Competitive Information for Jolteon [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Jolteon jolteon
Base Stats for Jolteon

Electric

Abilities:
Volt AbsorbVolt Absorb: This Pokemon heals 1/4 of its max HP when hit by Electric moves; Electric immunity.
,
Quick FeetQuick Feet: If this Pokemon is statused, its Speed is 1.5x; ignores Speed drop from paralysis.

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for JolteonVisit Serebii's Pokedex for location, breeding, and other game details about JolteonVisit Bulbapedia for more information about JolteonVisit Pikalytics for competitive usage stats on Jolteon

Movesets for Singles


What is a good competitive moveset for Jolteon? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Jolteon in Pokemon Sun/Moon:

UmbreonMetagrossPolitoedLatiosKingdraSwampert-MegaGyaradosPelipperMedicham-MegaJirachiCharizard-Mega-YSwampert


Jolteon is an extraordinary Electric-typed Pokemon. It's common to find yourself dealing with Jolteon when battling in the 7th generation meta. Jolteon's only type-related weakness is Ground.


Species: Jolteon
Item: Flame Orb / Electrium Z
Ability: Quick Feet
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Synchronoise
- Hyper Voice
- Detect / Protect

Special Sweeper Jolteon (Quick Feet)

Jolteon is an extraordinary Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Jolteon from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Jolteon at the end of the turn which will activate Jolteon's Quick Feet ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Jolteon is statused its speed is 1.5x; ignores speed drop from paralysis.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Synchronoise is a special 120-base power Psychic-type move (hits adjacent pokemon sharing your Jolteon's type).
Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Detect is a status move (prevents moves from affecting your Jolteon this turn).
Protect is a status move (prevents moves from affecting your Jolteon this turn).



Movesets for Doubles


What is a good doubles moveset for Jolteon? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Jolteon in Pokemon Sun/Moon:

UmbreonMetagrossPolitoedLatiosKingdraSwampert-MegaGyaradosPelipperMedicham-MegaJirachiCharizard-Mega-YSwampert


Species: Jolteon
Item: Flame Orb / Normalium Z
Ability: Quick Feet
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Hyper Voice
- Discharge
- Synchronoise
- Detect / Protect

Doubles Special Sweeper Jolteon (Quick Feet)

Jolteon is an interesting Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Jolteon from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Jolteon at the end of the turn which will activate Jolteon's Quick Feet ability. Use Detect or Protect to help guarantee the Orb activates on your first turn. With Quick Feet, if Jolteon is statused its speed is 1.5x; ignores speed drop from paralysis.

Hyper Voice is a special 90-base power Normal-type move (no additional effect. hits adjacent foes).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Synchronoise is a special 120-base power Psychic-type move (hits adjacent pokemon sharing your Jolteon's type).
Detect is a status move (prevents moves from affecting your Jolteon this turn).
Protect is a status move (prevents moves from affecting your Jolteon this turn).



Movepool


Wondering what moves can Jolteon learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Hyper Beam
150
90%
5
User cannot move next turn.
Hyper Voice
90
100%
10
No additional effect. Hits adjacent foes.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Stored Power
20
100%
10
+ 20 power for each of the user's stat boosts.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Synchronoise
120
100%
10
Hits adjacent Pokemon sharing the user's type.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Trump Card
--
--
5
More power the fewer PP this move has left.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Covet
60
100%
25
If the user has no item, it steals the target's.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flail
--
100%
15
More power the less HP the user has left.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Last Resort
140
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pin Missile
25
95%
20
Hits 2-5 times in one turn.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Strength
80
100%
15
No additional effect.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Wild Charge
90
100%
15
Has 1/4 recoil.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baby-Doll Eyes
--
100%
30
Lowers the target's Attack by 1.
Baton Pass
--
--
40
User switches, passing stat changes and more.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Celebrate
--
--
40
No competitive use.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Sing
--
55%
15
Causes the target to fall asleep.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Thunder Wave
--
90%
20
Paralyzes the target.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Jolteon can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Jolteon

Create a build


Have an idea in mind for Jolteon that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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