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Jumpluff revival

breadingEggMaster

Aspiring Trainer
Member
Jumpluff is my favorite pokémon and my favorite deck, so i'm trying to revive it with the new Next destinies cards. Here's my list.

Pokemon 20
4 x Jumpluff HGSS
2 x Skiploom HGSS
4 x Hoppip HGSS
3 x Amoonguss ND
3 x Foongus ND
4 x Pichu HGSS

Trainer/Supporter/Stadium 33
4 x PlusPower
3 x Rocky Helmet
3 x Rare Candy
4 x Junk Arm
1 x Flower Shop Lady
1 x Super Rod
4 x Level Ball
3 x Professor Oak's New Theory
3 x Professor Juniper
1 x Pokegear 3.0
1 x Cilan
2 x Pokemon Collector
2 x Sage’s Training
1 x Seeker
Energy 7
7 x Grass Energy - Basic


The principal objective of this deck is to get jumpluff really fast and start OHKO he enemy pokémon.
The Amoongus is to add damage to jumpluff attacks with it's poke-power and in case u can't OHKO it you can try to prevent it from OHKO you because of the confusion.
Rocky helmet is for those cases that you can't OHKO it for a mere 10 or 20 HP, and with it you can make attacking jumpluff a suicide mission!
Pichu is for a quick start and is the ideal Pokémon to start the game.
My biggest trouble is the trainers line... i think it's a bit unstable but i can't figure out what i should change...

And i was thinking that i should add some rescue energies... but for what?
any advice?
 
In a deck with little energy like this, you run the risk of not getting anything when you use IQ. Something I would use is Cilan, as you will always get an energy you need, especially with all yours being basic. Also, 4 Pichu is a little overboard. Maybe drop 1-2 and add an extra Collector or 2.
 
Grizzly said:
In a deck with little energy like this, you run the risk of not getting anything when you use IQ. Something I would use is Cilan, as you will always get an energy you need, especially with all yours being basic. Also, 4 Pichu is a little overboard. Maybe drop 1-2 and add an extra Collector or 2.

Tks for the advice!
I change IQ for Cilan. But i want to always start with pichu so 4 is really necessary. 1 or 2 is to dangerous because starting with Hoppip is really not an option! And Foongus isn't a good starter either. :\
So i'm keeping the 4 Pichus.

Does anyone got some more advice to improve my trainer line?
 
-3 pichu (4 is really too much. Honestly I wouldn't run any at all since it helps your opponent. I'd use cleffa but its just a preference)
-1-1 amoongus (4-4 seems too much)
-2 PETM (pokemon communication and twins are better IMO)
-2 communication (level ball is really all that is needed)
-2 bianca (not that great as a drawing power)
-2 plus power (not really that useful any more)
-1 rocky helmet (2 is enough)

+2 collector (consistency)
+2 Twins (good since the opponent will probably get a prize card before you set up)
+5 drawing supporters (like PONT, N, Sage's, Juniper, ...)
+1 junk arm (good to recycle)
+2 catcher (get out their weak pokemon)
Hope I helped. :D
 
Jirachi said:
-3 pichu (4 is really too much. Honestly I wouldn't run any at all since it helps your opponent. I'd use cleffa but its just a preference)
-1-1 amoongus (4-4 seems too much)
-2 PETM (pokemon communication and twins are better IMO)
-2 communication (level ball is really all that is needed)
-2 bianca (not that great as a drawing power)
-2 plus power (not really that useful any more)
-1 rocky helmet (2 is enough)

+2 collector (consistency)
+2 Twins (good since the opponent will probably get a prize card before you set up)
+5 drawing supporters (like PONT, N, Sage's, Juniper, ...)
+1 junk arm (good to recycle)
+2 catcher (get out their weak pokemon)
Hope I helped. :D

Tks for the advices. Like i said before I don't want to take pichu out. Even if it helps my opponents if he choose to use playground my jumpluff attack will raise... it's my best beginning possible.
I know catcher is really good card but i'm trying to get enough support so that jumpluff could OHKO any pokémon. If both benches are full Jumpluff does 120 if i evolve one Foongus to Amoongus it's like it does 130, more 4 plus power 170, and i can even use junk arm to reuse plus power and get more damage. If jumpluff is using rocky helmet if he attack me he takes more 20 damage and if didn't switch it takes more 10 from the poison making a total of 210 damage, not mentioning confusion.
I think it's pretty solid now! Got to test it! Tks!
 
-2 Pichu
+2 Pokemon Collector

Pichu just takes up too much space. Collectors are more reliable. You can add something else like another PONT for the Pichus as well.
 
I'm noticing that no one is listening to breadingEggmaster, the collector count IMO is perfect because you want them to have a full bench for jumpluff, so pichu > collector, and with jumpluff's low Hp, you want a staller like sweet sleeping face so you can make sure jp's ready to go.
 
