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HGSS-onpluff

catutie

Ahhhhh back.....er....kind of
Member
so im sitting here trying to make my jumpluff deck HGSS on...and its harder than i thought here is my list

4-4-4 Jumpluff
2-2 Sunflora
2-2 Metapod
4 Minum UL
1-1-1 Magnezone prime
__________
23 poke

4 PONT
2 FSL
2 Elm
2 Collector
2 Communication
2 Copy Cat
4 Rare Candy
4 Switch
____________
20 T/S/S

8 Grass Energy

that leaves 2 spots...i have no idea how to fill them. also remember has to be HGSS on (killed me to take out bebe :( )
 
Interesting... Would it be worth a 2-2-1 Meganium Prime so you can Leaf Trans freely between Pokemon? If you did add Meganium Prime, you would probably need to delete some other cards, maybe trainers, to get a good setup.
 
@qnetykz it also has Solarbeam to dish out damage if Jumpluff can't.
 
Jumpluff will always be dishing out damage, since the point of Jumpluff is to swarm. Also, Jumpluff sets up much more quickly, and usually does even more damage than Meganium.

Also, since the decklist contains over 50 cards, it belongs in the Deck Garage forum.

*Moved*
 
You could use Vespiquen UD to prevent damage. Jumpluff can swarm while Vespiquen shelters. Also, Pichu HGSS is a good starter. Playground is helpful; your opponent either searches for a bunch of basics, making Mass Attack stronger; or they search for little to none, slowing them down. It's good for an HS-on because Spiritomb will be gone.
 
I've already kinda started making a few HGSS-ON lists and Jumpluff is one of them. Few tips: you need a starter as you need something that can take a hit as well as start setting up basic pokemon on you bench for Mass Attack seeing as a T1 Pluff woud be impossible with the soon to be released Rare Candy ruling. I've found Minum UL to be a good starter as it can get upto 2 basic pokemon from your deck and put them onto your bench so then next turn you can Candy Hoppip into Jumpluff. This is the pokemon line i use

4-3-4 Jumpluff
1-1-1 Magnezone Prime
2-2 Sunflora
3 Minum UL
1 Jirachi RR

Quite simple. Minum UL to set up bench etc. Jirachi i quite nice in conjuction with Cheren (a supporter that allows you to draw 3 cards). magnezone Prime for draw power because relying on top-decking what you need every turn is not viable. Or you could switch the Magnezone prime line for a 1-1 Slowking HGSS line so at least you can see what you may draw into. you'll also want 10-12 {G} Energy as with out Uxie or Roseanne's Research you really don't want an energy drought mid-game.

Do some research on some of the decks used in the format before Diamond and Pearl to get an understanding of how decks were built in the past. Best way to do this is to go on Bulbapedia and search old deck Archetypes.
 
Drop the Trickery's for more collectors. You're playing a deck that works off of you having a large bench and you only play 2?? Also, drop the PONT for Professor Juniper, though play only 3. Drop a 1-1 metapod for 3 pokemon catchers (the extra spot from the PONT add in). Maybe play a 4-3-4 line of Jumpluff too adding in a card of your choice. Hope this helps.
 
X_empoleon_X said:
I've already kinda started making a few HGSS-ON lists and Jumpluff is one of them. Few tips: you need a starter as you need something that can take a hit as well as start setting up basic pokemon on you bench for Mass Attack seeing as a T1 Pluff woud be impossible with the soon to be released Rare Candy ruling. I've found Minum UL to be a good starter as it can get upto 2 basic pokemon from your deck and put them onto your bench so then next turn you can Candy Hoppip into Jumpluff. This is the pokemon line i use

4-3-4 Jumpluff
1-1-1 Magnezone Prime
2-2 Sunflora
3 Minum UL
1 Jirachi RR

Quite simple. Minum UL to set up bench etc. Jirachi i quite nice in conjuction with Cheren (a supporter that allows you to draw 3 cards). magnezone Prime for draw power because relying on top-decking what you need every turn is not viable. Or you could switch the Magnezone prime line for a 1-1 Slowking HGSS line so at least you can see what you may draw into. you'll also want 10-12 {G} Energy as with out Uxie or Roseanne's Research you really don't want an energy drought mid-game.

