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Jolteon

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General

Type: Electric

Eevee

Jolteon (Thunder Stone)

 

Statistics at Level 100

Stat

Untrained

Trained

Attack 105 - 138 198 - 228
Defense 125 - 155 188 - 218
Special Attack 225 - 255 288 - 318
Special Defense 195 - 225 258 - 288
Speed 265 - 295 328 - 358
Hit Points 240 - 270 303 - 333

 

Moves

 

Version

   

 

     

RB

Yellow

GS

         

Level

Level

Level

Name

Type

PP

Power

Accuracy%

- - - Tackle Normal 35 35 95
37 37 - Tail Whip Normal 30 - 100
- - 8 Sand-Attack Normal/Ground 15 - 100
31 - 16 Thundershock Electric 30 40 100
27 - 23 Quick Attack Normal 30 40 100
42 30 30 Double Kick Fighting 30 30 100
48 36 36 Pin Missile Bug 20 14 85
40 42 42 Thunder Wave Electric 20 - 100
44 47 47 Agility Psychic 30 - 100
54 52 52 Thunder Electric 20 120 70

 

Inheritable

Type PP Power Accuracy% Direct Fathers Indirect Fathers
Charm Normal 20 - 100 Snubbull; Granbull -
Flail Normal 15 - 100 Phanpy; Donphan -

 

Strategy

Jolteon ties with Crobat, Mewtwo, and Aerodactyl as the second fastest pokémon in the game.  It also has high Special ratings, and the ability to use Thunder Wave for a quick Paralyze.  Unfortunately, it has little TM compatibility.  This is a list of all the viable moves for a Jolteon:
Thunderbolt
Thunder Wave
Double Team
Rest
Reflect
Swagger
Mud-Slap
Ice/Fire Power*
Charm
Rain Dance
Thunder
Zap Cannon
Attract
Protect
Detect
Roar
*Other elements are occasionally used.

Most Jolteon movesets include the move Thunderbolt.  Jolteon's high Speed makes it a good candidate for Restberry.  A major disadvantage of Jolteon is that it has no effective moves against Ground type pokémon except Ice and Water Power.  Ice Power is Jolteon's only moderately effective move against Grass types.  (Physically-based attacks, such as Mud Slap, are not counted due to Jolteon's low Attack.)  Many movesets for Jolteon exist, but almost all exclusively use a combination of moves from the list above.  Therefore, not all possible Jolteon movesets will be listed below.

Standard Double-Resting Jolteon:
Thunderbolt
Thunder Wave
Double Team
Rest
@Mint Berry

Very little strategy involved (not to say that this moveset is ineffective).  Attack with Thunderbolt; Paralyze with Thunder Wave.  Rest works well with Double Team.  Leftovers may be substituted for Mint Berry, but this is not recommended.

Weaknesses:  Cannot affect Ground types.  Opponent may attack for several turns while Jolteon powers up with Double Team, then switch to a Ground type and force Jolteon to be switched out.  In this scenario, Jolteon may take damage, the opponent will get a free hit on the pokémon switched in, and no harm will be done to the opponent except for the spending of PP.  Not very effective against Grass types.

Reflecting Jolteon #1:
Thunderbolt
Thunder Wave
Reflect
Rest
@Mint Berry

This Jolteon is fairly straightforward.  It attacks with Thunderbolt and Thunder Wave's to Paralyze.  Restberry will generally add one to two turns (not including the turn used to Restberry) to Jolteon's life span.  Reflect is useful for protection against physical attackers, but also has another use.  When an opponent switches to a Ground type pokémon (which is often done against a Jolteon), it is usually best to switch Jolteon out immediately.  (This Jolteon has no moves that effect Ground types.)  Usually, this would give the opponent a free hit with Earthquake and leave you at no obvious advantage.  However, with a Reflect having been used, it will be pseudo-passed to the pokémon you switch to.  This often comes in handy against Ground types, whose attacks are primarily physically-based.

Weaknesses:  Cannot affect Ground types.  Not very effective against Grass types.

Reflecting Jolteon #2:
Thunderbolt
Ice Power
Reflect
Rest
@Mint Berry

This Jolteon trades the ability to Paralyze for super-effectivity against Ground and Grass.  (A super-effective Ice Power is just about as powerful as a normally effective Thunderbolt.)  Click here for a description of how this Jolteon would fair against a Thick Bone Marowak.  Because it can be effective against Ground and Grass types (which are often used to counter Jolteon), this Jolteon can turn a battle in your favor via the element of surprise.  Also, (like Reflecting Jolteon #1) if KOed by a Ground type or switched out, Reflecting Jolteon #2 can often pseudo-pass its Reflect to the next pokémon on its team that is sent out.  Reflect is generally useful against Ground types.  (Fire Power may be used instead of Ice Power to gain effectivity against Steelix.  However, doing so forfeits much of Jolteon's effectivity against other Ground types.  Also, Water Power may be used instead of either to gain effectivity against Rock/Ground types, but this is not recommended as it forfeits all effectivity against Steelix and forfeits much effectivity against Grass types.)

Weaknesses:  Does not usually Paralyze.  Cannot gain effectively against Steelix without forfeiting much effectivity against pure Ground types.
Rain Dance Jolteon
Rain Dance
Thunder
Water Power
Rest
@Mint Berry

Obviously, the purpose of this Jolteon is to use Rain Dance to boost Thunder's accuracy and Water Power's power.  Only by using four consecutive Thunder's after the use of Rain Dance will greater damage be done than by the using the five Thunderbolts that could otherwise be used (and four Thunders is precisely the amount that the duration of Rain Dance allows).  It isn't necessary to worry about the boosting of opponent's Water type moves in most situations, as few pokémon other than Water Pokémon have Water type moves and as this Jolteon has a rather obvious advantage over Water types.  Quagsire is the only exception.  This Jolteon also fairs well against Ground type pokémon such as Steelix and Marowak.  If Rain Dance has already been used and the opponent's switch to a Ground type (other than Quagsire) is anticipated (and Water Power is thus used), then Jolteon can defeat the Ground type without taking any damage.  In the case of Steelix, Jolteon will be victorious even if either the switch is not anticipated or if Rain Dance has not been used, but Jolteon will be taken down to low power.  In the case of Thick Bone Marowak, Jolteon will lose (taking Marowak down to low power) if either the switch is not anticipated or if Rain Dance has not been used.  (In the above two cases against a Steelix or Marowak in which Rain Dance has not been used, Water Power should be used twice or once more (not including the time that it is used on the turn of the switch) to incur maximum HP loss on Steelix or Marowak.  Rain Dance should, in the scenarios in question, not be used unless used to set up for the next pokémon to be sent out.)  In any scenario in which Jolteon faints while facing a Ground pokémon and in which Rain Dance is still active at the time of Jolteon's fainting, the Rain Dance can be used to aid a subsequently used Water pokémon in the defeating of the Ground.

Weaknesses:  Not very effective against Grass pokémon.  General weakness to physically-based attacks.  Does not usually Paralyze.  Usually not as effective against pokémon that would usually be attacked with a chain of consecutive Thunderbolts as are other Jolteon's that know Thunderbolt.

Coming Soon:  Partial Shufflers; Jolteon's with Attract, Charm, Swagger, and/or Toxic; Double WP Jolteon

Give me some feedback.  What do you think of the database?  Have I not mentioned something about one of the strategies that I've included?  Do you have a strategy I should add?  Email me.  Any feedback will be appreciated.