UU Jellicent

Amane Misa

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QC Checks: A Cake Wearing A Hat & Eyan / Hilomilo / Hikari
GP Checks: marthaa / The Dutch Plumberjack
[OVERVIEW]

Jellicent's primary role is a defensive spinblocker and a stallbreaker for balance and occasionally bulky offense. It has a great supportive movepool with access to Taunt, Scald, Will-O-Wisp and Hex; Will-O-Wisp is particularly useful for its ability to reliably cripple physical attackers and chip foes in general. With access to reliable recovery in Recover, Jellicent sets itself apart from other bulky Water-types in the tier, such as Suicune and Rotom-W. It also has a unique Ghost / Water typing and great bulk, allowing it to check Fighting-types, such as Cobalion and Infernape, and Fire-types, such as Darmanitan and Entei. Water Absorb allows Jellicent to pivot in on a large range of Water-type Pokemon, such as Tentacruel and Volcanion. Despite that, Jellicent's weakness to Dark leaves it with a crippling weakness to Pursuit, Knock Off, and Dark-type moves in general from Krookodile, Hydreigon, Scizor, and Mega Beedrill. In addition, the popularity of VoltTurn-based teams, combined with Jellicent's weakness to Volt Switch users, such as Rotom-W and Mega Manectric, is detrimental for it. Jellicent's Speed doesn't help it either; it is a bit slow and, as a result, is shut down by faster Taunt users, such as Mandibuzz. With investment, however, it can still outspeed and Taunt many defensive threats, such as Alomomola and Blissey.

[SET]

name: Physically Defensive
move 1: Scald / Hex
move 2: Taunt
move 3: Will-O-Wisp
move 4: Recover
item: Leftovers
ability: Water Absorb
nature: Bold
evs: 248 HP / 176 Def / 84 Spe

[SET COMMENTS]

Moves
========

Scald is Jellicent's go-to move because it functions as a spammable STAB move with a chance to burn its target, which deters the majority of physical attackers from switching in. However, using Scald means that most Grass-type Pokemon, for example Mega Sceptile and Celebi, can almost always switch in on Jellicent and proceed to threaten it out with a STAB move. Hex synergizes well with Will-O-Wisp and increases Jellicent's wallbreaking capabilities. It also hits already statused Grass-type Pokemon, for example Mega Sceptile and Amoonguss, that tend to switch on it. However, forgoing Scald mean that Pokemon such as Hydreigon and Krookodile are more likely to get a safe switch on a predicted attack without fearing status and can proceed to threaten Jellicent with a Dark-type STAB move. It also makes Jellicent lose a reliable way of hitting Normal-type Pokemon. Taunt allows Jellicent to cripple slower passive Pokemon, such as Blissey, Empoleon, and Mantine. Will-O-Wisp lets Jellicent cripple physical attackers, such as Scizor, and Cobalion, and Pokemon that rely on Leftovers or Black Sludge, such as Amoonguss and Alomomola. It also eases Jellicent's matchup against Pursuit trappers, such as Krookodile and Alolan Muk. Recover is mandatory, as it lets Jellicent heal itself and continually check the Pokemon it is meant to check. Toxic is an option over Will-O-Wisp that puts Pokemon such as Blissey and Alomomola on a timer and provides an easier matchup against more defensive builds. However, this option leaves Jellicent weaker to physical attackers that may overpower it, such as Mamoswine and Terrakion, and it also takes away the option to reliably burn Steel-types, such as Scizor and Cobalion.

Set Details
========

248 HP EVs and 176 Defense EVs with a Bold nature maximize Jellicent's defensive capabilities and allow it to check strong physical attackers, such as Mega Aerodactyl, Infernape, and Scizor. 84 EVs in Speed allow Jellicent to outspeed Mantine, uninvested Scizor, and Alomomola and proceed to either status them or shut them down with Taunt. Water Absorb grants Jellicent a third immunity, which allows it to pivot on Water-type Pokemon, such as Mantine and Swampert more effectively. Leftovers increases Jellicent's longevity through passive recovery. Colbur Berry could be used over Leftovers, as it helps Jellicent against opposing Dark-type Pokemon that carry Knock Off and Pursuit and retaliate with a Will-O-Wisp; however, it makes Jellicent more vulnerable to VoltTurn-based teams and entry hazards in general, as it negates its passive recovery.

Usage Tips
========

Switch in Jellicent on physical attackers it is designed to beat, such as Scizor, Mega Aerodactyl, and Cobalion. Use Taunt against slower Pokemon that may try to beat Jellicent by crippling it with status or take advantage of it to set up hazards, such as Blissey and Alomomola. Its immunity to Water-type moves also allows Jellicent to switch in to opposing Water-types, such as Tentacruel, Alomomola, and Starmie, but you should be wary of Toxic from the former two and Thunderbolt from the latter. Take advantage of Jellicent's Ghost typing to spinblock effectively by pivoting into Rapid Spin users, such as Tentacruel and Starmie. Afterwards, afflicting the foe with status or double switching to a Pokemon that threatens out the aforementioned spinblockers are both great plays. Thanks to its naturally high Special Defense, Jellicent can switch in on weak or neutral special hits, such as defensive Sylveon's Hyper Voice and Volcanion's Earth Power. Jellicent is a huge threat to defensive teams if played correctly, as it can spam Taunt against them and continually chip slower Pokemon. Keep in mind that Jellicent's low Speed means that it often has to tank two hits when switching in. It can be worn down by Scizor and Cobalion repetitively using U-turn or Volt Switch, respectively, on Jellicent's switch-in to them, especially if Jellicent holds a Colbur Berry and not Leftovers. While it has access to reliable recovery, it is important to keep it away from status, especially Toxic, so it can continually tank hits and stallbreak without having to overly rely on healing. It also must be played around Trick users, such as Latias, that can cripple it by giving it a Choice item.

