[Overview]
[SET]
name: Utility Counter
move 1: Boiling Water / Surf
move 2: Recover
move 3: Will-O-Wisp
move 4: Taunt
item: Leftovers
nature: Bold
evs: 248 HP / 216 Def / 44 Spe
Set Description:
Additional Comments:
Teammates and Counters:
[Other Options]
[Dream World]
- Great special bulk and respectable physical defense.
- Unique typing gives it awesome resistances and immunities, making it a great counter to common stuff.
- Decent Special Attack coupled with a nice offensive movepool balanced by a great support one.
- Low Speed yet passable for a defensive Pokemon.
- Being grounded means it takes full layer damage. It is also weak to common Electric and Grass attacks.
[SET]
name: Utility Counter
move 1: Boiling Water / Surf
move 2: Recover
move 3: Will-O-Wisp
move 4: Taunt
item: Leftovers
nature: Bold
evs: 248 HP / 216 Def / 44 Spe
Set Description:
- Has a number of handy resistances that allow it to check many Pokemon, including Mixed Blaziken, Heatran, Jirachi (especially Body Slam versions), Azumarill, and Politoed.
- Taunt + decent Speed allow it to beat slower defensive Pokemon that rely on recovery such as Slowbro, Blissey, Vaporeon, Quagsire, and Hippowdon.
- Will-O-Wisp works well with its Water STAB because Fire-types, who are immune to burn, cannot switch in very easily. The combination of Will-O-Wisp and Taunt will almost completely disable both of them them, especially if you hit them with one move on the switch-in or Taunt on the Stealth Rock/Spikes / WoW on the Power Whip/Crunch.
- Recover rounds off the set, giving Jellicent excellent longevity. Also allows it to Recover-stall Draco Meteors from the Lati twins.
- 44 Spe outpaces min spe Scizor, letting Burungeru burn it before it can attack. 248 HP gives Jellicent 403 HP, which reduces the amount of damage that it takes from three layers of Spikes; the rest goes into Defense to pad its weaker defensive stat (also gives a bonus point).
Additional Comments:
- Bold helps Jellicent take physical hits from Pokemon like Balloon Excadrill / SD Balloon Blaziken better. Calm is an option, though, to take less from Draco Meteors from the Latis.
- You can invest more Speed to try and outrun Skarm and Taunt it before it sets up anything. 84 Spe EVs outpaces min Spe Skarm.
- You can invest fully in Special Defense; however, Burungeru then dies to most strong physical hits. Not recommended.
- Either ability works and is totally up to personal preference. Water Absorb allows Jellicent to switch into Scald without fear of being burned (not to mention it recovers 25%). Also allows it to take hits from CB Azumarill, Specs Politoed, Surfs from Latias, etc. better.
- Cursed Body has excellent situational utility, though, as many Pokemon can only hit Burungeru with one of their attacks (Conkeldurr Payback, Gliscor Earthquake). Cursed Body's usefulness is really accentuated against choiced Pokemon as well.
- Specific example: Cursed Body allows Burungeru to actually beat Calm Mind Rankurusu one-on-one most of the time due to the high chance of Psychic becoming disabled, whereas without Cursed Body, the chances of Rankurusu winning due to a crit / spd drop are higher.
- Surf > Boiling Water exchanges burn chance for slightly higher power.
- Toxic is an option over Will-O-Wisp if you need it; however, Will-O-Wisp is the generally more useful option on Burungeru to hit the strong physical attackers that are more likely to break through Burungeru.
- Ice Beam is an option over Taunt for various Dragons, Gliscor, and Grass-type switch-ins like Birijion and Breloom.
- Shadow Ball hits opposing Burungeru and Psychic-types such as Slowbro, Lati@s, and Starmie. Hex is an alternative to Shadow Ball; it has good synergy with Will-O-Wisp as well.
- Good spinblocker.
Teammates and Counters:
- Good option for a team that requires a Spin Blocker, as it can take on most of the Spinners with relative ease.
- Pokemon like Skarmory, Scizor, Empoleon, and others, that love Fire and Water Pokemon out really appreciate Burungeru.
- Good synergy with Blissey, Snorlax, Randorosu, and Sazandora.
- Gets walled badly by Blissey, Snorlax, Water Types if its not running Energy Ball, and Grass Types if its not running Ice Beam.
- As it uses no SpA investment, things with decent Special Defense like Jolteon or Denchura can come in without worrying and threaten with STAB Super Effective moves, as will Celebi and Nattorei.
- Typing wise, Steel, Grass, Ground, Rock, and Dark Pokemon are great to work with when using Burungeru.
- Gliscor is a good idea, as it can switch in on Electric attacks and use Taunt and Toxic to do big damage that can then be benefitial for Burungeru. Randorosu can help a lot too, but this one assumes the work of hitting stuff hard so that Burungeru will finish them later.
- Things like Snorlax, Nattorei, and Special Walls that enjoy Pokemon burned to wall better also like Burungeru.
- Nattorei is an especially good partner to Burungeru: it sets up hazards that Burungeru can prevent from being spun, takes Dark, Ghost, and Electric-type attacks for it, and lures Fire- and Fighting-type attacks that Burungeru resists.
[Other Options]
- Pain Split can be used if you want to do damage while regaining health, but Recover is more often a better option.
- Hydro Pump can be used as the Water STAB for greater damage output, but the low PP and Accuracy are big hindrances.
- Energy Ball can be used on the last spot to hit Waters.
- Hidden Power Electric also hits Waters, most notably Gyarados, who can just Taunt Burungeru and set up on it otherwise.
- Hidden Power Fire hits Ferrothorn / Forretress, although Will-O-Wisp + Taunt will usually take care of both of them.
- Night Shade is also a good option in the last spot since it does fixed damage and can help break subs that other wise you wouldnt be able to.
- Can set up Trick Room if you're into that.
- Grass-types are excellent switch-ins to Jellicent, as they resist its primary STAB. Celebi and Shaymin both have Natural Cure and therefore do not care about Will-O-Wisp and can severely damage Jellicent with Giga Drain and Seed Flare, respectively. After Toxic Orb activates, Breloom can switch in on Scald and Will-O-Wisp with relative ease, but must be aware of Ice Beam and Hex due to its low SpD stat. Birijion can't shrug off Will-O-Wisp like the other three, but it can switch in on just about anything else thanks to its high Special Defense stat and force Jellicent out with the threat of Giga Drain.
- Electric-types can severely damage Jellicent, particularly Rotom-W, who resists Scald. Thundrus and Jolteon also pose reasonable threats.
- Calm Mind / Refresh Latias sets up on Jellicent, and Specs Latios/Sazandora can switch in on it and OHKO with Draco Meteor.
- CB Tyranitar, should it manage to switch in unscathed, can threaten to KO with either Pursuit or Crunch depending on whether Burungeru stays in or switches out.
- Power Whip Ferrothorn is a counter if Jellicent lacks WoW or cannot burn it with Boiling Water.
- Sun is a huge inconvenience to Jellicent, weakening its Surf / Scald and reducing its ability to check/counter certain threats, such as Blaziken and Ulgamoth. Venusaur is also a huge threat to Jellicent.
[Dream World]
- Burungeru gets Damp as its Dream World ability. Yeah, useless.