Well, since they probably know that you are playing jumpluff they might control what's on their bench and get out the cards that they really need, but only what they need. Jumpluff's weakness might also make it easy for the opponent so I'd suggest taking out PETM (already have level ball) for 2. Twins would be very beneficial here because of the pokemon's low hp.
 
I understand your reasoning with Pichu and agree that starting with Hoppip or Foongus active is horrible but you need to understand that without the presence of Vileplume to block trainers your opponent will benefit way too much from Playground in our current format. What i would suggest is to look for an alternative starter. I have 3 that come to mind:

Smeargle UD -This is somewhat a risky starter to use as you may whiff on the poke-power, however it can be useful being able to potentially use 2 supporters in 1 turn. This pokemon would require a heavy amount of Switch for it to be useful to get it out of the active position. However with this decks low energy requirement, i guess it wouldn't be too bad to use an energy attachment to get it out of the active position. Just be sure to use it's poke-power after you've done all you can with your current hand.

Manaphy UL - It's a bulkier Cleffa.

Virizion NV - it has 110HP and can draw into your deck (not alot) but the main point with this card is the HP which gives you a better chance of not being donked.

Max out the collector. This deck suffers early game because of the low HP, so you need to be able to set up your field quick. Find space for some Twins (3 is a good amount) as well because decks nowadays are alot more Basics orientated, so you'll be at a disadvantage keeping up in the prize race due to their superior recovery. Twins will help you search out crucial cards if you're losing.

As for "what do i remove", i'm still thinking of that myself.

-2 Prof Elm
-1 Flower Shop Lady
-3 Rocky Helmet
-3 Pichu
-3-3 Amoonguss
(-15)

+2 Pokemon Collector
+3-3 Sunflora HGSS
+3 Twins
+3 Manaphy/Smeargle/Virizion
+1 Switch

I removed the Amoonguss as in this deck without SSU or Seeker to reuse it, it just sits on the bench. Even though it aids Jumpluffs attack, it's a waste of resources. I replaced it with Sunflora which can grab any grass pokemon, which coupled with its stackability and Level ball gives this deck amazing search power which will help in the mid/late game.
 
X_empoleon_X said:
As for "what do i remove", i'm still thinking of that myself.

-2 Prof Elm
-1 Flower Shop Lady
-3 Rocky Helmet
-3 Pichu
-3-3 Amoonguss
(-15)

+2 Pokemon Collector
+3-3 Sunflora HGSS
+3 Twins
+3 Manaphy/Smeargle/Virizion
+1 Switch

I removed the Amoonguss as in this deck without SSU or Seeker to reuse it, it just sits on the bench. Even though it aids Jumpluffs attack, it's a waste of resources. I replaced it with Sunflora which can grab any grass pokemon, which coupled with its stackability and Level ball gives this deck amazing search power which will help in the mid/late game.

I like the Virizion idea, and he's a good back-up attacker. In my opinion, I'd leave more Amoonguss in strictly for the reason that he helps Jumpluff and he can be very disruptive. I don't think switch is necessary, I mean, if you put Virizion in, throw SkyArrow bridge in some where, and maybe a Shaymin EX as a late game sweep.

My Changes:
-3 Pichu
-2 Elm's
-1 Super Rod
-2-2 Amoonguss
-1 Pokegear 3.0

+2 Virizion
+1 Shaymin EX
+2-2 Sunflora
+1 SkyArrow Bridge
+3 Rescue Energy

I hope I helped.:D
 
I took every advice in consideration and made some changes in the deck.
I know that playground help my opponent to but i need to start with something that does not require me energy or has a retreat cost and possible don't give my opponent a free prize, so Pichu is the best in this case and i'm not taking it out, but i'm considering adding a Vileplume... but i'm afraid that it does me more warm than good :\ and i don't know what to take for it.

I don't plan in adding Twins or Black Belt because if i'm in a prize disadvantage that possible means my game is already lost!

Amoongus add damage and survival factor that jumpluff needs so it has to stay, it's one of this decks must have! Unlike sunflora that can add my search power but after that is pretty much useless.

I add one Seeker that if well play can be genius. It can re-utilize Amoongus, make a great win in case my opponent only got 2 pokémon.
By the way just one question... junk arm doesn't work on Seeker right?
 
any new ideas to how to improve this deck?
should i put a 1-1-1 or 1-0-1 vileplume line? and if yes what do i take?
should i improve my trainer line? or it's good?

ideas anyone?
 
If you run plume, don't worry about a trainer line, maybe some basic trainers like communication and rare candy, but nothing major. Which means Sunflora will help a lot. I don't know what would work in this deck, I'd have to do some testing to find out.
 
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