PU Trick Room Jellicent

uploaded -tondas
:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role early- to mid-game, letting it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, making it harder to revenge kill, and allowing it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature along with 0 Speed IVs allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z turns Shadow Ball into Never-Ending Nightmare, which lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-type checks such as Victreebel, Lurantis, and Abomasnow, after slight chip damage. Alternatively, Waterium Z lets Jellicent bypass Hydro Pump's imperfect accuracy and deal considerably more damage to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner. However, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale, foes its typing allows it to switch into like Primeape, and targets that may switch in expecting defensive Jellicent such as Drampa and Victreebel. If Jellicent is running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health. It can also perform double switches to get the upper hand on expected switch-ins like Cryogonal and Lanturn. Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan have fainted and specially defensive foes like Cryogonal, Lanturn, and Articuno have been KOed or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that can't weaken it with coverage or cripple it with Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice item users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner, as it is able to switch into Jellicent's checks such as Kangaskhan, Cryogonal, and Alolan Persian. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through special walls such as Articuno and Lanturn, as well as Dragon-types like Drampa and Altaria in case it isn't running Ice Beam, and giving variants that lack Recover additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with momentum via a slow Volt Switch, appreciates Trick Room turns to pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn and Lurantis. Jellicent fits well on entry hazard-stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes support, as well as a decent spinblocker due to its good matchup against common spinners such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. The chip damage from entry hazards guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno. Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and it appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has great defensive synergy with Jellicent, as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Cryogonal is an ideal spinner to pair with Jellicent, as it can take on threats like Victreebel, Oricorio-G, and Lanturn that are capable of checking Jellicent outside of Trick Room, and in return, it appreciates Jellicent handling Regirock, Metang, and Choice Scarf variants of Alolan Sandslash. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either Pokemon's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks for Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by Pursuit trapping foes that threaten it outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as by alleviating pressure on it to check Musharna. Both teammates appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as Fighting-types like Primeape and Gurdurr.

[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [Estarossa, 461329], [2xTheTap, 11407]]
- Grammar checked by: [[Estronic, 240732], [Rabia, 336073]]
 
Last edited by a moderator:

gum

for the better
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:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA

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

*Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E.
*Alternatively, Recover allows Jellicent to play a more active role during early- to mid-game as it lets it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, and makes its efforts of setting up Trick Room later in the game easier. (this also makes it harder to rk)

Set Details
========

*A Quiet nature allows Jellicent to outspeed almost the entire metagame when Trick Room is active.
*Ghostium Z-boosted Shadow Ball enjoys expansive coverage and lets Jellicent take out the majority of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-resistant Pokemon such as Victreebel, Lurantis, and Abomasnow after slight chip damage.
*Alternatively, Waterium Z trades coverage for power, bypasses Hydro Pump's imperfect accuracy, and lets Jellicent deal considerably more pressure to targets such as Gurdurr, Eelektross, and Rotom-F. (mention kanga and / or stout over frosttom imo)

Usage Tips
========

*While Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale (not only that, but also pokemon its typing allow it to switch into, such as primeape) as well as targets that might expect to switch into defensive Jellicent, such as Drampa and Victreebel.
*If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash, Gurdurr, and non-Grassium Z Simisear (even if it isnt z-grass, it still ohkoes jellicent with +2 gknot) and utilize forced switches to regain health or perform double switches out of counters to Jellicent such as Cryogonal. (and lanturn) (mention how recover can be used to scout against locked prio users like absol and skunk and how it can help it against kanga too)
*Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan are out, and specially defensive foes like Cryogonal, Lanturn, and Eelektross are out or severely weakened. (imo mention cuno or audino over eelj
*Jellicent should ideally attempt to set up Trick Room against foes that don't cripple it with coverage or Taunt, such as Gurdurr, (koff does a decent amount though) Alolan Sandslash, and Combusken, as well as against Choice users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

*Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into checks to Jellicent such as Kangaskhan, Skuntank, and Cryogonal, and it can even benefit from Trick Room itself due to its low speed. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Regirock, Mudsdale, and Tangela. (gurdurr doesnt struggle against regirock)(mention primeape)
*Musharna also benefits from leftover Trick Room turns due to its low speed, and can support Jellicent by increasing its wallbreaking potential with Future Sight, pressuring common targets such as Gurdurr and Hitmonchan, (well neither rlly switch into jelli) and giving it additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. (mention that future sight allows jelli to break through spdef walls like audino, lanturn, and cuno)
*Eelektross provides Jellicent with slow momentum, appreciates leftover Trick Room turns letting it pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn, Victreebel, and Lurantis.
*Jellicent highly appreciates Stealth Rock support from partners such as Regirock, Torterra, and Mudsdale, as the chip damage guarantees its ability to OHKO foes such as Oricorio-E and Rotom-F and pressure switch-ins such as Cryogonal and Articuno.
*Regirock is notably able to counter Cryogonal as well as deal with Skuntank, Absol, and Kangaskhan, and appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale, and Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon.
*Jellicent fits well on entry hazard stacking teams, acting as a solid late-game cleaner that benefits from Spikes as well as a decent spinblocker due to its good matchup against common Rapid Spin users such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. (imo merge this with the point where u talk abt rocks, and say it appreciates both rocks and spikes) Ferroseed notably has great defensive synergy with Jellicent as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Simisear, Combusken, and Primeape.
*Kangaskhan and Jellicent assist each other by pressuring common targets and easing either's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks to Kangaskhan such as Mudsdale and Gurdurr. (stout would also be an interesting mention)
*pursuit users


[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
good work, qc 1/3

9B56CFA1-8FEB-48B0-B615-4AEBA1A163E3.gif
 

Estarossa

moo?
is a Site Content Manageris an official Team Rateris a Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Smogon Discord Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Dedicated Tournament Hostis a Battle Simulator Moderator
C&C Leader
:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA

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

*Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E.
*Alternatively, Recover allows Jellicent to play a more active role during early- to mid-game as it lets it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, and makes its efforts of setting up Trick Room later in the game easier i would say more "while still allowing it to consistently set up Trick Room later in the game", as if you ran ice beam and didn't play a more active role early game, you would still do this just as easily. as well as harder to revenge kill.

Set Details
========

*A Quiet nature allows Jellicent to outspeed almost the entire metagame when Trick Room is active.
*Ghostium Z-boosted Shadow Ball enjoys expansive coverage and lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-resistant Pokemon such as Victreebel, Lurantis, and Abomasnow after slight chip damage.
*Alternatively, Waterium Z trades coverage for power, bypasses Hydro Pump's imperfect accuracy, and lets Jellicent deal considerably more pressure to targets such as Gurdurr, Eelektross, and Stoutland. I would still add Kanga mention here too personally.

Usage Tips
========

*While Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale and foes its typing allows it to switch into like Primeape, as well as targets that might expect to switch into defensive Jellicent, such as Drampa and Victreebel.
*If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health or perform double switches out of counters to Jellicent such as Cryogonal and Lanturn. Recover can also be used to scout against Choice-locked priority users such as Absol and Skuntank who might attempt to revenge kill Jellicent with Sucker Punch or Pursuit Trap it, I think this wildly oversells how nice this scenario is for the jelli player, it's still going to be a 50/50 for both players, as if they predict this and Knock Off/Crunch you will 100% die, if trick room isn't up/has just worn off they can go for the knock play freely without risk, and even if it is still up, if you are ghostium / already used z, skunk is only taking ~75% so could just risk it anyway and it also helps it against other Sucker Punch users such as Kangaskhan.
*Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan are out, and specially defensive foes like Cryogonal, Lanturn, and Articuno are out or severely weakened.
*Jellicent should ideally attempt to set up Trick Room against foes that don't cripple it with coverage or Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

*Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into checks to Jellicent such as Kangaskhan, Skuntank, and Cryogonal, and it can even benefit from Trick Room itself due to its low speed. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Tangela, and Qwilfish.
*Primeape, aside from providing momentum with U-turn, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu, and in return Jellicent assists it by checking Psychic-types like Musharna and Metang as well as defensive walls like Mudsdale. I would reword this to specifically talk about Pokemon it can bring Jellicent in on with U-turn, ie. Mudsdale, Musharna. It isn't a great swap in to Musharna otherwise, as Z-Future Sight can take it out with chip, or if it calm minds on switch in jellicent can't beat it, but it is indeed able to help break it if brought in on the u-turn.
*Musharna also benefits from leftover Trick Room turns due to its low speed, and can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive walls such as Audino and Lanturn, Future Sight + Z-Hydro Pump is a roll to OHKO Audino, but such a play is easily telegraphed and stopped through Protect. I would clarify that this is breaking them on a potential switch in instead, as otherwise you might suggest that the player can attempt to hard switch into audino and do this. Also talk about how it can pressure switch ins like Drampa and Altaria if Jelli is running Recover > Ice Beam. and giving it additional opportunities to wallbreak with Healing Wish Specify this greatly supports Ice Beam variants, allowing it to wallbreak in the early game and still clean later. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang.
*Eelektross provides Jellicent with slow momentum, appreciates leftover Trick Room turns letting it pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn, Victreebel, and Lurantis.
*Jellicent fits well on entry hazard stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes, as the chip damage guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno, as well as a decent spinblocker due to its good matchup against common Rapid Spin users such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan.
*Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, and Kangaskhan, Mention how it can help vs CM Pompom too, which can set up and beat jellicent outside of trick room / on last turn of trick room and appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale, and Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon.
*Ferroseed has a great defensive synergy with Jellicent as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Simisear, Jellicent will die to a +2 Grass Knot Combusken, and Primeape.
*Kangaskhan and Jellicent assist each other by pressuring common targets and easing either's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks to Kangaskhan such as Mudsdale and Gurdurr.
*Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by trapping foes that threaten Jellicent outside of trick room such as Oricorio-G, Alolan Raichu, and Haunter, as well as alleviate Jellicent's pressure of checking Musharna. Both appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as with Fighting-types like Primeape and Gurdurr.

[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
good work, 2/3 :)

Estarossa-QC.gif
 
Last edited:

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role during early- to mid-game as it lets it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, makes it harder to revenge kill, and allows it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z-boosted Shadow Ball enjoys expansive coverage and lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-resistant Pokemon such as Victreebel, Lurantis, and Abomasnow after slight chip damage. Alternatively, Waterium Z trades coverage for power, bypasses Hydro Pump's imperfect accuracy, and lets Jellicent deal considerably more pressure to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

While Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale and foes its typing allows it to switch into like Primeape, as well as targets that might expect to switch into defensive Jellicent, such as Drampa and Victreebel. If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health or perform double switches out of counters to Jellicent such as Cryogonal and Lanturn. Recover can also be used when under Trick Room to scout against Choice-locked priority users such as Absol and Skuntank who might attempt to revenge kill Jellicent with Sucker Punch or Pursuit trap it this bit in italics is really questionable, I agree with esta's comments on this point above. Rephrase or remove. Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan are out, and specially defensive foes like Cryogonal, Lanturn, and Articuno are out or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that don't cripple it with coverage or Taunt, such as Mudsdale, Alolan Sandslash, and Combusken (this sometimes uses Tpunch, but rare enough that I won't strike this), as well as against Choice users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from leftover Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into checks to Jellicent such as Kangaskhan, Skuntank, and Cryogonal Alolan Persian too if you're tired of using Skunk/Kanga as examples below. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Tangela, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive walls such as Articuno and Lanturn as well as Dragon-types like Drampa and Altaria in case of not running Ice Beam, and giving Ice Beam variants in particular additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Exactly why Cryogonal is a good partner, too: Jellicent walls offensive (CS) Alolan Sandslash / Metang for Cryogonal, while in return, Cryogonal checks various threats to Jellicent, like Victreebel, Lanturn, Oricorio-E/G, etc. Excellent spinner too in tandem with OTR Jellicent on entry hazard stacking teams. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active, and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with slow momentum, appreciates leftover Trick Room turns letting it pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn, Victreebel, use a different example here, Z Vic if Power Whip pressures Eel more than Eel does Vic and Lurantis. Jellicent fits well on entry hazard stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes, as the chip damage guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno, as well as a decent spinblocker due to its good matchup against common Rapid Spin users such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. You can move these more general points about Jellicent working well with various entry hazard setters further up, after slower Pokemon Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. bit of a run-on, end sentence here, and Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has a great defensive synergy with Jellicent as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks to Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by trapping foes that threaten Jellicent outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as alleviate Jellicent's pressure of checking Musharna. Both appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as with Fighting-types like Primeape and Gurdurr.

