Introduction
Eevee's evolutions have long been
popular in some form or another, and Jolteon is among the most popular. Its
biggest asset is a massive Speed stat; base 130 Speed will outrun almost any
Pokemon, tie with several others, and can even outpace some Pokemon who have
boosted their Speed. Add in a strong Special Attack stat and the excellent Volt
Absorb ability, and throw in the ability to Baton Pass, and you have a
Pokemon with a very useful niche on many teams.
It's biggest problem is
that training it in-game is a pain, especially now as it hardly learns anything
in the way of special attacks. Get a Thunderbolt TM from somewhere pronto to
maximize its effectiveness.
Capture/Training
Eevee. It's practically
handed to you as a gift, so take it.
Jolteon's key move, Baton Pass, is
learned at Level 36 while still an Eevee. Evolve it with a Thunderstone then, and prepare to teach it
some good Electric moves, as I doubt you'd want to wait until Discharge at Level
78 to have one...
Stats
65
HP, 65 Atk, 60 Def, 110 SpA, 95 SpD, 130 Spe
You'll see this come up
again. With any Eeveelution, one stat will get a strong 130 base stat, one will
get a nice 110, one will get a decent 95, two will get 65, and one will get 60.
Any Eeveelution will likely be judged on which stats get the powerful stats, so
keep that in mind.
With that in mind, Jolteon's forte is clearly Speed.
Jolteon is tied for the sixth-fastest Pokemon out there, being outsped only by
three Deoxys forms, Ninjask, and Electrode, and tying speed with Aerodactyl,
Crobat, and Mewtwo. Its Speed is high enough to even outrun many Pokemon after
they raise their own Speed a level or two. Not only that, but it also has the
Special Attack to seriously wound opponents with its moves. Essentially, Jolteon
hits fast, and it can hit hard. And if that weren't enough, it also has the
ability to sneak into battle, throw up a Substitute, then Baton Pass out before
the opponent can even touch it, at which point a teammate essentially got in for
free... and if you switch well, that Sub, weak as it might be, might still be
intact after your opponent's attack. This in turn gives you a free turn to set up.
This is Jolteon's most infamous role, and it is extremely difficult to
stop.
Abilities
Volt Absorb
is your only choice. In many ways, it's a great choice. Jolteon needs a good way
to sneak into a battle, and Volt Absorb provides a handy immunity with which, if
a teammate can draw the Electric attack, it can switch in and start wreaking
havoc. The extra healing helps, too, especially with a Pokemon as frail as it is
that likely needs as much health as it can get back to make Substitutes
with.
Moves
Jolteon
possesses one of the fastest and hardest-hitting
Thunderbolts in the game. It is Jolteon's
primary attack, plain and simple. The only reason you would ever use something
else is if you want the paralysis chance of
Discharge or are running a Rain team and thus
using
Thunder.
Jolteon doesn't
have much in the way of secondary attacks, either: it gets
Shadow Ball,
Signal Beam, and if you can manage a good one,
Hidden Power. And that's it, really. I
mean, you could play with
Hyper Beam
in-game, where a KO with Shift rules allows you to switch out, or a single-use
base-200-power
Trump
Card...
Jolteon has one other attack option,
Charge Beam. While it's not bad at all for
increasing Jolteon's Special Attack to ridiculous levels, it's even better as a
Baton Pass move to power up special sweepers.
Speaking of cards,
Jolteon's true ace in the hole is
Baton
Pass. It might not have much to pass, but it really needs to pass little
more than
Substitutes. Fast Sub-Passing
will be covered in-depth later. It can also pass the aforementioned Charge
Beams, and
Agility boosts. In general, it
can scout-pass, (called dry-passing), scouting the opposing team for a switch-in
and sending in an appropriate counter.
(At this point, I should mention
that since Eevee itself gets Baton Pass, so does every one of its evolutions,
and is often times a key component in any Eeveelution.)
Jolteon can learn
Thunder Wave to paralyze enemies. Jolteon
himself might not need the Speed drop, but his teammates certainly
might.
Roar is an option on
Jolteon, albeit somewhat of an unappealing one due to being unreplenishable as a
TM and pretty much negating its high Speed. Its main use would be to Roar away
an opponent before they Roar your Subs and stat boosts out, or to screw up a
Ninjask (one of the few Pokemon definitively faster than Jolteon in base
speed).
