Aragorn the King
Literally a duck
Jirachi - The Wish Pokémon
X Flavor Text - "Generations have believed that any wish written on a note on its head will come true when it awakens."
Y Flavor Text - "It is said to have the ability to grant any wish for just one week every thousand years."
Pokédex Number - #385 (National) | #--- (Kalos)
Type - Base Stats - 100 HP / 100 Atk / 100 Def / 100 SAtk / 100 SDef / 100 Spe
Abilities:
Serene Grace: Serene Grace will double the chance of a move having an additional effect. For example, Psychic will have a 20% chance of lowering the target's Special Defense stat instead of its usual 10% chance, and Rock Smash will always lower an opponent's Defense by 1 level, as opposed to having a 50% chance of doing so. Serene Grace boosts the 10% flinch chance due to King's Rock or Razor Fang to 20%. Serene Grace has no effect on status moves.
Notable Moves (Bold indicates STAB):
- Wish (Start)
- Psychic (lvl 20, TM 29)
- Zen Headbutt (Lvl 35, Transfer)
- Healing Wish (Lvl 50)
- Doom Desire (Lvl 70)
- Psyshock (TM 03)
- Calm Mind (TM 04)
- Light Screen (TM 16)
- Thunderbolt (TM 24)
- Reflect (TM 33)
- Thunder Wave (TM 73)
- U-turn (TM 89)
- Drain Punch (Transfer)
- Fire Punch (Transfer)
- Ice Punch (Transfer)
- Iron Head (Transfer)
- Stealth Rock (Transfer)
- Trick (Transfer)
General Analysis:
Jirachi is one of the giants of B&W OU that unfortunately isn't as good in X&Y. However, with the recent banning of Aegislash, Jirachi has been able to claim some niches. Jirachi still has a huge movepool, great stats, and a good typing, and so it's able to function as both an offensive check and defensive counter to Mega Gardevoir, which are two in-demand roles. It boasts semi-reliable recovery in WishProtect, and is also able to heal its teammates! It can spread paralysis no matter, and can still use its annoying strategy, albeit to a lesser degree, of ParaFlinching. In addition to offensive roles, it still can use an effective Scarf set that uses its great coverage, annoying ability, and utility in U-turn, Healing Wish, and Trick to be effective. Jirachi still struggles due to having three relatively common weaknesses, but its ten resistances/immunities in addition to its colorful movepool and good all-around stats allow it to carve some interesting niches in OU.
Movesets:
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn / Thunder Wave / Toxic
Set Description:
With this set Jirachi is able to be an effective counter to Mega Gardevoir. It has semi-reliable recovery in Wish-Protect, the ability to spread paralysis with Body Slam and Thunder Wave, and a reliable STAB move that works in tandem with Thunder Wave in Iron Head. Toxic can be used instead of Body Slam or Thunder Wave, since it also works well with flinching and cripples the Electric- and Ground-types that would otherwise counter Jirachi. Beware of the new phazing mechanics though, since now Whirlwind and Roar bypass Protect and will prevent Jirachi from healing. However, this will end up healing your teammates. Thanks to Wish' superior PP to Synthesis, as well as Jirachi's excellent taking of super effective Hidden Powers, Jirachi can also handle Venusaur decently. Using Zen Headbutt instead of Iron Head or Thunder Wave could be done to help it against Venusaur even more, but limits its general effectiveness. It's also able to handle Keldeo decently, as it is never 2hko'd thanks to Protect and it can spread paralysis reliably. Of course, Zen Headbutt would make this easier, but Jirachi will still win 1v1 without it.
This set is also a great answer to Clefable, since it takes less from a +1 Flamethrower than Clefable takes from an Iron Head. Additionally, there's only a 40% chance of an opponent moving after Iron Head. The set at first seems only to operate thanks to hax, but its typing and movepool really to most of the work. ParaFlinching is only the icing on the cake. By the way, the speed EVs are to outspeed non-mega evolved Tyranitar. It should be noted that this set, without Toxic, is hard walled by any electric-type, so teammates to handle Electric's are necessary.
