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Jirachi (Revamp) [QC 3/3; GP 2/2]

Discussion in 'Uploaded Analyses' started by Melee Mewtwo, May 18, 2013.

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  1. Melee Mewtwo

    Melee Mewtwo lol, nice
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    [​IMG]
    http://www.smogon.com/bw/pokemon/jirachi/uber



    [Overview]

    <p>Although the legendary Pokemon with a 100 base stat spread are typically underwhelming in Ubers with only a few boasting a niche set, Jirachi sets itself apart as the only one with significant potential. In a tier filled with Dragon-types, it is easy to see that this comes from Jirachi's fortunate Steel typing. Even among fellow Steel-types, Jirachi stands out due to its respectable bulk and secondary Psychic typing that allows it to also wall a variety of common coverage moves, such as Aura Sphere and rain-weakened Fire Blast. Jirachi's concept grants it access to the excellent support moves Wish and Healing Wish, further reinforcing its separation from the competition. Sadly, wishes always come with limits, and Jirachi's pitiful offensive presence is its twist. Even with the obnoxious Iron Head flinch rate due to Serene Grace, Jirachi must rely on status moves to deal any real damage, leaving it horribly vulnerable to opposing Steel types, especially those carrying Spikes. Unlike other equally crippled walls, Jirachi has all the coverage moves it could wish for, making even a Choice Scarf set a possibility.</p>

    [SET]
    name: Specially Defensive
    move 1: Wish
    move 2: Stealth Rock / U-turn / Protect
    move 3: Iron Head
    move 4: Toxic / Thunder
    item: Leftovers
    nature: Careful
    evs: 252 HP / 4 Def / 252 SpD

    [SET COMMENTS]

    <p>With its excellent typing and support options, it is no wonder that Jirachi's best set is a defensive one. With the majority of the attacks in Ubers being specially-based, Jirachi can shine with a specially defensive set. Jirachi's typing is its main selling point, allowing it to check an impressive amount of special attackers under rain, such as Mewtwo, Latios, Latias, most Calm Mind Arceus, Shaymin-S, Tornadus-I, Tornadus-T, Kyurem-W, and many more. This makes Jirachi a very attractive option for stall and balanced rain teams while reducing the need for a Choice Scarf revenge killer with its addition. It further supports its team by providing Wish support and creating more switch-in opportunities with U-turn.</p>

    <p>Deciding on the four moves to be used can sometimes be a struggle. Wish is an absolute must, as it provides Jirachi with a fairly reliably means of recovery and allows it to capitalize on its ability to support its team. The second choice is the hardest to make. Stealth Rock is generally the preferred option; its overall utility is important to every team. However, if another teammate has Stealth Rock, U-turn can be used to allow Jirachi to pivot on the multiple threats it checks as well as safely pass a Wish. If you want reliability out of your Jirachi, Protect can be used to stall the one turn delay of Wish for more dependable recovery. Iron Head might not do much damage, but it gives Jirachi a STAB attack and a means to stall out status thanks to its high flinch rate. Toxic rounds out the set by providing a crippling status that will generally be the source of most of Jirachi's damage output. Thunder can be used in the place of Toxic as an alternative status for teams that prefer to fight slower opponents rather than attempting to stall them out. Lastly, U-turn can be used with Protect over Iron Head and Stealth Rock if you are more interested in having a sturdy Wish passer than the ability to beat Substitute sets, such as SubSeed Shaymin-S.</p>

    [ADDITIONAL COMMENTS]

    <p>Jirachi's EV spread and nature are simple; the goal is to maximize its specially defensive walling potential. A physically defensive variant might seem appealing at first, but the more dangerous coverage options, such as V-create and Bolt Strike, the physical attackers in Ubers possess can obliterate it. Jirachi also has a few other move options that can be used. Ice Punch is noteworthy because it hits Dragon-types, Gliscor, and Shaymin for respectable damage. Thunder Wave and Body Slam can be used as alternative methods of paralysis spreading if 100% paralysis or hitting Ground-types, such as Excadrill, is more important than dealing damage or crippling Ghost-types, such as Arceus-Ghost.</p>