Team Options
========

Jellicent should be used on more balanced and defensive teams and some bulky offense teams. Teams that are weak to physical attackers, such as Scizor, Cobalion, and Infernape, and need spinblocking support appreciate Jellicent a lot. Entry hazards setters, such as Klefki, Hippowdon, and Gliscor, appreciate Jellicent's ability to keep their hazards up. Hippowdon deserves a special mention, as it has a great defensive synergy with Jellicent; it can beat Electric-type Pokemon, which Jellicent struggles against, and Jellicent can beat Water-type Pokemon, which Hippowdon has trouble with. Due to Jellicent's susceptibility to Pursuit trappers, such as Krookodile and Alolan Muk, Pokemon that take on those, such as Gliscor and Mega Aerodactyl, make good partners for it. Clerics and status absorbers such as Gliscor and Blissey synergize well with Jellicent, as Jellicent can be quite easily crippled by status. Jellicent works well with Toxic Spikes users, such as Tentacruel, Nidoqueen, and Nihilego, as it can take advantage of Toxic Spikes to automatically power up Hex on grounded targets. Since Jellicent will repetitively switch in on physical attackers, entry hazard removers such as Tentacruel and Latias can prevent Jellicent from taking any unnecessary residual damage.


[STRATEGY COMMENTS]

Other Options
=============

Dazzling Gleam with Fairium Z allows Jellicent to take less damage from Knock Off, be immune to Trick, and lure and severely damage Dark-type Pokemon, such as Hydreigon and Krookodile.

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

**Grass-types**: Grass-types, such as Celebi, Amoonguss, Rotom-C, and Mega Sceptile pose a threat to Jellicent, as they resist Scald and can retaliate with their STAB moves. Celebi deserves a special mention, as it doesn't mind getting burned thanks to Natural Cure, although it must be wary of Hex.

**Electric-types**: Electric-types, such as Rotom-W, Mega Manectric, and Raikou threaten Jellicent with Electric-type STAB moves. The former two can take advantage of Jellicent by using Volt Switch to keep momentum, and the latter can set up either a Substitute or a Calm Mind on it. The latter two, however, don't appreciate switching in on a Scald or a boosted Hex from Jellicent.

**Residual Damage**: Jellicent hates residual damage, mainly damage from Toxic and entry hazards, as they give Jellicent a harder time checking what it is supposed to check, thus giving the opponent an easier time wearing it down.

**Dark-types**: Dark-types, such as Krookodile, Alolan Muk, and Mega Absol threaten Jellicent out and force mind games between Knock Off and Pursuit, though they can't directly switch in on Jellicent, as they fear getting burned by Will-O-Wisp or Scald. Hydreigon can come in on any of Jellicent's moves without fearing getting burned that much and launch a powerful attack, and Mega Absol can bounce back Will-O-Wisp via Magic Bounce.

**Status-resistant Attackers**: Status-resistant attackers, mainly Guts Heracross and Facade Mega Altaria, take advantage of Jellicent's status to power up their attacks.

**Fast Clerics**: Fast clerics, such as Mega Altaria and Togekiss, undo Jellicent's job of spreading status. Those two also can further take advantage of it by either setting up Dragon Dance or Nasty Plot, respectively.
 
Last edited:

A Cake Wearing A Hat

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I'm gonna do an unofficial check on this i think since this could use some love, implement what you want out of this unless someone from QC says otherwise.

General:

*Remove the Buzzwole, Xurkitree, and Conkeldurr mentions throughout.

*Overall, try to include more examples of Pokemon in your bullet points whenever mentioning "X-type Pokemon" or "Physical/Special attackers", this is an issue throughout the analysis.

Overview:

*Place a point before your current first point mentioning Jellicent's primary role as a defensive spinblocker and stallbreaker for balance and occasionally bulky offense.

*A lot of these bullet points could be merged/reworked/consolidated since they're all more or less talking about Pokemon that it checks and that it's checked by. Mention that its defensive typing and good bulk let it check Fighting-types like Cobalion and Infernape, Fire-types like Darmanitan and Entei, and Water-types like Tentacruel and Swampert, but its typing also gives it a crippling weakness to Pursuit and Knock Off users as well as Dark-types in general like Krookodile, Hydreigon, and Mega Absol. Also, considering the popularity of VoltTurn teams, you should probably mention that its weakness to Volt Switch users like Rotom-W and Mega Manectric is detrimental for it.

*Mention specific examples of faster Taunt users, and also mention when talking about its speed that it can outspeed many defensive threats like Blissey or Alomomola.

Moves:
*Mention Grass-type examples in the Hex bullet, and mention some of the disadvantages of choosing Hex over Scald and vice versa.

Set Details:
*"The EV spread, alongside with a Bold nature, maximizes physical bulk and allows Jellicent to check Pokémon such as Scizor, Entei and Buzzwole more effectively and allows it to outspeed a neutral-speed Scizor." Outside of removing the Buzzwole mention, this could use some reworking. Include the actual EV spread in the sentence and split this into two bullet points: one mentioning the 248 HP and 216 Defense EVs with a Bold nature, and one mentioning the 44 Speed EVs to outspeed uninvested (rather than "neutral") Alomomola and Scizor.

*Remove the alternative spread, since neither of the Pokemon it was made for are in the tier anymore.

*Add examples of Water-type Pokemon that Jellicent pivots into.

