Ubers Jolteon (QC 0/2) (GP -/2) (Ready For QC)

NotVeryCake

I COULD BE BANNED!
:rb/jolteon:
[OVERVIEW]
Jolteon holds a niche in Ubers as a lead thanks to its paralysis spreading capabilities, STAB Thunderbolt, decent coverage in Double Kick and Pin Missile, and amazing 130 base Speed, which allows it to get the jump on every relevant foe aside from Mewtwo, and gifts it with a 25.39% critical hit rate.

Naturally one would compare Jolteon to the premier Ubers Electric-type, Zapdos, who it shares quite a few differences with. Jolteon is far faster than Zapdos, notably outspeeding Tauros, Mew, and tying Mewtwo, while Zapdos does not. This higher base Speed also gives Jolteon a 5.86% higher critical hit rate than Zapdos. Jolteon also lacks Zapdos's Flying- typing, giving it no weakness to Ice-type attacks such as Mewtwo's Ice Beam. Zapdos is far physically bulkier than it, notably being 3HKOed by Tauros and Snorlax while Jolteon is 2HKOed by both. Zapdos also has a much higher base Attack and access to Drill Peck, which disuades Exeggutor and Chansey from switching into it, while Jolteon has to rely on the weak and unreliable Double Kick and Pin Missile to cover these matchups.

Unfortunately, Jolteon is mostly outclassed by Zapdos as a lead, as while it has a blistering base Speed and no Ice-type weakness, its poor base Attack and need to rely on the weak Double Kick and Pin Missile to deal with Chansey and Exeggutor mean it's quite easy to respond to efficiently without it having achieved much value at all. Jolteon is also completely crippled by paralysis, as it relies heavily on its high Speed stat to accomplish anything of value, and has no way to heal it off outside of the unreliable Rest. This directly interferes with its role as a paralysis spreader, as it will usually have to take paralysis itself in order to spread it across the opposing team. It also has to rely on critical hits to do any sort of significant damage to any foe on the bulkier side.

[SET]
name: Paralysis Lead
move 1: Thunderbolt
move 2: Thunder Wave
move 3: Pin Missile / Rest
move 4: Double Kick / Rest

[SET COMMENTS]
Set Description
=========
Thunderbolt is Jolteon's primary attack, hitting nearly the entire tier for good damage, and doing alright damage to bulkier foes. Pin Missile is its best option against Exeggutor and the rare Victreebel, doing anything from a 5HKO to an OHKO depending on damage rolls. Double Kick 4HKOs Chansey, it also does decent chip damage to Rhydon and Golem. Rest can be used over Double Kick or Pin Missile to remove paralysis and increase Jolteon's longevity, however, it's quite hard to wake up after using the move due to its frailty, it also lets in strong foes such as Snorlax, Tauros, Mew, and Mewtwo while asleep.

Jolteon wants to immediately Thunder Wave in front of virtually every common lead to be able to keep its Speed over the foe, as it will likely be incurring paralysis itself by staying in. If it is facing Exeggutor, it may want to Pin Missile turn 1, but it can also choose to Thunder Wave if it has a teammate in the back that benefits from the opposing Exeggutor being paralyzed, such as Rhydon or Slowbro. After it lands Thunder Wave turn 1 it will want to either attack, or Thunder Wave again to anticipate a switchout. This will depend on what Jolteon is facing. From there it can either choose to stay in and attack or spread paralysis until it goes down, or switchout and act as a sleep blocker or death sack.

[STRATEGY COMMENTS]
Other Options
=============
Jolteon can potentially be used as a lategame sweeper or midgame paralysis spreader instead of as a lead. It aims to do this by forcing out important foes with the threat of paralysis and critical hits. It also is able to do a decent job of cleaning up and revenge killing against a very chipped team, as most of Jolteons checks need to be healthy in order to confidently answer it.

Agility can be used over Double Kick or Pin Missile to allow Jolteon to ignore the Speed drop from paralysis, however, the crucial coverage dropped to fit Agility, combined with the lack of longevity can make Jolteon easily revenge killed by the likes of Exeggutor or Chansey. Jolteon is also quite passive, meaning it is unlikely to majorly threaten anything outside of paralyzing them before it gets revenge killed. Thunderbolt can be dropped in place of Thunder to get better KO ranges on many foes, notably 2HKOing Tauros, and 3HKOing Gengar, Hypno, and Zapdos 47.1% of the time, however, Thunder is far too unreliable to be worth using most of the time due to its low accuracy.

Checks and Counters
===================
**Ground-types**: Rhydon, Golem, and Sandslash can switch into Jolteon with ease and set up a Substitute or Swords Dance, however, Rhydon and Golem have to be wary of getting worn down over time by Double Kick.

