Jellicent

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jellicent-female.gif



[OVERVIEW]

With respectable defensive stats, Jellicent fills the role of a bulky supporter quite well. With its combination of good bulk, a strong typing, and Water Absorb, Jellicent can switch into and wall quite a few Pokemon. Access to Cursed Body allows it to disrupt opposing attackers effectively. Jellicent fits best on Trick Room teams, as its Ghost typing prevents it from getting hit with non-Scrappy Fake Out, allowing it to set up Trick Room more easily. Moreover, Jellicent is capable of taking on a fair portion of the metagame such as Mega Kangaskhan, Mega Metagross, Mega Diancie, and other physical attackers. It also completely walls most Water-type Pokemon, such as Keldeo. On the downside, while Jellicent has good special bulk, it's held back by its mediocre physical bulk. It also has no real offensive presence even with Hydro Pump or Water Spout.

[SET]
name: Bulky Trick Room Setter
move 1: Trick Room
move 2: Hydro Pump / Scald
move 3: Will-O-Wisp
move 4: Protect / Recover
item: Safety Goggles / Sitrus Berry
ability: Water Absorb / Cursed Body
nature: Relaxed
evs: 252 HP / 204 Def / 52 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Trick Room provides Jellicent's team with speed control. Hydro Pump is a strong offensive option if Jellicent is your team's preferred lead. Scald can be a bit more reliable at times, and its burn chance can cause headaches as well. Scald can prove to be a viable option for teams that are especially physically frail or lack Intimidate users, as a Scald burn will cripple any physical attacker. Will-O-Wisp also neuters physical attackers and gives Jellicent an option to counteract Sucker Punch. Recover assists with keeping Jellicent healthy in the long run, which also helps it stall out the opposing team if necessary. Protect can keep Jellicent safe while its partner deals with opposing threats to Jellicent, potentially allowing it to set up Trick Room.

Set Details
========

The EV spread and a Relaxed nature capitalize on Jellicent's solid bulk, allowing it to avoid the OHKO from super effective moves such as Life Orb Hydreigon's Dark Pulse, Aegislash's Shadow Ball, offensive Thundurus's Thunderbolt, and Ferrothorn's Power Whip, as well as avoid the 2HKO from Landorus-T's Earthquake. Recover is useful for stalling out and baiting hits continuously. With the combination of its Water typing, Will-O-Wisp, Recover, and possibly Water Absorb, Jellicent is capable of walling a fair portion of the metagame, particularly Fighting- and Water-types. Cursed Body is useful as well, as it can disable a foe's primary attack and heavily shift momentum in your favor.

Usage Tips
========

Jellicent is best used as a lead Trick Room setter, as most Pokemon cannot use Fake Out on it, which allows it to set up Trick Room easily. Due to its bulk and typing, Jellicent is a great stop to Mega Kangaskhan; it can also deal with other important threats before committing to stalling out the opposing team. If using Amoonguss as a sleep inducer, be conscious about whether it would be more effective to burn the foe or put it to sleep. If using Cursed Body, don't be afraid to use Recover liberally in order to disable key moves. Will-O-Wisp thwarts Mega Mawile's and Mega Kangaskhan's Sucker Punch, making them significantly less threatening.

Team Options
========

Pokemon such as Scrafty offer Fake Out support, which makes it much easier for Jellicent to set up Trick Room. Mega Camerupt takes advantage of both Trick Room and Jellicent's Water Absorb quite well, with Trick Room capitalizing on its extremely low Speed and Water Absorb covering its 4x weakness to Water. In return, Mega Camerupt can take out Grass-types that would otherwise threaten Jellicent. Hoopa-U is a cool team option to beat Aegislash. It also helps out Trick Room teams with its ability to break through foes that use Protect. Ferrothorn is a great partner that forms a nice Fire / Water / Grass core with Mega Camerupt that's fairly hard to take down. Both Rhydon and Rhyperior provide great physical bulk, helping make up for Jellicent's low Defense. They can also redirect Electric-type moves for Jellicent with Lightning Rod, and they can beat most Electric-types save for Rotom-W effortlessly. In return, Jellicent provides them with an amazing Water-type switch-in and can patch up their terrible Speed with Trick Room. Sylveon benefits from Will-O-Wisp with its poor Defense and helps against all Dark-type Pokemon, which are pretty threatening to Jellicent. Diancie can beat foes such as Mega Charizard Y and Thundurus, can be a secondary Trick Room setter to ease Jellicent's load, and beats Dark-types. Redirection from Pokemon such as Amoonguss and Togekiss can buy free turns in order to set up Trick Room and spread Will-O-Wisp. Both of them also provide useful resistances such as Grass and Electric with Amoonguss and can offensively threaten Pokemon that Jellicent struggles with, with Togekiss beating Grass-types and Amoonguss wrecking Water-types. Mega Abomasnow works well under Trick Room and has good defensive synergy with Jellicent, dealing with Grass-types while Jellicent takes on Fire- and Fighting-types. If Jellicent is used on a full Trick Room team, it is nearly always recommended to bring a second Trick Room setter, such as Cresselia.