[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [Estarossa, 461329], [2xTheTap, 11407]]
- Grammar checked by: [[, ], [, ]]
3/3, nice work royesk
 

bigtalk

Banned deucer.
Nice work, this was really well-written. AMGP check, implement what you want

add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)

:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
(are you missing 0 speed ivs?)

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role during the early- to mid-game, (AC) as it lets letting it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, making it harder to revenge kill, and allowing it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature (with 0 Speed IVs?) allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z-boosted Shadow Ball turns Shadow Ball into Never-Ending Nightmare, which lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-resistant Pokemon ("Water-type checks / switch-ins" is the preferred term) such as Victreebel, Lurantis, and Abomasnow, (AC) after slight chip damage. Alternatively, Waterium Z lets Jellicent (moved) bypasses Hydro Pump's imperfect accuracy and lets Jellicent deal considerably more pressure damage to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

While Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner. (period) However, (AC) it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale, (AC) and foes its typing allows it to switch into like Primeape, as well as and targets that might expect to switch into may switch in expecting defensive Jellicent (RC) such as Drampa and Victreebel. If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health (the part after this doesn't seem like it's exclusive to running recover. in fact, you might want to push it out into a new sentence with the exact opposite premise: "If Jellicent lacks Recover, then it's instead best to perform double switches ...") or perform double switches out of its counters to Jellicent such as Cryogonal and Lanturn. Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan are out have fainted, and specially defensive foes like Cryogonal, Lanturn, and Articuno are out have been KOed or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that don't cripple can't weaken it with coverage or cripple it with Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice item users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from leftover Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into checks to Jellicent Jellicent's checks (subjective change) such as Kangaskhan, Cryogonal, and Alolan Persian. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive walls such as Articuno and Lanturn, (AC) as well as Dragon-types like Drampa and Altaria in case of not it isn't running Ice Beam, and giving Ice Beam variants that lack Recover (makes it more explicit why hwish is beneficial), (AC) in particular, (AC) (optional: delete "in particular" instead bc there are too many commas in this sentence) additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active, and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with slow momentum via a slow Volt Switch, appreciates leftover Trick Room turns letting it to ("it" refers to jelli here) pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn and Lurantis. Jellicent fits well on entry hazard-(AH)stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes support, (AC) as well as a decent spinblocker due to its good matchup against common Rapid Spin users such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. (period) as The chip damage from entry hazards guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno. Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has a great defensive synergy with Jellicent, (AC) as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Cryogonal is an ideal spinner to pair with Jellicent, (AC) as it can take on threats like Victreebel, Oricorio-G, and Lanturn that are capable of checking Jellicent outside of Trick Room, and in return, (AC) it appreciates Jellicent handling Regirock, Metang, and Choice Scarf variants of Alolan Sandslash. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either's either Pokemon's (optional) job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks to for Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by trapping foes that threaten Jellicent it outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as alleviate Jellicent's pressure of checking by alleviating pressure on it to check Musharna. Both teammates appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as with Fighting-types like Primeape and Gurdurr.
 
Nice work, this was really well-written. AMGP check, implement what you want

add remove (comment)
(AC=add comma; RC=remove comma; AH=add hyphen; RH=remove hyphen)

:bw/jellicent:

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
(are you missing 0 speed ivs?)

