UU Jellicent

nv

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Pringles Man vs. The Queen of England...who will win?

[OVERVIEW]

Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU, such as Mienshao and Entei. Water Absorb allows Jellicent to wall a large amount of bulky Water-type Pokemon, such as Empoleon and Suicune, as it doesn't fear Scald burns. Jellicent also has great 100 / 70 / 105 bulk that allows it to tank physical and special hits with ease. It also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However, Jellicent's typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent is a bit slow, and, as a result, cannot Taunt many fast Pokemon effectively.

[SET]
name: PB & J (Physically Defensive)
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
item: Leftovers
ability: Water Absorb
nature: Bold
evs: 252 HP / 252 Def / 4 Spe

[SET COMMENTS]
Moves
========

Recover grants Jellicent with the ability to reliably heal any damage it has taken. Scald can inflict burns, allowing Jellicent to take physical hits better. Shadow Ball can be used as a STAB move, as Ghost-types have one resistance and one immunity. Will-O-Wisp spreads burns more easily than Scald, while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat slow setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Salamence hard, OHKOing it after Stealth Rock damage.

Set Details
========

Leftovers provide Jellicent with passive recovery. Maximum HP and Defense EVs allow Jellicent to take physical hits better, as it already has decent special bulk. The last 4 EVs are put into Speed to outrun other base 60 Speed Pokemon such as Empoleon. A Bold nature is used to further augment Jellicent's physical bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to outrun base 85 Speed Pokemon such as Suicune and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune, to beat them 1v1, as Taunt shuts down their setup and recovery moves. Jellicent can also come in on weak special hits because its great special bulk and its immunities allow for more switch-ins than normal; however, it must be wary, as most of the Fighting-types that it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt, which shuts down all forms of reliable recovery and status moves, allows it to wear down the foe fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner, as its Dark typing covers Jellicent's weaknesses. Entry hazard support is essential, as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock, and Jellicent can spinblock fairly well thanks to its Ghost typing. Entry hazard removal is also great, as Jellicent is susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Rapid Spin and Defog support and can help keep momentum with Volt Switch and U-turn, respectively, allowing Jellicent to come in safely. Cleric support from Florges is great, as Jellicent hates being worn down by status ailments, which it cannot get rid of on its own.

[STRATEGY COMMENTS]
Other Options
=============

A specially defensive spread of 252 HP / 4 SpA / 252 SpD can make use of Jellicent's better Special Defense stat; however, most of Jellicent's weaknesses are to special moves, and the Pokemon it should wall are physical attackers. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and the item allows Jellicent to tank powerful Dark-type moves and retaliate with Scald or Will-O-Wisp. Trick Room is a nice support option for teammates such as Mega Abomasnow, allowing them to outspeed Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, launching powerful STAB Water Spouts. Remember to use 0 Speed IVs and a negative nature to be as fast as possible under Trick Room.

Checks and Counters
===================

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a super effective STAB move, but also outspeed it. However, burns from Scald or Will-O-Wisp cripple a lot of Dark-types, so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent, as they resist Scald and can cripple Jellicent with a super effective STAB move.

**Pokemon with Guts**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status, as they gain an Attack boost from it, enabling them to overpower Jellicent.
 
Last edited:

Kreme

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Tbh I wouldn't mention Feraligatr in C&C, it gets burned / poisoned without Sub since Adamant Crunch doesn't OHKO without a boost. Jellicent does lose 1v1 due to Crunch still cleaning it after burn but then Gatr is crippled and the next thing coming in after Jelli doesn't have to worry much. I'd mention how WoW / Scald burns can cripple a lot of the dark-types though, so they can't switch-in well. You could probably mention Taunt in C&C considering it shuts down Jellicent for the most part as Jelli can't recover and is easily worn down. Perhaps also a mention of Guts Pokemon in C&C since they can come in on Toxic / WoW / Scald burn and easily wreck Jelli. You could also probably expand Usage Tips with something about how it can deal with bulky Water types since Taunt ensures no solid recovery / use of Heal Bell and status racks up. Speaking of status Jelli is crippled by it so that could probably also go into C&C. I hate saying this repeatedly but it feel like this is common courtesy though so just as a reminder, I'm not QC :P
 