[STRATEGY COMMENTS]
Other Options
=============

Shadow Ball could be used as a surprise option to assist with teams weak to Aegislash. Water Spout is a cool option due to the possible damage output, but it could potentially useless, as Jellicent may be required to repeatedly use Recover just to put out near-respectable damage, wasting Trick Room turns. Jellicent is also bulky enough to use Disable, being able to take a hit and potentially take away the foe's best move. Hex is a good Ghost-type STAB move in combination with Will-O-Wisp. Leftovers improves Jellicent's durability should it have to stall out the opposing team. Mental Herb is an option to bypass Taunt once and be guaranteed to set up Trick Room. Colbur Berry can also be used to take Knock Off easily before burning the Knock Off user.

Checks and Counters
===================

**Typing Advantage**: Jellicent's main threats are Electric- and Grass-types, but it also struggles against Dark- and Ghost-types. Pokemon such as Thundurus, Zapdos, and Rotom-W are all able to 2HKO Jellicent, while Jellicent cannot do much in response. Mega Venusaur is a hard counter to Jellicent, as the best it can do is burn Mega Venusaur and stall for one or two turns if forced to stay on the field. Aegislash at least Speed ties with Jellicent and 2HKOes it, while the best Jellicent can do back is burn Aegislash and possibly stall it. Dark-types such as Hydreigon and Darkrai also fare very well against Jellicent, with Hydreigon walling it entirely. Bisharp completely counters Jellicent with its only option being to burn it with Will-O-Wisp, but Jellicent will usually not be able to do so. Dragon-types such as Latios and Hydreigon can wall Jellicent as well. Mega Charizard Y can reduce the power of Jellicent's Water-type moves and 2HKO it with Solar Beam. Hoopa-U can OHKO Jellicent through Protect as well.

**Utility Moves**: When Taunted, Jellicent will only be able to use damaging moves, preventing it from performing its main role of setting up Trick Room. Prankster Encore Whimsicott can lock Jellicent into Trick Room, reversing the effects of the move.
 
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i wanna hug a jellicent irl

Overview
  • don't mention the specific base stats, it already says that at the top of the dex. just say that it has respectable defensive stats for a support mon or something like that
Moves
  • i think that you could probably slash scald at the end. seeing as jellicent has little to no offensive presence, it doesnt seem like a bad idea. scald can be used while jellicent is taunted to still burn something at least
Set Details
  • after slaving over the calculator i think that 252 HP / 204+ Def / 52 SpD is the better spread. you live shadow ball aegis / dark pulse hydreigon/darkrai, or offensive thundy tbolt. the remaining evs are put in defense and also avoids a 2hko from lando eq / lives ferrothorn power whip. no amount of defense guarantees a survival from bisharp knock off.
Team Options
  • hoopa-u is a cool team option seeing as how it beats aegislash and friends. it also helps out trick room teams with its ability to break opposing protection
Checks & Counters
  • special dragon types? like what? in this notion you can mention kyube/latios
  • change **Taunt** to **Utility** and mention that taunt counteracts jellicent because it prevents it from using trick room, which is the main thing that its supposed to do
  • under the same tag, you could also say how a prankster encore from whimsicott can catch jellicent off guard and force it to reverse its own trick room or something
tag me when you implement this (not 2/3 yet)
 
hmm usage tips seems a bit dry... jellicent is a pretty straightforward pokemon but maybe you could say that you can will-o-wisp on the sucker punch from kangaskhan/mawile

the nature should be bold

lets see this written up

yqw23D0.gif
2/3 i guess
 
Part 1 of a 2 part check

[Set]
Remove Water Spout from the main set and put it in OO. Even at full power, 0 SpA Jellicent does not OHKO 44 HP Landorus-T with it, and assuming a Pokemon whose main role is to set Trick Room and possibly spread burns around is going to consistently be at full is optimistic at best. More often than you would be better off with Hydro Pump / Scald.

Slash Cursed Body behind Water Absorb since both are useful. Being able to take away an opposing Pokemons primary attack choice is incredibly useful and can shift momentum radically in your favour if it activates.

[Other Options]
Water Spout goes here, remove Curse, and include a specially offensive set (which would probably be using Water Spout). You could make a case for Mental Herb **AND COLBUR BERRY** here as well just to have a safeguard against Taunt.

