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  • jordanbakersays

    I prefer Jumpluff, it seems faster to me and its pretty easy to swarm. It also has so many potential techs as you mentioned.

  • jordanbakersays

    P.S. I really like this new comment system.

  • http://www.adamcapriola.com/ Adam Capriola

    I like Jumpluff better because you don't need to get 4 Stage 2's in play for it to do a lot of damage. You only need 1 Jumpluff out.

    It's difficult for your opponent to really limit their bench unless they are playing Palkia G LV.X PL, so it's usually doing pretty good damage. I think you can fit more things into a Jumpluff deck than you can in Beedrill too.

    So my vote goes to Jumpluff. Very good analysis on your part though Nave. :)

  • http://www.adamcapriola.com/ Adam Capriola

    Glad you like it, I have a post explaining why I changed from the old one scheduled for tonight. :)

  • MatthewR

    I agree with everything Adam says.

    Weakness is lame and the HP is low, but unlike Beedrill, Jumpluff has the space to tech in things (if needed) to add more HP (shaymin lv.X) or remove fire weakness (metapod). Beedrill requires too much bench space for other Beedrills and I am totally blown away whenever a player can tech something into Beedrill and use it effectively (looking at you mr. world champion).

  • ofr3ako

    Speedrill is also MORE susceptible to a power locking deck (*cough* *cough* PLOX or G-Lock) than Jumpluff is.

  • absolution

    pheww, really cool coverage!
    maybe you can always tech a 1-0-1 oe1-1-1 line of jumpluf in beedril LOL
    IMO, beedrill stills GREAT against a lot of things (except dialga G)
    but, who has a chance versus Dialga G (giggles)
    Nice article, i'll choos beedrill cuz of fire weaknes is just +30…

  • smgausch

    I like both these deck, but hate the hp and the weakness. I agree with much of the article except your Charizard match-up for both. I play all three decks because I like to hit for cheap and fast, but unless Charizard has the worst set-up ever I usually average a first trainer turn zard or at least second, and with weakness i will 1 hit your main attacker every turn. For one energy and two other pokemon not named uxie on the bench it will OHKO Jumpluff and an e-belt and another poke and any b is done. I like both these decks for the next few tournies, including charizard. My only problem with them all is Dusknoir DP can kill you(why aren't more people playing this card). If you run rare candies tech a 1-0-1 line this card is a game changer. You can knock out on pluff ,bee, zard right after you had them shuffle one back in, EPIC.

  • POKER FACE

    But playing Jumpluff with Pichu would only give your opponent a fast and ” free ” setup. Thus , your opponent would get a T2 Luxray LvX , T2 Claydol etc. for free =/ and a 30HP pichu doesn't seem very pleasant to me . Most of the attacks would rip jumpluff off while Beedrill still has the chance to survive one attack ( or more with SSU ) and with the new Pokemon Communicator I don't see why its so hard to play =/

  • MarkStroup

    Jumpluff definately, just because I think it's easier to rely on bench space being taken up to make damage, than that of collecting 4 Stage 2's at once on the field.
    Also because of Jumpluff's resitance, which puts a finger in front of Donphan Prime's face.
    Beedrill usually goes 2 RR and 2 GE Beedrills, making the RR Beedrills useless attacking (unless you need 3 energy anyway because you're walled against Mime) whereas Jumpluff offiicially swarms.

  • MatthewR

    Yeah, I definitely think Dusknoir will see some major use at a tournament before the end of the season.

  • http://www.adamcapriola.com/ Adam Capriola

    Great point about Dusknoir, I haven't been considering it too much myself.

  • TheHunterJ

    great article! you covered alot of points! the downside of both is their fire weakness but in the long run i would see jumpluff being used more even though it has less hp

  • michaelmasacre

    I vote jumpluff because i love sniping all the hoppip and pichu with shadow room! That and it seems to set up rather quickly compared to beedrill as far as damage output goes anyways.

  • shortychaos22

    I made a jumpluff deck and found that you can add shaymin lvx to help with the low hp issue

  • jordanbakersays

    I played a few games with the Shaymin X and ran into a few big problems. First of all being that I didn't really need the extra HP. Yeah its nice but focusing on jumpluff and swarming is a much better tactic. Second Shaymin X doesn't have free retreat and my Jumpluff deck only has 6 energy. I do run warp point but I would rather use those strategically to get KO's than to retreat a tech.

    All in all there are a lot of techs that Jumpluff can use (Cherrim, Shaymin, Sunflora, Pichu, Pachi, etc.) I picked Cherrim and then focused on swarming. This also gives me more bench space for Claydol and Uxie.

  • Saturn

    The reason people are not using Dusknoir is because of Unown G. All of it's moves are putting damage counters which unown G prevents. People are still running Machamp, so unown G will be waiting…

  • SMGausch

    Saturn, I was not suggesting to attack with a Dusknoir, but rather to use the DP Dusknoirs Poke-Power. A 1-0-1 tech of this is a game changer. It can allow you to make your opponent shuffle one of their bench pokemon into their deck(if the have 4 or more) pair with warp point you could shuffle their main attacker back in, or just shuffle a support pokemon, claydol, back-up, etc. back in. At the very least you force them to play with only 3 bench spots. This cripples jumpluff, beedrill, charizard, almost anything.

  • Blazingnine2008

    If you like to get rid off the weakness of bothe decks i prefer to put a metepod HGSS. Nice article

  • Blazingnine2008

    One more thing you can put also a shaymin lv.X for plus 40 hp.

  • jordanbakersays

    There really isn't any point to put the metapod in a Jumpluff deck. It has such low HP that it wont really matter.

    It would just takes up bench space in a tech heavy deck that also tries to swarm.

  • http://www.adamcapriola.com/ Adam Capriola

    Yeah I agree with Jordan. Maybe in Beedrill it could help vs Blaziken FB's, but probably not. The bench spot is just not worth it when it will be of minimal aid.

  • gigar

    Jumpluff does 70min and 120 max with out pp or ebelt or buck or crobat g
    i have play both for a long time (jumpluff since it came out)
    there both very fast and fun but Jumpluff is a much more competitive deck
    Can add lots of TECH
    and Eat fire while it sets up.
    I Play a mean Arcanine + typh prime deck.
    all i had to say :P
    Jumpluff ftw

  • gigar

    Jumpluff does 70min and 120 max with out pp or ebelt or buck or crobat g
    i have play both for a long time (jumpluff since it came out)
    there both very fast and fun but Jumpluff is a much more competitive deck
    Can add lots of TECH
    and Eat fire while it sets up.
    I Play a mean Arcanine + typh prime deck.
    all i had to say :P
    Jumpluff ftw

  • scurvyocean

    has anyone put a decklist together, combining both of these strategies?

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