Jellicent
Omega RubyX

Its body is mostly seawater. It’s said there’s a castle of ships Jellicent have sunk on the seafloor.

Alpha SapphireY

The fate of the ships and crew that wander into Jellicent’s habitat: all sunken, all lost, all vanished.

Evolution Chain

frillish
Frillish
Level 40
jellicent
Jellicent

Pokédex Data

Classification Floating Pokémon
Height 2.2 m (7'03")
Weight 135.0 kg (297.6 lbs)
Abilities

Training

EV Yield +2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Indeterminate

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Night Shade
100% 15 Inflicts damage equal to the user's level.
1 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
1 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
1 Water Sport
15 Halves all Fire-type damage.
1 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
5 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
9 Night Shade
100% 15 Inflicts damage equal to the user's level.
13 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
17 Recover
5 Heals the user by half its max HP.
22 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
27 Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
32 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
37 Rain Dance
5 Changes the weather to rain for five turns.
45 Hex
65 100% 10 Has double power if the target has a major status ailment.
53 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
61 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
69 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
1 Night Shade
100% 15 Inflicts damage equal to the user's level.
1 Bubble
40 100% 30 Has a 10% chance to lower the target's Speed by one stage.
1 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.
1 Water Sport
15 Halves all Fire-type damage.
1 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
5 Absorb
20 100% 25 Drains half the damage inflicted to heal the user.
9 Night Shade
100% 15 Inflicts damage equal to the user's level.
13 Bubble Beam
65 100% 20 Has a 10% chance to lower the target's Speed by one stage.
17 Recover
5 Heals the user by half its max HP.
22 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
27 Ominous Wind
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
32 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
37 Rain Dance
5 Changes the weather to rain for five turns.
45 Hex
65 100% 10 Has double power if the target has a major status ailment.
53 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
61 Wring Out
100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
69 Water Spout
150 100% 5 Inflicts more damage when the user has more HP remaining, with a maximum of 150 power.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM61 Will O Wisp
85% 15 Burns the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM07 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM61 Will O Wisp
85% 15 Burns the target.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Giga Drain
75 100% 10 Drains half the damage inflicted to heal the user.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
Shock Wave
60 20 Never misses.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Trick
100% 10 User and target swap items.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.

Base Stats

Hp 100
Attack 60
Defense 70
Sp. Atk 85
Sp. Def 105
Speed 60
Total 480

Type Defenses

(vs. Gen 6+ rules)

0x
0.5x
0.5x
2x
2x
0.5x
0x
0.5x
0.5x
2x
2x
0.5x