Jellicent, The Floating Pokémon. Its body is mostly seawater. It's said there's a castle of ships Jellicent have sunk on the seafloor. The fate of the ships and crew that wander into Jellicent's habitat: all sunken, all lost, all vanished.
Jellicent is one of many Pokémon that only enjoyed a short-lived time in the spotlight before falling behind in the new generation, and it has nothing to do with it jelly mustache. In the days of permanent weather, Jellicent was among the first Pokémon considered to counter monstrous attacks from the likes of Keldeo and Starmie thanks to its typing and Water Absorb, which was a task few Pokémon could successfully attempt. Now that weather only lasts for five turns its fallen quite a bit out of favor after weathering heavy storms in Unova, but Jellicent is still a very viable wall and stallbreaker. Access to useful tools like Recover and Taunt means it can help stall teams while also helping dismantle them at the same time, and healthy bulk complements those moves nicely. Jellicent even boasts a surprisingly impressive offensive movepool with gems like Water Spout if you want a more adventurous approach with Choice Scarf or Choice Specs to throw its opponents off-guard. Legends even tell of an Energy Ball Jellicent that once led to the death of many, though this floating jelly has a better time breaking its opponents through taunts rather than brute force. That being said, Jellicent struggles to deal with anything that doesn't mind a Scald or being taunted, so Grass types like Tangrowth and Shaymin are quick to send Jellicent back to the deep seas of Unova. It also suffers the curse of being a defensive Pokémon with a Knock Off weakness, which makes it more difficult to check physical attackers that otherwise would not want to deal with Jellicent. While the spooky jelly is still more than capable of keeping dangerous attackers in check, the storms of Kalos and Hoenn are more difficult for Jellicent to handle.
Water Absorb: The Pokémon heals up to 1/4 of its maximum Hit Points when hit with Water-type moves. This is the ability Jellicent will use most of the time. An immunity to Scald is still useful on a specially inclined Water-type simply to avoid the burns that come with it, and it ultimately helps Jellicent switch into strong Water-type attacks that otherwise might put a dent in it. Given that it's the most consistent and effective ability, expect Jellicent to be running Water Absorb when you see it.
The Drowned City
- Scald / Hex
A stallbreaker set is what Jellicent does best, and it's capable of both stalling out offensive threats while disrupting opposing stall threats. Scald is the primary STAB move, boasting its deadly 30% burn chance to deter physical attackers. A combination of Recover and Taunt is what makes the set function, as it can Taunt threats like Alomomola, Hitmontop and Bronzong to effectively force them out and avoid Toxic, while healing off damage to keep itself healthy against more offensive teams. Will-O-Wisp is used in the last slot to reliably burn something since betting on a Scald burn all the time is not the most effective approach. For this reason, Hex can be used over Scald to take advantage of burned opponents, breaking through stall teams more effectively due to the doubled power and lack of Ghost resistances on stall teams when compared to Water resistances. However, having to rely on the opponent being burned is not always simple so Scald is often the safer option.
Water Absorb is the preferred ability to turn Water-type moves into a free switch-in while also avoiding the risk of Scald burns. However, Cursed Body is still viable as it messes with choice-locked opponents. As with most defensive Pokémon, Leftovers is the item of choice to increase longevity. The EV spread is built to be as physically bulky as possible while also being able to outspeed a few staple threats on stall teams to Taunt them. 44 Speed EVs allows it to outspeed uninvested Alomomola and Taunt it before it can do anything, though the Speed investment is very flexible. Jellicent can sacrifice more Defense EVs to outspeed faster threats, but if outspeeding these threats is not a concern then Jellicent can run full investment in HP and Defense. Be aware that this does make Jellicent less effective as a stallbreaker though, so investing enough Speed to outpace at least Alomomola is recommended. A specially defensive spread is a viable alternative to take advantage of its superior special bulk if that's more appealing, though keep in mind that most of Jellicent's weaknesses are predominantly special types so it isn't as favorable in comparison.
- Toxic can be used over Will-O-Wisp to handle bulkier threats more effectively, but Hex is often the better choice for that purpose since it does more immediate damage. Toxic also makes it more difficult to break through Bronzong and Amoonguss with Hex since both are immune to it.
VGC, Double & Triple Battle Options
Jellicent's time seems to have came and went with VGC 2011's limited Pokedex rules. Many Trainers opting for Water Gem Boosted Water Spouts. Things have quieted down since then and the game is favoring bulky, and powerful Pokemon. With Cursed Body however, Jellicent finds itself Bulky and Disruptive... how well will that translate to battle though?
Jellicent has decent enough bulk in combination with Recover that allows it to stay on the field longer and get the most out of Cursed Body, which is a fantastic ability when it fires off. Imagine a Thundurus can 2KO a Jellicent with Thunderbolt, the first Thunderbolt hits and then gets disabled. Now Thundurus has HP Ice to deal with Jellicent, which is a losing situation. The longer Jellicent is on the field, the more likely these scenarios occur. But Cursed Body shouldn't be the only reason to use Jellicent. It's the only fully evolved Water/Ghost Pokemon available, which means it can switch in on a few things like Kangaskhan and Lucario.