*Mention Colbur Berry as an alternative option, rather than implying that it already has it.

Usage Tips:
*Mention more relevant physical attackers than Mienshao and Entei.

*"but be wary of Toxic and Thunderbolt Starmie." I would reword this so that it's more clear that Alomomola and Tentacruel are using Toxic and Starmie is using Thunderbolt to prevent confusion.

*Give examples of weak special attackers Jellicent switches in on.

*Describe the process of using Jellicent to spinblock (with examples) in a bullet point.

*"Jellicent can be key of winning defensive teams" Reword this to make sense.

Team Options:

*Mention the playstyles Jellicent fits on as a first bullet point here, the primary one should be balance with mentions of bulky offense (which it can still sometimes work on but it's not as good)
*Again, I would replace Entei and Mienshao with Cobalion and Infernape.

*Add Gliscor as an example of a status absorber, since they also have good synergy together as a whole.

*Add Tentacruel as an option for a toxic spikes user even though it's also a Water-type, because it's still the most relevant toxic spikes user in the tier. I would also consider mentioning Nihilego over Roserade.

*Remove the mention of Tsareena (sorry Hilomilo) as it's unviable in the current meta, replace it with other hazard removers like Scizor or Tentacruel.

Other Options:
In this section mention the big drawbacks and other reasons why the things in other options are here rather than being in the main set (e.g. it's mediocre offensively, it would much rather be using the moveslots more efficiently than with magic coat, trick room is largely team dependent)

Checks and Counters:
*In the Grass-types section i would remove Tsareena and Decidueye, because the former is not really relevant anymore and the latter is vulnerable to burns and Hex (and also really not that relevant). I would replace these with a mention of Mega Abomasnow, and I would also consider mentioning Rotom-C here if you feel you need more examples. On that note, also mention in the blurb about Celebi that it must watch out for Hex.

*You'll need to revamp the Electric-type section as a whole to moreso reflect the current meta. The main focus should be on Mega Manectric and Rotom-Wash with Raikou as a minor mention.

*Mention status effects like Toxic as a bullet in C&C, as Jellicent really hates getting poisoned.

*Reword the Guts bullet point as a whole to moreso reflect the current meta, with Pokemon that take advantage of status effects like Facade Mega Altaria and Heracross being the primary mentions.

*It might be worth it to mention faster clerics like Togekiss as a bullet point, as they undo Jellicent's work of spreading status.
 

Eyan

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I'm gonna do an unofficial check on this i think since this could use some love, implement what you want out of this unless someone from QC says otherwise.

General:

*Remove the Buzzwole, Xurkitree, and Conkeldurr mentions throughout.

*Overall, try to include more examples of Pokemon in your bullet points whenever mentioning "X-type Pokemon" or "Physical/Special attackers", this is an issue throughout the analysis.

Overview:

*Place a point before your current first point mentioning Jellicent's primary role as a defensive spinblocker and stallbreaker for balance and occasionally bulky offense.

*A lot of these bullet points could be merged/reworked/consolidated since they're all more or less talking about Pokemon that it checks and that it's checked by. Mention that its defensive typing and good bulk let it check Fighting-types like Cobalion and Infernape, Fire-types like Darmanitan and Entei, and Water-types like Tentacruel and Swampert, but its typing also gives it a crippling weakness to Pursuit and Knock Off users as well as Dark-types in general like Krookodile, Hydreigon, and Mega Absol. Also, considering the popularity of VoltTurn teams, you should probably mention that its weakness to Volt Switch users like Rotom-W and Mega Manectric is detrimental for it.

*Mention specific examples of faster Taunt users, and also mention when talking about its speed that it can outspeed many defensive threats like Blissey or Alomomola. just add "with investment" to the phrasing for clarity.

*Talk about its movepool a bit more aside from the access to Recover. For example, you said it was slower than faster Taunt users, but you never mentioned it having Taunt before that. There's also the access to Will-O-Wisp (+ potentially Hex)


Set:
*I think the spread right now is a little off. I'd bump the Speed investment up to 84 EVs so Jellicent can outspeed Mantine, which is pretty big imo.


Moves:
*Mention Grass-type examples in the Hex bullet, and mention some of the disadvantages of choosing Hex over Scald and vice versa. (yeah this second part, in particular, is pretty important like how Scald means you're essentially walled by Mantine even if you Taunt it unless you run Toxic)

*When you talk about crippling Pokemon that rely on Leftovers / Black Sludge, I'd be more specific in saying it negates the passive recovery. Alomomola isn't that good of an example, though, since it can still use Wish, so link it with it being Taunted.

*What drawbacks does Toxic have compared to Will-O-Wisp? If there were none, it'd be slashed. For example, it basically means you can't burn stuff like Scizor and Cobalion reliably, since you'd be relying on the chance from Scald. It's even worse if you're running Hex alongside it.


Set Details:
*"The EV spread, alongside with a Bold nature, maximizes physical bulk and allows Jellicent to check Pokémon such as Scizor, Entei and Buzzwole more effectively and allows it to outspeed a neutral-speed Scizor." Outside of removing the Buzzwole mention, this could use some reworking. Include the actual EV spread in the sentence and split this into two bullet points: one mentioning the 248 HP and 216 Defense EVs with a Bold nature, and one mentioning the 44 Speed EVs to outspeed uninvested (rather than "neutral") Alomomola and Scizor. (well, you don't need to include the actual EV spread per se. Just talk about the Speed investment first, reflecting the 84 EVs now that I talked about, and then say how the rest is invested into HP and Defense with a Bold nature to maximize physical bulk, allowing Jellicent to check the threats you mentioned. The part about splitting it into more than one point is fine, but it's not going to matter too much when it's written up as long as it's clear)

*Remove the alternative spread, since neither of the Pokemon it was made for are in the tier anymore.