[Checks and Counters]
Under **Typing Advantage** Mention that Jellicent is forced out by Hoopa-U, as it can OHKO it with Hyperspace Fury and Jellicent can not even rely on Protect to avoid the hit whilst its partner picks off Hoopa

Remove Kyurem-B as a mention because, yes Hydro Pump doesn't do anything to Kyurem-B but Will-o-Wisp can wear it down and Kyurem-B will not be able to outlast Jellicent thanks to Recover + not taking relevant damage from Kyurem-B's standard moveset. Though I guess you could assume Kyurem-B is behind a sub and therefore not at risk of a burn, but that overcomplicates this....
 
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Part 2

[Overview]
Good all around bulk, but it's held back by its mediocre physical bulk
Mention that Disable and Cursed Body allow it to also disrupt opposing offences effectively

[Usage Tips]
Reword this please.

If using Amoonguss with a Sleep-spreader, be conscious about whether or not it would be more effective to burn or sleep an opposing Pokemon. If using Cursed Body, don't be afraid to use Recover liberally in order to disable a key move of your opponents (ie, disabling a Choiced 'mons move).

Not much else to say.... I guess only use the male version because female Jellicent looks terrible?

[Other Options]
Oh yeah Hex totally should go in here as well since Will-o-Wisp + Hex = fun times.
Leftovers totes deserves a mention as well, in my opinion, since it lets it wear out longer matches much better.

[Team Options]
Partners I've seen used well with Jellicent and the reasons for them:

Both Rhydon and Rhyperior, as they provide a strong presence on the physically defensive side, helping make up for Jellicents pitiful defense. They also provide Jellicent with an additional "immunity" to Electric-type moves thanks to Lightning Rod, as well as being able to beat most non-Rotom-W Electric-types effortlessly. Jellicent provides them with an amazing Water-type switch in, and the Trick Room field condition they love to be in.

Abomasnow, not something I have much experience with, but I would assume it has a lot to do with beating Grass-types, and Jellicents ability to set Trick Room, beat Fire-types, and immunity to Fighting-type moves.

Redirection from 'Mons such as Amoonguss and Togekiss can buy free turns in order to set up Trick Room as well as providing turns for spreading Will-o-Wisp. Both of them also provide useful resistances on the defensive end, and can provide useful offenses against things Jellicent struggles with (Togekiss can tackle most Grass-types 1 on 1, and Amoonguss does the same to Water-types).

Non-Mega Diancie can beat annoying pests such as Charizard and Thundurus, provides a secondary Trick Room setter to ease Jellicents load, and also beats Dark-types.

You already mention Sylveon, but you didn't mention how Sylveon is THE Trick Room Dark-type killer specialist.
 
Alright, now to just figure something out. xzern why is this set Bold? What are the actual advantages to choosing it over Relaxed?
 
Alright, now to just figure something out. xzern why is this set Bold? What are the actual advantages to choosing it over Relaxed?
the nature he had set was a +spdef one i believe, and i asked for 252 HP / 204+ Def / 52 SpD in my check, so on impulse i said bold.
yes it should be relaxed, just a minor mistake on my part. thanks for catching that
 
okay just switch it to relaxed for 3/3

edit: fuck it, I'll do it myself no point waiting for something minor like this
 
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[OVERVIEW]

With respectable defensive stats, Jellicent fills the role of a bulky supporter Pokemon quite well. With the its combination of its good bulk, a strong typing, and Water Absorb as an ability, Jellicent has a great ability to can switch into and, as well as wall quite a few Pokemon; in most cases it is best to use one water move as its STAB attack (This looks like it'd fit better in Moves or something. Are you trying to say that its Water-type STAB attacks are good? If so, make sure you note that). Access to Disable and (Disable is in OO) Cursed Body allows it to also disrupt opposing offences attackers effectively. Jellicent best fits best on teams that utilize Trick Room teams, as its Ghost-typing prevents it from getting hit with non-Scrappy Fake Out, allowing it to set up Trick Room more easily. well and it Moreover, Jellicent is capable of taking on a fair portion of the metagame for its role such as Mega Kangaskhan, Mega Metagross, Mega Diancie, and other physical attackers. While it It also completely walls most Water-type Pokemon, (AC) such as Keldeo. Good all around bulk On the downside, while Jllicent has good special bulk, but it's held back by its mediocre physical bulk. Jellicent It also has no real offensive presence even with Hydro Pump or Water Spout; the Ghost-type assists Jellicent as a Trick Room setter, as without Scrappy it cannot be Fake'd Out.

