[OVERVIEW]
Jellicent largely serves as a physical wall, being able to handle Heracross, Rhyperior, and Golisopod, but unlike most other bulky Water-types, it prevents Calm Mind Reuniclus, Cosmic Power Metagross, Calm Mind Suicune, and other setup sweepers from boosting with Taunt. Similarly to Milotic and Vaporeon, it can also cover certain special attackers, such as Choice Scarf Gardevoir and Nidoqueen lacking Toxic and Taunt. Jellicent's Ghost typing helps it deal with Fighting-type wallbreakers like Lucario, Bewear, and Heracross that Seismitoad, Milotic, and Gastrodon can struggle with. It can stallbreak through passive walls with Taunt and status, including Registeel, Umbreon, and Gastrodon, and spinblock utility Starmie and Dhelmise, outright walling the former and burning the latter. Unfortunately, unlike most bulky Water-types, Jellicent does not serve as a Knock Off absorber, struggling to deal with Knock Off from Incineroar and Heracross. Jellicent also doesn't provide as much utility as other bulky Water-types, like Rapid Spin with Starmie or Stealth Rock with Seismitoad. Its poor Speed also restricts the pool of Pokemon it can stallbreak against, as Milotic, Metagross, and Seismitoad can use Toxic before Jellicent's Taunt.
[SET]
name: Defensive Utility
move 1: Hex
move 2: Recover
move 3: Will-O-Wisp / Scald
move 4: Taunt
item: Heavy-Duty Boots / Leftovers
ability: Water Absorb
nature: Bold
evs: 252 HP / 212 Def / 44 Spe
[SET COMMENTS]
Jellicent runs a burning move to complement Hex, typically Will-O-Wisp to reliably weaken physical attackers like Bewear, Golisopod, and Flygon. Taunt allows Jellicent to overcome setup sweepers like Calm Mind Reuniclus and Metagross while also stopping slower Steel- and Water-types like Registeel and Gastrodon from using Toxic, which could otherwise debilitate Jellicent. Scald can be used over Will-O-Wisp to prevent Fire-types like Incineroar and Entei from safely switching in. Toxic can also be used to better threaten Pokemon like Incineroar and Heliolisk, but it can't hit Steel- and Poison-types like Registeel and Crobat to boost Hex. Heavy-Duty Boots and Leftovers help Jellicent deal with chip damage, lowering its need to use Recover and thus lowering its passivity. Colbur Berry allows Jellicent to tank Knock Off from Heracross, Golisopod, and Tornadus and stall offensive Dark-types like physical Sharpedo and Pangoro to burn them. Alternatively, running no item also lowers Knock Off damage and makes Jellicent immune to Poltergeist, which is handy when dealing with Golurk and Alolan Marowak, but neither is particularly common. Jellicent runs 44 Speed EVs to outspeed Umbreon, which is crucial in denying Umbreon's Wish passing. When using Leftovers, Jellicent should use 36 Special Defense EVs to prevent a 2HKO from Nidoqueen's Earth Power after Stealth Rock.
Jellicent, like other bulky Water-types, works best on balance teams, but it can fit on bulky offensive teams. However, on these offensive teams, it competes with Seismitoad and Golisopod; they have more utility in Knock Off and entry hazards in Stealth Rock and Spikes, and they are less passive. Jellicent supports teams without Flying-types, as it can handle Fighting-types such as Heracross, Lucario, and Toxicroak itself. However, Jellicent enjoys having a Flying-type teammate like Crobat or Togekiss to take Knock Off from Heracross and Golisopod. Electric-types such as Raikou, Xurkitree, and Heliolisk punish Jellicent well; having a Grass-type such as Roserade or Celebi alongside a Ground-type such as Steelix, Rhyperior, or Flygon can mitigate this issue. Opposing Roserade can take advantage of Jellicent to put up a layer of Spikes. Crobat and Reuniclus can force out Roserade quickly and gain momentum with U-turn or set up with Calm Mind. Despite not enjoying Hex, Celebi can switch in too and potentially threaten any given team with Nasty Plot. Guzzlord or Umbreon can help force the Celebi out. Umbreon can also remove any status Jellicent might receive. Entry hazard removal from Crobat and Flygon will also help Jellicent when it's not running Heavy-Duty Boots.
