What it does
Quick Feet activates when the user has any status condition — Burn, Paralysis, Poison, Sleep, or Freeze — and raises Speed by 1.5x. The usual paralysis Speed penalty (normally ×0.5) is completely overridden: a paralyzed Quick Feet user gets 1.5x Speed, not 0.75x.
For Jolteon: base 130 Speed, 182 (neutral) or 200 (Timid) at Lv50 fully invested. With Quick Feet active that becomes 273 or 300 respectively. Fast, but the activation condition is the issue.
Who runs it
Jolteon at 2%, versus 98% for Volt Absorb. The gap speaks for itself.
How to use it
The most obvious activation route is Flame Orb — end-of-turn burn triggers automatically, Quick Feet kicks in, Speed jumps to 273 (neutral) or 300 (Timid). The logic makes sense on paper: you're faster than a standard Jolteon and you don't need the opponent to use an Electric move.
The problem is Flame Orb chips HP every turn on a Pokémon with 65 base HP and 60 Defense. Jolteon is already one of the frailer attackers around. Burning yourself shortens how long it survives, which usually means it runs out of turns before it can justify the Speed boost.
Relying on the opponent's Thunder Wave to activate it is the other route. But Jolteon at base 130 already outspeeds most threats — the extra 1.5x from a status isn't solving a Speed problem that existed. Volt Absorb Jolteon covers faster threats just fine.
Tips & strategy
Why Volt Absorb wins the comparison: Volt Absorb gives Jolteon a free, conditional switch-in with recovery attached — no HP cost, no prior setup. Quick Feet requires taking a status first, which on a Pokémon this fragile is often what ends its run rather than extending it. The activation price is too high for what you get.
When Quick Feet is worth trying: If you specifically want a Jolteon that doesn't get crippled by paralysis and instead moves faster under it, there's a niche there. It can show up in themed or gimmick squads. In standard Champions play it's a significant downgrade.
The 2% number is honest: It's not zero, because there are players experimenting or running off-meta sets. But it's close to zero, and the reason is straightforward — Quick Feet Jolteon trades a reliable defensive tool for a conditional offense boost that usually costs more HP than it's worth.