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nv

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Tbh I wouldn't mention Feraligatr in C&C, it gets burned / poisoned without Sub since Adamant Crunch doesn't OHKO without a boost. Jellicent does lose 1v1 due to Crunch still cleaning it after burn but then Gatr is crippled and the next thing coming in after Jelli doesn't have to worry much. I'd mention how WoW / Scald burns can cripple a lot of the dark-types though, so they can't switch-in well. You could probably mention Taunt in C&C considering it shuts down Jellicent for the most part as Jelli can't recover and is easily worn down. Perhaps also a mention of Guts Pokemon in C&C since they can come in on Toxic / WoW / Scald burn and easily wreck Jelli. You could also probably expand Usage Tips with something about how it can deal with bulky Water types since Taunt ensures no solid recovery / use of Heal Bell and status racks up. Speaking of status Jelli is crippled by it so that could probably also go into C&C. I hate saying this repeatedly but it feel like this is common courtesy though so just as a reminder, I'm not QC :P
Ok all this has been implemented. Thanks Kreme, you have been a good "non QC-er" lol
 

Sam

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hello

some things

Jellicent should be switched into Fighting-types locked into their STAB moves or a resisted hit to allow it to Recover off the damage or cripple the opponent with a Scald or Will-O-Wisp.
Jellicent doesn't really need to come in on a resisted hit, it has high special bulk to it can take weak special attacks very well. In addition, the main purpose of using Jellicent is its utility in shutting down bulky set-up mons. You should be switching it in on things like cune, reuniclus, snorlax, cresselia, etc. in order to stop their set-up.

Take specs out of OO, it's not particularly good. OO should have a specially defensive set and colbur berry

Taunt as a CC isn't something I necessarily agree with. Jellicent still has Scald, and it's not like a lot of Taunt users (Krook, Aero, Crobat) want to take a scald.

Fire-types such as Entei and Rotom-H appreciates Jellicent's ability to cripple physical attackers with Will-O-Wisp while also threatening Rock-types such as Rhyperior with its STAB Scald.
I don't get this? Those 2 mons are going to be spreading burns themselves.
 

nv

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hello

some things



Jellicent doesn't really need to come in on a resisted hit, it has high special bulk to it can take weak special attacks very well. In addition, the main purpose of using Jellicent is its utility in shutting down bulky set-up mons. You should be switching it in on things like cune, reuniclus, snorlax, cresselia, etc. in order to stop their set-up.

Take specs out of OO, it's not particularly good. OO should have a specially defensive set and colbur berry

Taunt as a CC isn't something I necessarily agree with. Jellicent still has Scald, and it's not like a lot of Taunt users (Krook, Aero, Crobat) want to take a scald.



I don't get this? Those 2 mons are going to be spreading burns themselves.
I changed the description in Usage Tips, mentioning what you said. Took Specs out of OO and added the SpD set and Colbur Berry. Also removed Taunt from C&C.
 

IronBullet

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  • The spread runs too much speed. Outspeeding Gligar isn't important, and sure beating CroCune is nice but it isn't worth all the physical bulk Jellicent loses. For example, a spread of 240 HP / 252 Def / 4 Spe is only a 3HKO for Mega Swampert's Earthquake, while the current one is 2HKOed. In my opinion, Jelly needs all the physical defense investment it can get. It can still outspeed common slower defensive Pokemon like Empoleon, Reuniclus, Snorlax, and Slowking and Taunt them. Mention in set details though, that you can invest more in Speed to outspeed Suicune and other faster defensive Pokemon like Florges.
  • Shadow Ball deserves a mention under Moves.
  • Mention in Usage Tips that it can check quite a few physical attackers including Entei, Lucario, Mega Swampert, Cobalion, and Darmanitan.
  • Mention in Team Options that it likes cleric support from the likes of Florges as it is vulnerable to status. It also appreciates Defog / Rapid Spin support as it's affected by all hazards.
 

