Jellicent

Overview
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  • Good special bulk
  • Decent typing
  • Spinblocker
  • Large defensive movepool (WoW, Toxic, Taunt, Recover, Scald)
  • Recovery move
  • Only one very viable set
  • Slow
  • Darks are common in the tier (Drapion, Houndoom)

Specially Defensive
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name: Specially Defensive
move 1: Recover
move 2: Taunt / Hex
move 3: Scald
move 4: Will-O-Wisp
ability: Water Absorb
item: Leftovers
evs: 252 HP / 212 SpD / 44 Spe
nature: Calm

Moves
========

  • Recover heals.
  • Taunt allows Jellicent to shut down slower defensive Pokemon, such as Alomomola and Steelix, preventing Jellicent from getting hit with Toxic and preventing the opponent from using support moves. Jellicent also functions as a great stallbreaker with Taunt who can then wear down Pokemon with Scald and burn status (WoW or Scald burns).
  • Hex is a STAB move that doubles in power when the opposing Pokemon is burned and it can nail CM users.
  • Scald is a great spammable move that burns.
  • Decently accurate status move that cripples physical attackers.
  • Shadow Ball can be used over Scald to hit the plethora of Psychic types in the tier harder besides Meloetta, including Slowking and Reuniclus.
  • Jellicent has other offensive moves like Ice Beam to hit Grass-types, Flying-types and Dragon-types; Sludge Wave to hit Grass-types and Fairy-types.

Set Details
========

  • 44 Spe EV's outspeed neutral uninvested Alomomola to Taunt it before it can use Toxic on Jellicent.
  • 252 HP EV's maximizes bulk.
  • Rest is thrown into SpD and a Calm nature to take advantage of Jellicent's good Special Defense stat.
  • Leftovers recovers 1/8 HP per turn and helps with taking hits.
  • Water Absorb is a great ability that grants Jellicent immunity to Water-type attacks and heals 25% HP when Jellicent is hit by a Water-type move.
  • Cursed Body is a very viable ability. Useful against Pokemon that only have one good move to attack Jellicent with.

Usage Tips
========

  • Taunt slower defensive Pokemon.
  • Switch into Special attacks.
  • Spinblock.
  • Burn big offensive threats, Scald spam everything else.
  • Be weary of Knock Off.

Team Options
========

  • Best on teams that need a spinblocker, check to Fire-types, or stallbreaker.
  • Can be part of a FWG core.
  • Houndoom.
  • Cobalion and Hitmontop.

SURPRISE
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name: Choice Specs
move 1: Hydro Pump / Surf
move 2: Shadow Ball
move 3: Ice Beam
move 4: Giga Drain / Energy Ball / Sludge Wave
ability: Water Absorb
item: Choice Specs
evs: 208 HP / 252 SpA / 48 Spe
nature: Modest

Moves
========

  • Hydro Pump best STAB.
  • Surf 100% accuracy but lose a bunch of OHKO's, so idk if it's even worth it.
  • Shadow Ball secondary STAB.
  • Ice Beam hits Grass-types mostly, Braviary, Fletchinder and Druddigon too.
  • Giga Drain hits Water-types.
  • Energy Ball more power.
  • Sludge Wave actually gets you better coverage but you don't hit Water-types as hard.
  • HP Fire nails Abomasnow and Ferroseed (lol).
  • I guess Trick is an option but 4 attack Jellicent without Specs is pretty bad.

Set Details
========

  • Surprise factor.
  • Choice Specs.
  • Water Absorb good ability.
  • 48 Spe outspeeds neutral Alomomola and 124 neutral Offensive Tangrowth.
  • 252 SpA.
  • Rest dumped in HP.
  • Modest nature.
  • 252 SpA / 4 SpD / 252 Spe outspeeds stuff like 252 neutral Clawitzer and 8 neutral Golbat but might not be worth the loss in bulk.
  • If using HP Fire, 168 HP / 252 SpA / 88 Spe outspeeds 84 neutral Abomasnow.
  • Timid nature is a possibility but you lose out on a bunch of OHKO's.

Usage Tips
========

  • Best used to net a surprise OHKO by bluffing a defensive set.

Team Options
========

  • Dark-type for Meloetta.
  • Emboar for AV Escavalier.
  • Dugtrio for Electric-types not named Eelektross.
  • Entry hazards, specifically Stealth Rocks, really helps with some OHKO's and 2HKO's - Cobalion.

Other Options
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  • Confuse Ray
  • Magic Coat
  • Night Shade
  • Trick Room (idk this might be worth its own set)
  • Icy Wind
  • Safeguard
  • Toxic (WoW is way better though)
  • Hex

Checks & Counters
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**Physical Moves**: Jellicent can't take physical moves well without inflicting a burn. Drapion is a big one. Doublade too.