*Add examples of Water-type Pokemon that Jellicent pivots into.

*Mention Colbur Berry as an alternative option, rather than implying that it already has it. (not too important, since in the write-up, you can literally just connect them with a "while" and it'd make sense)

Usage Tips:
*Mention more relevant physical attackers than Mienshao and Entei.

*"but be wary of Toxic and Thunderbolt Starmie." I would reword this so that it's more clear that Alomomola and Tentacruel are using Toxic and Starmie is using Thunderbolt to prevent confusion.

*Give examples of weak special attackers Jellicent switches in on.

*Describe the process of using Jellicent to spinblock (with examples) in a bullet point.

*"Jellicent can be key of winning defensive teams" Reword this to make sense.

*The points are generally good, just that the parts about it pivoting in with its Ghost typing and Water Absorb need to be expanded upon, since they tie in really importantly with its roles.

Team Options:

*Mention the playstyles Jellicent fits on as a first bullet point here, the primary one should be balance with mentions of bulky offense (which it can still sometimes work on but it's not as good)
*Again, I would replace Entei and Mienshao with Cobalion and Infernape.

*Add Gliscor as an example of a status absorber, since they also have good synergy together as a whole.

*Add Tentacruel as an option for a toxic spikes user even though it's also a Water-type, because it's still the most relevant toxic spikes user in the tier. I would also consider mentioning Nihilego over Roserade.

*Remove the mention of Tsareena (sorry Hilomilo) as it's unviable in the current meta, replace it with other hazard removers like Scizor or Tentacruel. (just use Tentacruel. 1 spinner + 1 defogger example makes sense, and Defog Scizor in this meta is iffy tbh)

Other Options:
In this section mention the big drawbacks and other reasons why the things in other options are here rather than being in the main set (e.g. it's mediocre offensively, it would much rather be using the moveslots more efficiently than with magic coat, trick room is largely team dependent)

Checks and Counters:
*In the Grass-types section i would remove Tsareena and Decidueye, because the former is not really relevant anymore and the latter is vulnerable to burns and Hex (and also really not that relevant). I would replace these with a mention of Mega Abomasnow, and I would also consider mentioning Rotom-C here if you feel you need more examples. On that note, also mention in the blurb about Celebi that it must watch out for Hex.

*You'll need to revamp the Electric-type section as a whole to moreso reflect the current meta. The main focus should be on Mega Manectric and Rotom-Wash with Raikou as a minor mention. And talk about Mega Manectric and Raikou not wanting to switch directly into a Hex or Scald.

*Mention status effects like Toxic as a bullet in C&C, as Jellicent really hates getting poisoned. Just use residual damage, since hazards are a big pain too.

*Reword the Guts bullet point as a whole to moreso reflect the current meta, with Pokemon that take advantage of status effects like Facade Mega Altaria and Heracross being the primary mentions. "Status-resistant attackers" would be the way to name this

*It might be worth it to mention faster clerics like Togekiss as a bullet point, as they undo Jellicent's work of spreading status. "Faster Taunt users and clerics" so talk about both of those
Added my additions / comments. This is good for QC 1/3, sorry for the wait fren.
 

Amane Misa

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Thanks a lot! I am flying to Poland for a week (courtesy of school) so I will implement those comments when I am back.
 

Hilomilo

High-low My-low
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I'll check this, but before implementing anything you should fix your spacing up. There's an extra line of space between every line that doesn't need to be there. Here's what the overview's spacing should look like, for example:

*Jellicent's primary role is a defensive spinblocker and a stallbreaker for balance and occasionally bulky offense.
*Jellicent has a great supportive movepool with access to Taunt, Scald, Will-O-Wisp, Hex and more.
*Jellicent's unique Ghost / Water typing and great bulk allow it to check Fighting-types, such as Cobalion and Infernape, Fire-types, such as Darmanitan and Entei.
*Water Absorb allows Jellicent to pivot on a large amount on Water-type Pokémon, such as Tentacruel and Volcanion.
*Jellicent's weakness to Dark-type leaves it with a crippling weakness to Pursuit and Knock Off as well as Dark-types in general, such as Krookodile and Hydreigon.
*The popularity VoltTurn-based teams, combined with Jellicent's weakness to Volt Switch users, such as Rotom-Wash and Manectric-Mega, is detrimental for it.
*Jellicent is a bit slow, and, as a result, is shut down by faster Taunt users, such as Aerodactyl-Mega and Mandibuzz. However, with investment, it can still outspeed and Taunt many defensive threats, such as Alomomola and Blissey.

Overview
* This looks good overall, though I'd mention that Will-O-Wisp is particularly useful as a utility option for its ability to reliably cripple physical attackers and chip foes in general.

Moves
* Scizor runs offensive sets too often for it to be categorized as a slower passive Pokemon, so replace that example with something else in your Taunt line.
* Say in the Will-O-Wisp line that it can also cripple Pursuit trappers like Alolan Muk and Krookodile, which eases Jellicent's matchup against them a bit.

Set Details
* Use Infernape as an example of a strong physical attacker Jellicent can check.
* I don't like the examples of Pokemon Water Absorb allows Jellicent to pivot into, since Volcanion isn't too good right now and Starmie often carries Thunderbolt. Swampert and Mantine would be better examples here.