nv

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  • The spread runs too much speed. Outspeeding Gligar isn't important, and sure beating CroCune is nice but it isn't worth all the physical bulk Jellicent loses. For example, a spread of 240 HP / 252 Def / 4 Spe is only a 3HKO for Mega Swampert's Earthquake, while the current one is 2HKOed. In my opinion, Jelly needs all the physical defense investment it can get. It can still outspeed common slower defensive Pokemon like Empoleon, Reuniclus, Snorlax, and Slowking and Taunt them. Mention in set details though, that you can invest more in Speed to outspeed Suicune and other faster defensive Pokemon like Florges.
  • Shadow Ball deserves a mention under Moves.
  • Mention in Usage Tips that it can check quite a few physical attackers including Entei, Lucario, Mega Swampert, Cobalion, and Darmanitan.
  • Mention in Team Options that it likes cleric support from the likes of Florges as it is vulnerable to status. It also appreciates Defog / Rapid Spin support as it's affected by all hazards.
Ok so I moved the spread to Set Details and just maxed out Defense and HP; Shadow Ball is mentioned in Moves; Usage Tips and Team Options updated. Thanks, :)
 

Sam

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Whoops, forgot to post the check after you implemented my changes

QC 2/3
 

nv

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Finally got the time to write this up so it is written and ready for the last check. :)
 

queez

wandering and wondering
is a Battle Simulator Moderator Alumnus
Additions
Removals
Comments

Overview
########

Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU such as Mienshao and Entei. Water Absorb also allows it to wall a low large amount(I'm assuming you're trying to say "a large amount" but low means "a small amount." Keep "low" instead of "large amount" if I'm wrong) of bulky Water Pokemon such as Empoleon and Suicune,(add comma) as it doesn't have to fear Scald burns. It also has great all around 100 / 70 / 105 bulk, which that allows it to tank physical and special hits with ease. It also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However, while it has a lot of positives, its typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent also is a bit slow and, as a result, cannot Taunt many fast Pokemon effectively. leaving it wanting to run speed to taunt faster Pokemon but in doing so, Jellicent cripples its overall bulk.(this entire sentence is pretty sloppy and most info seems unnecessary)

PB & J
########
name: PB & J
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
ability: Water Absorb
item: Leftovers
evs: 252 HP / 252 Def / 4 Spe
nature: Bold

Moves
========

Recover allows grants Jellicent longevity to have a lot of staying power, being able with the ability to reliably heal back any damage it has taken. Scald deals is a great attacking move, spreading burns,(add comma) allowing which allow Jellicent to take physical hits better. Shadow Ball can be used for as a STAB move that has no resists resistances and only one immunity. The choice of status depends on the opposing (I'm assuming you're talking about the opposing team here) team. Will-O-Wisp spreads burns a lot easier than Scald,(add comma) while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat up slow set up setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Mence hard, OHKOing after rocks.(This seems like it would go under Other Options, no?)

Set Details
========

Leftovers is the obvious item, allowing provides Jellicent to have a form of with passive recovery. Maximum HP and Defense EVs allows allow Jellicent to take physical hits better,(add comma) as it has decent natural special bulk. The last 4 EVs are put into Speed to outspeed other base 60 Speed Pokemon,(remove comma mainly for consistency purposes; you didn't use commas in your previous such as's) such as Empoleon. A Bold nature is used to further augment Jellicent's bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to specifically outrun base 85 Speed Pokemon such as Suicune or and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune to beat them 1v1 as Taunt shuts down their setup and recovery moves. Jellicent can come in on weak special hits thanks to its great special bulk, and while using its immunities allows allow for more switch-(add hyphen)ins than normal; however, it must be wary,(add comma) as most Fighting-types it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt(remove space), which shuts down all forms of reliable recovery and status moves, allows it to wear down the opponent fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciates appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner,(add comma) as its secondary Dark typing allows to cover covers Jellicent's weaknesses even better. Entry hazard support is essential,(add comma) as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock.(add period) while Jellicent can spinblock fairly well thanks to its bulk. Entry hazard removal is also great,(add comma) as Jellicent is weak susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Defog support and momentum in the form of Volt Switch and / U-turn, respectively, allowing Jellicent to come in safely. Cleric support from the likes of Florges is really great,(add comma) as Jellicent hates being worn down by status,(add comma) which as it cannot get rid of it on its own.

