I still don’t know if anyone can pull it off in a
competitive environment. It might be good as a surprise
upset deck but I wouldn’t think so because Jumpluff has
been seen before.
Still, Jumpluff was feared from its release until
September last year and for good reason. Maybe Jumpluff
was just a flash in the pan, but it was a big flash!
Modified: 3.75 (above average, but its second tier and
should be marked “FRAGILE: Handle with Care”)
Limited: 3 (it’s a pitifully weak Stage 2 but that
attack damage is tempting and you probably won’t have
much in the way of options… plus free retreat!)
Combos with: Shaymin Ground Forme Lv X, Pichu HGSS,
Twins, Black Belt
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