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role during the early- to mid-game, (AC) as it lets letting it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, making it harder to revenge kill, and allowing it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature (with 0 Speed IVs?) allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z-boosted Shadow Ball turns Shadow Ball into Never-Ending Nightmare, which lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-resistant Pokemon ("Water-type checks / switch-ins" is the preferred term) such as Victreebel, Lurantis, and Abomasnow, (AC) after slight chip damage. Alternatively, Waterium Z lets Jellicent (moved) bypasses Hydro Pump's imperfect accuracy and lets Jellicent deal considerably more pressure damage to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

While Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner. (period) However, (AC) it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale, (AC) and foes its typing allows it to switch into like Primeape, as well as and targets that might expect to switch into may switch in expecting defensive Jellicent (RC) such as Drampa and Victreebel. If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health (the part after this doesn't seem like it's exclusive to running recover. in fact, you might want to push it out into a new sentence with the exact opposite premise: "If Jellicent lacks Recover, then it's instead best to perform double switches ...") or perform double switches out of its counters to Jellicent such as Cryogonal and Lanturn. Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan are out have fainted, and specially defensive foes like Cryogonal, Lanturn, and Articuno are out have been KOed or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that don't cripple can't weaken it with coverage or cripple it with Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice item users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from leftover Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into checks to Jellicent Jellicent's checks (subjective change) such as Kangaskhan, Cryogonal, and Alolan Persian. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive walls such as Articuno and Lanturn, (AC) as well as Dragon-types like Drampa and Altaria in case of not it isn't running Ice Beam, and giving Ice Beam variants that lack Recover (makes it more explicit why hwish is beneficial), (AC) in particular, (AC) (optional: delete "in particular" instead bc there are too many commas in this sentence) additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active, and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with slow momentum via a slow Volt Switch, appreciates leftover Trick Room turns letting it to ("it" refers to jelli here) pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn and Lurantis. Jellicent fits well on entry hazard-(AH)stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes support, (AC) as well as a decent spinblocker due to its good matchup against common Rapid Spin users such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. (period) as The chip damage from entry hazards guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno. Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has a great defensive synergy with Jellicent, (AC) as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Cryogonal is an ideal spinner to pair with Jellicent, (AC) as it can take on threats like Victreebel, Oricorio-G, and Lanturn that are capable of checking Jellicent outside of Trick Room, and in return, (AC) it appreciates Jellicent handling Regirock, Metang, and Choice Scarf variants of Alolan Sandslash. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either's either Pokemon's (optional) job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks to for Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by trapping foes that threaten Jellicent it outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as alleviate Jellicent's pressure of checking by alleviating pressure on it to check Musharna. Both teammates appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as with Fighting-types like Primeape and Gurdurr.
Looks great, ty! I'll implement everything when i'm done with my class.

As for ivs, unless the iv spread isn't obvious (e.g. ludicolo running 29 hp for rounded life orb recoil), most spread changes (e.g. 0 atk on special attackers, 0 spe on tr mons) are left out of the writing stage and added when the analysis is uploaded. I will add the mention in set details though, good call.
 

bigtalk

Banned deucer.
Looks great, ty! I'll implement everything when i'm done with my class.

As for ivs, unless the iv spread isn't obvious (e.g. ludicolo running 29 hp for rounded life orb recoil), most spread changes (e.g. 0 atk on special attackers, 0 spe on tr mons) are left out of the writing stage and added when the analysis is uploaded. I will add the mention in set details though, good call.
No problem, glad you found my feedback useful! I think the reason 0 Atk is normally omitted is because the teambuilder automatically inserts it for special attackers; it does not auto-insert 0 Speed IVs for Trick Room mons. Other analyses such as this and this have included them.
 