**Paralysis**: Once paralyzed, Jolteon losses much of its appeal, becoming incredibly exploitable by strong attackers due to its frailty. Its only way to remove the paralysis is with Rest, which is unreliable and leaves it susceptible to the likes of Mewtwo, Mew, Snorlax, and Tauros.

**Mewtwo**: Mewtwo speed ties Jolteon, is only 5HKOed by its Thunderbolt, and 3HKOes it in return with Psychic. It can also set up Amnesia in front of Jolteon. However, if Mewtwo becomes paralyzed it becomes vulnerable to strong physical attackers such as Snorlax, Rhydon, and Tauros, as well as being exploded on.

**Grass-types**: Exeggutor and Victreebel can switch into most of Jolteon's attacks risk free and threaten it with status and a 3HKO from Psychic and Razor Leaf. Exeggutor can also use Explosion for a near guaranteed OHKO against it. However, both dislike paralysis, especially Victreebel, and have to be wary of Pin Missile, which can do anything from a 5HKO to an OHKO depending on damage rolls.

[CREDITS]
Written by
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
Grammar checked by:
 
Last edited:
i would like to give this a second look after you implement before giving QC 1, this is a good start but there are some important details the analysis is missing

:rb/jolteon:
[OVERVIEW]
Jolteon holds a niche in Ubers as a lead thanks to its paralysis spreading capabilities, STAB Thunderbolt, decent coverage in Double Kick and Pin Missile, and amazing 130 base Speed, which allows it to get the jump on outspeed every relevant foe aside from Mewtwo, and gifts it with a 25.39% critical hit rate. Combine Paragraphs. I would give a very brief 1-2 sentence description of what lead jolt is meant to accomplish before comparing it to Zapdos. Naturally one would compare Jolteon to the premier Ubers Electric-type, Zapdos, who it but the two shares quite a few differences with. Jolteon is far faster than Zapdos, notably outspeeding Tauros, Mew, and speed tying Mewtwo, while Zapdos does not. This higher base Speed also gives Jolteon a 5.86% higher critical hit rate than Zapdos. Jolteon also lacks Zapdos's Flying- typing, giving it no weakness to Ice-type attacks such as Mewtwo's Ice Beam Blizzard, which 2HKOes Zapdos. Ice Beam on Lead2 is a meme. Also I would 100% mention Jynx here as it is a common lead and likes clicking Blizzard. Additionally, losing the ground immunity really sucks in ubers, since walling mono-eq mew is a big reason why zapdos is so good, but you can save this for when you talk about why Jolteon is worse than Zapdos. Zapdos is far physically bulkier than it, notably being 3HKOed by Tauros and Snorlax while Jolteon is 2HKOed by both. Zapdos also has a much higher base Attack and access to Drill Peck, which disuades Exeggutor and Chansey from switching into it, while Jolteon has to rely on the weak and unreliable Double Kick and Pin Missile to cover these matchups. shouldnt this be moved to the paragraph where you discuss the downsides of Jolteon

Unfortunately, Jolteon is mostly outclassed by Zapdos as a lead, back zap is also generally better as while it has a blistering base Speed and no Ice-type weakness, its poor base Attack and need to rely on the weak Double Kick and Pin Missile to deal with Chansey and Exeggutor mean it's quite easy to respond to efficiently without it having achieved much value at all. It also makes Jolt more prediction reliant since Zapdos can click Drill Peck to cover both, while Jolt has to anticipate wether its eggy onr chans coming in. Jolteon is also completely crippled ruined by paralysis, as it relies heavily on its high Speed stat to accomplish anything of value, and has no way to heal it off outside of the unreliable Rest. Also mention how its harder to fit agi compared to zapper due to needing 2 coverage moves This directly interferes with its role as a paralysis spreader, as it will usually have to take paralysis itself in order to spread it across the opposing team. Mention specific mons it trades para with, such as Mewtwo, Chansey. Also generally trading jolt para with M2 is a good trade for the jolt user so I would mention this either here or in set desceiption. It also has to rely on critical hits to do any sort of significant damage to any foe on the bulkier side. Again examples would be nice, also somewhere in this paragraph mention the lack of a ground immunity (walling mono-eq mew specifically) as a downside compared to Zapdos

[SET]
name: Paralysis Lead
move 1: Thunderbolt
move 2: Thunder Wave
move 3: Pin Missile / Rest
move 4: Double Kick / Rest Is Jolteon pulling off rest in the year 2025?