Other Options
########

A s(lowercase s)pecially d(lowercase d)efensive spread can make use of Jellicent's better defensive stat; however, most of Jellicent's weaknesses are to special moves,(add comma) and the Pokemon it wants to should wall are physical attackers anyways. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and allows Jellicent to tank powerful Dark-type moves and counter with a burn a nice item to tank a powerful Dark-type move as it still has access to recovery and can allow it to get a burn off or live a Dark-type move that may KO it otherwise. Trick Room is a nice support option for teammates such as Mega Abomasnow,(add comma) allowing that can allow them to outspeed a lot of Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, firing off powerful STAB Water Spouts. Remember to use 0 IVs in Speed and a negative nature to be as fast as possible under Trick Room.

Checks & Counters
########

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a STAB super(add space; super effective is not one word) effective move, but also outspeed it. However, Scald burns / from Scald or Will-O-Wisp cripple a lot of Dark-types so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent,(add comma) as they resist Scald,(add comma) and can cripple Jellicent with a super(add space; super effective is not one word) effective STAB move.

**Guts Pokemon**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status as they gain an Attack boost from it, enabling them to overpower Jellicent.

And we're 1/2 here! Let me know if you have any questions ッ
 
Last edited:
I would've done it myself, but I don't have mods anymore .cry

EDIT: Seriously that was like all I did (well, that and updating the OP, which I can keep doing :o )
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Additions
Removals
Comments

Overview
########

Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU such as Mienshao and Entei. Water Absorb also allows it to wall a low large amount(I'm assuming you're trying to say "a large amount" but low means "a small amount." Keep "low" instead of "large amount" if I'm wrong) of bulky Water Pokemon such as Empoleon and Suicune,(add comma) as it doesn't have to fear Scald burns. It also has great all around 100 / 70 / 105 bulk, which that allows it to tank physical and special hits with ease. It also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However, while it has a lot of positives, its typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent also is a bit slow and, as a result, cannot Taunt many fast Pokemon effectively. leaving it wanting to run speed to taunt faster Pokemon but in doing so, Jellicent cripples its overall bulk.(this entire sentence is pretty sloppy and most info seems unnecessary)

PB & J
########
name: PB & J
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
ability: Water Absorb
item: Leftovers
evs: 252 HP / 252 Def / 4 Spe
nature: Bold

Moves
========

Recover allows grants Jellicent longevity to have a lot of staying power, being able with the ability to reliably heal back any damage it has taken. Scald deals is a great attacking move, spreading burns,(add comma) allowing which allow Jellicent to take physical hits better. Shadow Ball can be used for as a STAB move that has no resists resistances and only one immunity. The choice of status depends on the opposing (I'm assuming you're talking about the opposing team here) team. Will-O-Wisp spreads burns a lot easier than Scald,(add comma) while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat up slow set up setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Mence hard, OHKOing after rocks.(This seems like it would go under Other Options, no?)

Set Details
========

Leftovers is the obvious item, allowing provides Jellicent to have a form of with passive recovery. Maximum HP and Defense EVs allows allow Jellicent to take physical hits better,(add comma) as it has decent natural special bulk. The last 4 EVs are put into Speed to outspeed other base 60 Speed Pokemon,(remove comma mainly for consistency purposes; you didn't use commas in your previous such as's) such as Empoleon. A Bold nature is used to further augment Jellicent's bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to specifically outrun base 85 Speed Pokemon such as Suicune or and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune to beat them 1v1 as Taunt shuts down their setup and recovery moves. Jellicent can come in on weak special hits thanks to its great special bulk, and while using its immunities allows allow for more switch-(add hyphen)ins than normal; however, it must be wary,(add comma) as most Fighting-types it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt(remove space), which shuts down all forms of reliable recovery and status moves, allows it to wear down the opponent fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciates appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner,(add comma) as its secondary Dark typing allows to cover covers Jellicent's weaknesses even better. Entry hazard support is essential,(add comma) as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock.(add period) while Jellicent can spinblock fairly well thanks to its bulk. Entry hazard removal is also great,(add comma) as Jellicent is weak susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Defog support and momentum in the form of Volt Switch and / U-turn, respectively, allowing Jellicent to come in safely. Cleric support from the likes of Florges is really great,(add comma) as Jellicent hates being worn down by status,(add comma) which as it cannot get rid of it on its own.

