Jellicent

Water Absorb
Heals 25% HP when hit by a Water-type attack.
Cursed Body
The wielder has a 30% chance to disable any move that hits it.
Damp
Prevents the use of Selfdestruct or Explosion. Prevents Aftermath from doing damage.
Type Tier
Water / Ghost OU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
100
- 175 207 -
Atk
60
72 80 112 123
Def
70
81 90 122 134
SpA
85
94 105 137 150
SpD
105
112 125 157 172
Spe
60
72 80 112 123

Overview

If facial hair is any indication of a Pokemon's viability, it should come as no surprise that Jellicent frequently finds a spot on teams. However, Jellicent has more than just supreme stubble to back it up, including fantastic Special Defense and HP stats, reasonable physical bulk, reliable recovery, and a unique typing. Jellicent's typing is certainly one aspect that distinguishes it from the norm: not only can it stand as a bulky Water-type, but it can use its Ghost typing to fill the small gap last generation's Rotom formes left in our hearts. It also allows Jellicent to take on the myriad of new Fighting-type Pokemon, and effectively cripple them by inducing status, such as a burn.

Offensively, Jellicent has a few things going for it. It has a decent Special Attack stat that can be used to fire off STAB Water-type moves in the rain for passable damage. While its Speed may initially appear to be lackluster, it isn't terrible for a defensive Pokemon, and Jellicent can outrun and Taunt many defensive threats, including Blissey, Forretress, and Hippowdon. Unfortunately, the "Floating Pokemon" is grounded; Jellicent will often have to rely on Recover because it takes full damage from entry hazards. This includes the largely threatening Toxic Spikes, which, just like Toxic, can greatly hinder Jellicent from doing its job.

Name Item Nature

Utility Counter

Leftovers Bold
Moveset EVs
~ Will-O-Wisp
~ Taunt
~ Scald / Night Shade / Shadow Ball
~ Recover
248 HP / 252 Def / 8 SpD

Jellicent's typing is arguably its most endearing quality, and allows it to be a fabulous switch-in to a variety of threats. Jirachi (especially with Body Slam) will be hard pressed to do much of anything, Heatran will be forced out, and Choice-locked Azumarill will often even heal Jellicent if it has Water Absorb. Jellicent also serves as a fine answer to Politoed, who will be able to do little more than give Jellicent that signature dumb stare. Will-O-Wisp is Jellicent's defining move, allowing Jellicent to inflict burn and cripple physical attackers without relying on Scald's shaky 30% burn chance. A burn halving the opponent's Attack complements Jellicent's Special Defense well. Will-O-Wisp combined with its second move Taunt, Jellicent also wears down slower Pokemon who rely on a recovery move, including Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon.

Recover is one of Jellicent's most important moves, as it would be on any defensive Pokemon. Thanks to Jellicent's high Special Defense, it is capable of stalling out Draco Meteor from Latios, Latias, or Dragonite using Recover. The final moveslot offers Jellicent different offensive options. Scald possesses the utility to burn opponents while dissuading Fire-types from switching in. Night Shade offers consistent damage regardless of Jellicent's lack of EV investment in offense. Shadow Ball allows Jellicent to immediately threaten Starmie's elimination, compounding the difficulty in spinning away entry hazards laid by Jellicent's team. The EV spread is simple, optimizing its lower physical defense. 248 HP EVs allow Jellicent to take less damage from Spikes.

Team Options & Additional Comments >>>
Name Item Ability Nature

Special Wall

Leftovers Water Absorb Calm
Moveset EVs
~ Scald
~ Recover
~ Toxic / Will-O-Wisp
~ Shadow Ball / Ice Beam
252 HP / 36 Def / 220 SpD

Jellicent's typing and stat distribution make it an excellent special wall. This set's niche is for a more concentrated form of stall, as this set's primary objective is to tank hits, inflict status, and slowly wear the opponent down. This set is extremely viable over other walls such as Blissey and Chansey because of Jellicent's arguably better typing, dual STAB, and the ability to spinblock against nearly every Rapid Spin user. To add to that, Jellicent has a great ability in Water Absorb, which provides it with valuable recovery whenever it is hit with a Water-type move.

Scald provides a strong, special STAB attack and a chance for a nasty status affliction. Recover allows Jellicent to survive much longer in tandem with Leftovers, and is a necessity for this set. The choice between Toxic and Will-O-Wisp is one based on preference. Toxic allows Jellicent to stall out dangerous threats faster than Will-O-Wisp, but doesn't give the Attack drop which enables Jellicent to stay in on physical threats. Toxic is the preferred option because it hits Volcarona (a dangerous special threat), and absorbing physical attacks is not this set's goal. The fourth moveslot is a toss-up between Shadow Ball and Ice Beam, although Shadow Ball is generally better due to its ability to hit Latias, Latios, and Celebi much harder than Ice Beam. It also provides super effective coverage on Alakazam, Gengar, and other Jellicent, while hitting Dragon-types neutrally. Ice Beam can be used for coverage against Dragonite, Salamence, and Grass-types, however, if one wishes.