[SET]
(remove line break)
name: Bulky Trick Room Setter
move 1: Trick Room
move 2: Hydro Pump / Scald
move 3: Will-O-Wisp
move 4: Protect / Recover
item: Safety Goggles / Sitrus Berry
ability: Water Absorb / Cursed Body
nature: Relaxed
evs: 252 HP / 204 Def / 52 SpD
ivs: 0 Spe


[SET COMMENTS]
Moves
========

Trick Room is used for provides Jellicent's team with speed control. Hydro Pump is usually a better a strong offensive option if it Jellicent is your team's preferred lead. Water Spout puts out a decent can potentially deal an insane amount of damage, though Scald can be a bit more reliable at times, especially with the and its burn chance can cause headaches as well. (Why is Water Spout not slashed then? Either slash it before Scald or mention Scald before Water Spout.) Scald can prove to be a viable option for teams that are especially weak in physical defense, physically frail or lack Intimidate users, as the a Scald burn chance has potential to help out in that area quite a bit will cripple any physical attacker. Will-O-Wisp obviously handicaps also neuters physical attackers, but also and gives Jellicent an option when in fear of to Sucker Punch. Recover assists with keeping the already quite bulky Jellicent healthy in the alive long term run, which in turn also helps with it stalling out the opposing team if necessary. Protect can keep Jellicent safe while its partner deals with opposing threats to Jellicent, potentially allowing it to set up Trick Room.

Set Details
========

The Spread EV spread and a Relaxed nature capitalizes on the already bulky stats Jellicent's solid bulk has, allowing it to avoid the OHKO by from super effective moves such as Life Orb Hydreigon's Dark Pulse Hydreigon, Aegislash's Shadow Ball, (AC) from Aegislash and take any Thunderbolt, from offensive Thundurus's Thunderbolt, and thanks to the Defensive investment it take Ferrothorn's Power Whip, as well as and avoid the 2HKO from Landorus-T (which move?). Recover pairs very well with Water Spout, allowing it Jellicent to continuously put out deal maximum damage, as well as stall, (RC)and bait hits continuously. With the combination of its Water typing, Will-O-Wisp, and Recover, and possibly Water Absorb, Jellicent is capable of walling a fair portion of the metagame, mainly particularly Fighting- and Water-types. Once again with the combination of typing, and Water Absorb Jellicent becomes a viable situation for a vast amount of situations. Cursed Body is useful as well, since as it is able to take away an opponents Pokemon can disable a foe's primary attack, (RC) and can heavily shift momentum radically in your favour if it activates. In most cases it will either take no damage, or extremely little if used correctly. (What are you referring to? If you're talking about Jellicent, you already mentioned its bulk. You also need to talk about Safety Goggles and Sitrus Berry; why run them?)

Usage Tips
========

Great Due to its bulk and typing, Jellicent is a great stop to Mega Kangaskhan due to Jellicent being virtually untouchable by it; it can also deals with other important threats is important to do before committing to stalling out while you’re whittling away at the remaining Pokemon the opposing team. If using Amoonguss with as a Sleep-spreader inducer, be conscious about whether or not it would be more effective to burn the foe or put it to sleep an opposing Pokemon. If using Cursed Body, don't be afraid to use Recover liberally in order to disable a key moves of your opponents. Jellicent Will-O-Wisp thwarts on Mega Mawile's and Mega Kangaskhan's Sucker Punch, making it them significantly less threatening as possible. It Jellicent is best used as a lead Trick Room setter, as most pokemon Pokemon cannot use Fake Out on it, which will lead allows it to an easy set up of Trick Room easily. (This sentence seems like it should be the first one.)

Team Options
========

Trick Room is the ultimate option for Speed control with Jellicent. Pokemon such as Scrafty offer Fake Out support, (AC) which makes it much easier for Jellicent to successfully use set up Trick Room. Mega Camerupt takes advantage of both Trick Room, (RC) and Jellicent's Water Absorb quite well, with.(remove period) Trick room Room capitalizing on its extremely low speed, Speed and Water Absorb covering its biggest 4x weakness to Water. While In return, Mega Camerupt it can also take out grass Grass-types that would otherwise threaten Jellicent. Hoopa-U is a cool team option seeing as how it to beats Aegislash. It also helps out Trick Room teams with its ability to break through foes that use opposing Protect. Ferrothorn is a great partner, and with Mega Camel it that forms a nice FWG core with Mega Camerupt that's fairly hard to take down. Both Rhydon and Rhyperior, as they provide a strong presence on the physically defensive side bulk, helping make up for Jellicent'(apostrophe)s pitiful defense low Defense. They also provide Jellicent with an additional "immunity" to Electric-type moves thanks to Lightning Rod, as well as being able to and they can beat most non-Rotom-W Electric-types save for Rotom-W effortlessly. In return, Jellicent provides them with an amazing Water-type switch-in, (RC) and can patch up their terrible Speed with Trick Room field condition they love to be in. Sylveon takes advantage of Will-O-Wisp with its poor defensive stat, Defense and it helps against all Dark-type Pokemon, which are pretty annoying threatening to Jellicent. Diancie can beat annoying pests foes such as Charizard (which one?) and Thundurus, provides can be a secondary Trick Room setter to ease Jellicent'(apostrophe)s load, and also beats Dark-types. Redirection from Pokemon such as Amoonguss and Togekiss can buy free turns in order to set up Trick Room as well as providing turns for and spreading Will-O-Wisp. Both of them also provide useful resistances (such as?) on the defensive end, and can provide useful offenses against things and can offensively threaten Pokemon that Jellicent struggles with, with Togekiss with beating Grass-types and Amoonguss with wrecking Water-types Pokemon. Mega Abomasnow works well under since it abuses of the Trick Room, also, they have and has good defensive synergy with Jellicent, Mega Abomasnow dealing with Grass-types while Pokemon, and Jellicent thanks to the resistance and the immunity, it can deal with takes on Fire- and Fighting-types Pokemon. If Jellicent is used on a full Trick Room team, (AC) it is just about nearly always good recommended to bring a second Trick Room setter, such as Cresselia. Cresselia is a very viable option.

