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593 - Jellicent

TypeAbility

(1) Water Absorb
(2) Cursed Body
(HA) Damp
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Frillish
Level 40
Jellicent

Stats

HP
100
ATK
60
DEF
70
SPA
85
SPD
105
SPE
60
BST
480

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Absorb3510025Priority: 0. Drains half the damage inflicted to heal the user.
1TrickNone10010Priority: 0. User and target permanently swap held items.
1Water Gun4010025Priority: 0. Inflicts regular damage.
4Poison Sting3010020Priority: 0. Has a 30% chance to poison the target.
8Night ShadeNone10015Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.
12Water Pulse6010020Priority: 0. Has a 20% chance to confuse the target.
16SoakNone10020Priority: 0. Changes the target to pure water-type until it leaves the field. If the target has multitype, this move will fail.
20Hex6510015Priority: 0. If the target has a major status ailment, this move has double power.
23SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
26Brine6510010Priority: 0. If the target has less than half its max HP remaining, this move has double power.
28Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
31Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
34Will-O-WispNone8515Priority: 0. Burns the target.
38Whirlpool358515Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
40Wring OutNone1005Priority: 0. Power directly relates to the target's relative remaining HP, given by `1 + 120 * current HP / max HP`, to a maximum of 121.
42Acid ArmorNoneNone20Priority: 0. Raises the user's Defense by two stages.
47RecoverNoneNone10Priority: 0. Heals the user for half its max HP.
50Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
53Hydro Pump110805Priority: 0. Inflicts regular damage.
56Destiny BondNoneNone5Priority: 0. If the user faints before its next move, the Pokémon that fainted it will automatically faint. End-of-turn damage is ignored.
60Water Spout1501005Priority: 0. Power increases with the user's remaining HP and is given by `150 * HP / max HP`, to a maximum of 150 when the user has full HP.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7HailNoneNone10Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM13Ice Beam9010010Priority: 0. Has a 10% chance to freeze the target.
TM14Blizzard110705Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM19Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM34Sludge Wave9510010Priority: 0. Has a 10% chance to poison the target.
TM36Sludge Bomb9010010Priority: 0. Has a 30% chance to poison the target.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM53Energy Ball9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM55Scald8010010Priority: 0. Has a 30% chance to burn the target.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM92Trick RoomNoneNone5Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect.
HM3Surf9010015Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5Waterfall8010010Priority: 0. Has a 20% chance to make the target flinch.
HM6Dive10010010Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Bind158520Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Giga Drain8010010Priority: 0. Drains half the damage inflicted to heal the user.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
TrickNone10010Priority: 0. User and target permanently swap held items.

Encounter Locations

Location     Level Spawn Percent
P2 Laboratory Surf, Rippling Water   65 10.0
Route 13 Surf, Rippling Water   40-46 65.0
Route 17 Surf, Rippling Water   65-75 5.0
Route 18 Surf, Rippling Water   65 10.0
Seaside Cave Upper Floor Surf, Rippling Water 40-46 30.0
Undella Bay Autumn, Spring, Summer Special Event 45 100.0
Undella Bay Winter Special Event 45 100.0
Undella Town Surf, Rippling Water   40-46 10.0
Virbank City Surf, Rippling Water   40 30.0
Virbank Complex - Outside Surf, Rippling Water   40 5.0