zaterdag 4 juni 2016

#187 - #189: Hoppip, Skiploom & Jumpluff

One big, happy family: Hoppip (middle), Skiploom (left) and
Jumpluff (right).
I don't even have the faintest idea where to start with such insignificant Pokémon. It's funny I say that, too, because Hoppip might be derived from 'pipsqueak', which means as much as a person who's considered insignificant because of their small size or young age. That's not the reason why I'm calling Hoppip and its evolutions insignificant, though; no, the reason why I see them as such is because I don't think they're good Pokémon at all. Hoppip and Skiploom are actually terrible Pokémon: they have no attacking power whatsoever, and their defenses aren't anything to write home about, either. But if you think Jumpluff is where it's at, you're dead wrong. Okay, if you put some investment in its HP and one or either of its defensive stats, it might live two or three hits that aren't super effective, but it is generally a bad Pokémon. It's no good using it offensively, not even with its ability Infiltrator, which ignores the effects of Reflect, Light Screen, Safeguard and Mist and even bypasses Substitute. The only thing that Jumpluff could be used for, at least in my opinion, is for putting an opponent to sleep and then U-Turn the fuck out in order for you to switch into another Pokémon to finish that opponent off. Seems like as good a strategy as any, although there are other grass-type Pokémon who can do the exact same job for you while they're still packing a punch. They're probably not as fast as Jumpluff, but I guess you'll just have to accept that if you want a better Pokémon overall.

Cute Hoppip fan art.

Oh, you say there are better sets for Jumpluff? Well, it learns Swords Dance, and it looks great in combination with Seed Bomb and Acrobatics, but the latter only has a power of 110 when Jumpluff isn't holding any item, so that means you can't enhance its 'strength' even further with a held item if you want to use that move. And you might not have a choice at all, as it's the only good flying-type move it has access to and, above all, you're gonna need all the power you can get. What else should you run, a Bounce/Power Herb combo? It's better to just slap Memento (lowers the foe's attacking stats by two stages but causes Jumpluff to faint instantly) and/or Encore (locks the foe into an unfavorable move) on it and strategically try to maneuver another Pokémon of yours into battle and let it set up safely. Or just shy away from Jumpluff altogether.

I notice that this kind of art, in which cute Pokémon are thrown
on a heap, is fairly popular on the Internet. In this picture, a
shiny Hoppip is thrown into the mix. 
It's too bad I have to say that, because I absolutely LOVE Hoppip, Skiploom and Jumpluff's designs. They're based on the life cycle of a dandelion, which used to be my favorite flower when I was a kid, just because I would pluck them in the last phase of their life and blow the fluff away. The leaves on Hoppip's head, which have ragged edges, resemble those of the dandelion, while Skiploom's flower and Jumpluff's fluff are based on the middle and last stages of a dandelion's lifespan, respectively. Their names are a play on the phase , which means that something is just a short distance away. It's quite ironic, because Hoppip can drift away and uncontrollably fly long distances if they aren't careful, which is why they gather in clusters to protect themselves from strong winds that they can sense approaching.

Jumpluff.
Skiploom largely has its movements under control, though, and even tries to get closer to the sun in order to get some much-needed vitamin D. Nah, just kidding. It's just that the flower on its head opens and closes as the temperature fluctuates and blossoms when it gets warmer than 64°F. How much the bloom opens depends on the temperature as well, which is why Skiploom is often used as a thermometer by humans. Jumpluff very much behaves like a dandelion in the last phase of its life, as it drifts on seasonal winds to spread its spores and make offspring (yet in the games, Hoppip still hatch from eggs). Much like Skiploom, it hates rain and cold air currents, so it only rides warm southern winds. Even here, the phrase "Just a hop, skip, and a jump away" appears to be quite ironic, because Jumpluff uses these winds to cross seas and fly to far, foreign lands. I'm almost starting to think Game Freak's use of that phrase was meant to be ironic, but I don't think they're that clever, LOL. Also, it's a nice touch how Jumpluff's cotton-puff spores on/in its hands - I have no idea which one the fuck it is - resemble pom-poms; you know, those things that are often used by cheerleaders to cheer for high school sport teams. Maybe that's why Jumpluff is generally better to use as a support Pokémon, ha ha ha.

Okay, I'm lame.

I've always loved these Pokémon, but it's such a shame I found out they're not really good in battle, not even in-game. Skiploom evolves into Jumpluff at an early level (level 27), but that doesn't really help Jumpluff's cause, either: it might be good at the beginning of the game, but it'll fall behind on the other Pokémon in your team. Putting the foe to sleep with Sleep Powder and switch out afterwards is only useful in Nuzlocke variants, so I was very disappointed with it when I was doing a regular playthrough. That's why they're now a whole star short of a perfect rating, but I have to do this, however much I like these things.

Rating: 4/5

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