Other Options
########

A s(lowercase s)pecially d(lowercase d)efensive spread can make use of Jellicent's better defensive stat; however, most of Jellicent's weaknesses are to special moves,(add comma) and the Pokemon it wants to should wall are physical attackers anyways. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and allows Jellicent to tank powerful Dark-type moves and counter with a burn a nice item to tank a powerful Dark-type move as it still has access to recovery and can allow it to get a burn off or live a Dark-type move that may KO it otherwise. Trick Room is a nice support option for teammates such as Mega Abomasnow,(add comma) allowing that can allow them to outspeed a lot of Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, firing off powerful STAB Water Spouts. Remember to use 0 IVs in Speed and a negative nature to be as fast as possible under Trick Room.

Checks & Counters
########

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a STAB super(add space; super effective is not one word) effective move, but also outspeed it. However, Scald burns / from Scald or Will-O-Wisp cripple a lot of Dark-types so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent,(add comma) as they resist Scald,(add comma) and can cripple Jellicent with a super(add space; super effective is not one word) effective STAB move.

**Guts Pokemon**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status as they gain an Attack boost from it, enabling them to overpower Jellicent.

And we're 1/2 here! Let me know if you have any questions ッ
Thank you :)
 

Empress

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Overview
########

Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU, (AC if you want) such as Mienshao and Entei. Water Absorb allows it to wall a large amount of bulky Water-type Pokemon such as Empoleon and Suicune, as it doesn't have to fear Scald burns. It also has great 100 / 70 / 105 bulk that allows it to tank physical and special hits with ease. It Jellicent also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However its typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent is a bit slow and, as a result, cannot Taunt many fast Pokemon effectively.

PB & J Physically Defensive (cool it with the punny names unless it's something notorious)
########
name: PB & J Physically Defensive
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
ability: Water Absorb
item: Leftovers
evs: 252 HP / 252 Def / 4 Spe
nature: Bold

Moves
========

Recover grants Jellicent longevity with the ability to reliably heal any damage it has taken. Scald deals can inflict (the change from "deal" to "inflict" is subjective) burns, allowing Jellicent to take physical hits better. Shadow Ball can be used as a STAB move that has no resistances and only one immunity. The choice of status depends on the opposing team. Will-O-Wisp spreads burns a lot easier more easily (subjective change) than Scald, while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat up slow setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Mence Salamence hard, OHKOing it after rocks Stealth Rock damage.

Set Details
========

Leftovers provides Jellicent with passive recovery. Maximum HP and Defense EVs allow Jellicent to take physical hits better, as it has decent natural special bulk. The last 4 EVs are put into Speed to outspeed other base 60 Speed Pokemon such as Empoleon. A Bold nature is used to further augment Jellicent's physical bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to outrun base 85 Speed Pokemon such as Suicune and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune to beat them 1v1, (AC) as Taunt shuts down their setup and recovery moves. Jellicent can also come in on weak special hits thanks to because its great special bulk and its immunities allows for more switch-ins than normal; however, it must be wary, as most of the Fighting-types that it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt, which shuts down all forms of reliable recovery and status moves, allows it to wear down the opponent foe fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner, as its secondary Dark typing covers Jellicent's weaknesses even better. Entry hazard support is essential, as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock. Jellicent can spinblock fairly well thanks to its bulk. Entry hazard removal is also great, as Jellicent is susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Defog support and momentum with Volt Switch and U-turn, respectively, allowing Jellicent to come in safely. Cleric support from Florges is really great, as Jellicent hates being worn down by status ailments (subjective change), which it cannot get rid of on its own.

Other Options
########

A specially defensive spread (state EVs and nature) can make use of Jellicent's better defensive Special Defense stat; however, most of Jellicent's weaknesses are to special moves, and the Pokemon it should wall are physical attackers. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and the item allows Jellicent to tank powerful Dark-type moves and counter retaliate with a burn Scald or Will-O-Wisp. Trick Room is a nice support option for teammates such as Mega Abomasnow, allowing them to outspeed Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, firing off launching (never say "fire off") powerful STAB Water Spouts. Remember to use 0 IVs in Speed and a negative nature to be as fast as possible under Trick Room.

Checks & Counters
########

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a STAB super effective STAB move, but also outspeed it. However, burns from Scald or Will-O-Wisp cripple a lot of Dark-types, (AC) so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent, as they resist Scald, and can cripple Jellicent with a super effective STAB move.

**Guts Pokemon with Guts**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status as they gain an Attack boost from it, enabling them to overpower Jellicent.
 

