How to play
Choice Specs boosts Special Attack but locks Jolteon into one move until it switches. Volt Absorb grants Electric immunity and restores HP when an Electric move activates it.
Choose six Pokémon. See your score. Find your next teammate.
Thunder StoneTo Jolteon
JolteonLast stage shown
#0135 · GENERATION 1
Fast special pivot
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Generation 9 · casual singles · base form
Choice Specs boosts Special Attack but locks Jolteon into one move until it switches. Volt Absorb grants Electric immunity and restores HP when an Electric move activates it.
Key risk. Ground attacks are super effective and Ground types block Electric moves. Low bulk and a Choice lock can make a prediction costly.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Choice Specs boosts Special Attack but locks Jolteon into one move until it switches. Volt Absorb grants Electric immunity and restores HP when an Electric move activates it.
Ground is immune to every Electric move on this set, and Shadow Ball and Hyper Voice do not fix the matchup either. Switch out and reset the Choice lock rather than wasting a turn.
Volt Switch is both damage and an escape, while Volt Absorb can turn an opposing Electric attack into healing. Low bulk makes a wasted lock expensive.
A teammate uses a switching move to bring Jolteon in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Choice Specs raises Special Attack but locks Jolteon into one move until it switches. Volt Absorb grants an Electric immunity and restores HP when an Electric move hits it.
Watch the tradeoff. Ground attacks are super effective and Ground types block Electric moves. Low bulk and a Choice lock can make a prediction costly.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Raichu offers Lightning Rod and different coverage options at lower base Speed.
| Stat | Jolteon | Raichu |
|---|---|---|
| HP | 65 | 60 |
| Attack | 65 | 90 |
| Defense | 60 | 55 |
| Sp. Attack | 110 | 90 |
| Sp. Defense | 95 | 80 |
| Speed | 130 | 110 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Flying teammate can cover Ground attacks. A bulky teammate helps absorb hits Jolteon cannot take.
Immune to Ground; Jolteon covers its Electric weakness.
Adds bulk and resists Fire and Rock attacks.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Raichu offers Lightning Rod and different coverage options at lower base Speed.
Try Raichu →Typing only. Abilities, items and battle effects can change these matchups.
Thunder Stone
Jolteon#135Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Jolteon. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 45 → 73
Team score 45 → 72
Team score 45 → 72
Team score 45 → 72
Team score 45 → 71
Team score 45 → 71
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Jolteon | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | 1× | 0 | 0 |
| Water | 1× | 0 | 0 |
| Electric | ½× | 0 | 1 |
| Grass | 1× | 0 | 0 |
| Ice | 1× | 0 | 0 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 2× | 1 | 0 |
| Flying | ½× | 0 | 1 |
| Psychic | 1× | 0 | 0 |
| Bug | 1× | 0 | 0 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | 1× | 0 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 16, 2026. Suggest a correction.