Ability: Serene Grace
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Wish
- Protect
- Iron Head
- U-turn / Thunder Wave / Toxic
Set Description:
With this set Jirachi is able to be an effective counter to Mega Gardevoir. It has semi-reliable recovery in Wish-Protect, the ability to spread paralysis with Body Slam and Thunder Wave, and a reliable STAB move that works in tandem with Thunder Wave in Iron Head. Toxic can be used instead of Body Slam or Thunder Wave, since it also works well with flinching and cripples the Electric- and Ground-types that would otherwise counter Jirachi. Beware of the new phazing mechanics though, since now Whirlwind and Roar bypass Protect and will prevent Jirachi from healing. However, this will end up healing your teammates. Thanks to Wish' superior PP to Synthesis, as well as Jirachi's excellent taking of super effective Hidden Powers, Jirachi can also handle Venusaur decently. Using Zen Headbutt instead of Iron Head or Thunder Wave could be done to help it against Venusaur even more, but limits its general effectiveness. It's also able to handle Keldeo decently, as it is never 2hko'd thanks to Protect and it can spread paralysis reliably. Of course, Zen Headbutt would make this easier, but Jirachi will still win 1v1 without it.
This set is also a great answer to Clefable, since it takes less from a +1 Flamethrower than Clefable takes from an Iron Head. Additionally, there's only a 40% chance of an opponent moving after Iron Head. The set at first seems only to operate thanks to hax, but its typing and movepool really to most of the work. ParaFlinching is only the icing on the cake. By the way, the speed EVs are to outspeed non-mega evolved Tyranitar. It should be noted that this set, without Toxic, is hard walled by any electric-type, so teammates to handle Electric's are necessary.
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt / Fire Punch / Drain Punch
- U-turn / Ice Punch
- Healing Wish / Trick
Set Description:
Choice Scarf is a much different take on Jirachi. It sacrifices its most of its defensive capabilities for Speed and more use of its offensive movepool. Jirachi doesn't have to rely on Thunder Wave for Iron Head to move first, since it's outspeeding everything with a Choice Scarf. Iron Head is a useful STAB move, boasting decent power and a 60% flinch chance, and is what allows offensive Jirachi to be one of the best checks to Gardevoir and a decent check to Terrakion. Zen Headbutt is a nice complementary STAB move that boasts a more modest 40% flinch chance, along with the same power and slightly lower accuracy. It allows Jirachi to check Mega Venusaur and Keldeo. If Psychic coverage isn't necessary, Fire Punch can be used to beat Ferrothorn, Bisharp, Mega Scizor. Drain Punch could also be used for Tyranitar and Bisharp. Ice Punch is a great third move that allows Jirachi to revenge kill DD Dragonite, Noivern, and Garchomp (not scarf locked into EQ), and also has an infuriating 20% freeze chance. Lastly, the fourth move should be a momentum-grabbing move. U-turn allows you to do damage and switch to a better teammate, Healing Wish allows you to heal an almost fainted Pokemon, and Trick allows you to cripple Pokemon that would hate a Scarf, like Chansey.
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt / Fire Punch / Drain Punch
- U-turn / Ice Punch
- Healing Wish / Trick
Set Description:
Choice Scarf is a much different take on Jirachi. It sacrifices its most of its defensive capabilities for Speed and more use of its offensive movepool. Jirachi doesn't have to rely on Thunder Wave for Iron Head to move first, since it's outspeeding everything with a Choice Scarf. Iron Head is a useful STAB move, boasting decent power and a 60% flinch chance, and is what allows offensive Jirachi to be one of the best checks to Gardevoir and a decent check to Terrakion. Zen Headbutt is a nice complementary STAB move that boasts a more modest 40% flinch chance, along with the same power and slightly lower accuracy. It allows Jirachi to check Mega Venusaur and Keldeo. If Psychic coverage isn't necessary, Fire Punch can be used to beat Ferrothorn, Bisharp, Mega Scizor. Drain Punch could also be used for Tyranitar and Bisharp. Ice Punch is a great third move that allows Jirachi to revenge kill DD Dragonite, Noivern, and Garchomp (not scarf locked into EQ), and also has an infuriating 20% freeze chance. Lastly, the fourth move should be a momentum-grabbing move. U-turn allows you to do damage and switch to a better teammate, Healing Wish allows you to heal an almost fainted Pokemon, and Trick allows you to cripple Pokemon that would hate a Scarf, like Chansey.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Substitute
- Fire Punch
- Iron Head
- Toxic
This set is really annoying to face. Toxic is a very easy to spam move, and of the things that aren't affected, most either are hit super effectively by Fire Punch or can be flinched to death with Iron Head. Flinching + Toxic go together very well; with every flinch, more Toxic damage is racked up. Substitute is the icing on the cake for this set; it helps it avoid Sucker Punch from the likes of Bisharp, and subsequently threaten them with on of its three other moves. The set combines Speed, offense, and defense, but isn't exceptional at any of the three, due to its mediocre Speed, no Attack investment, and no Defense investment, so don't try to make Jirachi do more than it can. Basically, use Substitute against things that can't threaten you, abuse Burn and Flinch hax, and flinch poisoned things until they die. idk if I explained this set great; ask TRC or Jukain for a better explanation.