[STRATEGY COMMENTS]
Other Options
=============

Shadow ball Ball could be added used as a surprise option to assist with teams weak to Aegislash. Water Spout could potentially prove useless in a game as you may be required to repeatedly recover just to put out near respectable damage, which could waste TR turns. (Shouldn't you mention this in moves?) Jellicent is also bulky enough to use Disable, being able to take a hit from a Pokemon, and use disable on it, taking and potentially take away potentially its the foe's best move. Hex as is a good Ghost-type STAB move is a good option, thanks to the in combination with Will-O-Wisp. Leftovers help improves Jellicent's in the durability, since it lets it wear out longer matches much better should it have to stall. Mental Herb is an option to bypass Taunt once and be guaranteed to set up have 100% the Trick Room since Jellicent is not stopped by Taunt. Colbur Berry can also be used to take a Knock Off easily before burning the opponents Pokemon Knock Off user.

Checks and Counters
===================


**Typing Advantage**: Jellicent'(no curly apostrophes)s main threats are Electric-, (RC) and Grass-types, but it also struggles against Dark- and Ghost-types. Pokemon such as Thundurus, Zapdos, and Rotom (which one?) are all capable able to 2HKO Jellicent, while Jellicent cannot do much in response. Mega Venusaur is a total wall, and direct hard counter to Jellicent, as the best it can attempt to do it is burn it Mega Venusaur and stall for one or two turns if forced to stay on the field. Aegislash at least Speed ties with Jellicent matches its slow speed when minimum, and is completely capable to 2HKOes it Jellicent, while the best it Jellicent can do back is burn Aegislash and possible possibly stall it. Dark-types such as Hydreigon or and Darkrai also fair fare very well against Jellicent, while with Hydreigon is capable of walling it entirely. Bisharp completely counters Jellicent with its only option being to try to burn it with Will-O-Wisp it, but it out of tr Jellicent will usually not be given the chance able to do so. Dragon-types are capable of walling Jellicent, such as Latios, (RC) and Hydreigon (you should mention a different one) can wall Jellicent as well. Mega Charizard-(RH) Y can will usually beat reduce the power of Jellicent's due to it being able to learn Solar Beam, and Jellicent being so weak Water-type moves and (OH?)KO it with Solar Beam. Jellicent is forced out by Hoopa-U, as it can OHKO it with Hyperspace Fury and Jellicent can not even rely on through Protect as well to avoid the hit whilst its partner picks off Hoopa.

**Utility Moves**: When taunted Taunted, Jellicent will only be able to use Water Spout damaging moves, which in most cases is not the best option, and Taunted, it is not able to set up Trick Room, which is the preventing it from performing its main role of setting up Trick Room. Prankster Encore Whimsicott is problematic too, since it is able to reverse the can lock Jellicent into Trick Room, reversing the effects of the move.
GP 1/2
XMjBx4g.gif
 
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Snobalt, I left Water Spout in OO, as decided. Removed the part regarding it in moves and kept in OO. Talking about Checks & Counters, I left Hydreigon, since Latios and Hydreigon are the only Dragon-type available in DOU (Kingdra only with Rain Support), so I kept Hydreigon (or it is better removing it? There are no other examples anyway).

Implemented, thank you.
 
AM check comin' through!

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[OVERVIEW]
With respectable defensive stats, Jellicent fills the role of a bulky supporter quite well. With its combination of good bulk, a strong typing, and Water Absorb, Jellicent can switch into and wall quite a few Pokemon. Access to Cursed Body allows it to disrupt opposing attackers effectively. Jellicent fits best on Trick Room teams, as its Ghost-typing prevents it from getting hit with non-Scrappy Fake Out, allowing it to set up Trick Room more easily. Moreover, Jellicent is capable of taking on a fair portion of the metagame, (AC) such as Mega Kangaskhan, Mega Metagross, Mega Diancie, and other physical attackers. It also completely walls most Water-type Pokemon, such as Keldeo. On the downside, while Jllicent Jellicent has good special bulk, it's held back by its mediocre physical bulk. It also has no real offensive presence even with Hydro Pump or Water Spout.