Scald is for any bulky Pokemon who can afford to roll the dice for a burn, rather than go for outright offensive attacks. Jellicent enjoys being on the field as long as possible. Recover makes Jellicent a pain in anyone's side who can't consistantly deal more than 50% damage to it. Even then, Cursed Body is ready and waiting to turn the tide of battle. Protect is THE great move for any Pokemon really. But it combos well with Leftovers and stalling for turns. The last move is filler, depending on what your team needs. Will-O-Wisp will net you more consistent burns than Scald.
Jellicent partners well with Heatran, Tyranitar, and even Kangaskhan. The trick is using Jellicent's unique typing to allow your team a defensive Pokemon to switch to.
Jellicent falls short when it's field life is short. Anything from critical hits to being dealt 51% damage enough times to stop it from doing much. All and all though, it's a niche choice for a defensive Pokemon, Suicune and Milotic are its main competitors and don't have a weakness to Aegislash or Bisharp. Far from being a poor choice for a team working on defensive synergy. .
While its typing is a big reason Jellicent is so effective, that same typing makes it easier to deal with. Ghost, Dark, Electric and Grass are all predominantly special types so Pokémon of these types are problematic. Tangrowth and Rotom-Mow in particular resist Scald and don't mind a burn too much, while threatening Jellicent with Leaf Storm. Eelektross also commonly runs Assault Vest, and like all Electric types it can Volt Switch out in the event of Jellicent switching out to keep momentum. Houndoom, Scrafty and Drapion all can threaten to KO with Dark Pulse and Knock Off respectively, though none of them like switching into Scald in fear of being KOed or burned. However, Scrafty and Drapion can mitigate this fear with Shed Shell and a Lum Berry respectively and can set up if they come in safely. Beyond these Dark types, anything with Knock Off and Pursuit also gives Jellicent a tough time since it hates losing its item and being forced out can lead to an untimely Pursuit to finish it off, although most Pokémon running these moves still fear getting burned in return. Given that it is often physically bulky, there is also a possibility of Jellicent surviving and being able to Recover and fish for a burn so this approach must be taken carefully. Ironically enough, Taunt also shuts down Jellicent since it often depends on supporting moves to fill its role, which can let a physical attacker set up on it safely if it lacks Scald. Furthermore, if you can hit it with status before it can Taunt away, Jellicent struggles to keep up amidst all the damage it takes and becomes easier to overwhelm. This is especially true with the specially defensive variants, since its weaker base 70 Defense makes it far more difficult for Jellicent to last out if it can’t reliably burn physical attackers.
Jellicent also struggles more in formats featuring stronger threats, since it has a tougher time keeping up with even more threatening attackers like Gengar, Mega Manectric, Mega Gyarados and Black Kyurem, Bisharp and Hoopa creeping around. While it is a full stop to some threats such as Keldeo and gives the likes of Chansey and Ferrothorn a difficult time with Taunt, the prevalence of hazards in all 6v6 formats can wear down Jellicent quickly, forcing it to Recover more often than it would like. Jellicent is a surprisingly sturdy Pokémon and can catch even top level threats off-guard, but a huge weakness to Knock Off and Pursuit as well as weaknesses to some of the most effective offensive types in the game means the spooky jellyfish has numerous weaknesses to exploit.
While there aren't really stall teams in Little Cup, Frillish still finds a niche in the Fighting-type heavy metagame filling a similar role as Jellicent. Although there is little reason for it to run Taunt, Frillish can still function as a solid check to the likes of Mienfoo and Pancham. Scald is the primary STAB move for this purpose, while also letting it check Fire-type Pokémon like Ponyta and Larvesta. Will-O-Wisp allows it to reliably burn things so that it doesn't need to rely on Scald for burns. Hex pairs nicely with it as well, though Shadow Ball is a reliable alternative that doesn't depend on status for extra damage. Meanwhile Recover rounds off the set with a form of reliable recovery to help it last longer and check Mienfoo even after Eviolite has been knocked off. Be mindful that Frillish hates Knock Off and Pursuit and struggles against common Grass and Electric types, so that limits its effectiveness. It is capable of checking several strong threats, but the omnipresent Knock Off and weakness to many other common threats means it's often overlooked in favor of a stronger Water-type like Chinchou.
The given EV spread maximizes overall bulk, sporting 25 HP, 21 Defense and 24 Special Defense with Eviolite factored in. The remaining EVs are put into Special Attack to boost damage output a bit. Water Absorb helps it check Water-types like Tirtouga and Staryu and helps increase its longevity, but Cursed Body is also an effective choice to potentially disable and muscle its way against a threat that could otherwise 2HKO Frillish. Cursed Body also lets it avoid being hard walled by Trace Porygon.
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