Jolteon
Dec 26, 2011 20:16:35 GMT -8
Post by Zilch on Dec 26, 2011 20:16:35 GMT -8
General
HP: 333
Attack: 238
Defense: 218
Speed: 358
Special: 318
Critical: ~25.3%
Type: Electric
Weaknesses: Ground
Neutrals: Normal, Bug, Fighting, Fire, Ghost, Grass, Ice, Normal, Psychic, Rock, Water
Resistances: Electric, Flying
Immunities: None
Tier: OU
Movepool: Agility, Bide, Bite, Body Slam, Double Kick, Double Team, Double-Edge, Flash, Focus Energy, Growl, Growth, Headbutt, Hyper Beam, Mimic, Pin Missile, Quick Attack, Rage, Reflect, Rest, Roar, Sand-Attack, Skull Bash, Substitute, Swift, Tackle, Tail Whip, Take Down, Thunder, Thunder Wave, Thunderbolt, Thundershock, Toxic
Bold indicates a STAB move
Italics indicates a move that is not obtainable in a pure RBY environment
Overview
There's a reason why most strategy guides recommend using a Thunder Stone on your Eevee. Jolteon is by far and away the best of the Eeveeloutions, and while he was a BL for many years, he was just too good to be left down there. Jolteon's Speed is the highest in OU, outrunning perennial threats such as Alakazam and Tauros, and with his Special, he's always a threat to Water types and the occasional Articuno. Combine that with a high special and decent supporting moves and Jolteon becomes a Pokemon that can hit most of his opponents hard. However, his HP is average and his Defense is lacking, so keep him away from the physical stuff. Jolteon can also be a good lead: able to get a quick Thunder Wave off his opposite, and he also makes great sleep bait against the likes of Gengar and Jynx. He's also one of the better Pokemon to have paralyzed as he'll still outrun any other paralyzed opponent.
Usage
Thunderbolt
Thunder Wave
Pin Missile
Double Kick
This is Jolteon's most diverse set, and the one I find to be the most useful: it can work either as a lead or as a backup. Thunderbolt is his raison d'ĂȘtre and the move you'll be using most of the time. Its power is second only to Zapdos's in OU (since nobody uses Magneton), and combied with Jolteon's excellent critical rate, you'll be zapping things left and right with authority. Starmie and Lapras take big damage, and Slowbro fears those criticals. Use it against everything but Grounds, Exeggutor and Chansey.
Thunder Wave needs no explanation. Use it for paralyzing stuff. Just be wary of Chansey as you might not want to paralyze her as it makes her immune from sleeping and freezing. Pin Missile is there simply for Exeggutor. While Jolteon's Attack isn't stellar, Exeggutor takes 4x damage from Bug attacks, and each hit will take off around 11% of his HP. If you manage to land five critical Pin Missile hits, you can actually OHKO the tree! Outside of Eggy, Pin Missile doesn't have much else usage, aside from maybe Alakazam if he lowers Jolteon's Special. Double Kick is to give Jolteon the ability to deal some damage to Golem and Rhydon, though you won't want to stay in unless they're nearly fainted. It's also a good move to use against Chansey in a pinch.
As for other options, consider replacing Double Kick with:
-Sand-Attack can be a great annoyance, and if layered with paralysis, your opponent will struggle to hit you. You need luck to pull this off, though.
-Body Slam can be good for a switch prediction if you want to try and paralyze something, and it can also help for Jolteon dittos (these are rare, mind you).
-Agility can help you if Jolteon himself gets paralyzed, but unless you actually are paralyzed, it's a wasted moveslot.
-Focus Energy boots Jolteon's critical rate over 100%... providing you're playing under Stadium rules, of course!
Counters
Golem and Rhydon are Jolteon's most solid counters: immune to Thunderbolt and packing the ability to OHKO with Earthquake. While Double Kick is super effective, Jolteon still won't be hitting them for much. Grounds in general can take Jolteon easily, though why you'd want to use Sandslash or Nidoking in OU is a mystery. At least Dugtrio's good for something else besides being Electric deterrent.
Aside from the Grounds, Snorlax is only 4HKO'd by Thunderbolt and can hit back hard with either Earthquake or his Normal moves. Chansey soaks up Thunderbolt nicely and can paralyze Jolteon; just watch out as a critical Double Kick deals over 60% damage. Alakazam generally wins the one-on-one with Jolteon thanks to Recover and Psychic Special falls. In addition, anything with STAB Body Slam deals good damage, providing you're not afraid of eating Thunderbolt or Thunder Wave.
