interestingly, jelli and CBtar are in a constant war of speed creep lol. every time i see a spread recommended for jelli i swear it's faster than the last one i saw... jelli wants to burn tar before it gets hit (lest it eat a crunch which OHKOes any jellicent) and tar wants to crunch before it gets burned. jelli has the slightest advantage since its speed tier is a bit higher, but if it overinvests in speed its bulk can become severely compromised
as an aside, fast jellicent are also nice for outspeeding slowtoeds and taunting them before you get toxiced (toed specs modest HP grass is like 12% chance of 2HKO on 252/0 jelli lol). yee has told me about the rest jellicent he runs for dismantling defensive rain cores (it's literally just rest>taunt and otherwise standard) so that you can take toxic... i think it's a bit weird but definitely worth considering if you despise tentacruel that carry toxic, because with rest you always beat it (barring extreme PP stall) but without it you basically always lose
anyway one more word on tspikes - sometimes they're usable, but sacrificing a moveslot every match in exchange for utility in a small portion of my matches (and basically zero utility everywhere else) is an expensive opportunity cost, especially when i could be doing something else that turn... limited flexibility is the kiss of death for what was already unarguably the weakest of the three hazards we have right now. i agree though that balanced/offensive-leaning sand is the team they tend to fare best against, although amoonguss exists T_T
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