    <p>As far as teammates are concerned, Jirachi requires a fair amount of them to succeed. Above all others, Kyogre stands out, as the rain it provides is essential for allowing Jirachi to wall many special attackers, as Fire Blast and Hidden Power Fire would be overwhelming otherwise. Because Jirachi is incapable of touching Steel-types, partners that can spread burn status to them are recommended so that Jirachi can break them with Iron Head. A Rapid Spin user is also strongly suggested because Ferrothorn, Forretress, and Skarmory will not have any difficulty in laying Spikes against Jirachi. Even with its incredible typing and rain support, Jirachi remains vulnerable to Ground-types, so including partners such as Giratina-O and Skarmory is recommended for dealing with Ground-type threats, specifically Groudon and Garchomp. Jirachi is also vulnerable to physical attackers, so physically bulky Pokemon are useful to complete a defensive core.</p>

    [SET]
    name: Choice Scarf
    move 1: Iron Head
    move 2: U-turn
    move 3: Healing Wish / Trick
    move 4: Ice Punch / Fire Punch
    item: Choice Scarf
    nature: Jolly
    evs: 4 HP / 252 Atk / 252 Spe

    [SET COMMENTS]

    <p>Although Jirachi's poor offensive stats might suggest otherwise, it can also run a supportive Choice Scarf set. Its access to an assortment of coverage and utility moves and Iron Head's high flinch rate helps to offset the underwhelming damage output. Although this might make it appear as if Jirachi is outclassed by Genesect, its increased bulk, Speed, and support options are significant enough to separate the two. Once again, Jirachi's bulk and typing are important, as they allow Jirachi to directly switch into the threats it is intended to check, such as Mewtwo. Furthermore, Jirachi can support its team by sacrificing itself for teammate with Healing Wish or crippling a bothersome threat with Trick. Its base 100 Speed allows Jirachi to outrun the popular Genesect as well as Speed tie with Choice Scarf Palkia.</p>

    <p>Jirachi has many move selections that it can run. Iron Head is a mandatory choice, as it offers a reliable STAB and high flinch rate for a somewhat threatening damage output. A support move is also mandatory to capitalize on Jirachi's niche. Healing Wish is the preferred option, as healing a teammate can help your team in certain situations. It also allows your teammates to pull off surprising sweeps while giving you the choice on how to deal with specific threats. Trick is also a viable alternative to cripple threats such as Extreme Killer Arceus. However, caution is advised when using Trick, as a misprediction can foil your attempts, and a large portion of Ubers are indifferent to holding a Choice Scarf or other Choice item. U-turn helps Jirachi capitalize on forced switches and has super effective coverage on some dangerous Pokemon, such as Mewtwo and Darkrai, putting them in a difficult situation. For the final moveslot, you have a choice between Ice Punch and Fire Punch. Ice Punch is generally preferred due to the large quantity of Dragon-types in the metagame. However, Fire Punch is also very appealing for hitting Steel-types that give Jirachi trouble for some decent damage. It is especially useful to allow Jirachi to outspeed and OHKO Choice Scarf Genesect.</p>

    [ADDITIONAL COMMENTS]

    <p>A Jolly nature is the best choice of nature, as outspeeding +1 Rayquaza or Choice Scarf Genesect (depending on your coverage move) is important. Jirachi could also use Body Slam as a means to paralyze while dealing damage. It can even go so far as to run a status move to cripple threats that are too bulky for it to hurt. However, this comes at the price of key coverage moves, so it is generally not recommended.</p>

    <p>Choice Scarf Jirachi is quite similar to the specially defensive variant in terms of teammates. Kyogre is appealing for weakening Fire Blasts from the likes of Mewtwo so that switching in requires less prediction. However, it is not a requirement, and can even be a hindrance if Jirachi uses Fire Punch. Giratina-O is a more notable partner for its complementary typing and access to a strong Shadow Sneak to restrain opposing Deoxys-S to a single layer of entry hazards. Speaking of entry hazard leads, using a Deoxys can be useful for early entry hazards that help Jirachi rack up damage by forcing multiple switches with Iron Head and U-turn. If it lacks Fire Punch, Jirachi remains vulnerable to common Spikes setters, so having a Rapid Spin user can help prevent them from overwhelming Jirachi and your team.</p>