Light Screen is
situational, but can help against special attackers in keeping your Sub intact
once it is passed.
Jolteon fits pretty well on Rain Dance teams thanks to
an Electric immunity and access to Thunder. It can also start its own
Rain Dance if you so choose.
A couple of
options are available to all Eeveelutions, involving one Move Tutor move and
several Egg Moves. (Hint: use Smeargle to breed Egg Moves onto Eevee more
easily.)
Wish is a good way to support
the team (Jolteon is a bit frail to be using it himself).
Charm, Tickle, Yawn,
and
Fake Tears all
generally do the same thing: force the opponent to switch. Tickle is a bit less
useful for Jolteon; as for the other three, if the opponent decides to stay in,
Charm lowers Attack and allows Jolteon to take hits a little better, Yawn can
put the opponent to sleep, and Fake Tears allows you to hit your opponent
harder.
Heal Bell is another team support
option.
Effective
Movesets
1. Standard
SubPasser
- Substitute
- Baton Pass
- Thunderbolt/Charge
Beam
- Shadow Ball/Charge Beam
Note: Here's the theory behind SubPassing.
You switch Jolteon in on an Electric attack. While it switches to something that
can hurt you, you Sub. Next turn, you Pass out, preferably to something that
resists whatever attack you think is coming your way. (For example, pass it to a
Gyarados or Salamence, who dodge incoming Ground attacks.) Then, behind that
sub, that Pokemon can set up safely and start dismantling the opposing
team.
This strategy works well against human players; however, keep in mind
that many computer players don't switch and will simply keep going with their
current Pokemon. (Also, many computer players don't use Choice items that would
force them to switch.) When using against a CPU trainer, you will have to judge
whether your opponent's "backup attack" can break your Sub. If it can, you might
be better off just striking with Thunderbolt/Shadow Ball. Or, you might predict
a status attack... in which case, sub away. Careful planning should allow you to
pull off a successful SubPass even against CPU foes. Charge Beam is available
if you want to pass some Special Attack boosts before you pass on.
2. Choice Specs
- Thunderbolt
- Shadow
Ball
- Signal Beam
- Baton Pass
Item: Choice Specs
Note: This
Jolteon is obviously more offensive, and with base 130 Speed and base 110
Special Attack, it can be quite a fearsome threat. Or, at least, if you don't
think so, Baton Pass out to scout.
3.
Charge Beam Sweeper/Passer
- Charge Beam
- Thunderbolt
- Shadow
Ball
- Baton Pass/Signal Beam
Item: Life Orb
Note: Once you get the
Charge Beam boost, this set can sweep nicely. Baton Pass allows you to throw
those boosts to a teammate if you so choose.
4. Pure Baton Pass
- Baton Pass
- Charge
Beam
- Agility
- Substitute
Note: This Jolteon is designed to fit on
dedicated Baton Pass teams. Its goal is to simply pass as much as possible; as
such, it won't pose an offensive threat on its own.
5. AgilityPass
- Baton Pass
-
Agility
- Thunderbolt
- Shadow Ball/Substitute
Note: Some sites say
Zapdos does it better. Zapdos only gets Baton Pass from XD, which I have no
access to at the moment. At any rate, Jolteon functions fine as an
Agility-passer, and if you don't care about the whole "outclassing" thing, then
here it is. Unlike other Jolteon, this one doesn't really need that much Speed,
since Agility takes care of that, although Speed is still an
option.
6. Wish Jolteon
-
Thunderbolt/Discharge
- Wish
- Substitute
- Baton Pass
Note: This
Jolteon is team support. As such, Discharge is an option for the higher
paralysis chance.
7. Switch-Forcing
SubPassing
- Charm/Yawn/Fake Tears
- Thunderbolt
-
Substitute
- Baton Pass
Note: You
can force a switch against human foes with your choice of the first three moves.
Charm works well in-game, due to it reducing opponent attack power and
increasing the chances that your Sub stays intact. Yawn is to be used
strategically; in-game the opponent likely won't switch, so you may want to wait
until after the opponent falls asleep before throwing up the Sub. Fake Tears
offers a pseudo-offensive route: if the opponent doesn't switch, they're going
to be facing some nasty Thunderbolts. Since the first three moves are not
readily interchangeable, this set is really three different sets with a common
goal.
