Gen 1 Jolteon [DONE]

Gangsta Spongebob

"Mama I'm a Criminal" - Badass Smoking Caterpillar
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[OVERVIEW]
Jolteon stands out as one of the few Pokemon able to stop Zapdos's rampage, resisting its STAB moves while having the capacity to beat it one-on-one. Tradebacks gifts it Growth, making it a threatening setup sweeper as well. Otherwise, Jolteon remains largely the same: having the highest Speed just behind Electrode also gives it one of the highest critical hit rates in the game, standing at 25.39%, which distinguishes it as a strong special attacker. Crucially, this means it outruns tier king Tauros while threatening it with Thunder Wave, a trait shared with only Alakazam, Starmie, and the unviable Electrode. Thus, Jolteon will frequently get off uncontested paralysis that forces predictable plays out of the opponent, taking back momentum very quickly. Finally, Jolteon possesses useful physical coverage in Double Kick and Pin Missile, which gives it the potential to specialize in the matchup against Chansey or Exeggutor.

However, much like Zapdos, Jolteon is also countered by Rhydon, which means teams featuring Jolteon will often come across similar weaknesses. Being weak to Ground also doesn't bode well for it, as it means Pokemon like Tauros can exploit it if it gets paralyzed, which frequently happens in the matchups Jolteon comes across. Jolteon is frail in general, taking significant damage from Body Slam. Its damage output outside of Thunderbolt is also quite meager and reliant on its critical hit rate, which makes Jolteon quite inconsistent. While Growth is a useful tool that can patch up Jolteon's power issues, it gives Jolteon four-moveslot syndrome, as it's forced to drop Rest and forfeit its ability to be a Zapdos answer as well as making it deathly afraid of Thunder Wave.

[SET]
name: Standard
move 1: Thunderbolt
move 2: Double Kick
move 3: Thunder Wave
move 4: Rest / Growth

[SET COMMENTS]
Set Description
=========
Thunderbolt is Jolteon's bread-and-butter, 2HKOing Pokemon like Cloyster, Starmie, Slowbro, and Lapras. Double Kick primarily targets Chansey, 4HKOing it; Jolteon is favored to break through with critical hits and it will eventually PP stall Soft-Boiled. Double Kick also targets Rhydon, chipping it moderately on entry and essentially preventing it from switching in when below 50% HP due to the risk of a critical hit. Thunder Wave lets Jolteon threaten Pokemon like Tauros and Persian, forcing them out and setting up a sweep for its teammates. Rest lets it consistently counter Zapdos and gives it a long-term advantage against Chansey. Chansey struggles to beat Jolteon even with Seismic Toss because two critical hits or repeated full paralysis are all Jolteon needs to beat it with Double Kick. However, Jolteon tends to let Tauros and other heavy hitters in once it uses Rest, so Jolteon requires careful play and use of double switches to prevent free entry for these threats. An alternative over Rest is Growth, which lets Jolteon assume the role of a setup sweeper. At +1, Jolteon 2HKOes foes like Persian and Tauros and OHKOes Water-types. However, this means losing out on Rest, which forfeits Jolteon's ability to switch into Zapdos and Chansey.

If running Rest, Jolteon can remain hidden until either Zapdos reveals itself or a need to break through Chansey emerges. Jolteon finds entry routes on Zapdos and Chansey quite easily, particularly when they are disincentivized to click Thunder Wave, and it otherwise doesn't mind coming in via double switches. Alternatively, Jolteon can be used as a lead, aiming to paralyze whatever is in front of it and force the opponent to make a difficult decision out of the gate. This is especially effective support to physically attacking sleepers like Lovely Kiss Snorlax, as they greatly appreciate paralysis on Psychic-types and Chansey. However, Jolteon dislikes getting paralyzed early itself, and sleep leads can potentially disable it for the rest of the game. Rest Jolteon is best used on teams that are weak to Zapdos, namely those that stack Water-types. Thus, Cloyster, Starmie, and Slowbro all make valid partners. In return, they help stifle Rhydon's attempts to stop Jolteon. If running Growth, Jolteon shouldn't be used as a switch-in to Zapdos and Chansey and should reveal itself when a sweeping route has been established. Given that Chansey, Exeggutor, and Alakazam all pose issues for Jolteon, it enjoys support from sleepers like Lovely Kiss Snorlax, especially if it's running Growth. Exeggutor is also an excellent partner to Jolteon, being one of the most consistent Rhydon switch-ins in the game while also helping to break through the opposing team with Sleep Powder and Explosion.