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Overview
########

Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU, (AC if you want) such as Mienshao and Entei. Water Absorb allows it to wall a large amount of bulky Water-type Pokemon such as Empoleon and Suicune, as it doesn't have to fear Scald burns. It also has great 100 / 70 / 105 bulk that allows it to tank physical and special hits with ease. It Jellicent also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However its typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent is a bit slow and, as a result, cannot Taunt many fast Pokemon effectively.

PB & J Physically Defensive (cool it with the punny names unless it's something notorious)
########
name: PB & J Physically Defensive
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
ability: Water Absorb
item: Leftovers
evs: 252 HP / 252 Def / 4 Spe
nature: Bold

Moves
========

Recover grants Jellicent longevity with the ability to reliably heal any damage it has taken. Scald deals can inflict (the change from "deal" to "inflict" is subjective) burns, allowing Jellicent to take physical hits better. Shadow Ball can be used as a STAB move that has no resistances and only one immunity. The choice of status depends on the opposing team. Will-O-Wisp spreads burns a lot easier more easily (subjective change) than Scald, while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat up slow setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Mence Salamence hard, OHKOing it after rocks Stealth Rock damage.

Set Details
========

Leftovers provides Jellicent with passive recovery. Maximum HP and Defense EVs allow Jellicent to take physical hits better, as it has decent natural special bulk. The last 4 EVs are put into Speed to outspeed other base 60 Speed Pokemon such as Empoleon. A Bold nature is used to further augment Jellicent's physical bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to outrun base 85 Speed Pokemon such as Suicune and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune to beat them 1v1, (AC) as Taunt shuts down their setup and recovery moves. Jellicent can also come in on weak special hits thanks to because its great special bulk and its immunities allows for more switch-ins than normal; however, it must be wary, as most of the Fighting-types that it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt, which shuts down all forms of reliable recovery and status moves, allows it to wear down the opponent foe fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner, as its secondary Dark typing covers Jellicent's weaknesses even better. Entry hazard support is essential, as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock. Jellicent can spinblock fairly well thanks to its bulk. Entry hazard removal is also great, as Jellicent is susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Defog support and momentum with Volt Switch and U-turn, respectively, allowing Jellicent to come in safely. Cleric support from Florges is really great, as Jellicent hates being worn down by status ailments (subjective change), which it cannot get rid of on its own.

Other Options
########

A specially defensive spread (state EVs and nature) can make use of Jellicent's better defensive Special Defense stat; however, most of Jellicent's weaknesses are to special moves, and the Pokemon it should wall are physical attackers. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and the item allows Jellicent to tank powerful Dark-type moves and counter retaliate with a burn Scald or Will-O-Wisp. Trick Room is a nice support option for teammates such as Mega Abomasnow, allowing them to outspeed Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, firing off launching (never say "fire off") powerful STAB Water Spouts. Remember to use 0 IVs in Speed and a negative nature to be as fast as possible under Trick Room.

Checks & Counters
########

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a STAB super effective STAB move, but also outspeed it. However, burns from Scald or Will-O-Wisp cripple a lot of Dark-types, (AC) so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent, as they resist Scald, and can cripple Jellicent with a super effective STAB move.

**Guts Pokemon with Guts**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status as they gain an Attack boost from it, enabling them to overpower Jellicent.
Implemented. RIP PB & J
 

dhelmise

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standard colors

amcheck

SM979 or Winry. can you pls go over this

Overview
########
[OVERVIEW]


Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU, such as Mienshao and Entei. Water Absorb allows it to wall a large amount of bulky Water-type Pokemon, (AC) such as Empoleon and Suicune, as it doesn't fear Scald burns. Jellicent also has great 100 / 70 / 105 bulk that allows it to tank physical and special hits with ease. It also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However, (AC) its typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent is a bit slow and, as a result, cannot Taunt many fast Pokemon effectively.

Physically Defensive
########
[SET]

name: Physically Defensive
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
ability: Water Absorb
item: Leftovers
evs: 252 HP / 252 Def / 4 Spe
nature: Bold

[SET COMMENTS]
Moves
========

Recover grants Jellicent with the ability to reliably heal any damage it has taken. Scald can inflict burns, allowing Jellicent to take physical hits better. Shadow Ball can be used as a STAB move that, (AC) as Ghost-types have has no resistances (Dark-types? Unless I misunderstood...) and only one immunity. The choice of status depends on the opposing team. Will-O-Wisp spreads burns more easily than Scald, while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat slow setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Salamence hard, OHKOing it after Stealth Rock damage. (Shouldn't Ice Beam be slashed then?)