8. Offensive Fake Tears
-
Fake Tears
- Thunderbolt
- Shadow Ball
- Signal Beam
Note: This is
best as an in-game team, to prey on opponents who don't switch out much. After a
Fake Tears, your other attacks will hit hard. Against human foes, it will force
switches, and is best when paired with a Pokemon that can abuse entry
hazards.
9. Status
- Thunder
Wave/Discharge
- Thunderbolt/Shadow Ball
- Yawn
- Shadow Ball/Signal
Beam/Heal Bell
Note: Thunder Wave and Thunderbolt allows for more reliable
paralysis and a more powerful primary attack, while Discharge combines the two
to open up a moveslot for further options. This is the best moveset I can fit
Heal Bell on; the set is mostly team support anyways, and Heal Bell can relieve
Jolteon if it accidentally paralyzed a Synchronize Pokemon. Baton Pass is
another option that can be thrown on there if Jolteon accidentally paralyzed the
wrong Pokemon.
10. Rain Dance
-
Rain Dance
- Thunder
- Shadow Ball
- Signal Beam
Note: Really,
though, the last two slots are filler. They can be replaced by elements of any
previous Jolteon set, such as Substitute/Baton Pass.
Overview
Despite a sparse movepool,
Jolteon functions well as a team supporter and a fast offensive threat. Used
well, it can definitely secure the victory for you.
Postscript: SubPassing in Action
Here's
an example of how SubPassing might work.
- You have a Gyarados out. Opponent
has a Magnezone out.
- Magnezone trys to slay Gyarados with a Thunderbolt.
You switch out to Jolteon first. Jolteon absorbs the Thunderbolt.
- Magnezone
has a Choice item, and thus is in no position to harm Jolteon, so it switches
out to a Gliscor. During the switch, Jolteon throws up a Substitute.
-
Jolteon Baton Passes back to Gyarados. Gliscor, thinking Jolteon will stay in,
tries hitting it with an Earthquake, which Gyarados obviously dodges.
-
Gliscor hits Gyarados with a Stone Edge to break the Sub, but it's too late:
Gyarados got in a Dragon Dance safely, and now nothing is going to be in its
way...
Here's an in-game example:
- You have a Gyarados out. Opponent
has an Electrode out.
- Gyarados is switched for Jolteon, who absorbs the
Electrode's Thunderbolt.
- Jolteon has been EV-trained, so it's faster than
the Electrode. Having some knowledge of the Electrode's moveset, it knows the
Electrode will either hit it with a weak attack or a status move, so it Subs.
Electrode uses Screech... nope, that won't work.
- Jolteon passes back to
Gyarados. Electrode tries a Rollout. No matter how super-effective the move is,
it just isn't that powerful, and the Sub stays.
- Gyarados Dragon Dances.
Game over.
Gyarados is a great example of a classic Jolteon teammate. Not
only is Gyarados a veritable lightning rod for opponents' Electric attacks, but
it also dodges the Ground-type attacks likely to be launched at Jolteon after it
goes in. In general, any Pokemon that has a set-up move, or can resist/is immune
to a Ground attack can pair up with Jolteon. Here are some examples of Pokemon
to pair with Jolteon:
Salamence: Avoids Ground attacks. Can use the Sub
to Dragon Dance.
Gengar: Avoids Ground attacks. Already likes Subs behind
which to attack from.
Metagross: Resists many non-Ground/Fire attacks. Can use Sub to use
Agility.
Infernape: Uses Sub to Nasty Plot.
Lucario: Uses Sub to Swords
Dance.
Vaporeon: Draws Electric attacks. Can Baton Pass between each
other.
Breloom: Resists Ground attacks, draws Flying attacks which Jolteon
resists. Hides behind Sub to Focus Punch.
Latias: Avoids Ground attacks. Can
Calm Mind behind Sub.
Aerodactyl: Draws Electric attacks, avoids Ground
attacks.
Skarmory: Draws Electric attacks, avoids Ground attacks. Uses Spikes
to take advantage of opponents switching around a lot.
Snorlax: Good defenses
allow it to survive Ground attacks. Can Curse behind Sub.
Kingdra: Can Rain
Dance or Dragon Dance behind Sub.
Ludicolo: Resists Ground attacks. Can use
Rain Dance behind Sub.
Heracross: Resists Ground attacks, draws Flying
attacks which Jolteon resists.
This is just a start. Jolteon has many
potential partners in the game of SubPassing. The possibilities aren't endless, but sometimes it sure feels like it.