[STRATEGY COMMENTS]
Other Options
=============
Cursed Body can be used over Water Absorb if a team can deal with powerful Water-type attacks, which includes having a good matchup against rain teams, Suicune, and Milotic. Cursed Body can stop foes from breaking through Jellicent by disabling their best attacks—especially if said attack would ever critically hit—and helps it stallbreak by increasing the chance a foe is forced to use Struggle. Night Shade can be used to better deal with Dark-types like Umbreon and Pangoro, but losing Hex makes Jellicent worse against Reuniclus. Choice Specs Jellicent with Water Spout and Trick can also be used as a solid wallbreaker and surprise option, but such a set is usually outdone by other offensive Water-types like Starmie and Sharpedo.
Checks and Counters
===================
**Grass-types**: Roserade and Celebi can switch in and handle a Hex or Scald and remove burn with Natural Cure. Other Grass-types such as Dhelmise, Tsareena, and Decidueye can also beat Jellicent, though they must fear Will-O-Wisp, as they are physical attackers.
**Dark-types**: Incineroar is one of the best Jellicent switch-ins if it lacks Scald, setting up with Swords Dance for free. Mixed Sharpedo switches in nicely too, as burns don't weaken its Dark Pulse.
**Electric-types**: Xurkitree, Raikou, and Heliolisk can all force out Jellicent and gain momentum. However, if Raikou and Xurkitree are statused, Hex can 3HKO and 2HKO them, respectively. Heliolisk, however, completely walls Jellicent unless it carries Toxic.
**Ghost-types**: Although Ghost-types like Mimikyu, Chandelure, and Polteageist cannot directly switch in, they can very easily force Jellicent out.
**Knock Off**: Many common threats that Jellicent otherwise wall run Knock Off, such as Heracross and Golisopod. Aside from the super effective damage, Jellicent losing its item worsens its longevity and makes it more passive, as Jellicent will be forced to use Recover more often.
**Residual Damage**: Toxic poison and burn from Pokemon such as Nidoqueen, Milotic, and Galarian Weezing wear down Jellicent. Furthermore, if it lacks Heavy-Duty Boots, entry hazards quickly rack up damage. This forces Jellicent to constantly use Recover to be healthy enough to take on Pokemon like Nidoqueen and Bewear.
[CREDITS]
- Written by: [[C0nfiden1 0yster, 558383]]
- Quality checked by: [[zizalith, 410251], [GoldCat, 359771]]
- Grammar checked by: [[Adeleine, 517429], [Sulo, 528036]]
Jellicent largely serves as a physical wall, being able to handle Heracross, Rhyperior, and Golisopod, but unlike most other bulky Water-types, it prevents Calm Mind Reuniclus, Cosmic Power Metagross, Calm Mind Suicune, and other setup sweepers from boosting with Taunt. Similarly to Milotic and Vaporeon, it can also cover certain special attackers, such as Choice Scarf Gardevoir and Nidoqueen lacking Toxic and Taunt. Jellicent's Ghost typing helps it deal with Fighting-type wallbreakers like Lucario, Bewear, and Heracross that Seismitoad, Milotic, and Gastrodon can struggle with. It can stallbreak through passive walls with Taunt and status, including Registeel, Umbreon, and Gastrodon, and spinblock utility Starmie and Dhelmise, outright walling the former and burning the latter. Unfortunately, unlike most bulky Water-types, Jellicent does not serve as a Knock Off absorber, struggling to deal with Knock Off from Incineroar and Heracross. Jellicent also doesn't provide as much utility as other bulky Water-types, like Rapid Spin with Starmie or Stealth Rock with Seismitoad. Its poor Speed also restricts the pool of Pokemon it can stallbreak against, as Milotic, Metagross, and Seismitoad can use Toxic before Jellicent's Taunt.
[SET]
name: Defensive Utility
move 1: Hex
move 2: Recover
move 3: Will-O-Wisp / Scald
move 4: Taunt
item: Heavy-Duty Boots / Leftovers
ability: Water Absorb
nature: Bold
evs: 252 HP / 212 Def / 44 Spe
[SET COMMENTS]
Jellicent runs a burning move to complement Hex, typically Will-O-Wisp to reliably weaken physical attackers like Bewear, Golisopod, and Flygon. Taunt allows Jellicent to overcome setup sweepers like Calm Mind Reuniclus and Metagross while also stopping slower Steel- and Water-types like Registeel and Gastrodon from using Toxic, which could otherwise debilitate Jellicent. Scald can be used over Will-O-Wisp to prevent Fire-types like Incineroar and Entei from safely switching in. Toxic can also be used to better threaten Pokemon like Incineroar and Heliolisk, but it can't hit Steel- and Poison-types like Registeel and Crobat to boost Hex. Heavy-Duty Boots and Leftovers help Jellicent deal with chip damage, lowering its need to use Recover and thus lowering its passivity. Colbur Berry allows Jellicent to tank Knock Off from Heracross, Golisopod, and Tornadus and stall offensive Dark-types like physical Sharpedo and Pangoro to burn them. Alternatively, running no item also lowers Knock Off damage and makes Jellicent immune to Poltergeist, which is handy when dealing with Golurk and Alolan Marowak, but neither is particularly common. Jellicent runs 44 Speed EVs to outspeed Umbreon, which is crucial in denying Umbreon's Wish passing. When using Leftovers, Jellicent should use 36 Special Defense EVs to prevent a 2HKO from Nidoqueen's Earth Power after Stealth Rock.
