Jellicent
Ultra Sun

Jellicent is always hanging around fancy cruise ships and tankers, hoping to drag away its prey.

Ultra Moon

Fishermen are terrified of Jellicent. It’s rumored to drag them into the sea and steal their lives away.

Evolution Chain

frillish
Frillish
Level 40
jellicent
Jellicent

Pokédex & Training Data

Classification Floating Pokémon
Height 2.2 m (7'03")
Weight 135.0 kg (297.6 lbs)
Abilities
EV Yield +2 Sp. Def
Catch Rate 60
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Unova (B/W) #099
Unova (B2/W2) #181
Alola (US/UM) #319
Galar (Sw/Sh) #306
National #593
Isle of Armor #193

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM98 Waterfall
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

Ultra Sun/Ultra Moon
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