Do some research on some of the decks used in the format before Diamond and Pearl to get an understanding of how decks were built in the past. Best way to do this is to go on Bulbapedia and search old deck Archetypes.

hmmm...very interesting. i wont do jirachi but minum is a strange starter. i might add some pichu HS because its good to fill the bench(s). im not doing to much search cards because i have sunflora so 2 collector is fine. communication is mostly there to get my supports (sunflora, metapod, and now interestingly...magnezone) so im thinking drop trickery for a 1-1-1 line of magnezone. then add 4 minum (ya 4...) ill update
 
If youre playing jumpluff, you might want to consider cards like Crobat G and Uxies. They can have a useful effect as well as help pluff do more damage. Rescue energies and BTS are also a great way to recover and damage damange again. Poke Turns can help you dump Crobat G damages if any and reuse it's FLASH BITE. ( usually Garchomp C/Gengar snipe so.) and maybe Uxie X to help Uxie to be useful instead of just getting damged and KO after you play Set Up.
 
._.

^what is the name of this thread sir?

ive been thinking of starting to use research records in my decks. maybe add 2 RR (lol i just made a new shortcut lol)
 
@catutie Yeah, Research Records could be useful. Don't use too many though. Also, isn't the abbreviation RR already used for Rising Rivals? Lol.
 
hmmm....you could possibly use those 5 free slots with Blissy Prime for healing, and with only a single energy attack cost, you would have no problem attack in the same turn of healing. Or use Roserade (Unleashed) to confuse the defending pokemon. Vespiqueen would be a very good option.

Although, having more pokemon in your deck would get crowded. you already have quite a bit of pokemon to fill your bench with for jumpluff. Because of that, it'd probably be better to fill the 5 spots with t/s/s. the only real stadium that would help you HGSS-on would be ruins of alph. Jumpluff has a resistance too but there are only a handful of fighting decks out there, so it'd be nice to make sure they can hold you back with their resistance. also it would be good to disrupt their stadium play. Research Record would be a good addition. also, simply adding more of what trainers and supporters you have would be good. Also, adding more energies would help a little but more like just increased supply of your trainers or supports.

it's hard doing it HGSS-on...there were many times I thought "oh! this would work!....oh wait...that's before HGSS" lol
 
@Ghost Bear Ruins of Alph would be risky, it might pay off. You have to consider Donphan Primes that can overcome that with their Poke-BODY.
 
P0KEVORTEX said:
@Ghost Bear Ruins of Alph would be risky, it might pay off. You have to consider Donphan Primes that can overcome that with their Poke-BODY.

yeah true. donchamp is pretty much the only deck that would give this deck trouble after using ruins of alph. I was just throwing out some food for thought. I think getting more pokemon would be a bad decision because they would probably end up just collecting dust in the deck which is bad news.

My best suggestion for filling the 5 extra slots would be the extra supply of the current trainers and supporters and/or more energy.
 
@Ghost Bear Yeah, trainers should occupy those slots. Maybe 2 Elms and as for the rest, I don't know.
 
well, with only communication and rare candy for trainers and the rest as supporters, I think adding a couple more trainers would be idea instead of 2 more elms. at most I'd only add 1 more elm. another collector could help a lot too.

but as far as trainers, pokemon circulator could prove very useful. I really like potential of lost remover in this deck. nobody uses that card which means nobody would expect their special energy to be sent to the lost zone. Also, Defender would be very good for this deck, since jumpluff only has 90 damage. offense is not a worry with 150 for 1 energy (good lord!) but with only 90 hp, having defender attached would mean jumpluff would have to be hit by something higher than 100 to be OHKO'd. that would prove very helpful. Once B/W comes out, great ball could help for getting pokemon without using support slot.

so there's a choice of:
Circulator
Lost Remover
Defender
Great Ball (B/W)

honestly, my suggestion for filling the 5 empty slots would be:
(Before B/W and maybe even after)
+1 Elm
+1 Collector
+3 Defender

(After B/W release)
+1 Elm
+2 Defender
+2 Great Ball
 
@Ghost Bear True. Shame about no Expert Belt if it's HGSS on.That would beat defender.
 
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