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Jellicent counters

#0593
Lobby CP
29,605
Attack
137
Defense
152
HP
15,000
Raid timer
5 min
300s

Caught CP range 1,267 - 1,336.

Jellicent weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Jellicent is weak to ghost1.6xgrass1.6xelectric1.6xdark1.6x

  • Weak (4)
  • Neutral (6)
  • Resists (8)

It resists normal0.39xfighting0.39xpoison0.625xbug0.625xsteel0.625xfire0.625xwater0.625xice0.625xβ€” bringing one of those is throwing damage away.

Best Jellicent counters

Beating Jellicent should take 3 trainers with Pokemon of this strength β€” bring a group. Difficulty rating 2.06 with the best counter, 9:29 to win.

Trainers3small group
#AttackerMoveset
1Hydreigondarkdragonjoint top pickdarkBitedarkBrutal Swing3,6259:292.065.253.4%
2RillaboomgrassgrassRazor LeafgrassFrenzy Plant3,3249:452.125.552.0%
3TyranitarrockdarkdarkBitedarkBrutal Swing3,8349:552.156.051.1%
4KingambitdarksteeldarkSnarldarkFoul Play3,61410:242.265.448.7%
5ElectivireelectricelectricThunder ShockelectricWild Charge3,0799:552.156.051.1%
6MeowscaradagrassdarkgrassLeafagegrassFrenzy Plant2,82510:132.225.849.6%
7AbsoldarkdarkSnarldarkBrutal Swing2,5269:582.176.050.9%
8WeaviledarkicedarkSnarldarkFoul Play3,00510:262.276.048.6%
9GholdengosteelghostghostHexghostShadow Ball3,51710:212.256.049.0%
10DragapultdragonghostghostAstonishghostShadow Ball3,53210:162.235.649.4%
11Hisuian ZoroarknormalghostghostShadow ClawghostShadow Ball2,61510:092.206.050.0%
12MagnezoneelectricsteelelectricSparkelectricWild Charge3,20510:362.306.047.8%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Jellicent.

Estimator is how many trainers of this strength the fight needs. Power is the share of Jellicent's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 8 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1ghostHex+iceIce Beamhardest10:082.205.793%
2waterBubble+iceIce Beam10:062.205.896%
3waterBubble+ghostShadow Ball9:582.176.085%
4ghostHex+ghostShadow Ball9:572.165.889%
5ghostHex+waterSurf9:532.155.886%
6waterBubble+waterSurf9:532.155.992%
7waterBubble+waterBubble Beam9:502.145.196%
8ghostHex+waterBubble Beam9:492.145.096%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Jellicent throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
waterBubbleSTAB10+121.0s0.55s
ghostHexSTAB8+131.0s0.80s

Charged moves

MovePowerEnergyDurationHits at
waterSurfSTAB60-501.5s1.20s
ghostShadow BallSTAB100-503.0s2.40s
iceIce Beam95-503.5s1.50s
waterBubble BeamSTAB45-332.0s1.55s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor1,2671,584
11/11/111,2811,601
12/12/121,2951,618
13/13/131,3081,636
14/14/141,3221,653
15/15/15hundo1,3361,670

Caught CP range 1,267 - 1,336, or 1,584 - 1,670 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Jellicent is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
159
Game Master
Base Defense
178
Game Master
Base Stamina
225
ignored by a raid boss
Tier CPM
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((159 + 15) x 0.79)137Game Master base Attack, tier CPM
Defensefloor((178 + 15) x 0.79)152Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 225 unused15,000tier HP pool
Lobby CPfloor((159 + 15) x sqrt(178 + 15) x sqrt(15,000) / 10) β€” no CPM term29,605Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.79, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Jellicent's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.