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Substitute
- Fire Punch
- Iron Head
- Toxic
This set is really annoying to face. Toxic is a very easy to spam move, and of the things that aren't affected, most either are hit super effectively by Fire Punch or can be flinched to death with Iron Head. Flinching + Toxic go together very well; with every flinch, more Toxic damage is racked up. Substitute is the icing on the cake for this set; it helps it avoid Sucker Punch from the likes of Bisharp, and subsequently threaten them with on of its three other moves. The set combines Speed, offense, and defense, but isn't exceptional at any of the three, due to its mediocre Speed, no Attack investment, and no Defense investment, so don't try to make Jirachi do more than it can. Basically, use Substitute against things that can't threaten you, abuse Burn and Flinch hax, and flinch poisoned things until they die. idk if I explained this set great; ask TRC or Jukain for a better explanation.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 32 Atk / 168 SpD / 56 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Fire Punch / Zen Headbutt
Enough Speed to outrun Jolly Mega Heracross, enough Atk to OHKO Mega Gardevoir after SR, and rest to HP and SpD, to handle as good as possible Mega Gardevoir, Latios, Latias, Greninja, etc. The first three moves are musts, while the last move depends on if you want to cover Ferrothorn and Mega Scizor or Mega Venusaur, Mega Heracross, and do some decent damage to Electric-types, though switching out of them with U-turn on the switch is usually your best option. This set works great on any kind of team that wants to compress the roles of a SR setter, a special tank, and a special pivot in one teamslot.
Ability: Serene Grace
EVs: 252 HP / 32 Atk / 168 SpD / 56 Spe
Jolly Nature
- Stealth Rock
- Iron Head
- U-turn
- Fire Punch / Zen Headbutt
Enough Speed to outrun Jolly Mega Heracross, enough Atk to OHKO Mega Gardevoir after SR, and rest to HP and SpD, to handle as good as possible Mega Gardevoir, Latios, Latias, Greninja, etc. The first three moves are musts, while the last move depends on if you want to cover Ferrothorn and Mega Scizor or Mega Venusaur, Mega Heracross, and do some decent damage to Electric-types, though switching out of them with U-turn on the switch is usually your best option. This set works great on any kind of team that wants to compress the roles of a SR setter, a special tank, and a special pivot in one teamslot.
• You can use a Dual Screens set, but there are better setters.
• You can use a Calm Mind set - offensive with Psyshock works really well.
• Doom Desire is a fun move that can be used to lure in Pokemon like Clefable with Kyurem-B. If Clefable is the teams only Kyu-B answer, the team is looking for some trouble, considering Clefable can't switch into Kyu-B without being one shotted.
• You can use a Calm Mind set - offensive with Psyshock works really well.
• Doom Desire is a fun move that can be used to lure in Pokemon like Clefable with Kyurem-B. If Clefable is the teams only Kyu-B answer, the team is looking for some trouble, considering Clefable can't switch into Kyu-B without being one shotted.
Jirachi checks very threatening Pokemon and has a lot of versatility to boast. It's a cool niche Pokemon that, while not dominant, is effective against most teams. Try out the sets I provided and tell me how you like them? Are there any other things Jirachi checks/counters? Does it have other sets that deserve to be mentioned or made a main set? What are some reasons, other than three common weaknesses, that make Jirachi struggle? What are some ways Jirachi can overcome its struggles?
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