[STRATEGY COMMENTS]
Other Options
=============
Rest or Growth is usually Jolteon's most expendable move, though this forfeits either a consistent Chansey matchup or sweeping potential. Pin Missile is an inconsistent option to cover Exeggutor, but a lack of STAB, bad accuracy, and high damage variance mean that it can often fail and lead to a paralyzed or KOed Jolteon. If leading Jolteon, Pin Missile is recommended to ensure it doesn't let Exeggutor in early. Agility can be used to ignore the Speed drop from paralysis, but using Rest and switching out usually does the job fine in conventional game states. Body Slam helps Jolteon more consistently contest Exeggutor while spreading paralysis and damage at once, but its damage is pitiful. Thunder is a niche option to use alongside Thunderbolt, and it can OHKO Cloyster and 2HKO Alakazam and Snorlax at +1, but its unreliable accuracy makes it dubious.

Checks and Counters
===================

**Exeggutor**: Exeggutor dislikes facing Pin Missile, but without it, Jolteon can't fight Exeggutor at all, as it resists Thunderbolt and Double Kick. In return, Exeggutor can threaten Jolteon with STAB Psychic, Sleep Powder, and Stun Spore.

**Rhydon**: A Rhydon at full HP is the bane of Jolteon's existence, threatening an OHKO with Earthquake. However, Rhydon can't switch in repeatedly, as Double Kick deals 15.4% minimum and up to 33.8% on a critical hit. Once Rhydon is below half HP it is very uncomfortable having to switch in again.

**Snorlax**: Snorlax is a strong check to Jolteon if its running Earthquake, which 2HKOes, and even Body Slam threatens Jolteon with a 3HKO and paralysis. In return, unboosted Jolteon can only 4HKO Snorlax without critical hits. At +1 Jolteon falls just short of 2HKOing Snorlax from full, but it has decent odds of breaking through when factoring critical hits, and it can consistently beat Snorlax if it's under 90% HP.

**Paralysis**: Jolteon is a fragile, fast Pokemon, which makes it one of the Pokemon most debilitated by paralysis. Rest can remove the status, but Jolteon still needs to switch out to remove the Speed drop. Pokemon like Alakazam, Chansey, Zapdos, and Stun Spore Exeggutor all force non-Rest Jolteon out and majorly inconvenience Rest Jolteon. Starmie and Slowbro can also threaten paralysis if they're healthy and Jolteon hasn't set up Growth yet. However, Growth Jolteon can stay faster than its foes by reapplying the paralysis Speed drop.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/plague-von-karma.236353/
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
Quality checked by:
https://www.smogon.com/forums/members/torchic.43049/
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/shellnuts.491544/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
 
Last edited:

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
QC 1/2

[OVERVIEW]
Jolteon stands out as one of the few Pokemon able to definitively stop Zapdos's rampage upon Kanto, resisting its STAB moves while having the capacity to beat it in a flat one-on-one. Tradebacks have, however, allowed it to monopolise this with Growth, making Zapdos an outright liability. (that feels excessive, Growth still has an opportunity cost and Drill Peck is a far better move than Double Kick overall + Zapdos has actual phys bulk) Otherwise, Jolteon remains largely the same: Having the highest Speed just behind Electrode also gives it one of the highest critical hit rates in the game, standing at 25.39%, which distinguishes it as a strong special attacker. Crucially, this means it outruns tier-king Tauros while threatening it with Thunder Wave, a trait shared with very few Pokemon, namely Alakazam and Starmie out of the OU-viable picks. Thus, Jolteon will frequently get off uncontested paralysis that forces predictable plays out of the opponent, clawing back momentum very quickly. Finally, Jolteon possesses useful physical coverage in Double Kick and Pin Missile, which gives it the potential to specialize in matchups against Chansey or Exeggutor, respectively.

