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Jolteon

In-battle formes

HP:65
Attack:65
Defense:60
Sp. Atk:110
Sp. Def:95
Speed:130
Min (-ve nature, 0 IVs)238
Default296
Max Neutral359
Max Positive394
Max Neutral (+1)538
Max Positive (+1)591
Max Neutral (+2)718
Max Positive (+2)788
OverUsed
Standard394

Strategies

  • en
Formats:
  • OU
Written by wyc2333

Overview

With base 110 Special Attack and base 130 Speed, Jolteon can both force numerous switches to rack up damage from Spikes early-game and act as a cleaner late-game. Thanks to Volt Absorb and decent Special Defense, it can also act as a pivot against numerous special attackers including Gengar, Zapdos, and to a lesser extent Starmie, though it can be crippled by all forms of status.

Standard

Move 1
Move 2
Move 3
Move 4

Set Description

Thunderbolt is Jolteon's main STAB move, dealing significant damage to any foe that doesn't resist it except special walls. Hidden Power Ice KOes Pokemon such as Salamence and Flygon. Hidden Power Grass can be used to threaten Swampert instead. Baton Pass allows Jolteon to escape from Dugtrio, rack up damage from Spikes, and keep up the momentum. Roar racks up plenty of residual damage on foes in combination with Spikes. Thunder Wave is useful due to Jolteon's ability to outspeed most offensive threats and safely cripple them. Combined with Baton Pass, Substitute is great to support dangerous Pokemon such as Tyranitar and Metagross because Jolteon attracts special walls like Blissey. It also blocks status moves such as Thunder Wave from Zapdos. Wish is an option that allows Jolteon to heal its teammates. Jolteon's lack of bulk may make this move seem undesirable, but the fact that it draws in a large number of passive Pokemon can make it an effective Wish passer.

76 HP EVs allow Jolteon to survive Hydro Pump from offensive Starmie after sand and three layers of Spikes, as well as Rock Slide from Aerodactyl. Maximum Speed investment lets Jolteon outspeed the majority of the metagame and Speed tie with Aerodactyl and opposing Jolteon if necessary.

Team Options

Jolteon fits comfortably on offensive teams with Spikes, making Spikes users such as Skarmory and Cloyster great partners. Jolteon also pairs well with physical attackers such as Tyranitar and Metagross, as its Baton Pass can bring them in against special walls. Lastly, Pokemon that can attract Electric-type attacks such as Starmie pair nicely, allowing Jolteon to come in and regain health.

Other Options

Toxic can be used, as it also cripples most Pokemon hit by either Hidden Power Ice or Hidden Power Grass. However, Toxic damage racks up too slowly for the fast-paced teams on which Jolteon usually fits to take advantage of. Stat-boosting Berries such as Petaya, Salac, and Liechi Berry can come in handy when passing Substitute to make another member of the team more dangerous. In particular, Petaya Berry has the added benefit of being useful to Jolteon itself. However, in order to get into the activation range of these Berries, Jolteon must be worn down much more quickly, which detracts from its pivoting ability.

Checks and Counters

Special walls such as Blissey and Snorlax easily shrug off Jolteon's attacks. Celebi is another good counter to Jolteon because it doesn't even fear Hidden Power Ice. Bulky physical attackers such as Tyranitar and Metagross can check Jolteon with the threat of Earthquake. Ground-type Pokemon such as Flygon, Swampert, and Claydol can handle Jolteon, but Flygon cannot wall Hidden Power Ice variants and Swampert cannot take on Hidden Power Grass variants. Though they are uncommon, Camerupt and Steelix are probably the best counters to Jolteon, as they can take any attack Jolteon can throw at them. Porygon2 is an interesting counter because it can acquire Volt Absorb with Trace. Roar Jolteon itself can check an opposing Jolteon, but it must be wary of Thunder Wave.

Credits

Moves

 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
60
Accuracy
100%
PP
25
30% chance to make the target flinch.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
Accuracy
70%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
14
Accuracy
85%
PP
20
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
20
Forces the target to switch to a random ally.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
90
Accuracy
85%
PP
20
Has 1/4 recoil.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
Accuracy
PP
10
Next turn, heals 50% of the recipient's max HP.
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