Checkmater
It’s just us kittens left, and the rain is coming
[OVERVIEW]
Redirection opposing threats and giving allies breathing room.
9 resists, highlights of which are dragon, normal, fairy.
In comparison to amoonguss, doesn't get avoided by grass types and redirects spores if using Safety Goggles
Flinches and Speed Control utility beyond redirection
4 big weaks that leave it vulnerable to fire, ground, dark, ghost types
cannot redirect common spread moves ie eq, heat wave
[SET]
name: Follow Me
move 1: Iron Head
move 2: Icy Wind / Thunder Wave
move 3: Follow Me
move 4: Protect
item: Safety Goggles
ability: Serene Grace
nature: Careful
evs: 252 HP / 148 SpD / 108 Spe
[SET COMMENTS]
Moves
========
Iron Head Flinches + hits fairies/kyube
Icy Wind applies spread -1 speed and hits landot and avoids taunt
Thunder Wave is a form of more permanent speed control, but lacks spread, doesn’t avoid taunt, and can’t hit ground-types such as Lando-T, whereas Icy Wind can.
Follow Me provides ally with room to breath; avoided by spread moves though
Protect is an all around good move in Doubles, stalling out field conditions or enabling Jirachi to avoid damage or double-targets as its partner clears opposing threats.
Set Details
========
The given EVs grant Jirachi just enough speed to outspeed base 70s, such as Breloom, while putting the rest into maximizing HP and Special Defense.
Alternative spreads:
252 HP / 160 SpD / 96 Spe with a Jolly Nature outspeeds base 80s such as Hoopa-Unbound
even more speed to 252 HP / 108 SpD / 148 Spe Jolly Nature lets Jirachi outspeed neutral base 100s
Allow Jirachi to use its utility moves before opponents in said speed tiers.
even more speed to 252 HP / 108 SpD / 148 Spe Jolly Nature lets Jirachi outspeed neutral base 100s
Allow Jirachi to use its utility moves before opponents in said speed tiers.
Sacrifices bulk
Usage Tips
========
Utilize Jirachi's good matchups vs major threats in the meta ie kang, latios, amoonguss to bring it in safely and provide redirection support.
Sets up momentum and 2 mon sweeps
Avoid Fires/Darks/Ghosts
Don't keep jirachi out + another support mon at the same time
Team Options
========
Waters to check fires/steels, benefit from jirachi stopping grasses/dragons
Hydreigon/Landot have good matchups vs steels as well
Garde/Tflame have typing synergy + like redirection to avoid powerful attacks to compensate for frailness.
Setup moves
Bdrum, sub, pup
Mons that need to get going then they fuck shit up
Mega turn of diancie
Diamond storm
Speed Boost
Diamond storm
Speed Boost
[STRATEGY COMMENTS]
Other Options
=============
Wide pool of utiliy moves
Shuca or Occa berry for eq / fire types
Helping Hand, Healing Wish, Safeguard, Skill Swap, and Stealth Rocks
Helping hand helps spread attackers
Healing Wish helps teams especially vulnerable to status
Safeguard helps avoid status
Skill Swap is a niche option that lets you switch abilities with partnered weather-setters to reset weather, intimidate refresh, opposing powerful abilities ie parental bond/pixilate, niche interactions such as flash fire
Stealth Rocks helps teams especially weak to threats hampered by rocks, ie char y talonflame thundurus kyube deo-a. Also helps for teams that need a little more damage to score KOs
Weather setting moves such as Rain Dance or Sunny Day can help a team’s poor matchup against sun and rain teams, respectively, though it should be noted that a fast Jirachi spread should be used if using Rain Dance to outspeed opposing Charizard Y to set Rain before a Heat Wave.