Set Details
========

Leftovers provides Jellicent with passive recovery. Maximum HP and Defense EVs allow Jellicent to take physical hits better, as it has decent natural special bulk. The last 4 EVs are put into Speed to outspeed outrun ("Speed to outspeed" sounds weird) other base 60 Speed Pokemon such as Empoleon. A Bold nature is used to further augment Jellicent's physical bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to outrun base 85 Speed Pokemon such as Suicune and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune to beat them 1v1, as Taunt shuts down their setup and recovery moves. Jellicent can also come in on weak special hits because its great special bulk and its immunities allows for more switch-ins than normal; however, it must be wary, as most of the Fighting-types that it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt, which shuts down all forms of reliable recovery and status moves, allows it to wear down the foe fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner, as its secondary Dark typing covers Jellicent's weaknesses. Entry hazard support is essential, as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock. Jellicent can spinblock fairly well thanks to its bulk (and it's a Ghost-type...?). Entry hazard removal is also great, as Jellicent is susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Defog support and momentum with Volt Switch and U-turn, respectively, allowing Jellicent to come in safely. Cleric support from Florges is great, as Jellicent hates being worn down by status ailments, which it cannot get rid of on its own.

[STRATEGY COMMENTS]
Other Options
########=============

A specially defensive spread of 252 HP / 4 SpA / 252 SpD / 4 SpA can make use of Jellicent's better Special Defense stat; however, most of Jellicent's weaknesses are to special moves, and the Pokemon it should wall are physical attackers. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and the item allows Jellicent to tank powerful Dark-type moves and retaliate with Scald or Will-O-Wisp. Trick Room is a nice support option for teammates, (AC) such as Mega Abomasnow, allowing them to outspeed Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, launching powerful STAB Water Spouts. Remember to use 0 Speed IVs in Speed (Not completely necessary aka you decide whether or not to change it) and a negative nature to be as fast as possible under Trick Room.

Checks & and Counters
########===================

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a super effective STAB move, but also outspeed it. However, burns from Scald or Will-O-Wisp cripple a lot of Dark-types, so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent, as they resist Scald, (RC) and can cripple Jellicent with a super effective STAB move.

**Pokemon with Guts**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status, (AC) as they gain an Attack boost from it, enabling them to overpower Jellicent.
 
Last edited:

SM979

dank memes
is a Contributor Alumnus
ok so my colors will be arc
Overview
########
[OVERVIEW]


Jellicent's unique Water / Ghost typing allows it to check a plethora of Pokemon in UU, such as Mienshao and Entei. Water Absorb allows it Jellicent to wall a large amount of bulky Water-type Pokemon, (AC) such as Empoleon and Suicune, as it doesn't fear Scald burns. Jellicent also has great 100 / 70 / 105 bulk that allows it to tank physical and special hits with ease. It also has access to reliable recovery in Recover, meaning it can withstand many hits throughout the match. However, (AC) its Jellicent's typing leaves it weak to Knock Off, which a lot of the Fighting-types it should wall, such as Mienshao and Heracross, tend to carry. Jellicent is a bit slow, (AC) and, as a result, cannot Taunt many fast Pokemon effectively.

Physically Defensive
########
[SET]

name: Physically Defensive
move 1: Recover
move 2: Scald
move 3: Will-O-Wisp / Toxic
move 4: Taunt
item: Leftovers
ability: Water Absorb
item: Leftovers
nature: Bold

evs: 252 HP / 252 Def / 4 Spe
nature: Bold

[SET COMMENTS]
Moves
========

Recover grants Jellicent with the ability to reliably heal any damage it has taken. Scald can inflict burns, allowing Jellicent to take physical hits better. Shadow Ball can be used as a STAB move that, (AC) as Ghost-types have has no resistances (Dark-types? Unless I misunderstood...) yeah Dark-types and only one immunity. The choice of status depends on the opposing team. you have toxic slashed with will-o-wisp, so that doesn't make any sense Will-O-Wisp spreads burns more easily than Scald, while Toxic puts special attackers and other Pokemon not bothered by burns on a timer. Taunt allows Jellicent to beat slow setup sweepers such as Suicune while also blocking recovery from Pokemon such as Umbreon and Florges. Ice Beam can be used instead to hit Salamence hard, OHKOing it after Stealth Rock damage. (Shouldn't Ice Beam be slashed then?) I don't think so