However, while it counters Zapdos, like the thunderbird, Jolteon is also countered by Rhydon, which means teams featuring Jolteon will often come across similar weaknesses. Being Ground-weak also doesn't bode well for it, as it means Pokemon like Tauros can still exploit it if it gets paralyzed, which frequently happens in the matchups Jolteon comes across. In fact, Jolteon is frail in general, taking significant damage from any Body Slam thrown at it. Its damage output outside of Thunderbolt is also quite meagre and reliant on its critical hit rate, which makes Jolteon quite inconsistent.

[SET]
name: Standard
move 1: Thunderbolt
move 2: Double Kick
move 3: Thunder Wave / Growth (im really not sure how serious dropping Twave is, that seems very very team reliant for such a mid mon)
move 4: Rest / Growth

[SET COMMENTS]
Set Description
=========

Thunderbolt is Jolteon's bread-and-butter, 2HKOing Pokemon like Cloyster, Starmie, Slowbro, and usually Lapras. It can rarely 2HKO Vaporeon as well, though Growth can help it climb out of KO range. (are we still treating Vap as a relevant threat? I feel like it's niche, I'd at least put a disclaimer) Double Kick primarily targets Chansey, 4HKOing it; in a one-on-one, Jolteon is favored to break through with critical hits, if not then it will eventually PP stall Soft-Boiled. Double Kick also targets Rhydon, preventing it from switching in at around 36%, but remains very uncomfortable even at half HP should Jolteon land a critical hit. Thunder Wave lets Jolteon threaten Pokemon like Tauros and Persian, forcing them out and setting up a sweep for its teammates. Rest lets Jolteon consistently counter Zapdos, as well as give it a long-term advantage against Chansey. Chansey can't actually beat Jolteon head-on without Seismic Toss, but even this isn't consistent, and two critical hits or repeated full paralysis are all Jolteon needs to beat it with Double Kick. However, it should be noted that Jolteon tends to let Tauros and other heavy damage-dealers in once it Rests, so it may be worth swapping out to a Pokemon that forces them out to pre-empt these tactics.

However, Tradebacks gives Jolteon an option that makes it feasible to use it as a set-up sweeper: Growth. Growth gives Jolteon significant dividends, turning most of Thunderbolt's 2HKOs into outright OHKOs, with it even 2HKOing Snorlax at +2. However, Thunder Wave or Rest have to be dropped, both of which bring different drawbacks. If Thunder Wave is unnecessary, Growth can instead be used alongside Rest to get increased set-up opportunities while still checking Chansey and Zapdos. However, it also loses all ability to contest fast attackers like Alakazam, Persian, and Tauros, though once set up, it isn't always an issue. Rest can be dropped instead to ensure it maintains early-game utility, but it loses its consistent Chansey and Zapdos matchups and has decreased set-up opportunities. Regardless of the dropped move choice, Growth warrants serious consideration for its serious reward it can have.

Jolteon is best kept in the back until either Zapdos reveals itself, a need to break through Chansey reveals itself, or a sweeping route has been established. Jolteon finds entry routes on Zapdos and non-Seismic Toss Chansey quite easily should Thunder Wave be a discounted possibility, and otherwise doesn't mind coming in via smart double switches. Alternatively, Jolteon can be used as a lead, aiming to paralyze whatever is in front of it and force the opponent to make a difficult decision out of the gate. (this would be a good place to mention that LK lax thrives on turn 1 paralysis) However, Jolteon dislikes getting paralyzed early itself, and sleep leads will disable it for what could be the rest of the game. Jolteon is best used on teams that are weak to Zapdos, namely those that stack Water-types. Thus, teams featuring Cloyster, Starmie, Slowbro, and Vaporeon all make valid partners. In return, they will stifle a Rhydon team's attempts to stop Jolteon. Exeggutor makes a good partner in this department as well, being one of the most consistent Rhydon switch-ins in the game while also firing off Sleep Powders and Explosions to cleave open opposing teams.

