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Pojo's Pokémon Card of the Day


Jumpluff #3

Dragons Exalted

Date Reviewed: Sept. 17, 2012

Ratings & Reviews Summary

Modified: 1.50
Limited: 2.75

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

Combos With: See Below

Baby Mario
2010 UK National

Jumpluff (Dragons Exalted)

Hello and welcome to another week of Dragon’s Exalted reviews here on Pojo’s CotD. We seem to have covered most of the ‘big’ cards by now, but let’s see if we can unearth some hidden gems.

We kick off the week with Jumpluff, a Pokémon that will always have a special place in my heart because I won my Nationals with it back in 2010. I will do my best to love this version, but it doesn’t make things easy for me . . . the free Retreat is nice, the Fire Weakness irrelevant, and the Water Resistance an ok bonus, I suppose . . .but that 90 HP on a Stage 2 . . . that’s terrifying in the current format where hitting that kind of output is a matter of routine for virtually any competitive deck.

Jumpluff does have a interesting Ability though – Leave It to the Wind. This states that once per turn you can return Jumpluff and all cards attached to it to your hand. So . . . why would you want to do this? To save Jumpluff from a KO is one reason, another might be because you wish to promote another attacker. A third reason is to re-use any resources attached to Jumpluff (such as Energy or a Tool card). All useful in theory, no doubt, but just how practical? As mentioned before, Jumpluff is easy OHKO material, so saving a damaged one isn’t very likely. As for promoting another attacker, well, the card has free Retreat anyway. Moving resources? Jumpluff’s attack only needs a single Energy, so you won’t be conserving much.

Speaking of Jumpluff’s attack, Acrobatics is pretty poor stuff. Yes it’s cheap, but it’s also flippy and the damage output is a long way from being great, especially considering it’s a Stage 2. For a single Grass Energy, it will do 20 damage and then you get to flip two coins and get an extra 30 for each heads. Even with maximum luck (and/or Victory Star Victini) this will still only do 80: good value, yes, but not much of a threat to a big EX or a even a 140 HP Stage 2.

Leave It to the Wind is a fantastically named Ability that screams ‘combo me!!!’. The trouble is that I really can’t think of any combo that would be effective. With the BLW-on Rare Candy errata and the lack of Broken Time-Space in the format, it’s not even as if you could instantly replace the ‘Pluff anyway: you are going to have at least a turn with a 30 HP Hoppip on the Bench just asking for Darkrai to Night Spear it straight into the Discard pile. Maybe if ‘Pluff was a better attacker, he could do a job and then get the heck out of there while you promote another Pokémon to tank for a bit while you got your next one ready to roll. But no . . . Acrobatics is a low damage attack and you would be relying on double heads even to KO one of the few playable Pokémon that have Grass Weakness (Terrakion NVI). Sorry Jumpluff, I do still love you, but you just aren’t doing it for me anymore.


Modified: 1.5 (exploitable Ability that cannot be exploited)

Limited: 2 (low damage isn’t such a problem, but the effort required to get a Stage 2 into play will not be repaid)


Welcome back, Pojo readers! We're continuing our Dragons Exalted reviews, and this week we're looking at some of the Grass-types the set has to offer. We'll kick things off by reviewing Jumpluff.

Jumpluff is a Stage 2 Grass Pokemon. Grass Pokemon are virtually non-existent in the Modified metagame; you may occasionally see a Virizion NVI, but aside from that, they type is among the rarest in the format. 90 HP on a Stage 2 is absolutely awful, and Jumpluff had better have an amazing attack or Ability, if not both, in order to justify seeing play. Fire Weakness is a mixed bag right now, as Ho-Oh-EX is becoming much more popular, but aside from Ho-Oh, Fire is also a very rare type. Water Resistance is nice to have but largely irrelevant right now (but may be more important in the future). Finally, free Retreat is the best you can have, and is easily one of the stronger points of the card.

Jumpluff has an Ability and a single attack. Leave It to the Wind allows you to bounce Jumpluff and all cards attached to it to your hand once during your turn before you attack. This Ability will occasionally see some use in Limited, as you can bounce a heavily damaged Jumpluff to avoid getting Knocked Out, but the Ability will rarely come into play in Modified due to the hard-hitting nature of the format (mostly due to the fact that most common decks should be able to easily OHKO a 90 HP Stage 2).

Jumpluff's offensive maneuver is Acrobatics, starting off at 20 damage for a single Grass Energy, as well as flipping two coins, dealing 30 more damage for each heads. A maximum of 80 damage for a single Energy is good in any format, but the flippy nature of the attack, combined with bad typing and low HP, will keep Jumpluff relegated to Limited.

Modified: 1.5/5 Jumpluff has a cool Ability and free Retreat, but terrible HP, lackluster typing, and low damage output means you should probably steer clear.

Limited: 3.5/5 Leave It to the Wind is pretty cool here, as are free Retreat and a cheap attack. 90 HP is still really low for a Stage 2, though, so be sure to keep Jumpluff away from any of your opponent's major threats.


Jumpluff is a Stage 2 Grass Pokemon with 90 HP.  It has a weakness to Fire, resistance to Water, and a free retreat cost.  It is searchable by Level Ball.
'Leave it to the Wind' is an ability that lets you return this Pokemon and all cards attached to it back to your hand.  Yeah... So it's like a Super Scoop Up with no flip and only for this Pokemon.  In most cases you would do this to either get rid a "lot" of damage or get it out of the active spot if you've used your retreat already.
'Acrobatics' costs 1 Grass energy and does 20 damage.  Flip 2 coins and it adds 30 more for each heads.  Maximum of 80, minimum of 20, and average of 50.  Not spectacular in the least.
So usually Pokemon with abilities are looked for first in order to see if that ability is good enough to help with whatever strategy you are going for.  Energy acceleration and drawing abilities help lots of decks out, so those see more use.  This ability though... it doesn't seem great to me, let alone good.  Jumpluff is a Stage 2, so when you use the ability, you have to rebuild it up again.  In the current metagame, this thing will most likely be OHKOed, so the ability will not be used too often (maybe if someone spreads some small damage to it...).
If it is active and is asleep or paralyzed, you could use the ability.
 That would help against decks with status lock.  But there is no way I'm going to run a Stage 2 line to counter a status lock deck that is not being widely played.  I'll take my chances with drawing my Switches.
Now if it was a Basic with this ability and some more HP, it'd be a better card.  That way it could tank (with Eviolite), use the ability, and then be played down again.  "If 'ifs' and 'buts' were candy and nuts", right?
Modified: 1/5
Combo's With:  ...
Questions, comments, concerns: jebulousthemighty@yahoo.com

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