Usage Tips
* Specify that you should switch Jellicent in on physical attackers that it can take hits from.
* I wouldn't really call Volcanion's Earth Power weak, so just say 'weak or neutral' special attacks.
* Don't use Forretress as an example since it's bad. Cobalion works as a replacement.
* Talk about when to use Taunt here.

Team Options
* You should give some examples of Dark-type checks here due to Jellicent's susceptibility to Pursuit.

Checks and Counters
* You have too many examples in the Grass-type section, so remove either one of Rotom-C or Mega Abomasnow, as they're the two least relevant examples.
* Specify Facade Mega Altaria in the status-resistant attackers section.

Great work. QC 2/3
 
amcheck, I would recommend waiting until a QC member checks over this to implement anything

Overview
  • Mention that Jellicent has reliable recovery; this is important because other Waters like Rotom-W and Suicune don't have any recovery outside of Rest.
  • Mention that Jellicent's Dark weakness can leave it vulnerable to Dark-type coverage from the likes of Mega Beedrill and Scizor.
Team Options
  • I don't think Mamoswine is the best example in Pursuit checks you could give here since it doesn't like Knock from Muk / Krookodile, I'd replace this with something like Mega Aerodactyl.
Checks and Counters
  • Mention that Mega Absol even bounces back Will-O with Magic Bounce.
 
>is shut down by faster Taunt users, such as Mega Aerodactyl

Scald is its main STAB and Aerodactyl doesn't 2HKO the main spread. Mega Aerodactyl does not shutdown Jellicent, in fact it will avoid switching into it in almost every scenario.

>On top of that, it essentially means Jellicent can't touch Mantine, even if it Taunts it, unless it carries Toxic.

And Mantine can't touch you and if it stays in, it gets PP stalled. I don't think this line is necessary, you don't need to touch Mantine to stop it from doing anything but die slowly.

>Jellicent can beat Water-type and Ice-type Pokémon which Hippowdon struggles against

Kyurem? I mean it does beat Sub Roost, but that's the only Ice-type it beats. Mamo drops it with two EQ and Aboma, which isn't even UU, doesn't fear Jellicent

In OO I would rater mention Z Dazzling Gleam than Specs or Trick Room, because it makes Jellicent Knock Off "resistant", Trick-proof, and smacks Dark-types hard (OHKOes Hydra, for example). Specs isn't a thing and it's a not a good TR setter, because it eats momentum and isn't an offensive threat.

3/3
 

A Cake Wearing A Hat

moist and crusty
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amcheck, I would recommend waiting until a QC member checks over this to implement anything

Overview
  • Mention that Jellicent has reliable recovery; this is important because other Waters like Rotom-W and Suicune don't have any recovery outside of Rest.
  • Mention that Jellicent's Dark weakness can leave it vulnerable to Dark-type coverage from the likes of Mega Beedrill and Scizor. (Implied with weakness to knock off already but you can give examples of koff users if you feel it's necessary)
Team Options
  • I don't think Mamoswine is the best example in Pursuit checks you could give here since it doesn't like Knock from Muk / Krookodile, I'd replace this with something like Mega Aerodactyl.
Checks and Counters
  • Mention that Mega Absol even bounces back Will-O with Magic Bounce.
Also implement this (comments in bold)
 

autumn

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GP 1/2
add remove comments

[OVERVIEW]

Jellicent's primary role is a defensive spinblocker and a stallbreaker for balance and occasionally bulky offense. It has a great supportive movepool with access to Taunt, Scald, Will-O-Wisp, and Hex and more (RC) (ASC); with Will-O-Wisp is particularly useful for its ability to reliably cripple physical attackers and chip foes in general. With access to reliable recovery in Recover, Jellicent sets itself apart from other bulky Water-types in the tier, such as Suicune and Rotom-W. It also has a unique Ghost / Water typing and great bulk, (AC) allowing it to check Fighting-types, such as Cobalion and Infernape, and Fire-types, such as Darmanitan and Entei. Its ability, Water Absorb, (RC) allows Jellicent to pivot in on a large amount on of Water-type Pokemon, such as Tentacruel and Volcanion. Despite that, Jellicent's weakness to Dark-type leaves it with a crippling weakness to Pursuit, Knock Off, (AC) and Dark-type coverage moves in general from the kinds of Krookodile, Hydreigon, Scizor, (AC) and Mega Beedrill as well as Dark-types, such as Krookodile and Hydreigon. In addition, the popularity of VoltTurn-based teams, combined with Jellicent's weakness to Volt Switch users, such as Rotom-Wash and Mega Manectric, is detrimental for it. Jellicent's Speed doesn't help it either; it is a bit slow, and, as a result, is shut down by faster Taunt users, such as Mandibuzz. With investment, however, it can still outspeed and Taunt many defensive threats, such as Alomomola and Blissey.

[SET]
name: Physically Defensive
move 1: Scald / Hex
move 2: Taunt
move 3: Will-O-Wisp
move 4: Recover
item: Leftovers
ability: Water Absorb
nature: Bold
evs: 248 HP / 176 Def / 84 Spe

