Jellicent, The Floating Pokémon. The fate of the ships and crew that wander into Jellicent's habitat: all sunken, all lost, all vanished. They propel themselves by expelling absorbed seawater from their bodies. Their favorite food is life energy.Its body is mostly seawater. It's said there's a castle of ships Jellicent have sunk on the seafloor.
Everyone has that one Pokemon they always have trouble dealing with. That one Pokemon that no matter what they do, it always causes pain when the opponent runs it. For some people that annoying Pokemon is Spore Breloom. Others hate Multiscale Dragonite. Many save their hate for Iron Head Jirachi. For me, it is Jellicent. Sure, they say you can Pursuit Jellicent. Sucks though, because Jellicent throws burns around like Michael Kelso. Ok, so you send in Rotom Wash and try to Volt Switch on it? Jellicent doesn't care, it just Recovers off the damage. Oh and your Rotom got burned somehow, because that's just how Jellicent rolls. Hey are you using stall of any sort? Hah that sucks for you, because Jellicent is going to demolish it. Its defensive stats are top notch, typing is incredible, movepool solid, and its abilities annoying. Jellicent is a top threat that all teams should be ready to handle.
Water Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Water-type moves. One of the best abilities in the game. Being immune to Scalds and mighty Rain boosted Water attacks is fantastic. Yes, you resist Water moves anyway, but having an immunity on the team is endlessly useful.
Jellicent may look like a King Bob-omb (or the Pringles Man) but in battle it is a seriously tough wall to break. Recover alongside Taunt protects Jellicent from long term damage and status, while preventing Skarmory and Ferrothorn from Spiking all over you. Scald is a great STAB move, as the only thing immune to a burn is hit Super-Effective by it. Will-O-Wisp works on Pokemon that you absolutely HAVE to burn like Pursuit Scizor, Ferrothorn, and Tyranitar. 248 HP EVs maximizes your ability to take hits while reducing Stealth Rock damage. 216 Defense hits a bonus point and makes sure Choice Scarf Terrakion can only 3HKO you at worst. 44 speed outruns no speed Scizor, however keep in mind maybe Scizor like to use 8 Speed. You can run a lot more speed, all the way up to 96 Speed EVs to outrun 12 speed Skarmory and Politoed (so you can Taunt them). Another option for Jellicent is to run special defense EVs and Calm instead of Bold and defense. The reason for running defense EVs is because Jellicent has amazing typing for a physical wall. Immunity to Fighting, Normal, and Water, resistances to Ice, Bug, Steel, and Fire, and barring a Dark weakness it has no issues with other commonly physical moves. Specially defensive sets don't tangle as well with U-turn spam and won't last very long against Landorus Earthquakes. They do beat Starmie a little easier though. The ability choice is up to you. Water Absorb is awesome as it prevents your opponent from just throwing Hydro Pumps in Rain at you for free. Cursed Body is surprisingly useful for utterly wrecking Choice Scarf Pokemon. Oh one last thing. Jellicent is immune to Rapid Spin giving it another advantage over stall teams.
I mustache you a question...
- Water Spout
... but I'm shaving it for later. Jellicent is commonly used as a defensive Pokemon, and for good reason. Its defensive typing is basically perfect while its stats avoid any serious thoughts of an offensive set. However with Rain support and Choice Specs Jellicent can really bring the pain. At full HP and with Stealth Rocks Water Spout in Rain has enough power to bring down Blissey and Ferrothorn in two hits... sometimes. Hydro Pump hits almost as hard, just enough to take a chunk out of anything that doesn't resist it. Surf is usable if you dislike Hydro Pump's accuracy but it is much weaker. Shadow Ball is mostly used to hit Celebi, Latios and other Jellicent despite not hitting much else. Giga Drain rips open Gastrodon and other bulky Waters, giving you a chunk of HP back. Ice Beam can be used but it almost exclusively is for Dragonite. Trick is cool for when Jellicent is damaged or if it just can't get around that Chansey. 96 Speed outruns most defensive base 70s like Skarmory and Politoed while 160 HP maximizes bulk and reducing Stealth Rock damage.
Night Shade, Hex, Shadow Ball / Surf, and Icy Wind.
Double & Triple Battle Options
Jellicent is immune to Fake Out while being bulky enough to set up Trick Room reliably. It can use Water Spout and Surf as well as functioning alongside something like a Politoed that is spamming Surf. Water Absorb also makes sure your opponent can't freely spam Surf without penalty. Jellicent also gets Shadow Ball to help against other Trick Roomers like Chandelure. It can run Choice Scarf too, as it is immune to most of the common priority moves.
Ferrothorn is a good one. They resist each other's weaknesses and supplement the support capabilities the other provides. Jellicent throws around burns and just doesn't die, while Ferrothorn covers the field in Spikes and racks up Iron Barbs damage. Jellicent is very tough to take down, but despite burn spam it isn't very good at surviving full powered Pursuits. It appreciates entry hazards to wear down its counters. Its less about building your team around Jellicent and more about using Jellicent to cover holes on your team. Is your team Water weak, Stall weak, or just appreciates a defensive ghost? If so, give Jellicent a shot.
Celebi is the best counter. Shrugs off Scalds, recovers status with Natural Cure, and beats Jellicent down with Giga Drain. Rotom Wash can survive a few Scalds, isn't particularly hurt by burns and can Volt Switch for a ton of damage. Hydreigon is in a similar situation, except with Dark Pulse. Tyranitar can demolish Jellicent with Crunch or Pursuit but if it is burned at any point Jellicent will win. The Jellyfish can't really touch Breloom with Toxic Orb activated either, so be aware of that. Jolteon, Magnezone, and Thundurus can OHKO Jellicent but take solid damage from Scald and none will last much longer if they are burned. Virizion doesn't mind a burn if its a Calm Minder, and can 2HKO Jelly with Giga Drain. Ninetales is immune to burn and takes minimal damage from Jellicent's attacks in the sun. Ninetales can't really do much back to Jellicent besides Toxic it though. Speaking of Sun teams Jellicent is pretty much helpless in strong sunlight. Without Sun even stuff like Volcarona and Infernape can pose a threat to the King Bob-omb. Toxic Spikes put a permanent damper on Jellicent's fun as the Poison will bring it to the brink of death faster than the enemy will. Jellicent isn't particular hard to beat as long as you are prepared to take a burn.
I shall call him Squishy and he shall be mine and he shall be my Squishy.
Frillish is a very good wall in LC. It has a good typing, cool abilities, recovery move, status move, and a lot of HP. Scald is a good STAB Water-Type move and can burn physical threats. Shadow Ball is also a good STAB move which can hit things like Misdreavus and Abra for Super-Effective damage. Recover lets Frillish stay healthy making it hard to kill without Super-Effective moves. Will-O-Wisp burns physical threats like Murkrow and Drilbur letting Frillish wall them for days. Toxic can be used to get the jump on Pokemon like Lileep, but burn is usually more helpful. The EV's gives Frillish as much health and Defence as possible, and putting the leftover EV's into Special Defence. With Eviolite it give Frillish 25 HP/22 Def/26 Sp Def, which makes it very hard to kill. Either of Frillish's abilities can be used in their own way. Cursed Body can screw up many Pokemon, as they can only hit Frillish with one move for good damage, and screws Choice Pokemon like Murkrow badly. Water Absorb gives your team an immunity to Water-Type moves, which helps if your team has a lot of Ground and Fire-Types. Frillish can use Choice Scarf to some sucess but other Water-Type Pokemon like Chinchou do it better. Frillish can wall many Pokemon in LC and is a good Pokemon to consider.
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