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Old Dec 31st, 2012, 3:07:06 AM   #1
MysticNova
 
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Default Jellicent (BW2 Revamp) (QC 0/3)

OK, getting this up finally.


Jellicent

[Overview]
  • One of the best defensive typings easily make up for somewhat subpar stats
  • Resistances and immunities to some of the most powerful and common attacking types in the metagame.
  • Prized for being the only spinblocker with reliable recovery.
  • Good bulk on both sides allow Jellicent to counter either specially or physically based threats.
  • Recover, Taunt, and Will-O-Wisp let Jellicent fare incredibly well against stall, the banes of Water- and Ghost-types everywhere--Ferrothorn and Tyrannitar, respectively, and most rapid spinners.
  • Benefits from the popularity of rain, and can take on a variety of rain threats.
  • Vulnerable to all hazards and Toxic.
  • Can be set up on if not carrying the right coverage or status move.
[SET]
name: Specially Defensive
move 1: Scald
move 2: Recover
move 3: Toxic / Will-O-Wisp
move 4: Shadow Ball / Ice Beam
item: Leftovers
ability: Water Absorb
nature: Calm
evs: 248 HP / 36 Def / 224 SpD

[SET COMMENTS]
  • The best spinblocker in the tier with the ability to take on almost any spinner with ease, most notably Starmie, the most popular and difficult to switch into spinner.
  • Good switch in to Politoed thanks to Water Absorb.
  • Typing allows Jellicent to take on things like Keldeo, Volcarona, Alakazam, Heatran, and Vaporeon with ease.
  • Can still take on some physical attackers, such as Conkeldurr, Toxicroak, and Choiced Fighting attacks.
  • Scald for STAB and a good burn chance.
  • Recover can help stall out Draco Meteors and Toxic and increases survivability greatly
  • Toxic is useful for bulkier, special sweepers or Guts users as well as weather starters and walls.
  • Will-O-Wisp deals with most physical attackers but means Jellicent can be set up on by bulkier opponents with recovery.
  • Jellicent's low speed means it will usually have to take a physical hit before relying on a 75% accurate move to halve the damage, which it cannot due with a mere base 70 Defense.
  • Shadow Ball and Ice Beam offer coverage on a wide range of opponents.
  • Shadow Ball has better neutral coverage, and is important for hitting Psychics such as Starmie, and also gets a STAB boost. Ice Beam is important mainly to prevent Dragons like Dragonite from setting up.
[ADDITIONAL COMMENTS]
  • The listed EVs reduce hazards damage and prevent Starmie's Psyshock from 2HKOing.
  • However, EVs for Jellicent are fairly versatile, so more Defense can be used; 60 prevents Mixed Infernape's Stone Edge from 2HKOing and 140 prevents the 2HKO from Scarf Terrakion.
  • Giga Drain can catch Water-types, especially Gastrodon and Keldeo, off guard and is nice for extra recovery.
  • Cursed Body is an option to possibly cripple an attacker and force it out, but is unreliable and means Jellicent can't switch into powerful Water attacks as well.
  • Lack of investment in Defense means Jellicent is even weaker to Pursuit than usual, so Fighting-type partners and physical walls, such as Terrakion, Gliscor, and Magnezone are good for taking advantage of Scizor and Tyranitar.
  • Ferrothorn and Heatran are especially good defensive partners, together forming a formidable FWG core.
  • Jellicent can spinblock for the other two's hazards, and is immune to their Fighting-type weaknesses.
  • Spinners are useful, as Jellicent is vulnerable to all hazards.
  • Sadly, only Donphan and Forretress synergize well with Jellicent.

[SET]
name: Utility Counter
move 1: Scald / Surf
move 2: Recover
move 3: Will-O-Wisp / Toxic
move 4: Taunt
item: Leftovers
ability: Water Absorb
nature: Bold
evs: 248 HP / 216 Def / 44 Spe

[SET COMMENTS]
  • Base 70 Defense may not seem like much, but many of Jellicent's resistances are physically based, letting it take on things like Scizor and is a good pivot to most Fighting-types.
  • Can beat most walls, especially those slower than Jellicent
  • Scald is the main option for the chance to burn, which dissuades physical attackers from switching in.
  • Surf is viable for some extra power, as Will-O-Wisp is usually enough, and is useful to prevent a burn on something you would prefer to Toxic.
  • Recover for tanking repeated hits.
  • Will-O-Wisp is Jellicent's main way of taking on physical attackers, but Toxic can be useful for walls and bulkier Pokemon.
  • Taunt allows Jellicent to prevent hazards, status, and recovery.
  • With Taunt and Will-O-Wisp, Jellicent can shut down Ferrothorn, Forretress, and Hippowdon. Also stops Calm Mind Reuniclus.
[ADDITIONAL COMMENTS]
  • Speed is used to outspeed Choice Band Scizor so you can use Will-O-Wisp.
  • More special defense can be used, but generally Jellicent needs all the physical bulk it can get.
  • Less strong as a spinblocker as Life Orb Starmie can beat Jellicent with Thunderbolt.
  • Coverage moves such as Giga Drain, Ice Beam, or Shadow Ball can be used over Taunt to stop certain Pokemon from setting up.
  • Cursed Body is situational, but if you can get a disable, it can be very useful, as not many Pokemon can hit Jellicent well with more than one move.
  • Hazard users such as Ferrothorn and Heatran make for good partners as Jellicent can spinblock.
  • Limited coverage, so this can easily be set up on.
  • Using a fast Choice Scarfer like Latios would help stop a clean sweep, especially from things like Dragonite.