Set Details
========

Leftovers provides remove s Jellicent with passive recovery. Maximum HP and Defense EVs allow Jellicent to take physical hits better, as it already has decent natural special bulk. (sounds better) The last 4 EVs are put into Speed to outspeed outrun ("Speed to outspeed" sounds weird) other base 60 Speed Pokemon such as Empoleon. A Bold nature is used to further augment Jellicent's physical bulk. An alternate EV spread of 240 HP / 64 Def / 204 Spe can be used to outrun base 85 Speed Pokemon such as Suicune and Gligar and beat them 1v1.

Usage Tips
========

Jellicent should be coming in on bulky setup Pokemon such as Cresselia, Snorlax, and Suicune, (AC) to beat them 1v1, as Taunt shuts down their setup and recovery moves. Jellicent can also come in on weak special hits because its great special bulk and its immunities allows (remove s) for more switch-ins than normal; however, it must be wary, as most of the Fighting-types that it walls carry Knock Off. Jellicent can also check a plethora of common physical attackers such as Entei, Darmanitan, Mega Swampert, Cobalion, and Lucario. Jellicent's access to Taunt, which shuts down all forms of reliable recovery and status moves, allows it to wear down the foe fairly quickly with its own status moves.

Team Options
========

Bulky Ground-types such as Gligar and Krookodile appreciate Jellicent's Water-type immunity and can provide Stealth Rock support. Krookodile in particular is a great partner, as its secondary Dark typing covers Jellicent's weaknesses. Entry hazard support is essential, as Jellicent can force a lot of switches and shut down recovery on slower Pokemon. Partners such as Forretress and Krookodile can lay down Stealth Rock., (period -> comma) and Jellicent can spinblock fairly well thanks to its Ghost typing bulk (and it's a Ghost-type...?). Entry hazard removal is also great, as Jellicent is susceptible to all types of entry hazards. Pokemon such as Forretress or Crobat can provide reliable Rapid Spin and Defog support and can help keep momentum with Volt Switch and U-turn, respectively, allowing Jellicent to come in safely. Cleric support from Florges is great, as Jellicent hates being worn down by status ailments, which it cannot get rid of on its own.

[STRATEGY COMMENTS]
Other Options
########=============

A specially defensive spread of 252 HP / 4 SpA / 252 SpD / 4 SpA can make use of Jellicent's better Special Defense stat; however, most of Jellicent's weaknesses are to special moves, and the Pokemon it should wall are physical attackers. Colbur Berry can be used instead of Leftovers, as Jellicent still has access to recovery without it, and the item allows Jellicent to tank powerful Dark-type moves and retaliate with Scald or Will-O-Wisp. Trick Room is a nice support option for teammates, (AC) don't add the comma such as Mega Abomasnow, allowing them to outspeed Pokemon that they normally wouldn't outspeed. Jellicent itself can abuse Trick Room, launching powerful STAB Water Spouts. Remember to use 0 Speed IVs in Speed (Not completely necessary aka you decide whether or not to change it) and a negative nature to be as fast as possible under Trick Room.

Checks & and Counters
########===================

**Dark-types**: Most common Dark-types, such as Hydreigon and Absol, are not only able to threaten Jellicent with a super effective STAB move, but also outspeed it. However, burns from Scald or Will-O-Wisp cripple a lot of Dark-types, so they cannot switch in reliably.

**Grass-types**: Pokemon such as Roserade and Shaymin, with their ability Natural Cure, can wall Jellicent, as they resist Scald, (RC) and can cripple Jellicent with a super effective STAB move.

**Pokemon with Guts**: Pokemon such as Heracross and Machamp can come in and take advantage of Jellicent's prowess at spreading status, (AC) as they gain an Attack boost from it, enabling them to overpower Jellicent.
GP 2/2

also you can probably make the set name PB & J (Physically Defensive) if you want
 
Last edited:

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