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

Scald is Jellicent's go-to move because it functions as a spammable STAB move with a chance to burn its target, which deters the majority of physical attackers from switching in. However, using Scald means that most Grass-type Pokemon, for example such as Mega Sceptile and Celebi, can almost always get a safe switch-in on Jellicent and proceed to threaten Jellicent out with a Grass-type STAB move. Hex synergizes well with Will-O-Wisp and increases Jellicent's wallbreaking capabilities. It also hits already statused Grass-type Pokemon, such as Mega Sceptile and Amoonguss, (AC) that tend to switch-(RH) in on it. However, forgoing Scald means that Pokemon, such as Hydreigon and Krookodile, are more likely to get a safe switch-(RH) in on a predicted attack without fearing status, and can proceed to threaten Jellicent with a Dark-type STAB move. It also makes Jellicent lose a reliable way of hitting Normal-type Pokemon. Taunt allows Jellicent to cripple slower passive Pokemon, such as Blissey, Empoleon, (AC) and Mantine, with sufficient Speed investment to outpace them. (I think) Will-O-Wisp lets Jellicent cripple physical attackers, such as Scizor and Cobalion, (AC) and Pokemon who that rely on Leftovers or Black Sludge, such as Amoonguss and Alomomola. It also eases Jellicent's matchup against Pursuit trappers, such as Krookodile and Alolan Muk-Alola. Recover is mandatory, as it lets Jellicent heal itself and continually check the Pokemon it is meant to check. Toxic is an option over Will-O-Wisp that puts Pokemon, such as Blissey and Alomomola, on a timer, and provides an easier matchup against more defensive builds. However, this option leaves Jellicent weaker to physical attackers who that may overpower it, such as Mamoswine and Terrakion, and it also takes away from Jellicent the option to reliably burn Steel-types, such as Scizor and Cobalion.

Set Details
========

248 HP EVs and 176 Defense EVs with a Bold nature maximize Jellicent's defensive capabilities and allow it to check strong physical attackers, such as Mega Aerodactyl, Infernape, (AC) and Scizor. 84 EVs in Speed allow Jellicent to outspeed Mantine, uninvested Scizor, (AC) and Alomomola and proceed to either status them or shut them down by with Taunt. Water Absorb grants Jellicent with a third immunity, which allows it to pivot in on Water-type Pokemon, such as Mantine and Swampert, (AC) more effectively. Leftovers increases Jellicent's longevity through passive recovery. Colbur Berry could be used over Leftovers, as it helps Jellicent agaisnt opposing Dark-type Pokemon who that carry Knock Off and Pursuit and retaliate back with a Will-O-Wisp, (RC) (ASC); however, it makes Jellicent more vulnerable against to VoltTurn-based teams and hazards in general, as it negates its passive recovery.

Usage Tips
========

Switch-(RH) in Jellicent on physical attackers it is designed to beat, such as Scizor, Mega Aerodactyl, and Cobalion. Use Taunt against slower Pokemon who that may try to beat Jellicent by crippling it with status or take advantage of it to set-(RH) up hazards, such as Blissey and Alomomola. An immunity to Water-type moves also allows Jellicent to switch-(RH) in(remove space)to opposing water Water-types, such as Tentacruel, Alomomola, (AC) and Starmie, but be wary of Toxic from the former two and Thunderbolt from the latter. Take advantage of Jellicent's Ghost-(RH) typing to spinblock effectively by pivoting into Rapid Spin users, such as Tentacruel and Starmie. Afterwards, statusing the opponent afflicting the foe with status or double-(RH) switching to a Pokemon who that threatens out the aforementioned spinblockers are both great plays. Thanks to its naturally high Special Defense, it can switch-(RH) in on weak or neutral special hits, such as defensive Sylveon's Hyper Voice and Volcanion's Earth Power. It Jellicent is a huge threat to defensive teams if played correctly, as it can spam Taunt against them and continually chip slower Pokemon. Keep in mind that Jellicent's low Speed means that it often has to tank two hits when switching-(RH) in. It can be worn down by Scizor and Cobalion repetitively using U-turn or Volt Switch, respectively, on Jellicent's switch-in to them, especially if Jellicent holds a Colbur Berry and not Leftovers. While it has access to reliable recovery, it is important to keep it away from status, especially from Toxic, so Jellicent can continually tank hits and stallbreak without having to overly rely on healing. It also must be played around Trick users, such as Latias, who that can cripple it by giving Jellicent a Choice item.

Team Options
========

Jellicent should be used on more balanced and defensive teams and some bulky-(RH) offensive teams. Teams who that are weak to physical attackers, such as Scizor, Cobalion, (AC) and Infernape, (AC) and/or need spinblock support appreciate Jellicent a lot. Entry hazards setters, such as Klefki, Hippowdon, (AC) and Gliscor, appreciate Jellicent's Ghost-(RH) typing, (AC) which allows it to spinblock common Rapid Spin users. (redundant) Hippowdon deserves a special mention, (AC) as it has a great defensive synergy with Jellicent; it can beat Electric-type Pokemon, (AC) which Jellicent struggles against, (AC) and Jellicent can beat Water-type Pokemon, (AC) which Hippowdon struggles against. Due to Jellicent's susceptibility to Pursuit trappers, such as Krookodile and Alolan Muk-Alola, Pokemon who that take on those, such as Gliscor and Mega Aerodactyl, make good partners with for it. Clerics and status absorbers such as Gliscor and Blissey synergize well with Jellicent, as Jellicent can be quite easily crippled by status. Jellicent works well with Toxic Spikes users, such as Tentacruel, Nidoqueen, (AC) and Nihilego, as it can take advantage of Toxic Spikes to automatically power up Hex on grounded targets. Since Jellicent will be repetitively switch-(RH) in on physical attackers, entry hazard removers such as Tentacruel and Latias can prevent Jellicent from taking any unnecessary residual damage.


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

Dazzling Gleam with Fairium Z allows Jellicent to take less damage from Knock Off, be immune to Trick, and lure and severely damage Dark-type Pokemon, such as Hydreigon and Krookodile.

