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Jumpluff counters

#0189
Lobby CP
11,228
Attack
97
Defense
144
HP
3,600
Raid timer
3 min
180s

Caught CP range 877 - 935.

Jumpluff weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Jumpluff is weak to ice2.56xflying1.6xpoison1.6xrock1.6xfire1.6x

  • Double weak (1)
  • Weak (4)
  • Neutral (9)
  • Resists (3)
  • Double resists (1)

It resists ground0.24xgrass0.39xfighting0.625xwater0.625xβ€” bringing one of those is throwing damage away.

Best Jumpluff counters

One trainer with counters this good beats Jumpluff alone. Difficulty rating 0.49 with the best counter, 1:27 to win.

Trainers1soloable
#AttackerMoveset
1Baxcaliburdragonicejoint top pickiceIce FangiceAvalanche3,5501:270.491.4270.2%
2Galarian Darmanitan (Standard)iceiceIce FangiceAvalanche3,1051:240.482.1279.2%
3MamoswineicegroundicePowder SnowiceAvalanche3,3281:290.512.3262.8%
4GlaceoniceiceFrost BreathiceAvalanche3,1261:330.531.8251.2%
5CetitaniceicePowder SnowiceAvalanche3,1131:410.581.4232.2%
6WeaviledarkiceiceIce ShardiceAvalanche3,0051:340.542.7248.4%
7VanilluxeiceiceFrost BreathiceAvalanche2,8221:420.582.1231.1%
8AvaluggiceiceIce FangiceAvalanche3,1981:490.621.3214.4%
9Mr. RimeicepsychiciceIce ShardiceTriple Axel2,8271:450.602.1223.0%
10JynxicepsychiciceFrost BreathiceAvalanche2,5551:420.582.8229.6%
11Hisuian AvaluggicerockicePowder SnowiceBlizzard3,4571:520.641.8210.0%
12SalamencedragonflyingfireFire FangflyingFly3,7491:560.661.7203.1%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Jumpluff.

Estimator is how many trainers of this strength the fight needs. Power is the share of Jumpluff's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 12 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1grassBullet Seed+grassSolar Beamhardest1:340.532.8100%
2bugInfestation+grassSolar Beam1:340.532.8100%
3fairyFairy Wind+grassSolar Beam1:340.532.8100%
4grassBullet Seed+fairyDazzling Gleam1:320.521.8100%
5bugInfestation+fairyDazzling Gleam1:310.521.8100%
6fairyFairy Wind+fairyDazzling Gleam1:310.521.8100%
7fairyFairy Wind+grassEnergy Ball1:310.521.6100%
8bugInfestation+grassEnergy Ball1:310.521.6100%
9grassBullet Seed+grassEnergy Ball1:310.521.6100%
10fairyFairy Wind+flyingAerial Ace1:310.521.2100%
11bugInfestation+flyingAerial Ace1:310.521.2100%
12grassBullet Seed+flyingAerial Ace1:310.521.2100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Jumpluff throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
bugInfestation9+131.0s0.75s
fairyFairy Wind9+131.0s0.63s
grassBullet SeedSTAB7+131.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
grassSolar BeamSTAB180-1005.0s2.80s
fairyDazzling Gleam100-503.5s2.10s
grassEnergy BallSTAB90-504.0s3.10s
flyingAerial AceSTAB55-332.5s2.00s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor8771,096
11/11/118881,110
12/12/129001,125
13/13/139111,139
14/14/149231,154
15/15/15hundo9351,168

Caught CP range 877 - 935, or 1,096 - 1,168 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Jumpluff is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
118
Game Master
Base Defense
183
Game Master
Base Stamina
181
ignored by a raid boss
Tier CPM
0.73
3,600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((118 + 15) x 0.73)97Game Master base Attack, tier CPM
Defensefloor((183 + 15) x 0.73)144Game Master base Defense, tier CPM
HP3,600 β€” fixed by tier, base Stamina 181 unused3,600tier HP pool
Lobby CPfloor((118 + 15) x sqrt(183 + 15) x sqrt(3,600) / 10) β€” no CPM term11,228Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.73, 3,600 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Jumpluff's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.