Team Options & Additional Comments >>>
Name Item Ability Nature

Choice Specs

Choice Specs Water Absorb Modest
Moveset EVs
~ Water Spout
~ Shadow Ball
~ Surf / Hydro Pump / Scald
~ Ice Beam / Energy Ball
172 HP / 252 SpA / 84 Spe

If you ever thought Jellicent was just a bulky Water-type that happened to be able to block Rapid Spin, think again. While its stats do not immediately show it, if you dig deeper and examine Jellicent's movepool and the Pokemon that tend to switch into it, it's quite clear that Jellicent can be a surprisingly effective lure and wallbreaker. The biggest catch behind a Choice Specs set is Jellicent's access to the precious Water Spout (which is barely seen on any Pokemon outside of the mighty Kyogre), as well as STAB Shadow Ball, which tends to hit its common switch-ins, such as Latias and Celebi, for super effective damage. Powered by Politoed's rain, Jellicent's Water Spout reaches an astounding 337 Base Power, rivaling the damage output of Choice Specs Palkia's Hydro Pump. Between Water Spout and Shadow Ball, it is difficult to find a Pokemon that can stomach Jellicent's assaults.

Below are just a number of damage calculations that demonstrate Jellicent's power. All calculations involving Water Spout assume rainy weather (unless stated otherwise), and Jellicent's HP is at 100%:

  • Water Spout vs 4 HP / 252 SpD Calm Blissey: 40.81% - 48.29%
  • Water Spout vs 112 HP / 0 SpD Rotom-W: 79.18% - 93.31%
  • Water Spout vs 4 HP / 0 SpD Latios: 68.54% - 81.13%
  • Water Spout vs 252 HP / 208 SpD Ferrothorn: 47.44% - 55.97%
  • Water Spout vs 0 HP / 0 SpD Virizion: 56.04% - 65.94%
  • Water Spout vs 252 HP / 0 SpD Reuniclus: 121.70% - 143.16%
  • Water Spout vs 28 HP / 252 SpD Calm Wobbuffet: 85.23% - 100.57%
  • Water Spout vs 252 HP / 192 SpD Sassy Tyranitar (Sand): 75.74% - 89.60%
  • Water Spout vs 252 HP / 92 SpD Ninetales (Sun): 78.86% - 93.14%
  • Shadow Ball vs 252 HP / 0 SpD Latias: 70.88% - 84.07%
  • Shadow Ball vs 220 HP / 0 SpD Celebi: 80.81% - 95.96%

As seen above, with some entry hazard support, Jellicent can OHKO or 2HKO most Pokemon in the metagame. In the third slot, Jellicent can utilize a secondary Water STAB attack to fall back on when its HP gets low. Surf is the most reliable option, while Hydro Pump is still immensely powerful in the rain at the cost of accuracy. Scald can be used for the burn chance, but it is generally not preferred, as the lack of power seems counterproductive on a wallbreaking lure.

Team Options & Additional Comments >>>

Other Options

Pain Split is a less reliable method of recovery that can damage the opponent, but Recover is generally the safer option. Hydro Pump has higher power than Surf and Scald, but its low PP and accuracy mean Jellicent won't be able to tank for very long. Energy Ball or Hidden Power Electric can be used to deal with Water-types, the latter of which allows Jellicent to take on the otherwise problematic Gyarados. Hidden Power Fire could be used to hit Forretress or Ferrothorn, but Will-O-Wisp and Taunt are usually enough to keep them at bay. Night Shade allows Jellicent to hit more consistently, like Blissey with Seismic Toss, and also means it can break some Substitutes that would otherwise be unbreakable. Lastly, Jellicent can set up Trick Room on a team built around said strategy.

Checks and Counters

Grass-types can usually switch in to Jellicent without being threatened. Celebi and Shaymin both have Natural Cure, so they don't care about Will-O-Wisp or a burn from Scald. If Breloom is able to activate its Toxic Orb, it can often threaten Jellicent. However, it must beware of Hex or Ice Beam because of its low Special Defense. Virizion can't shrug off a burn like the other three can, but will fare very well against more offensive Jellicent as it can switch into most of its moves with relative ease and force Jellicent out with Giga Drain.

Rotom-W can deal quite a bit of damage to Jellicent, and it resists Surf and Scald. Jolteon can also be a threat if it can switch in at the right time or come in to revenge kill. Choice Band Tyranitar puts Jellicent in a checkmate position, as it can use Pursuit if Jellicent is predicted to flee. Ferrothorn also can threaten with Power Whip. However, both of these Pokemon must watch out for an aptly-timed burn. Latias is typically manageable, but should it have Calm Mind and Refresh, it will be able to set up. Sun is a huge inconvenience to Jellicent, as it not only weakens its STAB move of choice, but limits its ability to take on threats such as Volcarona and Venusaur.