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

**Grass-types**: Grass-types, such as Celebi, Amoonguss, Rotom-CMow, (AC) and Mega Sceptile pose a threat to Jellicent, as they resist Scald and can retaliate back with Grass-type STAB moves. Celebi deserves a special mention, as it doesn't mind getting burned burnt, (RC) thanks to Natural Cure, although it must be wary of Hex.

**Electric-types**: Electric-types, such as Rotom-Wash, Mega Manectric, and Raikou threaten Jellicent with Electric-type STAB moves. The former two can take advantage of Jellicent by using Volt Switch and thus not let go off momentum and the latter can set-(RH) up either a Substitute or a Calm Mind on it. The latter two, however, don't appreciate switching-(RH) in on a Scald or a boosted Hex from Jellicent.

**Residual Damage**: Jellicent hates residual damage, mainly damage that is caused by Toxic and entry hazards, as they give Jellicent a harder time checking what it is supposed to check, thus giving the opponent (I assume you mean the player; if you mean the opposing Pokemon, change to "foe") an easier time wearing it down.

**Dark-types**: Dark-types, such as Krookodile, Alolan Muk, and Mega Absol threaten Jellicent out and forces mind games between Knock Off and Pursuit, though they can't directly switch-(RH) in on Jellicent, as they fear getting burnt burned by either Will-O-Wisp and/or Scald. Hydreigon can come in on any of Jellicent's moves without fearing getting burnt burned that much and launch a powerful attack, and Mega Absol-Mega can bounce back Will-O-Wisp via Magic Bounce.

**Status-resistant Attackers**: Status-resistant attackers, mainly Guts Heracross and Facade Mega Altaria, take advantage of Jellicent spreading status by using this to powering up their attacks power.

**Fast Clerics**: Fast clerics, such as Mega Altaria and Togekiss, undo Jellicent's job of spreading status. Those aforementioned two can further take advantage of it by either setting up Dragon Dance or Nasty Plot, respectively.
 
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Lumari

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GP 2/2
[OVERVIEW]

Jellicent's primary role is a defensive spinblocker and a stallbreaker for balance and occasionally bulky offense. It has a great supportive movepool with access to Taunt, Scald, Will-O-Wisp and Hex; Will-O-Wisp is particularly useful for its ability to reliably cripple physical attackers and chip foes in general. With access to reliable recovery in Recover, Jellicent sets itself apart from other bulky Water-types in the tier, such as Suicune and Rotom-W. It also has a unique Ghost / Water typing and great bulk, allowing it to check Fighting-types, such as Cobalion and Infernape, and Fire-types, such as Darmanitan and Entei. Water Absorb allows Jellicent to pivot in on a large amount range of Water-type Pokemon, such as Tentacruel and Volcanion. Despite that, Jellicent's weakness to Dark leaves it with a crippling weakness to Pursuit, Knock Off, and Dark-type moves in general from Krookodile, Hydreigon, (AC) Scizor, and Mega Beedrill. In addition, the popularity of VoltTurn-based teams, combined with Jellicent's weakness to Volt Switch users, such as Rotom-Wash and Mega Manectric, is detrimental for it. Jellicent's Speed doesn't help it either; it is a bit slow (RC) and, as a result, is shut down by faster Taunt users, such as Mandibuzz. With investment, however, it can still outspeed and Taunt many defensive threats, such as Alomomola and Blissey.

[SET]
name: Physically Defensive
move 1: Scald / Hex
move 2: Taunt
move 3: Will-O-Wisp
move 4: Recover
item: Leftovers
ability: Water Absorb
nature: Bold
evs: 248 HP / 176 Def / 84 Spe

[SET COMMENTS]

Moves
========

Scald is Jellicent's go-to move because it functions as a spammable STAB move with a chance to burn its target, which deters the majority of physical attackers from switching in. However, using Scald means that most Grass-type Pokemon, for example Mega Sceptile and Celebi, can almost always get a safe switch in (RH) on Jellicent safely and proceed to threaten Jellicent it out with a Grass-type STAB move. Hex synergizes well with Will-O-Wisp and increases Jellicent's wallbreaking capabilities. It also hits already statused Grass-type Pokemon, for example Mega Sceptile and Amoonguss, that tend to switch on it. However, forgoing Scald mean that Pokemon (RC) such as Hydreigon and Krookodile (RC) are more likely to get a safe switch on a predicted attack without fearing status (RC) and can proceed to threaten Jellicent with a Dark-type STAB move. It also makes Jellicent lose a reliable way of hitting Normal-type Pokemon. Taunt allows Jellicent to cripple slower passive Pokemon, such as Blissey, Empoleon, and Mantine, with sufficient Speed investment to outpace them. (redundant really) Will-O-Wisp lets Jellicent cripple physical attackers, such as Scizor, and Cobalion, (AC) and Pokemon that rely on Leftovers or Black Sludge, such as Amoonguss and Alomomola. It also eases Jellicent's matchup against Pursuit trappers, such as Krookodile and Alolan Muk. Recover is mandatory, as it lets Jellicent heal itself and continually check the Pokemon it is meant to check. Toxic is an option over Will-O-Wisp that puts Pokemon (RC) such as Blissey and Alomomola (RC) on a timer (RC) and provides an easier matchup against more defensive builds. However, this option leaves Jellicent weaker to physical attackers that may overpower it, such as Mamoswine and Terrakion, and it also takes away the option to reliably burn Steel-types, such as Scizor and Cobalion.