    [Other Options]

    <p>Jirachi has a very diverse movepool but is sadly crippled by its subpar offensive stats along with its need to devote two slots for reliable recovery. Fire Punch can be used on the specially defensive set for Spikes users, but bear in mind that the rain Kyogre would provide weakens Fire Punch, rendering it useless. Magic Coat is another option that can be used to reduce Jirachi's weakness to Skarmory, Forretress, and Ferrothorn while also allowing it to function as an anti-lead against Deoxys-A and Deoxys-S. It doesn't do anything else, however, and Jirachi already suffers from four-moveslot syndrome. A Calm Mind set looks appealing due to Jirachi's immunity to Toxic, excellent typing, and quadruple resistance to Psyshock. However, its low Special Attack, tight moveset, and weakness to common Spikes users make this inadvisable. Zen Headbutt can be used on the Choice Scarf set to hit Arceus-Fighting while retaining a respectable 40% flinch rate, but it has poor coverage outside of that. Lastly, a special Choice Scarf set could be used, but it is largely outclassed by the physical one, as it can no longer check the threats it is supposed to despite the overall stronger attacks.</p>

    [Checks and Counters]

    <p>Jirachi isn't very difficult at all to counter due to its horribly weak offenses. Both sets struggle against Steel-types, most notably those that lay entry hazards, such as Skarmory, Forretress, and Ferrothorn. Excadrill can also use Jirachi as a free chance to use Rapid Spin or simply threaten it with its strong STAB Earthquake, although it needs to be careful if Jirachi is using Body Slam. The specially defensive set relies on status, so anything that can deal with it is a great way to handle Jirachi. RestTalk users, such as Giratina and Kyogre, have nothing to fear from Jirachi besides excessive Iron Head flinching. Bulkier Substitute users, such as Zekrom, can setup on Jirachi. Strong Fire- and Ground-type attacks can also be used to threaten Jirachi; Gliscor receives a special mention because it has little difficulty switching in. Because the Choice Scarf set relies on flinching and coverage moves, predicting the right attacks or simply using a bulky Pokemon, such as Choice Specs Kyogre, can deal with it. Speaking of Kyogre, strong rain-boosted attacks from it and Palkia can break the specially defensive set. Keep in mind that Jirachi is still quite bulky, and if Palkia is afflicted with a status, even the Lustrous Orb set will lose to it one-on-one. Strong physical attacks, such as Zekrom's Bolt Strike, can hit Jirachi on its softer, uninvested side and force it to switch out. Paralysis and burn will also cripple Jirachi and prevent it from walling as efficiently or revenge killing. Simply changing the weather and removing the rain exposes Jirachi to Fire-type attacks, such as Latios's Hidden Power Fire, and greatly reduces the number of threats that it can wall.</p>

    Overview (open)


    • has wish/healing wish
    • good bulk with excellent typing (psy helps stop fight coverage)
    • not strong but can hax
    • relies on status, vulnerable to healthy steel types

    Spdef set comments (open)


    • really good typing, go home kyurem
    • beats nearly every special attacker at 110 speed and above under rain (less need for a scarfmon, exceptions are LO Darkrai and Groundceus) and even slower nukes like Kyurem
    • gives wish support for the team
    • Wish is a must for recovery
    • Iron Head is good for staying in to stall out status and beat assorted sub sets while U-Turn is great for pivoting and wish passing but is easier to play around
    • Toxic is good for crippling and stalling but thunder can be used if you prefer to spread para
    • protect is best to use with wish as reliable recovery but Stealth Rock can be used with Iron Head and Thunder if you really need it

    spdef AC (open)


    • ev spread and nature is straightforward for maximum special bulk
    • Ice Punch can be used to hit dragons, gliscor and skymin
    • Twave/body slam for other ways to para things
    • Kyogre is a must for the set to really profit from its typing and function at its best
    • get burns on steels or they'll be a lot of trouble
    • make sure you have a spinner for spikers
    • pack something that can switch into common ground types like Groudon (Tina-O,Skarm, etc)

    scarf set comments (open)