[SET]
name: Choice Specs
move 1: Water Spout
move 2: Hydro Pump / Surf
move 3: Shadow Ball
move 4: Ice Beam / Giga Drain
item: Choice Specs
ability: Water Absorb
nature: Modest
evs: 172 HP / 252 SpA / 84 Spe

[SET COMMENTS]
  • Works nicely as a lure for many of Jellicent's common switch-ins, such as Celebi, Latios, Latias, Ferrothorn, and Rotom-W.
  • Deals massive damage thanks to Water Spout and rain support, 2HKOing standard Ferrothorn after SR, etc.
  • Can heal up HP from hazards or residual damage thanks to Water Absorb.
  • Still fairly bulky, and has 2 nice immunities
  • Water Spout is the source of this set's viability, dealing massive damage to anything under the rain, and hits Ninetales and Tyranitar super effectively
  • Hydro Pump and Surf are your backup Water moves when Jellicent's HP gets low
  • Shadow Ball hits Celebi and Latias hard, and has good coverage overall combined with STAB
  • Ice Beam gets the first slash to stop Dragons, but Giga Drain can recover health for Water Spout and hits Gastrodon, Politoed, and Vaporeon
[ADDITIONAL COMMENTS][Other Options]
  • Choice Scarf with Water Spout
  • Trick Room
  • Hidden Power Fire/Electric
  • Hex
  • Night Shade
[Checks and Counters]
  • Celebi, Shaymin, Virizion, Poison Heal Breloom, Venusaur, Ferrothorn, Abomasnow
  • Tyranitar, Scizor/Pursuit
  • Rotom-W, Jolteon, Thundurus-T
  • SubCM Jirachi
  • Dragons if Jellicent doesn't have coverage moves.
  • Specially defensive Jellicent can beat utility counter Jellicent
  • Gastrodon.
  • Toxic Spikes and Toxic

Last edited by MysticNova; Jan 7th, 2013 at 5:39:18 AM.
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Old Dec 31st, 2012, 9:37:17 AM   #2
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Hey, why are we removing Specs? It's an excellent lure and wall-breaker that completely annihilates its common switch-ins. Yes, I know it's slow, but it's bulky enough, has enough resistances, as well as Water Absorb to stave off entry hazards... somewhat to keep Water Spout relatively powerful.
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Old Dec 31st, 2012, 2:32:20 PM   #3
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Agreed on Specs. There is no reason to remove it. It is one of the more useful sets. Defensive Jellicent is largely outclassed by Tentacruel and in reality it is a pretty shitty spinblocker (Tentacruel just uses toxic on the switch and can stall it out). Most teams now are using Gengar or Tyranitar / Weavile with Pursuit to just remove Spinners. Jellicent is kind of annoying but very VERY mediocre.
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Old Jan 10th, 2013, 1:22:44 PM   #4
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Used as a gimmick to begin with, I've found Hex to be extremely annoying on the first set over Shadowball. Did somewhat more damage, when the foe was either burned by Scald or poisoned by Toxic, in comparison.
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Old Jan 10th, 2013, 1:36:10 PM   #5
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Hex is also effective when something else is setting up Toxic Spikes; that said, Toxic Spikes aren't exactly great in this metagame.
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Old Jan 10th, 2013, 1:44:34 PM   #6
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Quote:
Originally Posted by Fat Arcticblast View Post
Hex is also effective when something else is setting up Toxic Spikes; that said, Toxic Spikes aren't exactly great in this metagame.
I agree completely. I believe more than half the current OU meta is either immune or uneffected by T-spikes. And, in some rare cases, beneficial to its ability. Which is why Toxic+Scald is superior on both Jelli and Tentacruel.
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Old Jan 10th, 2013, 7:52:10 PM   #7
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After examining the original an analysis and discussing the issue with other QC members, we came to the conclusion that Jellicent does not need a revamp. The original analysis in question was well written and it still holds up well; outdated sure, but nothing that can't be fixed via SCMS. Its my fault for letting Jellicent slip through the cracks, I should have done better job at checking over the index.

Thank you for taking the initiative and attempting to revamp this analysis; we're always looking for people who are eager and willing.
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