Game panel pokedefense.com ↗

Loading connects to the original game. Keep this panel open to preserve its session while browsing this guide. Guide language changes do not translate the embedded game.

Open original game in a new tab

If the game stays blank or touch controls fail, open the original game directly.

Solar Beam · Jumpluff
Signature moves

Solar Beam · Jumpluff

Solar Beam · Data version 164 · Snapshot date 2026-10-22

JumpluffJumpluff
Flying

₽900Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit1636
Single-target DPS2045
Range130px130px
Seconds per attack0.8s0.8s
Total placement and evolution cost₽425₽1,325
Attack typeFlyingFlying

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Stun duration (s)—0.8
Stun chance per hit—0.2

Budget the full build

Other choices for this Pokémon

Full battle details

Conditional effects

Hit-damage multiplier
2.25
Stun duration (s)
0.8
Stun chance per hit
0.2
Attack or effect type
Flying

Result

Damage per hit
36
Attack range (px)
130
Seconds between attacks
0.8
Splash radius (px)
35
Secondary splash damage multiplier
0.6
Movement-speed reduction (fraction)
0.35
Slow duration (s)
1.5
Purchase or upgrade cost
125
Attack or effect type
Flying
Can detect hidden Ghost enemies
—
Stun duration (s)
0.8
Stun chance per hit
0.2

Conditional effects

A projectile damages enemies around its impact point, rather than every enemy in the attacker's range. Secondary victims may take the separate splash multiplier shown in the table. Place it near bends or crowded stretches so several enemies share the blast area.

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.