[SET]
name: Bulky Trick Room Setter
move 1: Trick Room
move 2: Hydro Pump / Scald
move 3: Will-O-Wisp
move 4: Protect / Recover
item: Safety Goggles / Sitrus Berry
ability: Water Absorb / Cursed Body
nature: Relaxed
evs: 252 HP / 204 Def / 52 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Trick Room provides Jellicent's team with speed control. Hydro Pump is a strong offensive option if Jellicent is your team's preferred lead. Scald can be a bit more reliable at times, and its burn chance can cause headaches as well. Scald can prove to be a viable option for teams that are especially physically frail or lack Intimidate users, as a Scald burn will cripple any physical attacker. Will-O-Wisp also neuters physical attackers and gives Jellicent an
option answer to Sucker Punch users. Recover assists with keeping Jellicent healthy in the long run, which also helps it stall out the opposing team if necessary. Protect can keep Jellicent safe while its partner deals with opposing threats to Jellicent, potentially allowing it to set up Trick Room.

Set Details
========

The EV spread and a Relaxed nature capitalize on Jellicent's solid bulk, allowing it to avoid the OHKO from super effective moves such as Life Orb Hydreigon's Dark Pulse, Aegislash's Shadow Ball, offensive Thundurus's Thunderbolt, and Ferrothorn's Power Whip, as well as avoid the 2HKO from Landorus-T's Earthquake.
Recover pairs very well with Water Spout, allowing Jellicent to continuously deal maximum damage, as well as stall and bait hits continuously. (Since Water Spout is now OO, this point should be removed) With the combination of its Water typing, Will-O-Wisp, Recover, and possibly Water Absorb, Jellicent is capable of walling a fair portion of the metagame, particularly Fighting- and Water-types. (this point would go in Usage Tips, not Set Details) Water Absorb is the preferred ability, allowing Jellicent to cockblock most Water-types. Cursed Body is useful as well, as it can disable a foe's primary attack and heavily shift momentum in your favor.

Usage Tips
========

Jellicent is best used as a lead Trick Room setter, as most Pokemon cannot use Fake Out on it, which allows it
toset to set up Trick Room easily. Due to its bulk and typing, Jellicent is a great stop to Mega Kangaskhan; it can also deal with other important threats such as Water- and Fighting-types before committing to stalling out the opposing team. If using Amoonguss as a Sleep inducer, be conscious about whether it would be more effective to burn the foe or put it to sleep. If using Cursed Body, don't be afraid to use Recover liberally in order to disable key moves. Will-O-Wisp should be used to thwarts Mega Mawile's and Mega Kangaskhan's Sucker Punch, making them significantly less threatening.

Team Options
========

Pokemon such as Scrafty
can offer Fake Out support, which makes it much easier for Jellicent to set up Trick Room. Mega Camerupt takes advantage of both Trick Room and Jellicent's Water Absorb quite well, with Trick Room capitalizing on its extremely low Speed and Water Absorb covering its 4x weakness to Water. In return, Mega Camerupt can take out Grass-types that would otherwise threaten Jellicent. Hoopa-U is a cool team option to beat Aegislash; (Add semicolon) . It it also helps out Trick Room teams with its ability to break through foes that use Protect. Ferrothorn is a great partner that forms a nice FWG core with Mega Camerupt that's (eh I'm not a big fan of the two "that"s but I'll leave it be) fairly hard to take down. Both Rhydon and Rhyperior provide strong physical bulk, helping make up for Jellicent's low Defense. They also provide Jellicent with an additional "immunity" to Electric-type moves thanks to Lightning Rod, and they can beat most Electric-types save for Rotom-W effortlessly. In return, Jellicent provides them with an amazing Water-type switch-in and can patch up their terrible Speed with Trick Room. Sylveon takes advantage of Will-O-Wisp with its poor Defense and helps against all Dark-type Pokemon, which are pretty threatening to Jellicent. Diancie can beat foes such as Mega Charizard Y and Thundurus, can be a secondary Trick Room setter to ease Jellicent's load, and beats Dark-types. Redirection from Pokemon such as Amoonguss and Togekiss can buy free turns in order to set up Trick Room and spread Will-O-Wisp. Both of them also provide useful resistances such as Grass- Grass and Electric-type with Amoonguss, and can offensively threaten Pokemon that Jellicent struggles with, with Togekiss beating Grass-types and Amoonguss wrecking Water-types. Mega Abomasnow works well under Trick Room and has good defensive synergy with Jellicent, dealing with Grass-types while Jellicent takes on Fire- and Fighting-types. If Jellicent is used on a full Trick Room team, it is nearly always recommended to bring a second Trick Room setter, such as Cresselia.

