Idk if Jellicent has been deemed unranked or D yet, but I might as well chime in since I've been using it an extensive amount recently.
After using it, I believe that Jellicent has the utility in this metagame to rise to
D Rank. The biggest reason for this, is as stated previously, being an extraordinary spinblocker, as well as being a bulky Ghost type with recovery, which is fantastic. The most common spinner, according to both the overall ORAS OU statistics in Smogon Tour and the 1825 ladder stats, is Starmie, which is pretty obvious to anyone who has played the meta even slightly. Starmie is also the linchpin to many fat balance teams, which seem to be the rage right now. Without Starmie, they would fall to the pressure of Stealth Rock and Spikes, especially considering most offensive pokes on these teams lack recovery and are Spikes prone (Exca, Keldeo, etc). The beauty of Jellicent is being able to spinblock defensive Starmie perfectly, without fearing a single move. Also, it is able to spinblock offensive Starmie very well too, only fearing Analytic LO TBolt (unless you're using a very SpDef spread, in which case Psyshock becomes threatening). The niche of being able to keep hazards on the field almost flawlessly, considering Defog is somewhat rarer nowadays (and Lati@s isn't hard to get rid of either), is incredible, which is a big part in why it deserves to not be unranked.
However, simply being able to spinblock a common spinner does not guarantee a spot on the viability rankings. While some may say that it's useless when not facing Starmie, I will have to wholeheartedly disagree with this statement. With a simple moveset of WoW / Taunt / Hex | Scald / Recover, it has very few safe switch ins, being able to whittle down the opponent incredibly easily. For example, say your opponent switches into Ferrothorn thinking it can get up hazards or Leech Seed or whatever on your Jellicent. WoW / Taunt on the switch, do the other on the next turn, and if burn goes off, Ferro is crippled for the rest of the match, and is also free setup bait for something wanting to come in. Same scenario with Clefable. Taunt it on the switch (or on the turn after it comes in, it doesn't really matter tbh), and you have a free switch in to anything that loves eating unboosted Moonblasts, whether that be Skarmory/Ferro for more hazards, Charizard to nuke something, Exca to get off an attack or spin, whatever. The point I'm trying to make here is that Jellicent forces a ton of switches, with the sheer utility it has. And on the types of teams Jelli will be on, every switch is a huge help to your team, not the opposition.
Other stuff that I think is neat, but won't write up on due to post length and limited time:
- Synergizes wonderfully with Scarf TTar, who can Trap Defog Lati@s for maximum hazard effectiveness
- Most hazard setters that work well with it (Hippo, Skarm, Ferro, Chomp) naturally deter Exca, the most common spinner that can spin on Jellicent.
- ^Adding on to above, if Exca is LO, it takes an unreal amount of recoil just trying to get one spin off, factoring in SR, Spikes, LO, and potentially RH Chomp, meaning it can likely not get another one off. Also, if AB, Jelli walls easily
- Deters most pursuit trappers with WoW
- ^Adding onto above, if Scarf TTar catches you with a nice double, Crunch never OHKO'es (usually does 60-70% with ~130+ EV's, which is what I use), so it's a simple matter to recover and scout for Crunch or Pursuit
- Having a surefire Keldeo counter that can't be burnt is fantastic for any balance teams
http://replay.pokemonshowdown.com/ou-237604001
A replay showcasing hazards + Jellicent. My opponent had a normal M-Scizor balance, with Starmie as the spinner. Jellicent was able to flawlessly prevent any type of spin from my opponent, allowing the hazards to rack up. Also, any doubles he might have made to KyuB (a large threat to any balance, as my only answer was scarf TTar), it would take enormous damage from hazards, a large punishment in itself. This simple advantage of keeping up hazards allowed me to easily turn the game into my favor, with my opponent heavily unable to do anything about it.
TL;DR (since this is a long post)
- Prevents Starmie from spinning, which is 10/10 for Spikes teams
- Counters Keldeo without fearing Scald, which is 11/10 for balance teams
- Gives ample opportunities for hard hitters to come in and capitalize on hazards with Taunt
- Despite Dark weakness, somewhat difficult to Pursuit trap
Jellicent to D-Rank.