Jellicent, like other bulky Water-types, works best on balance teams, but it can fit on bulky offensive teams. However, on these offensive teams, it competes with Seismitoad and Golisopod; they have more utility in Knock Off and entry hazards in Stealth Rock and Spikes, and they are less passive. Jellicent supports teams without Flying-types, as it can handle Fighting-types such as Heracross, Lucario, and Toxicroak itself. However, Jellicent enjoys having a Flying-type teammate like Crobat or Togekiss to take Knock Off from Heracross and Golisopod. Electric-types such as Raikou, Xurkitree, and Heliolisk punish Jellicent well; having a Grass-type such as Roserade or Celebi alongside a Ground-type such as Steelix, Rhyperior, or Flygon can mitigate this issue. Opposing Roserade can take advantage of Jellicent to put up a layer of Spikes. Crobat and Reuniclus can force out Roserade quickly and gain momentum with U-turn or set up with Calm Mind. Despite not enjoying Hex, Celebi can switch in too and potentially threaten any given team with Nasty Plot. Guzzlord or Umbreon can help force the Celebi out. Umbreon can also remove any status Jellicent might receive. Entry hazard removal from Crobat and Flygon will also help Jellicent when it's not running Heavy-Duty Boots.
[STRATEGY COMMENTS]
Other Options
=============
Cursed Body can be used over Water Absorb if a team can deal with powerful Water-type attacks, which includes having a good matchup against rain teams, Suicune, and Milotic. Cursed Body can stop foes from breaking through Jellicent by disabling their best attacks—especially if said attack would ever critically hit—and helps it stallbreak by increasing the chance a foe is forced to use Struggle. Night Shade can be used to better deal with Dark-types like Umbreon and Pangoro, but losing Hex makes Jellicent worse against Reuniclus. Choice Specs Jellicent with Water Spout and Trick can also be used as a solid wallbreaker and surprise option, but such a set is usually outdone by other offensive Water-types like Starmie and Sharpedo.
Checks and Counters
===================
**Grass-types**: Roserade and Celebi can switch in and handle a Hex or Scald and remove burn with Natural Cure. Other Grass-types such as Dhelmise, Tsareena, and Decidueye can also beat Jellicent, though they must fear Will-O-Wisp, as they are physical attackers.
**Dark-types**: Incineroar is one of the best Jellicent switch-ins if it lacks Scald, setting up with Swords Dance for free. Mixed Sharpedo switches in nicely too, as burns don't weaken its Dark Pulse.
**Electric-types**: Xurkitree, Raikou, and Heliolisk can all force out Jellicent and gain momentum. However, if Raikou and Xurkitree are statused, Hex can 3HKO and 2HKO them, respectively. Heliolisk, however, completely walls Jellicent unless it carries Toxic.
**Ghost-types**: Although Ghost-types like Mimikyu, Chandelure, and Polteageist cannot directly switch in, they can very easily force Jellicent out.
**Knock Off**: Many common threats that Jellicent otherwise wall run Knock Off, such as Heracross and Golisopod. Aside from the super effective damage, Jellicent losing its item worsens its longevity and makes it more passive, as Jellicent will be forced to use Recover more often.
**Residual Damage**: Toxic poison and burn from Pokemon such as Nidoqueen, Milotic, and Galarian Weezing wear down Jellicent. Furthermore, if it lacks Heavy-Duty Boots, entry hazards quickly rack up damage. This forces Jellicent to constantly use Recover to be healthy enough to take on Pokemon like Nidoqueen and Bewear.
[CREDITS]
- Written by: [[C0nfiden1 0yster, 558383]]
- Quality checked by: [[zizalith, 410251], [GoldCat, 359771]]
- Grammar checked by: [[Adeleine, 517429], [Sulo, 528036]]
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