[Overview]
<p>If facial hair is any indication of a Pokemon's viability, it should come as no surprise that Jellicent frequently finds a spot on teams. However, Jellicent has more than just supreme stubble to back it up, including fantastic Special Defense and HP stats, reasonable physical bulk, reliable recovery, and a unique typing. Jellicent's typing is certainly one aspect that distinguishes it from the norm: not only can it stand as a bulky Water-type, but it can use its Ghost typing to fill the small gap last generation's Rotom formes left in our hearts. It also allows Jellicent to take on the myriad of new Fighting-type Pokemon, and effectively cripple them by inducing status, such as a burn.</p>
<p>On the offensive side of the spectrum, Jellicent has a few things going for it. It has a decent Special Attack stat that can be used to fire off STAB Water-type moves in the rain for passable damage. While its Speed may initially appear to be lackluster, it isn't terrible for a defensive Pokemon, and Jellicent can outrun and Taunt many defensive threats, including Blissey, Forretress, and Hippowdon. Unfortunately, the "Floating Pokemon" is grounded; Jellicent will often have to rely on Recover because it takes full damage from entry hazards. This includes the largely threatening Toxic Spikes, which, just like Toxic, can greatly hinder Jellicent from doing its job.</p>
[SET]
name: Utility Counter
move 1: Scald / Surf
move 2: Will-O-Wisp
move 3: Recover
move 4: Taunt
item: Leftovers
nature: Bold
evs: 248 HP / 216 Def / 44 Spe
[SET COMMENTS]
<p>Jellicent's typing is arguably its most endearing quality, and allows it to be a fabulous switch-in to a variety of threats. Jirachi (especially with Body Slam) will be hard pressed to do much of anything, Heatran will be forced out, and choice-locked Azumarill will often even heal Jellicent if it has Water Absorb. Jellicent also serves as a fine answer to Politoed, who will be able to do little more than give Jellicent that signature dumb stare. The choice between Surf and Scald is one between more power and crippling a potential check as they switch in. Either move synergizes well with Will-O-Wisp, as Fire-types will not want to come in on Jellicent, and a burn crippling the opponent's Attack complements Jellicent's Special Defense well.</p>
<p>Recover is one of Jellicent's most important moves, as it would be on any defensive Pokemon. Thanks to Jellicent's high Special Defense, it is capable of stalling out Draco Meteor from Latios, Latias, or Dragonite using Recover. The final moveslot goes to Taunt, allowing Jellicent to wear down slower Pokemon who rely on a recovery move, including Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon. The EV spread is relatively simple; 44 Speed EVs allow Jellicent to outspeed and burn Scizor, while the rest maximize bulk with emphasis on Jellicent's weaker Defense stat. 248 HP EVs allow Jellicent to take less damage from Spikes.</p>
[ADDITIONAL COMMENTS]
<p>Bold is the primary nature, as it works well with the EV spread and makes Jellicent more reliable in handling Excadrill. However, a Calm nature could be used as it cushions Jellicent from Draco Meteors to a greater extent. If Skarmory is a problem, 84 Speed EVs allows Jellicent to outspeed and Taunt minimum Speed Skarmory. If the team has a reliable answer to most physical moves, Jellicent could invest in Special Defense rather than Defense, but this is not recommended as the cons outweight the pros. Finally, the ability slot is up for grabs. Water Absorb is a great all-around ability, especially if members of the team often lure in a Water-type attack. It also allows Jellicent to switch into Scald, which could otherwise potentially burn Jellicent and greatly hinder its usefulness. Cursed Body has more situational uses, but is still viable. For example, choice-locked users will typically be unable to do much to the combination of Cursed Body + Recover, and Calm Mind Reuniclus will often be beaten one-on-one.</p>