HP: 333
Attack: 238
Defense: 218
Speed: 358
Special: 318
Critical: ~25.3%
Type: Electric
Weaknesses: Ground
Neutrals: Normal, Bug, Fighting, Fire, Ghost, Grass, Ice, Normal, Psychic, Rock, Water
Resistances: Electric, Flying
Immunities: None
Tier: OU
Movepool: Agility, Bide, Bite, Body Slam, Double Kick, Double Team, Double-Edge, Flash, Focus Energy, Growl, Growth, Headbutt, Hyper Beam, Mimic, Pin Missile, Quick Attack, Rage, Reflect, Rest, Roar, Sand-Attack, Skull Bash, Substitute, Swift, Tackle, Tail Whip, Take Down, Thunder, Thunder Wave, Thunderbolt, Thundershock, Toxic
Bold indicates a STAB move
Italics indicates a move that is not obtainable in a pure RBY environment
Overview
There's a reason why most strategy guides recommend using a Thunder Stone on your Eevee. Jolteon is by far and away the best of the Eeveeloutions, and while he was a BL for many years, he was just too good to be left down there. Jolteon's Speed is the highest in OU, outrunning perennial threats such as Alakazam and Tauros, and with his Special, he's always a threat to Water types and the occasional Articuno. Combine that with a high special and decent supporting moves and Jolteon becomes a Pokemon that can hit most of his opponents hard. However, his HP is average and his Defense is lacking, so keep him away from the physical stuff. Jolteon can also be a good lead: able to get a quick Thunder Wave off his opposite, and he also makes great sleep bait against the likes of Gengar and Jynx. He's also one of the better Pokemon to have paralyzed as he'll still outrun any other paralyzed opponent.
Usage
Thunderbolt
Thunder Wave
Pin Missile
Double Kick
This is Jolteon's most diverse set, and the one I find to be the most useful: it can work either as a lead or as a backup. Thunderbolt is his raison d'ĂȘtre and the move you'll be using most of the time. Its power is second only to Zapdos's in OU (since nobody uses Magneton), and combied with Jolteon's excellent critical rate, you'll be zapping things left and right with authority. Starmie and Lapras take big damage, and Slowbro fears those criticals. Use it against everything but Grounds, Exeggutor and Chansey.
Thunder Wave needs no explanation. Use it for paralyzing stuff. Just be wary of Chansey as you might not want to paralyze her as it makes her immune from sleeping and freezing. Pin Missile is there simply for Exeggutor. While Jolteon's Attack isn't stellar, Exeggutor takes 4x damage from Bug attacks, and each hit will take off around 11% of his HP. If you manage to land five critical Pin Missile hits, you can actually OHKO the tree! Outside of Eggy, Pin Missile doesn't have much else usage, aside from maybe Alakazam if he lowers Jolteon's Special. Double Kick is to give Jolteon the ability to deal some damage to Golem and Rhydon, though you won't want to stay in unless they're nearly fainted. It's also a good move to use against Chansey in a pinch.
As for other options, consider replacing Double Kick with:
-Sand-Attack can be a great annoyance, and if layered with paralysis, your opponent will struggle to hit you. You need luck to pull this off, though.
-Body Slam can be good for a switch prediction if you want to try and paralyze something, and it can also help for Jolteon dittos (these are rare, mind you).
-Agility can help you if Jolteon himself gets paralyzed, but unless you actually are paralyzed, it's a wasted moveslot.
-Focus Energy boots Jolteon's critical rate over 100%... providing you're playing under Stadium rules, of course!
Counters
Golem and Rhydon are Jolteon's most solid counters: immune to Thunderbolt and packing the ability to OHKO with Earthquake. While Double Kick is super effective, Jolteon still won't be hitting them for much. Grounds in general can take Jolteon easily, though why you'd want to use Sandslash or Nidoking in OU is a mystery. At least Dugtrio's good for something else besides being Electric deterrent.
Aside from the Grounds, Snorlax is only 4HKO'd by Thunderbolt and can hit back hard with either Earthquake or his Normal moves. Chansey soaks up Thunderbolt nicely and can paralyze Jolteon; just watch out as a critical Double Kick deals over 60% damage. Alakazam generally wins the one-on-one with Jolteon thanks to Recover and Psychic Special falls. In addition, anything with STAB Body Slam deals good damage, providing you're not afraid of eating Thunderbolt or Thunder Wave.