[STRATEGY COMMENTS]
Other Options
=============

When customizing Jolteon, its fourth move is usually the first to go. This means forfeiting a consistent Chansey matchup or a consistent sweeping opportunity, and thus doing so should be approached with caution and careful teambuilding.

Pin Missile is a valid, albeit inconsistent option to cover Exeggutor, but requires some luck for Jolteon to actually win before it gets Sleep Powder off. Lack of STAB, uncertain accuracy, and high damage variance means that while it does average out at a 2HKO when factoring in critical hits, whether it actually happens is another question, and the punishment for bad luck is a crippled or KOed Jolteon. In the case Jolteon is being used as a lead, Pin Missile is recommended to ensure it doesn't let Exeggutor in early.

Agility can be used to ignore the Speed drop from paralysis, but Resting and switching out usually does the job fine in conventional game states. Body Slam helps Jolteon more consistently contest Exeggutor while spreading paralysis and damage at once, but its damage is still pitiful and doesn't really help Jolteon. Headbutt, alternatively, not only benefits from Jolteon's Speed but also synergizes with Thunder Wave, allowing Jolteon to utilize a "paraflinch" set to score cheap KOs. (this seems immensely niche, nonstab headbutt off 65 attack is a 5hko on Alakazam lol) However, this is a bit RNG-reliant and doesn't advance Jolteon's core game plan. Thunder is a niche option to use alongside Thunderbolt, which can OHKO Cloyster, as well as 2HKO Alakazam and Snorlax at +1, but its unreliable accuracy makes Jolteon's consistency a bit dubious.

Checks and Counters
===================

**Exeggutor**: Exeggutor dislikes facing the inconsistent Pin Missile, but without it, Jolteon can't fight Exeggutor at all, as it resists Thunderbolt and Double Kick. Exeggutor can threaten in return with fierce STAB Psychics, Sleep Powder, or even Stun Spore.

**Rhydon**: A Rhydon at full HP is the bane of Jolteon's existence, forcing it out with the threat of an OHKO from Earthquake with only Double Kick to fear. Now, this fear is valid: Rhydon can't switch in repeatedly, with two Double Kicks dealing 30.8% minimum. One critical hit can skyrocket the range to 43.9%, so if Rhydon is at half HP, it is very uncomfortable having to switch in again.

**Snorlax**: Snorlax doesn't want to fight a Growth Jolteon, but if it has Earthquake, it is perfectly capable of beating Jolteon quickly. Even without this, its STAB Body Slam deals serious damage and can potentially paralyze Jolteon, ending its run quickly.

**Paralysis**: Jolteon is a fragile, fast Pokemon, which makes it one of the Pokemon most debilitated by paralysis. Rest can remove the status, but Jolteon still needs to switch out to remove the Speed drop, and Jolteon doesn't even always run Rest. Ergo, Pokemon like Alakazam, Starmie, Chansey, Zapdos, Slowbro, and Stun Spore Exeggutor variants all force non-Rest Jolteon out, and majorly inconvenience Rest Jolteon. (it'd be good to note Growth Jolteon may not like para but it can at least reapply para drop to foes to stay faster than them)

[CREDITS]
Written by:
https://www.smogon.com/forums/members/plague-von-karma.236353/

Quality checked by:
https://www.smogon.com/forums/members/torchic.43049/
https://www.smogon.com/forums/members/sabelette.583793/

Grammar checked by:
 

Shellnuts

Rustiest Player Around
is a Community Contributor
Some recommendations for potential QC changes.

However, Tradebacks gives Jolteon an option that makes it feasible to use it as a set-up sweeper: Growth. Growth gives Jolteon significant dividends, turning most of Thunderbolt's 2HKOs into outright OHKOs, with it even 2HKOing Snorlax at +2.
I think listing some of the rolls that go from 2HKO's to OHKO's or near OHKO's with a single boost (Not 2, that is way too much of a momentum sink), would be a good idea to illustrate this, or ones that go from 3HKO's to 2HKO's (or very close to one) is good as well, for example Snorlax unless it is near perfectly healthy (above 87% or so if memory serves) is not a very good answer to Growth Jolteon, since at +1 2 Thunderbolt's will do between 81.8 and 96.2%, so if Snorlax comes in as Jolteon uses Growth then it has a single chance to paralyze Jolteon with Body Slam and then it dies (EQ isn't KOing Jolteon unless it crits).