[STRATEGY COMMENTS]
Other Options
=============

Shadow Ball could be used as a surprise option to assist with teams weak to Aegislash. Water Spout
is a cool option due to the possible damage output, but could potentially prove useless in a game as you may be required to repeatedly recover just to put out near respectable damage, which could waste TR turns. Jellicent is also bulky enough to use Disable, being able to take a hit and potentially take away the foe's best move. Hex is a good Ghost-type STAB move in combination with Will-O-Wisp. Leftovers improves Jellicent's durability should it have to stall out the opposing team. Mental Herb is an option to bypass Taunt once and be guaranteed to set up Trick Room. Colbur Berry can also be used to take Knock Off easily before burning the Knock Off user.

Checks and Counters
===================

**Typing Advantage**: Jellicent's main threats are Electric- and Grass-types, but it also struggles against Dark- and Ghost-types. Pokemon such as Thundurus, Zapdos, and Rotom-W are all able to 2HKO Jellicent, while Jellicent cannot do much in response. Mega Venusaur is a hard counter to Jellicent, as the best it can do is burn Mega Venusaur and stall for one or two turns if forced to stay on the field. Aegislash at least Speed ties with Jellicent and 2HKOes it, while the best Jellicent can do back is burn Aegislash and possibly stall it. Dark-types such as Hydreigon and Darkrai also fare very well against Jellicent, with Hydreigon walling it entirely. Bisharp completely counters Jellicent with its only option being to burn it with Will-O-Wisp, but Jellicent will usually not be able to do so. Dragon-types such as Latios and Hydreigon can wall Jellicent as well. Mega Charizard Y can reduce the power of Jellicent's Water-type moves and 2HKO it with Solar Beam. Hoopa-U can OHKO Jellicent through Protect as well.

**Utility Moves**: When Taunted, Jellicent will only be able to use damaging moves, preventing it from performing its main role of setting up Trick Room. Prankster Encore Whimsicott can lock Jellicent into Trick Room, reversing the effects of the move.
 
remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

With respectable defensive stats, Jellicent fills the role of a bulky supporter quite well. With its combination of good bulk, a strong typing, and Water Absorb, Jellicent can switch into and wall quite a few Pokemon. Access to Cursed Body allows it to disrupt opposing attackers effectively. Jellicent fits best on Trick Room teams, as its Ghost typing (remove hyphen) prevents it from getting hit with non-Scrappy Fake Out, allowing it to set up Trick Room more easily. Moreover, Jellicent is capable of taking on a fair portion of the metagame such as Mega Kangaskhan, Mega Metagross, Mega Diancie, and other physical attackers. It also completely walls most Water-type Pokemon, such as Keldeo. On the downside, while Jellicent has good special bulk, it's held back by its mediocre physical bulk. It also has no real offensive presence even with Hydro Pump or Water Spout.

[SET]
name: Bulky Trick Room Setter
move 1: Trick Room
move 2: Hydro Pump / Scald
move 3: Will-O-Wisp
move 4: Protect / Recover
item: Safety Goggles / Sitrus Berry
ability: Water Absorb / Cursed Body
nature: Relaxed
evs: 252 HP / 204 Def / 52 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========

Trick Room provides Jellicent's team with speed control. Hydro Pump is a strong offensive option if Jellicent is your team's preferred lead. Scald can be a bit more reliable at times, and its burn chance can cause headaches as well. Scald can prove to be a viable option for teams that are especially physically frail or lack Intimidate users, as a Scald burn will cripple any physical attacker. Will-O-Wisp also neuters physical attackers and gives Jellicent an option to counteract Sucker Punch. Recover assists with keeping Jellicent healthy in the long run, which also helps it stall out the opposing team if necessary. Protect can keep Jellicent safe while its partner deals with opposing threats to Jellicent, potentially allowing it to set up Trick Room.


Set Details
========

The EV spread and a Relaxed nature capitalize on Jellicent's solid bulk, allowing it to avoid the OHKO from super effective moves such as Life Orb Hydreigon's Dark Pulse, Aegislash's Shadow Ball, offensive Thundurus's Thunderbolt, and Ferrothorn's Power Whip, as well as avoid the 2HKO from Landorus-T's Earthquake. Recover pairs very well with Water Spout, allowing Jellicent to continuously deal maximum damage, as well as stall and bait hits continuously. (the mention of Water Spout should be removed here ya, the "stall and bait hits" etc bit is still fine of course) With the combination of its Water typing, Will-O-Wisp, Recover, and possibly Water Absorb, Jellicent is capable of walling a fair portion of the metagame, particularly Fighting- and Water-types. Cursed Body is useful as well, as it can disable a foe's primary attack and heavily shift momentum in your favor.