<p>Toxic may make more sense over Will-O-Wisp on a dedicated stall team, but it is generally the lesser option and may not work well with Scald. It also means that Jellicent will have no way of handling stronger physical attackers and will lose every day of the week. Ice Beam could be used over Taunt to hit Gliscor harder while also scaring away Grass-type switch-ins such as Virizion or Breloom. Shadow Ball hits Psychic-types and opposing Jellicent harder than Surf or Scald will, and is an option in that respect, especially on a dedicated rain team where another offensive Water-type move is redundant. Hex could be used over Shadow Ball if Jellicent finds a lot of time to inflict status upon the opponent.</p>
<p>This set works well for teams that need a reliable spinblocker, as Jellicent can take most of them on with relative ease. Ferrothorn makes a good teammate in that regard, as it can lure in Fighting-, Ground-, and Fire-type moves while setting up hazards that Jellicent can protect. Jellicent also does well taking out Fire- and Water-type Pokemon, so teammates that enjoy the removal of such types, such as Skarmory, Scizor, and Empoleon. If Jellicent isn't using a coverage move like Energy Ball or Ice Beam, it is badly walled by Water-types or Grass-types, respectively. Either way, Blissey will be problematic, so it is important to pack something to handle her. Blissey and Snorlax make good teammates defensively, as they can lure in Fighting-type attacks while boasting an immunity to Ghost-type attacks. Hydreigon is in a similar position; Jellicent serves as a good answer to most of the Pokemon that would threaten it.</p>
<p>It is important to note that this set, with the right prediction, can shut down Tyranitar and Ferrothorn with the combination of Will-O-Wisp and Taunt. If such a switch-in is predicted, it is wise to use Will-O-Wisp to prevent Crunch or Power Whip from doing too much damage, and then using Taunt to prevent the inevitable Stealth Rock or Spikes.</p>
[Other Options]
<p>Pain Split is a less reliable method of recovery that can damage the opponent, but Recover is generally the safer option. Hydro Pump has higher power than Surf and Scald, but its low PP and accuracy mean Jellicent won't be able to tank for very long. Energy Ball or Hidden Power Electric can be used to deal with Water-types, the latter of which allows Jellicent to take on the otherwise problematic Gyarados. Hidden Power Fire could be used to hit Forretress or Ferrothorn, but Will-O-Wisp and Taunt is usually enough to keep them at bay. Night Shade allows Jellicent to hit more consistently, like Blissey with Seismic Toss, and also means it can break some Substitutes that would otherwise be unbreakable. Lastly, Jellicent can set up Trick Room on a team built around said strategy.</p>
[Checks and Counters]
<p>Grass-types can usually switch in to Jellicent without being threatened. Celebi and Shaymin both have Natural Cure, so they don't care about Will-O-Wisp or a burn from Scald. If Breloom is able to activate its Toxic Orb, it can often threaten Jellicent. However, it must beware of Hex or Ice Beam because of its low Special Defense. Virizion can't shrug off a burn like the other three can, but will fare very well against more offensive Jellicent as it can switch into most of its moves with relative ease and force Jellicent out with Giga Drain.</p>
<p>Rotom-W can deal quite a bit of damage to Jellicent, and it resists Surf and Scald. Thundurus and Jolteon can also be threats if they can switch in at the right time or come in to revenge kill. Choice Band Tyranitar puts Jellicent in a checkmate position, as it can use Pursuit if Jellicent is predicted to flee. Ferrothorn also can threaten with Power Whip. However, both of these Pokemon must watch out for an aptly-timed burn. Latias is typically manageable, but should it have Calm Mind and Refresh, it will be able to set up. Sun is a huge inconvenience to Jellicent, as it not only weakens its STAB move of choice, but limits its ability to take on threats such as Volcarona and Venusaur.</p>
[Dream World]
<p>Jellicent gets Damp as its Dream World ability. This would only have viability in doubles or triples battles anyway, as Jellicent is immune to Explosion and Self Destruct, but Cursed Body and Water Absorb are better regardless.</p>