**Faster Taunt**: All the Specially Defensive set can do is spam Scald.

**Status**: Toxic cripples Jellicent.

**Strong SE moves**: Jellicent doesn't take strong SE moves like Thunderbolt and Leaf Storm i.e. AV Eelektross Tangrowth Rotom-C
 
Last edited:

tehy

Banned deucer.
just posting to say i don't like Toxic, i would never, ever consider using it over WoW; WoW+Taunt cripples other defensive mons (cresselia just doesn't have much to do to you anyhow, gets worn down and has 8 healing PP)
 
As far as I'm concerned if you're going to have a Choice Specs set you might as well have Water Spout as your main STAB, or at least as a slash. It hits way harder than Hydro Pump while at full HP, OHKOing many threatening Dark-types in the tier, along with basically every offensive mon. Hell, even a lot of mons that resist Water take a ton.
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 252 HP / 4 SpD Skuntank: 448-528 (109.2 - 128.7%) -- guaranteed OHKO
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 252 HP / 4 SpD Spiritomb: 282-333 (92.7 - 109.5%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 252 HP / 252+ SpD Drapion: 262-309 (76.1 - 89.8%) -- guaranteed OHKO after Stealth Rock and 1 layer of Spikes
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 8 HP / 4 SpD Abomasnow: 172-203 (53.2 - 62.8%) -- guaranteed 2HKO
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 8 HP / 4 SpD Abomasnow: 172-203 (53.2 - 62.8%) -- 43.8% chance to OHKO after Stealth Rock and 2 layers of Spikes
252+ SpA Choice Specs Jellicent Water Spout (150 BP) vs. 248 HP / 8 SpD Assault Vest Tangrowth: 172-203 (42.6 - 50.3%) -- 94.1% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Jellicent Shadow Ball vs. 252 HP / 96 SpD Amoonguss: 174-205 (40.2 - 47.4%) -- 98.4% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Black Sludge recovery
 
Yeah I would definitely not consider ever using Toxic over WoW, just thought it might be good to mention. Will take out since you pretty much always wanna be using WoW to use Jelly effectively.

Water Spout is interesting but Jelly is slow af so idk, at about 75% health Water Spout is basically the same as Hydro Pump so it might not even be worth it. I'm skeptical of the Specs set in general but it might have potential. I'd like to hear other people's opinions on it.
 

boltsandbombers

i'm sorry mr. man
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Yeah I would definitely not consider ever using Toxic over WoW, just thought it might be good to mention. Will take out since you pretty much always wanna be using WoW to use Jelly effectively.

Water Spout is interesting but Jelly is slow af so idk, at about 75% health Water Spout is basically the same as Hydro Pump so it might not even be worth it. I'm skeptical of the Specs set in general but it might have potential. I'd like to hear other people's opinions on it.
I did the XY analysis for Jellicent, and the specs set was in oo and I don't see any reason why it should move to a full set. If I'm using jellicent, I'm taking advantage of its access to taunt and respectable speed as a defensive pokemon, which is where jellicent truly shines. Yes, an offensive set provides a solid surprise factor but I feel it should not have its own set.
 
id mention something about aromatisse, as it can't be taunted, can just heal bell to cure every mon you burned, and generally just also keep them healthy with wish. if it runs toxic its a counter.

id also make the set physically defensive? idk if its just me but every time ive used this mon ive mainly been bringing it it to check/counter physically based mons like mega steelix, emboar, durant, cobalion, mega glalie, psyshock slowking/delphox, rapid spinners etc.

hex is definetly a good option over scald too, as you really screw over CM boosters with it, and basically any opponent you face winds up getting burned anyway
 

tehy

Banned deucer.
i used a jelli on ladder and I also went with phys D ;

to be quite frank, what does SpD even do ? pretty much just kinda take on Meloetta and delphox, with Kinda the key word since 40% drop shadow ball / strong psyshock or CM boosted psyshock, either could be SubCM to just set up on it hard as fuck too (moreso meloetta). Outside of that i'm drawing a massive blank.

Hex is great, at the very very least it's > shadow ball, the stallbreaking and just general smashing power it gives you is excellent, and you don't miss the power that much (still breaks SubSD cobal's sub almost always, and always with 8 SpA EVs too). Scald's main attraction is against Houndoom (who walls you with Hex) and to a lesser extent Drapion, Skuntank, and Emboar, but you should run away against the first two after burning and the last, idk, just spam recover. Houndoom is easy to wear down with LO + SR and tbf is not that eager to switch into you either, preferring to see if hex or not.
 
hmmm, i wouldn't say that spdef is integrally bad, but i've been leaning more towards phys.def myself more and more of late, so i wouldn't be against that being the main spread either. either which way, it should be 248 hp / 216 def / 44 spe to offset residual dmg and grab the jump point in whatever defense is being used. outpacing min speed top via 40 extra speed evs should be worth a brief mention by this point, since it's fairly pertinent now. as for hex, i too think that its good, since it can help push through stuff like reuniclus, avoid giving tangrowth / rotom-c free turns, and so forth, but i find it best used in the taunt slot; dropping scald makes this doomer food, and dropping wisp makes it far too reliant on scald to actively reinforce its defensive capabilities, which is dumb. hex is ultimately a luxury, albeit a really nice one, and one that you have to concede some disruptive capabilities for. also, maybe just me, but any time i've contemplated offensive jelli, which is kinda rare, i've always considered a speedier spread (like, max / max @ timid) to be more efficient. thoughts?
 
gonna change the EV's to phys def, seems like it has much more merit than sp def at this point since most of jelly's moves that it resists are from physical attackers.

i mention max spe in set details of specs, but i personally don't think it outspeeds enough to really warrant the main spread. and timid nature loses out on a lot of ko's. offensive jelly definitely is not worth it without specs imo
 

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