Astra

talk to me nice
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add remove (comments)
[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role during the early- to mid-game, letting it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, making it harder to revenge kill, and allowing it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature, (RC) along with 0 Speed IVs, (RC) allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z turns Shadow Ball into Never-Ending Nightmare, which lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-type checks such as Victreebel, Lurantis, and Abomasnow, after slight chip damage. Alternatively, Waterium Z lets Jellicent bypass Hydro Pump's imperfect accuracy and deal considerably more damage to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner. However, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale, foes its typing allows it to switch into like Primeape, and targets that may switch in expecting defensive Jellicent such as Drampa and Victreebel. If running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health or perform double switches out of its counters such as Cryogonal and Lanturn. Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan have fainted, (RC) and specially defensive foes like Cryogonal, Lanturn, and Articuno have been KOed or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that can't weaken it with coverage or cripple it with Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice item users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into Jellicent's checks such as Kangaskhan, Cryogonal, and Alolan Persian. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive walls such as Articuno and Lanturn, as well as Dragon-types like Drampa and Altaria in case it isn't running Ice Beam, and giving variants that lack Recover additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active, (RC) and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with momentum via a slow Volt Switch, appreciates Trick Room turns to pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn and Lurantis. Jellicent fits well on entry hazard-stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes support, as well as a decent spinblocker due to its good matchup against common Rapid Spin users spinners (optional) such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. The chip damage from entry hazards guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno. Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and it appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has great defensive synergy with Jellicent, as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Cryogonal is an ideal spinner to pair with Jellicent, as it can take on threats like Victreebel, Oricorio-G, and Lanturn that are capable of checking Jellicent outside of Trick Room, and in return, it appreciates Jellicent handling Regirock, Metang, and Choice Scarf variants of Alolan Sandslash. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either Pokemon's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks for Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by Pursuit trapping foes that threaten it outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as by alleviating pressure on it to check Musharna. Both teammates appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as Fighting-types like Primeape and Gurdurr.

[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [Estarossa, 461329], [2xTheTap, 11407]]
- Grammar checked by: [[, ], [, ]]
1/2 bigtalk cleaned up quite nicely :blobthumbsup:
Estronic-GP-small.gif
 

Rabia

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[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Hydro Pump
move 3: Shadow Ball
move 4: Ice Beam / Recover
item: Ghostium Z / Waterium Z
ability: Cursed Body / Water Absorb
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe

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

Ice Beam lets Jellicent pressure Dragon-types like Drampa and Altaria that would otherwise easily wall it and eases its task of cleaning late-game, netting considerable damage on targets such as Torterra, Victreebel, and Oricorio-E. Alternatively, Recover allows Jellicent to play a more active role early- to mid-game, letting it function as a solid switch-in to foes like Gurdurr and Alolan Sandslash throughout the match, making it harder to revenge kill, and allowing it to consistently set up Trick Room later in the game.

Set Details
========

A Quiet nature along with 0 Speed IVs allows Jellicent to outspeed almost the entire metagame when Trick Room is active. Ghostium Z turns Shadow Ball into Never-Ending Nightmare, which lets Jellicent take out a large portion of the metagame, including bulky Psychic-types such as Musharna and Bronzor and prevalent Water-type checks such as Victreebel, Lurantis, and Abomasnow, after slight chip damage. Alternatively, Waterium Z lets Jellicent bypass Hydro Pump's imperfect accuracy and deal considerably more damage to targets such as Gurdurr, Eelektross, and Stoutland.

Usage Tips
========

Jellicent performs best late-game, when it can utilize its good coverage and ability to outspeed the majority of the metagame under Trick Room to function as a cleaner. However, it can also attempt to wallbreak early-game by threatening Stealth Rock setters such as Regirock and Mudsdale, foes its typing allows it to switch into like Primeape, and targets that may switch in expecting defensive Jellicent such as Drampa and Victreebel. If Jellicent is running Recover, it can also be used early- to mid-game as a solid switch-in to foes such as Alolan Sandslash and Gurdurr and utilize forced switches to regain health or perform double switches out of its counters such as Cryogonal and Lanturn (perform double switches to do...?). Otherwise, Jellicent should ideally be preserved until late-game and attempt to set up Trick Room once priority users that threaten it such as Skuntank, Absol, and Kangaskhan have fainted and specially defensive foes like Cryogonal, Lanturn, and Articuno have been KOed or severely weakened. Jellicent should ideally attempt to set up Trick Room against foes that can't weaken it with coverage or cripple it with Taunt, such as Mudsdale, Alolan Sandslash, and Combusken, as well as against Choice item users locked into unfavorable moves, such as Primeape, Aurorus, and Drampa.