Usage Tips
========

Jellicent is best used as a lead Trick Room setter, as most Pokemon cannot use Fake Out on it, which allows it to(space)set up Trick Room easily. Due to its bulk and typing, Jellicent is a great stop to Mega Kangaskhan; it can also deal with other important threats before committing to stalling out the opposing team. If using Amoonguss as a sleep inducer, be conscious about whether it would be more effective to burn the foe or put it to sleep. If using Cursed Body, don't be afraid to use Recover liberally in order to disable key moves. Will-O-Wisp thwarts Mega Mawile's and Mega Kangaskhan's Sucker Punch, making them significantly less threatening.


Team Options
========

Pokemon such as Scrafty offer Fake Out support, which makes it much easier for Jellicent to set up Trick Room. Mega Camerupt takes advantage of both Trick Room and Jellicent's Water Absorb quite well, with Trick Room capitalizing on its extremely low Speed and Water Absorb covering its 4x weakness to Water. In return, Mega Camerupt can take out Grass-types that would otherwise threaten Jellicent. Hoopa-U is a cool team option to beat Aegislash. It also helps out Trick Room teams with its ability to break through foes that use Protect. Ferrothorn is a great partner that forms a nice Fire / Water / Grass core with Mega Camerupt that's fairly hard to take down. Both Rhydon and Rhyperior provide strong great physical bulk, helping make up for Jellicent's low Defense. They can also provide redirect Electric-type moves for Jellicent with an additional "immunity" to Electric-type moves thanks to Lightning Rod with Lightningrod, and they can beat most Electric-types save for Rotom-W effortlessly. In return, Jellicent provides them with an amazing Water-type switch-in and can patch up their terrible Speed with Trick Room. Sylveon takes advantage of benefits from Will-O-Wisp with its poor Defense and helps against all Dark-type Pokemon, which are pretty threatening to Jellicent. Diancie can beat foes such as Mega Charizard Y and Thundurus, can be a secondary Trick Room setter to ease Jellicent's load, and beats Dark-types. Redirection from Pokemon such as Amoonguss and Togekiss can buy free turns in order to set up Trick Room and spread Will-O-Wisp. Both of them also provide useful resistances such as Grass (remove hyphen) and Electric-type with Amoonguss (RC) and can offensively threaten Pokemon that Jellicent struggles with, with Togekiss beating Grass-types and Amoonguss wrecking Water-types. Mega Abomasnow works well under Trick Room and has good defensive synergy with Jellicent, dealing with Grass-types while Jellicent takes on Fire- and Fighting-types. If Jellicent is used on a full Trick Room team, it is nearly always recommended to bring a second Trick Room setter, such as Cresselia.


[STRATEGY COMMENTS]
Other Options
=============

Shadow Ball could be used as a surprise option to assist with teams weak to Aegislash. Water Spout is a cool option due to the possible damage output, but it could potentially prove useless, (AC) in a game as you Jellicent may be required to repeatedly use Recover just to put out near-respectable (add hyphen) damage, which could waste TR wasting Trick Room turns. Jellicent is also bulky enough to use Disable, being able to take a hit and potentially take away the foe's best move. Hex is a good Ghost-type STAB move in combination with Will-O-Wisp. Leftovers improves Jellicent's durability should it have to stall out the opposing team. Mental Herb is an option to bypass Taunt once and be guaranteed to set up Trick Room. Colbur Berry can also be used to take Knock Off easily before burning the Knock Off user.


Checks and Counters
===================

**Typing Advantage**: Jellicent's main threats are Electric- and Grass-types, but it also struggles against Dark- and Ghost-types. Pokemon such as Thundurus, Zapdos, and Rotom-W are all able to 2HKO Jellicent, while Jellicent cannot do much in response. Mega Venusaur is a hard counter to Jellicent, as the best it can do is burn Mega Venusaur and stall for one or two turns if forced to stay on the field. Aegislash at least Speed ties with Jellicent and 2HKOes it, while the best Jellicent can do back is burn Aegislash and possibly stall it. Dark-types such as Hydreigon and Darkrai also fare very well against Jellicent, with Hydreigon walling it entirely. Bisharp completely counters Jellicent with its only option being to burn it with Will-O-Wisp, but Jellicent will usually not be able to do so. Dragon-types such as Latios and Hydreigon can wall Jellicent as well. Mega Charizard Y can reduce the power of Jellicent's Water-type moves and 2HKO it with Solar Beam. Hoopa-U can OHKO Jellicent through Protect as well.

**Utility Moves**: When Taunted, Jellicent will only be able to use damaging moves, preventing it from performing its main role of setting up Trick Room. Prankster Encore Whimsicott can lock Jellicent into Trick Room, reversing the effects of the move.
 
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