This is especially effective support to physically attacking sleepers like Lovely Kiss Snorlax, as they greatly appreciate Psychic-types and Chansey being paralyzed. However, Jolteon dislikes getting paralyzed early itself, and sleep leads will disable it for what could be the rest of the game.
It probably warrants mentioning that Growth Jolteon (and also Rest but to a lesser extent) benefits from being in the back with LKiss Snorlax on it's team as well since the stuff that often takes sleep from it, Exeggutor, Chansey, and Alakazam, often can be a severe obstacle for Growth Jolteon.

Jolteon is best used on teams that are weak to Zapdos, namely those that stack Water-types. Thus, teams featuring Cloyster, Starmie, Slowbro, and Vaporeon all make valid partners. In return, they will stifle a Rhydon team's attempts to stop Jolteon.
It should definitely be mentioned that this advice mainly applies to Rest Jolteon, Growth Jolteon really doesn't want to be a switch-in for Zapdos since it really wants to avoid Paralysis given it's lack of longevity. Rest and Growth Jolteon really don't play that similarly, so explaining what teammates work better for Growth Jolteon would be a good idea.
 

Shellnuts

Rustiest Player Around
is a Community Contributor
(Was notified previous changes were implemented on discord)

Only 2 relatively minor thins are needed really, once these are done then it gets my QC.

**Snorlax**: Snorlax doesn't want to fight a Growth Jolteon, but if it has Earthquake, it is perfectly capable of beating Jolteon quickly. Even without this, its STAB Body Slam deals serious damage and can potentially paralyze Jolteon, ending its sweep quickly.
Maybe giving some extra numbers to the Growth matchup would be a good idea to add in either here or when discussing Growth's damage calcs. In the 1v1 between a full health +1 Growth Jolteon and a full health Snorlax (and neglecting 1/256's), Jolteon 2HKO's Snorlax 42.45% of the time, so even with both Body Slam and Earthquake and at full health, Snorlax only beats Jolteon 70.32% of the time, and losing the majority of the time once it's under 90%.


**Paralysis**: Jolteon is a fragile, fast Pokemon, which makes it one of the Pokemon most debilitated by paralysis. Rest can remove the status, but Jolteon still needs to switch out to remove the Speed drop, and Jolteon doesn't even always run Rest. Ergo, Pokemon like Alakazam, Starmie, Chansey, Zapdos, Slowbro, and Stun Spore Exeggutor variants all force non-Rest Jolteon out, and majorly inconvenience Rest Jolteon. However, it is important to note that Growth variants can stay faster than its foes by reapplying the paralysis Speed drop.
I think it should be stressed that both Starmie and Slowbro aren't very good ways to threaten paralysis against Jolteon, only really working if they are quite healthy and Jolteon hasn't set up Growth yet.
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
GP 1/1 GP Team done

[OVERVIEW]
Jolteon stands out as one of the few Pokemon able to stop Zapdos's rampage, resisting its STAB moves while having the capacity to beat it one-on-one. Tradebacks have, however, gifted gifts it Growth, making it a threatening setup sweeper as well. Otherwise, Jolteon remains largely the same: having the highest Speed just behind Electrode also gives it one of the highest critical hit rates in the game, standing at 25.39%, which distinguishes it as a strong special attacker. Crucially, this means it outruns tier-king (RH) Tauros while threatening it with Thunder Wave, a trait shared with very few Pokemon, only Alakazam, (AC) and Starmie, (AC) and the niche Electrode, which is generally not viable in OU out of OU-viable picks. Thus, Jolteon will frequently get off uncontested paralysis that forces predictable plays out of the opponent, taking back momentum very quickly. Finally, Jolteon possesses useful physical coverage in Double Kick and Pin Missile, which gives it the potential to specialize in matchups the matchup against Chansey or Exeggutor, (RC) respectively.