Trick Room for opposing tailwind / tr, also to help against faster teams
Scarf Jirachi gets high-speed flinches, lures talonflame
Still bad because frail + movelocking + fishing for flinches when you do no damage
Checks and Counters
===================
**Typing Advantage**: Dark-, Fire-, Ground-, and Ghost-types such as Hydreigon, Heatran, Landorus-Therian, and Aegislash
**Speed**: Can't flinch if they're faster. They'll bop you before you can bop them
**Utility Moves**: Taunt neuters Jirachi’s supportive capabalities
[OVERVIEW]
Jirachi is a resilient redirector in the doubles meta, making it a powerful momentum grab.
Possessing highly useful resistances, such as to Dragon-, Normal-, and Fairy-type coverage, Jirachi provides easy switches throughout a match and alleviates pressure from allies with said weaknesses.
Unlike Amoonguss, which uses Rage Powder for redirection, Jirachi’s Follow me and Safety Goggles let it neuter opposing Grass-types.
In addition, it provides useful utility in Serene Grace flinches and speed control.
On the other hand, Jirachi’s multiple weaknesses leave it with poor matchups against Fire- and Ground-types, and only having one STAB along with poor offensive stats give it little offensive pressure by itself, relying on a partner to do the work.
[SET]
name: Follow Me
move 1: Iron Head
move 2: Icy Wind / Thunder Wave
move 3: Follow Me
move 4: Protect
item: Safety Goggles
ability: Serene Grace
nature: Careful
evs: 252 HP / 148 SpD / 108 Spe
[SET COMMENTS]
Moves
========
Iron Head is Jirachi’s only STAB, hitting Fairies such as Sylveon and Mega Diancie as well as Ice-types such as Kyurem-Black.
Icy Wind alleviates Jirachi’s poor matchup against Taunt and Landorus-Therian, giving it ways to counteract these threats.
Thunder Wave is a form of more permanent speed control, but lacks spread, doesn’t avoid taunt, and can’t hit ground-types such as Lando-T, making Icy Wind generally better.
Follow Me lets Jirachi redirect incoming threats away from Jirachi’s partner, letting Jirachi’s resistances and bulk handle the blunt of the blow. In addition, Follow Me clears the way for guaranteed sacs and breathing room, giving teams a boost in momentum. It should be noted that spread moves such as Earthquake and Heat Wave, both of which are super-effective against Jirachi, bypass Follow Me as they his both opponents.
Protect is an all around good move in Doubles, stalling out field conditions or enabling Jirachi to avoid damage or double-targets as its partner clears opposing threats.
Set Details
========
The given EVs grant Jirachi just enough speed to outspeed base 70s, such as Breloom, while putting the rest into maximizing HP and Special Defense.
Alternative spreads with more speed - 252 HP / 160 SpD / 96 Spe with a Jolly Nature outspeeds base 80s such as Hoopa-Unbound, running even more speed to 252 HP / 108 SpD / 148 Spe Jolly Nature lets Jirachi outspeed neutral base 100s, such as Kangaskhan and Charizard Y - can be used as they allow Jirachi to use its utility moves before opponents in said speed tiers.
However, these spreads sacrifice a significant amount of bulk for the sake of flinches or pulling off a final Icy Wind or Thunder Wave before being KO’d.
Usage Tips
========
Utilize Jirachi’s multiple resistances to wall and force out particular threats, such as Amoonguss, Kangaskhan, and Latios, which lack the ability to deal meaningful damage to Jirachi, while Jirachi’s partner is given free rein to apply offensive pressure without being hampered.
Jirachi works best as a momentum grab, saccing to set up the right positioning of 2 mons to continuously apply offensive pressure while providing free turns.
Avoid using Jirachi to confront Pokemon that can deal large amount of damage to it, such as Hydreigon, Charizard Y, and Heatran.
Also bear in mind that while Jirachi has Iron Head and Icy Wind, Taunt from threats such as Thundurus or Keldeo effectively neuters it from redirecting for its partner.
Use Jirachi to keep up offensive pressure: don’t let Jirachi and another passive support Pokemon to be out at the same time.