[SET COMMENTS]
Set Description
=========
Thunderbolt is Jolteon's primary attack, hitting nearly the entire tier for good damage, and doing alright decent damage to bulkier foes. Pin Missile is its best option against Exeggutor and the rare Victreebel, doing anything from a 5HKO to an OHKO depending on damage rolls. Double Kick 4HKOes Chansey, it also does while also doing decent chip damage to Rhydon and Golem. Rest can be used over Double Kick or Pin Missile to remove paralysis and increase Jolteon's longevity, however, it's quite hard to wake up after using the move due to its frailty, it also lets in strong foes such as Snorlax, Tauros, Mew, and Mewtwo while asleep. Move this to OOs imo. This makes the paragraph short which is why I combined them. Jolteon wants to immediately use Thunder Wave in front of virtually every common lead to be able to keep its Speed over the foe, as it will likely be incurring paralysis itself by staying in. Defnitely mention how Jolteon's offensive traits make it decent at forcing paralysis, i.e it can force common para absorbers like Chansey out. If it is facing Exeggutor, it may want to use Pin Missile on the first turn 1, but it can also choose to use Thunder Wave if it has a teammate in the back that benefits from the opposing Exeggutor being paralyzed, such as Rhydon or Slowbro. When is it beneficial to use pin missile instead of just clicking twave? After it lands Thunder Wave turn 1 it will want to either attack, or use Thunder Wave again to anticipate a switchout. This will depend on what Jolteon is facing. Which leads are more likely to switch out? From there it can either choose to stay in and attack or spread paralysis until it goes down, or switch (space) out and act as a sleep blocker or death sack.

teams section completely missing. What teams benefit from lead jolteon? when do you want to use jolteon over zapdos? what's the best mewtwo/mew sets that jolteon supports?

[STRATEGY COMMENTS]
Other Options
=============
Somewhere here mention that u generally dont wanna drop bolt or wave for OOs, and that dkick is more droppable compared to OU since chansey is rarer

Jolteon can potentially be used as a lategame sweeper or midgame paralysis spreader instead of as a lead. It aims to do this by forcing out important foes with the threat of paralysis and critical hits. It also is able to do a decent job of cleaning up and revenge killing against a very chipped team, as most of Jolteons checks need to be healthy in order to confidently answer it.

Rest can be used over Double Kick or Pin Missile to remove paralysis and increase Jolteon's longevity, however, it's quite hard to wake up after using the move due to its frailty, it also lets in strong foes such as Snorlax, Tauros, Mew, and Mewtwo while asleep. (Copied from main set, also mention how dropping coverage makes u bad into either eggy or chans, and how dropping dkick is more justifiable in ubers wince chans is rarer)

Agility can be used over Double Kick or Pin Missile to allow Jolteon to ignore the Speed drop from paralysis, however, the crucial coverage dropped to fit Agility, combined with the lack of longevity can make Jolteon easily revenge killed by the likes of Exeggutor or Chansey. Jolteon is also quite passive, meaning it is unlikely to majorly threaten anything outside of paralyzing them before it gets revenge killed. Thunderbolt can be dropped in place of Thunder to get better KO ranges on many foes, notably 2HKOing Tauros, and 3HKOing Gengar, Hypno, and Zapdos 47.1% of the time, however, Thunder is far too unreliable to be worth using most of the time due to its low accuracy. You can also run both elec moves on the same set and drop one of dkick/pin so u have a "safe" and "risky" option but ofc there are downsides to dropping coverage

Sand attack for last-ditch accuracy fishing to force out a boosted mewtwo/mew is def worth a mention, also if you force a mon out with acc drops that gives u an opportunity to force para on something else.


Checks and Counters
===================
**Ground-types**: Rhydon, Golem, and Sandslash can switch into Jolteon with ease and set up a Substitute or Swords Dance, however, Rhydon and Golem have to be wary of getting worn down over time by Double Kick. Mention Rhydon and Golem OHKO with earthquake

**Paralysis**: Once paralyzed, Jolteon losses much of its appeal, becoming incredibly exploitable by strong attackers due to its frailty. Its only way to remove the paralysis is with Rest, which is unreliable and leaves it susceptible to the likes of Mewtwo, Mew, Snorlax, and Tauros.

**Mewtwo**: Mewtwo speed ties Jolteon, is only 5HKOed by its Thunderbolt, and 3HKOes it in return with Psychic. It can also set up Amnesia in front of Jolteon. However, if Jolteon paralyzes Mewtwo becomes paralyzed it becomes vulnerable to strong physical attackers such as Snorlax, Rhydon, and Tauros, as well as Explosion from pokemon such as Exeggutor and Cloyster being exploded on.

**Grass-types**: Exeggutor and Victreebel can switch into most of Jolteon's attacks risk free and threaten it with status and a 3HKO from Psychic and Razor Leaf. Exeggutor can also use Explosion for a near guaranteed OHKO against it. However, both dislike paralysis, especially Victreebel, and have to be wary of Pin Missile, which can do anything from a 5HKO to an OHKO depending on damage rolls. I disagree with Vic being a Jolteon check tbh, Vic is ohkoed by twave pretty much, which is why I reworded a lot of this.

think its worth mentioning zam and amnelax here, also chans if dkick is dropped


[CREDITS]
Written by
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/gastlies.540559/
Grammar checked by:

if you have any questions/disagree with any of my comments you know where to find me
 
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