However, while it counters Zapdos, like the thunderbird, much like Zapdos, Jolteon is also countered by Rhydon, which means teams featuring Jolteon will often come across similar weaknesses. Being weak to Ground-weak also doesn't bode well for it, as it means Pokemon like Tauros can still exploit it if it gets paralyzed, which frequently happens in the matchups Jolteon comes across. Jolteon is frail in general, taking significant damage from any Body Slam thrown at it. Its damage output outside of Thunderbolt is also quite meagre meager and reliant on its critical hit rate, which makes Jolteon quite inconsistent. While Growth is a useful tool that can patch up Jolteon's power issues, it gives Jolteon four-moveslot syndrome, (AC) as it's forced to drop Rest and forfeit its ability to be a Zapdos answer as well as making it deathly afraid of any Thunder Wave coming its way.

[SET]
name: Standard
move 1: Thunderbolt
move 2: Double Kick
move 3: Thunder Wave
move 4: Rest / Growth

[SET COMMENTS]
Set Description
=========
Thunderbolt is Jolteon's bread-and-butter, 2HKOing Pokemon like Cloyster, Starmie, Slowbro, and Lapras. Double Kick primarily targets Chansey, 4HKOing it; in a one-on-one, Jolteon is favored to break through with critical hits, if not then and it will eventually PP stall Soft-Boiled. Double Kick also targets Rhydon, chipping it moderately on entry and essentially preventing it from switching in when below 50% HP due to the risk of a critical hit at around 36%, but remains very uncomfortable even at half HP should Jolteon land a critical hit. (tried my best to get the same meaning across without the weird grammar after the comma) Thunder Wave lets Jolteon threaten Pokemon like Tauros and Persian, forcing them out and setting up a sweep for its teammates. Rest lets Jolteon it consistently counter Zapdos as well as and gives it a long-term advantage against Chansey. Chansey can't actually beat Jolteon head-on without struggles to beat Jolteon even with Seismic Toss, (RC) but even this isn't consistent because two critical hits or repeated full paralysis are all Jolteon needs to beat it with Double Kick. However, Jolteon tends to let Tauros and other heavy hitters in once it uses Rest, so Jolteon requires careful play and use of double switches to prevent free entry for these threats it may be worth swapping out to a Pokemon that forces them out to pre-empt these tactics. (reads confusingly, can be interpreted as "use another pokemon instead" or "switch out instead of using rest" or "switch out to something that forces them out after they get in on your resting mon") An alternative over Rest is Growth, which lets Jolteon assume the role of a setup sweeper. At +1, Jolteon 2HKOes foes like foes that are previously 3HKOed by Thunderbolt, such as Persian and Tauros, (RC) and OHKOes Water-types are now 2HKOed, (RC) while 2HKOes like Starmie and Cloyster are now OHKOes. (reworking passive voice) However, this means losing out on Rest, which forfeits Jolteon's ability to switch into Zapdos and Chansey.

If running Rest, Jolteon can be in the back remain hidden until either Zapdos reveals itself or a need to break through Chansey emerges. Jolteon finds entry routes on Zapdos and non-Seismic Toss Chansey quite easily, (AC) particularly when they are disincentivized to click Thunder Wave should Thunder Wave be a discounted possibility, and it otherwise doesn't mind coming in via double switches. Alternatively, Jolteon can be used as a lead, aiming to paralyze whatever is in front of it and force the opponent to make a difficult decision out of the gate. This is especially effective support to physically attacking sleepers like Lovely Kiss Snorlax, as they greatly appreciate paralysis on Psychic-types and Chansey being paralyzed. However, Jolteon dislikes getting paralyzed early itself, and sleep leads will can potentially disable it for what could be the rest of the game. Rest Jolteon is best used on teams that are weak to Zapdos, namely those that stack Water-types. Thus, teams featuring Cloyster, Starmie, and Slowbro all make valid partners. In return, they will help stifle a Rhydon team's attempts to stop Jolteon. If running Growth, Jolteon shouldn't be used as a switch-in to Zapdos and Chansey and should be used in the back and reveal itself when a sweeping route has been established. Given that Chansey, Exeggutor, and Alakazam all pose issues for Jolteon, (AC) trying to break through the opposing team, Jolteon, especially if it's running Growth, it enjoys support from sleepers like Lovely Kiss Snorlax, (AC) especially if it's running Growth. Exeggutor is also an excellent partner to Jolteon, being one of the most consistent Rhydon switch-ins in the game while also helping to break through the opposing team with Sleep Powder and Explosion firing off Sleep Powders and Explosions to cleave open opposing teams.