Team Options
========
Jirachi has excellent typing synergy with water types, such as Azumarill or Keldeo, which check its weakness to Fires and Steels very well while appreciating Jirachi’s good matchup against grasses and dragons.
In addition, other threats that handle Fire and Steel-types well such as Hydreigon or Landorus-Therian synergize with Jirachi by taking out these threats.
Pokemon which appreciate Jirachi redirecting super-effective hits with ease, such as Gardevoir-Mega and Talonflame, take advantage of the free turns to take out opposing threats.
Pokemon with setup moves, such as Azumarill Belly Drum, Kangaskhan Power-Up-Punch, Volcarona Quiver Dance or Diancie Diamond Storm utilize the space given by Jirachi to set up and then sweep.
[STRATEGY COMMENTS]
Other Options
=============
Jirachi can run other sets depending on what a team needs.
If it is especially Landorus-Therian weak or weak to Fire-types in general, Shuca or Occa berry can alleviate those issues, respectively.
Other support options such as Helping Hand, Healing Wish, Safeguard, Skill Swap, and Stealth Rocks can be used depending on team to patch up team matchups against opposing threats or to provide extra support.
Weather setting moves such as Rain Dance or Sunny Day can help a team’s poor matchup against sun and rain teams, respectively, though it should be noted that a fast Jirachi spread should be used if using Rain Dance to outspeed opposing Charizard Y to set Rain before a Heat Wave.
Trick Room can be used as an alternative speed control option, counteracting tailwind and checking opposing Trick Room teams, but can be awkward to use if the opponent also has slow threats.
Checks and Counters
===================
**Typing Advantage**: Dark-, Fire-, Ground-, and Ghost-type Pokemon - ie Bisharp, Talonflame, Landorus-Therian, and Aegislash - threaten to deal significant portions of Jirachi’s health with their super-effective STABs.
**Speed**: Threats faster than Jirachi, such as Keldeo and Talonflame, cannot be flinched by Jirachi unless Jirachi has the benefit of prior speed control.
**Utility Moves**: Taunt neuters Jirachi’s supportive capabalities, leaving it only able to fish for flinches or use Icy Wind.
Jirachi is a resilient redirector in the doubles meta, making it a powerful momentum grab.
Possessing highly useful resistances, such as to Dragon-, Normal-, and Fairy-type coverage, Jirachi provides easy switches throughout a match and alleviates pressure from allies with said weaknesses.
Unlike Amoonguss, which uses Rage Powder for redirection, Jirachi’s Follow me and Safety Goggles let it neuter opposing Grass-types.
In addition, it provides useful utility in Serene Grace flinches and speed control.
On the other hand, Jirachi’s multiple weaknesses leave it with poor matchups against Fire- and Ground-types, and only having one STAB along with poor offensive stats give it little offensive pressure by itself, relying on a partner to do the work.
[SET]
name: Follow Me
move 1: Iron Head
move 2: Icy Wind / Thunder Wave
move 3: Follow Me
move 4: Protect
item: Safety Goggles
ability: Serene Grace
nature: Careful
evs: 252 HP / 148 SpD / 108 Spe
[SET COMMENTS]
Moves
========
Iron Head is Jirachi’s only STAB, hitting Fairies such as Sylveon and Mega Diancie as well as Ice-types such as Kyurem-Black.
Icy Wind alleviates Jirachi’s poor matchup against Taunt and Landorus-Therian, giving it ways to counteract these threats.
Thunder Wave is a form of more permanent speed control, but lacks spread, doesn’t avoid taunt, and can’t hit ground-types such as Lando-T, making Icy Wind generally better.
Follow Me lets Jirachi redirect incoming threats away from Jirachi’s partner, letting Jirachi’s resistances and bulk handle the blunt of the blow. In addition, Follow Me clears the way for guaranteed sacs and breathing room, giving teams a boost in momentum. It should be noted that spread moves such as Earthquake and Heat Wave, both of which are super-effective against Jirachi, bypass Follow Me as they his both opponents.