Set Details
========

248 HP EVs and 176 Defense EVs with a Bold nature maximize Jellicent's defensive capabilities and allow it to check strong physical attackers, such as Mega Aerodactyl, Infernape, and Scizor. 84 EVs in Speed allow Jellicent to outspeed Mantine, uninvested Scizor, and Alomomola and proceed to either status them or shut them down by with Taunt. Water Absorb grants Jellicent with a third immunity, which allows it to pivot on Water-type Pokemon (RC) such as Mantine and Swampert more effectively. Leftovers increases Jellicent's longevity through passive recovery. Colbur Berry could be used over Leftovers, as it helps Jellicent agaisnt against opposing Dark-type Pokemon that carry Knock Off and Pursuit and retaliate back with a Will-O-Wisp; however, it makes Jellicent more vulnerable to VoltTurn-based teams and entry hazards in general, as it negates its passive recovery.

Usage Tips
========

Switch in Jellicent on physical attackers it is designed to beat, such as Scizor, Mega Aerodactyl, and Cobalion. Use Taunt against slower Pokemon that may try to beat Jellicent by crippling it with status or take advantage of it to set up hazards, such as Blissey and Alomomola. An Its immunity to Water-type moves also allows Jellicent to switch in to opposing Water-types, such as Tentacruel, Alomomola, and Starmie, but you should be wary of Toxic from the former two and Thunderbolt from the latter. Take advantage of Jellicent's Ghost typing to spinblock effectively by pivoting into Rapid Spin users, such as Tentacruel and Starmie. Afterwards, afflicting the foe with status or double switching to a Pokemon that threatens out the aforementioned spinblockers are both is a great plays. Thanks to its naturally high Special Defense, it Jellicent can switch in on weak or neutral special hits, such as defensive Sylveon's Hyper Voice and Volcanion's Earth Power. Jellicent is a huge threat to defensive teams if played correctly, as it can spam Taunt against them and continually chip slower Pokemon. Keep in mind that Jellicent's low Speed means that it often has to tank two hits when switching in. It can be worn down by repeated U-turns and Volt Switches from Scizor and Cobalion repetitively using U-turn or Volt Switch, respectively, on Jellicent's switch-in to them, especially if it Jellicent holds a Colbur Berry and not Leftovers. While it Jellicent has access to reliable recovery, it is important to keep it away from status, especially Toxic, so Jellicent it can continually tank hits and stallbreak without having to overly rely on healing. It also must be played around Trick users, such as Latias, that can cripple it by giving Jellicent it a Choice item.

Team Options
========

Jellicent should be used on more balanced and defensive teams and some bulky offense teams. Teams that are weak to physical attackers, such as Scizor, Cobalion, and Infernape, and need spinblocking support appreciate Jellicent a lot. Entry hazards setters, such as Klefki, Hippowdon, and Gliscor, appreciate Jellicent's Ghost typing, which allows it ability to spinblock keep their hazards up. (repeition) Hippowdon deserves a special mention, as it has a great defensive synergy with Jellicent; it can beat Electric-type Pokemon, which Jellicent struggles against, (AC) and Jellicent can beat Water-type Pokemon, which Hippowdon struggles against has trouble with. Due to Jellicent's susceptibility to Pursuit trappers, such as Krookodile and Alolan Muk, Pokemon that take on those, such as Gliscor and Mega Aerodactyl, make good partners for it. Clerics and status absorbers such as Gliscor and Blissey synergize well with Jellicent, as Jellicent can be quite easily crippled by status. Jellicent works well with Toxic Spikes users, such as Tentacruel, Nidoqueen, and Nihilego, as it can take advantage of Toxic Spikes to automatically power up Hex on grounded targets. Since Jellicent will repetitively switch in on physical attackers, entry hazard removers such as Tentacruel and Latias can prevent Jellicent from taking any unnecessary residual damage.

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

Dazzling Gleam with Fairium Z allows Jellicent to take less damage from Knock Off, be immune to Trick, and lure and severely damage Dark-type Pokemon, such as Hydreigon and Krookodile.

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

**Grass-types**: Grass-types (RC) such as Celebi, Amoonguss, Rotom-C, and Mega Sceptile pose a threat to Jellicent, as they resist Scald and can retaliate back with Grass-type their STAB moves. Celebi deserves a special mention, as it doesn't mind getting burned thanks to Natural Cure, although it must be wary of Hex.

**Electric-types**: Electric-types, such as Rotom-W, Mega Manectric, and Raikou, (AC) threaten Jellicent with Electric-type STAB moves. The former two can take advantage of Jellicent by using Volt Switch and thus not let go of to keep momentum, (AC) and the latter can set up either a Substitute or a Calm Mind on it. The latter two, however, don't appreciate switching in on a Scald or a boosted Hex from Jellicent.

**Residual Damage**: Jellicent hates residual damage, mainly damage that is caused by from Toxic and entry hazards, as they give Jellicent a harder time checking what it is supposed to check, thus giving the opponent an easier time wearing it down.

**Dark-types**: Dark-types, such as Krookodile, Alolan Muk, and Mega Absol, (AC) threaten Jellicent out and force mind games between Knock Off and Pursuit, though they can't directly switch in on Jellicent, as they fear getting burned by either Will-O-Wisp or Scald. Hydreigon can come in on any of Jellicent's moves without fearing getting burned that much and launch a powerful attack, and Mega Absol can bounce back Will-O-Wisp via Magic Bounce.

**Status-resistant Attackers**: Status-resistant attackers, mainly Guts Heracross and Facade Mega Altaria, take advantage of Jellicent's spreading status by using it to power up their attacks.

**Fast Clerics**: Fast clerics, such as Mega Altaria and Togekiss, undo Jellicent's job of spreading status. Those aforementioned two also can further take advantage of it by either setting up Dragon Dance or Nasty Plot, respectively.
 
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