[STRATEGY COMMENTS]
Other Options
=============
When customizing Jolteon, Rest or Growth is usually the Jolteon's most expendable move, though this forfeits either a consistent Chansey matchup or sweeping potential. Pin Missile is an inconsistent option to cover Exeggutor, but a lack of STAB, bad accuracy, and high damage variance mean that it what is on average a 2HKO (this shouldn't have gotten past QC, my bad, on average counting crits/misses it does like 37-38%) can often fail and lead to a crippled paralyzed or KOed Jolteon. In the case If leading Jolteon is being used as a lead, Pin Missile is recommended to ensure it doesn't let Exeggutor in early. Agility can be used to ignore the Speed drop from paralysis, but using Rest and switching out usually does the job fine in conventional game states. Body Slam helps Jolteon more consistently contest Exeggutor while spreading paralysis and damage at once, but its damage is still pitiful and doesn't really help Jolteon. Thunder is a niche option to use alongside Thunderbolt, which and it can OHKO Cloyster and 2HKO Alakazam and Snorlax at +1, but its unreliable accuracy makes Jolteon's consistency it dubious.

Checks and Counters
===================

**Exeggutor**: Exeggutor dislikes facing the inconsistent Pin Missile, but without it, Jolteon can't fight Exeggutor at all, as it resists Thunderbolt and Double Kick. In return, Exeggutor can threaten Jolteon with STAB Psychic, Sleep Powder, or even and Stun Spore.

**Rhydon**: A Rhydon at full HP is the bane of Jolteon's existence, forcing it out with the threatening of an OHKO from with Earthquake with only Double Kick to fear. However, Rhydon can't switch in repeatedly, with two Double Kicks dealing 30.8% minimum as Double Kick deals 15.4% minimum and up to 33.8% on a critical hit. One critical hit can skyrocket the range to 43.9%, so if Once Rhydon is at below half HP, (RC) it is very uncomfortable having to switch in again.

**Snorlax**: Snorlax is a strong check to Jolteon if its running Earthquake, which 2HKOes, and even Body Slam threatens Jolteon with a 3HKO and paralysis. In return, unboosted Jolteon can only 4HKO Snorlax without critical hits. At +1 Jolteon falls just short of 2HKOing Snorlax from full, but it has decent odds of breaking through when factoring critical hits, and it can consistently beat Snorlax if it's under 90% HP.

**Paralysis**: Jolteon is a fragile, fast Pokemon, which makes it one of the Pokemon most debilitated by paralysis. Rest can remove the status, but Jolteon still needs to switch out to remove the Speed drop, (RC) and Jolteon doesn't even always run Rest. Ergo, (RC) Pokemon like Alakazam, Chansey, Zapdos, and Stun Spore Exeggutor variants all force non-Rest Jolteon out, (RC) and majorly inconvenience Rest Jolteon. Starmie and Slowbro can also threaten paralysis, (RC) but only if they're healthy and Jolteon hasn't set up Growth yet. However, it is important to note that Growth Jolteon variants can stay faster than its foes by reapplying the paralysis Speed drop.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/plague-von-karma.236353/
https://www.smogon.com/forums/members/gangsta-spongebob.535530/
Quality checked by:
https://www.smogon.com/forums/members/torchic.43049/
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/shellnuts.491544/
Grammar checked by:
https://www.smogon.com/forums/members/sabelette.583793/
 

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