Protect is an all around good move in Doubles, stalling out field conditions or enabling Jirachi to avoid damage or double-targets as its partner clears opposing threats.
Set Details
========
The given EVs grant Jirachi just enough speed to outspeed base 70s, such as Breloom, while putting the rest into maximizing HP and Special Defense.
Alternative spreads with more speed - 252 HP / 160 SpD / 96 Spe with a Jolly Nature outspeeds base 80s such as Hoopa-Unbound, running even more speed to 252 HP / 108 SpD / 148 Spe Jolly Nature lets Jirachi outspeed neutral base 100s, such as Kangaskhan and Charizard Y - can be used as they allow Jirachi to use its utility moves before opponents in said speed tiers.
However, these spreads sacrifice a significant amount of bulk for the sake of flinches or pulling off a final Icy Wind or Thunder Wave before being KO’d.
Usage Tips
========
Utilize Jirachi’s multiple resistances to wall and force out particular threats, such as Amoonguss, Kangaskhan, and Latios, which lack the ability to deal meaningful damage to Jirachi, while Jirachi’s partner is given free rein to apply offensive pressure without being hampered.
Jirachi works best as a momentum grab, saccing to set up the right positioning of 2 mons to continuously apply offensive pressure while providing free turns.
Avoid using Jirachi to confront Pokemon that can deal large amount of damage to it, such as Hydreigon, Charizard Y, and Heatran.
Also bear in mind that while Jirachi has Iron Head and Icy Wind, Taunt from threats such as Thundurus or Keldeo effectively neuters it from redirecting for its partner.
Use Jirachi to keep up offensive pressure: don’t let Jirachi and another passive support Pokemon to be out at the same time.
Team Options
========
Jirachi has excellent typing synergy with water types, such as Azumarill or Keldeo, which check its weakness to Fires and Steels very well while appreciating Jirachi’s good matchup against grasses and dragons.
In addition, other threats that handle Fire and Steel-types well such as Hydreigon or Landorus-Therian synergize with Jirachi by taking out these threats.
Pokemon which appreciate Jirachi redirecting super-effective hits with ease, such as Gardevoir-Mega and Talonflame, take advantage of the free turns to take out opposing threats.
Pokemon with setup moves, such as Azumarill Belly Drum, Kangaskhan Power-Up-Punch, Volcarona Quiver Dance or Diancie Diamond Storm utilize the space given by Jirachi to set up and then sweep.
[STRATEGY COMMENTS]
Other Options
=============
Jirachi can run other sets depending on what a team needs.
If it is especially Landorus-Therian weak or weak to Fire-types in general, Shuca or Occa berry can alleviate those issues, respectively.
Other support options such as Helping Hand, Healing Wish, Safeguard, Skill Swap, and Stealth Rocks can be used depending on team to patch up team matchups against opposing threats or to provide extra support.
Weather setting moves such as Rain Dance or Sunny Day can help a team’s poor matchup against sun and rain teams, respectively, though it should be noted that a fast Jirachi spread should be used if using Rain Dance to outspeed opposing Charizard Y to set Rain before a Heat Wave.
Trick Room can be used as an alternative speed control option, counteracting tailwind and checking opposing Trick Room teams, but can be awkward to use if the opponent also has slow threats.
Checks and Counters
===================
**Typing Advantage**: Dark-, Fire-, Ground-, and Ghost-type Pokemon - ie Bisharp, Talonflame, Landorus-Therian, and Aegislash - threaten to deal significant portions of Jirachi’s health with their super-effective STABs.
**Speed**: Threats faster than Jirachi, such as Keldeo and Talonflame, cannot be flinched by Jirachi unless Jirachi has the benefit of prior speed control.
**Utility Moves**: Taunt neuters Jirachi’s supportive capabalities, leaving it only able to fish for flinches or use Icy Wind.
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