|
| |
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.
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. |
|