Jellicent---ghost [WIP]

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y0nderYak

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Jun 23, 2015, 6:33:03 PM6/23/15
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[OVERVIEW]
Jellicent is a capable Special Wall, with robust HP and Sp.Def stats, allowing it to take entry and weather hazards, status ailments, and a large amount of special attacks with stride. Its access to taunt, will-o-wisp, and recover allow it to prevent opponents from setting up, ensure their turns on the field are numbered, and ensure that its own are not.

Unfortunately, although it has decent HP, Jellicent's lower Def stat leaves it weak to physical attacks, particularly the common Knock Off. Its lackluster speed makes it unable to act quickly enough to prepare for onslaught (barring prediction of the opponent), meaning that switching to teammates often becomes important for success. 

All in all, Jellicent proves its usefulness through its reliable bulk and its ability to stall opponents out without being set up on.

[SET]

Name: Pringles (R) slightly singed, slightly soggy potato chips 


Jellicent @ Leftovers

Ability: Water Absorb/Cursed Body

EVs: 252 HP / 4 Sp.Atk. /  252 Sp.Def.

Calm Nature

- Taunt
- Will-o-Wisp 
- Recover
- Scald/Shadow Ball/Hex


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

>Taunt should be used if you suspect the opponent is attempting to boost itself, use defog, set up hazards, or do anything other than attack. If used correctly this can force your opponent to switch out to a different teammate

>Will-o-Wisp should be used if the opponent present on the next turn is predicted to be a physical attacker AND Jellicent can take the hit even if WoW misses. It can also be used to put walls on a time limit, but for the first move taunt may be the better choice.
 Wisping physical attackers not only helps your teammates deal with otherwise powerful threats but also can let Jellicent stay out longer, since the opponent's attack is now halved, which makes up for Jellicent's sub-par defense.

>Recover is to make sure jellicent stays healthy, so it can absorb the damage it needs to, and switch in without fear of being KOed by something silly like stealth rock.

-Scald could be used for the water-type STAB to cover for teammate weaknesses, as well as for the 30% burn chance.
-Shadow Ball could be used due to its reliable and decent power, allowing Jellicent to get rid of weakened pokemon.
-Hex's power doubles to 135 if there is a major (colored) status ailment of any kind, so if you were already going to burn the opponent first, you might as well get that delicious power boost. otherwise it's a risky choice. 

Set Details
========


ITEM
Leftovers are there just as a buffer for weather/ status ailments, since recover is the major healing factor

ABILITY
Water Absorb
Water Absorb allows Jellicent to restore its HP whenever hit by a water-type move. this allows jellicent to completely nullify water moves, adding to team synergy.

Cursed Body
With a little bit of luck (or a little bit of Skill Link) Cursed Body allows Jellicent to auto-disable any move that hits it(with a 30% chance to do so). This causes hilarious changes to the flow of the battle as your opponent struggles to work around the gap in its moveset. There's nothing quite like watching an opponent attempt to adjust after having Outrage disabled mid-tantrum. In addition, if a move that is preventing a teammate from switching in is auto-disabled, you now have a chance to switch, and eliminate the threat before it is enabled again.

STATS/NATURE
The HP investment allows Jellicent to handle status ailments, hazards, and weather with relative ease, in addition to boosting its Walling potential.
The Sp.Def. investment and Calm nature are to make sure Jellicent is as good a special wall as it can be, allowing it to take even super effective hits from special moves, granted the opponent is unboosted.


Usage Tips
========
Jellicent is best used to prevent a Special Attacking opponent from setting up or sweeping, since it is able to taunt the opponent and then attack it, recovering when necessary. If a switch to a physical attacker is correctly predicted, choosing will-o-wisp on the turn of the switch can burn the new opponent before it's even moved yet. If necessary, Jellicent can then switch out to a teammate 
more adept at handling physical attacks.


Team Options
========
Mons that Jellicent can depend on:
>Trevenant/Gourgeist/Aegislash are useful to switch to if the opponent is preparing an Electric/Grass move that you know Jellicent can't handle.
>MegaSableye/Cofagrigus/Aegislash are useful to switch to if a more physical wall is necessary. 
Mons that can depend on Jellicent:
>Chandelure, Golurk, and Trevenant can count on Jellicent to wall many of their weaknesses, prevent the opponent from boosting, and switch back if/when the time is right.


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


fast Knock Off users can instantly KO jellicent on most occasions. Switching to Mega Sableye or Cofagrigus allows the opponent to be dealt with accordingly 

fast [choice item] Trick users can cripple Jellicent by switching leftovers with a Choice item, rendering it unable to use more than one move per switch. switching to your mega will prevent this problem, as mega stones cannot be taken away

Anything with over 50% flinch hax (e.g. Serene Grace Jirachi or Togekiss) can ruin Jellicent's ability to heal properly, eventually causing a hole in your team's defenses. Luckily, if the opponent is spamming and you chose Cursed Body as your ability, their comeuppance may be imminent anyway.
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