Team Options
========

Jellicent partners well with other slow Pokemon that can benefit from Trick Room turns, such as Gurdurr, Musharna, and Drampa. Gurdurr is an excellent offensive partner to Jellicent, as it is able to switch into Jellicent's checks such as Kangaskhan, Cryogonal, and Alolan Persian. In return, Jellicent is able to break through foes that Gurdurr struggles with such as Mudsdale, Claydol, and Qwilfish. Musharna can support Jellicent by increasing its wallbreaking potential with Future Sight, notably letting Jellicent break through specially defensive special walls such as Articuno and Lanturn, as well as Dragon-types like Drampa and Altaria in case it isn't running Ice Beam, and giving variants that lack Recover additional opportunities to wallbreak with Healing Wish. In return, Jellicent can break through Steel-types that Musharna struggles with such as Alolan Sandslash and Metang. Drampa has a notably good matchup against Grass-types such as Victreebel that can check Jellicent when Trick Room is not active and is able to apply pressure to specially defensive foes like Lanturn and Eelektross. In return, it highly appreciates Jellicent being able to check Silvally-Fairy as well as Fighting- and Ice-types like Gurdurr and Alolan Sandslash. Eelektross provides Jellicent with momentum via a slow Volt Switch, appreciates Trick Room turns to pick off weakened foes, and assists it in pressuring opposing Water- and Grass-types such as Lanturn and Lurantis. Jellicent fits well on entry hazard-stacking teams, acting as a solid late-game cleaner that benefits from Stealth Rock and Spikes support, as well as a decent spinblocker due to its good matchup against common spinners such as Alolan Sandslash, Claydol, and non-Thunder Punch Hitmonchan. The chip damage from entry hazards guarantees its ability to OHKO foes such as Victreebel, Oricorio-E, and Rotom-F and pressure switch-ins such as Cryogonal and Articuno. Regirock, in addition to providing Stealth Rock support, is notably able to counter Cryogonal as well as deal with Skuntank, Absol, Kangaskhan, and Calm Mind Oricorio-E, and it appreciates Jellicent threatening Fighting-types like Gurdurr as well as Ground-types like Mudsdale. Torterra can assist Jellicent by pressuring Eelektross as well as Water-types like Lanturn and Gastrodon. Ferroseed has great defensive synergy with Jellicent, as it can handle physical attackers that Jellicent struggles with such as Kangaskhan and Skuntank and scout Choice-locked foes such as Drampa for potential coverage. In return, Jellicent can check Fire- and Fighting-types that threaten Ferroseed like Combusken and Primeape. Cryogonal is an ideal spinner to pair with Jellicent, as it can take on threats like Victreebel, Oricorio-G, and Lanturn that are capable of checking Jellicent outside of Trick Room, and in return, it appreciates Jellicent handling Regirock, Metang, and Choice Scarf variants of Alolan Sandslash. Kangaskhan and Jellicent assist each other by pressuring common targets and easing either Pokemon's job of late-game cleaning. Kangaskhan notably has a good matchup against foes that Jellicent relies on Trick Room to beat, like Victreebel and Stoutland, and Jellicent can clear roadblocks for Kangaskhan such as Mudsdale and Gurdurr. Primeape, aside from providing momentum with U-turn and bringing Jellicent in against targets like Mudsdale and Musharna, can revenge kill checks to Jellicent such as Kangaskhan, Absol, and Alolan Raichu. Pursuit users such as Skuntank and Stoutland can greatly assist Jellicent by Pursuit trapping foes that threaten it outside of Trick Room such as Oricorio-G, Alolan Raichu, and Haunter, as well as by alleviating pressure on it to check Musharna. Both teammates appreciate Jellicent's ability to deal with physical walls such as Mudsdale and Regirock as well as Fighting-types like Primeape and Gurdurr.

[CREDITS]
- Written by: [[royesk, 474994]]
- Quality checked by: [[gum, 434150], [Estarossa, 461329], [2xTheTap, 11407]]
- Grammar checked by: [[Estronic, 240732], [, ]]

gp 2/2 once done
 

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