    • Can help plug in niche holes and generally support the team
    • Good M2 check with typing and U-Turn
    • has general competition from Genesect but Speed, Healing Wish/Trick and BS haxing gives it a niche plus it has a lot more bulk meaning it can actually switch into M2,Lati, Skymin without huffing and puffing like genesect (Darkrai sucks though)
    • Iron Head for stab and hopeful haxing for real damage
    • Healing Wish is great for surprise revivals of dead teamates, Trick can be used to cripple things (notably Ekiller) but Ubers has many Trick immune Pokemon
    • U-Turn scouts and is spamable on the likes of M2/Darkrai
    • Ice Punch hits dragons whereas Fire Punch does something to steels, especially Genesect who Rachi trolls with his speed

    scarf AC (open)


    • max speed since good tier, max attack so that you can kill some things
    • can use Body Slam to cripple threats that are too bulky to RK
    • Kyogre is good so its easier to spam on M2 but hurts Fire Punch
    • Giratina-O has a very nice complementary typing and it has sneak for Deo A/S
    • at the same time, having a deo a/s of your own is good for getting early hazards up as U-turn and Iron Head is useful for forcing extra switches
    • pretty much struggles with the same things as spdef

    OO (open)


    • Fire Punch can be used on SpDef to hit steels but not very good since you'll be using it on rain 99% of the time
    • Magic Coat to troll hazard setters
    • CM sets can sort of be used since it still has a cool typing and things like Psyshock but the lack of Recover/Roost eats up a lot of slots and the very weak offenses makes it heavily inferior to other CM users like Arceus
    • Zen Headbutt for fightceus and has a cool flinch rate too
    • Has a huge movepool but the weak offenses makes most of it useless

    Checks counters (open)


    • Almost anything can counter rachi, super weak
    • Steel types, especially Spike setters are a pain
    • Spdef relies on status so anything that can deal with that works (watch out, things like Tina may not be given the chance to rest off Toxic with Iron Head haxing)
    • Ground types and strong fire moves, Heatran and Gliscor get special mention for not caring about status
    • anything that's bulky can handle scarf
    • strong rain boosted attacks can work too (watch out, Jirachi can stall out Lustkia's Surfs if it is poisoned/burned)
    • neutral physical attacks work since it doesn't invest there
    • status
    • a lot less difficult outside of rain, especially sun
  2. MatchMaster

    MatchMaster

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    Why isn't Body Slam/Thunder Wave in the Specially Defensive set? True, Thunder has the same paralysis chance as Body Slam and can be used through Taunt, but it is rather weak with the -SpA nature, making Body Slam more powerful, and Thunder Wave has a guaranteed paralysis chance.

    Also, I don't think Toxic really has much use on it, and if you're using U-turn, put it in the last slot; Serene Grace Iron Head is one of Jirachi's big niches in Ubers.
  3. Hack

    Hack formerly Hack He Must
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    Toxic is important to beat CM Arceus formes.
  4. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Thunder is the generally superior choice because it can hit Ghostceus (unlike Body Slam) as well as do damage (unlike Twave). I AC'd both of these moves, anyways.

    Iron Head haxing is much harder to pull off in the bulkier ubers than in OU. Jirachi's niche is that amazing typing that lets it counter CM Arceus, Lefties Darkrai (after sleep), Skymin, M2 and many others. Toxic is the best way for it to deal actual damage.
  5. Rohail

    Rohail Vaporeon <3
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    Protect is an important move for Rachi, so maybe the moveset should be changed as so:
    [SET]
    name: Specially Defensive
    move 1: Wish
    move 2: Protect
    move 3: Iron Head / U-turn
    move 4: Toxic / Thunder / Stealth Rock
    item: Leftovers
    nature: Careful
    evs: 252 HP / 4 Def / 252 SpD
    Such as..? Grasseus, Skarmory, Cress even (although rain kinds hurts it).

    For the Scarf set, Trick should be the first slash imo, this is because Scarfed Jirachi would rather cripple walls and setup sweepers then sac itself to heal teammate.

    If you have a valid reason for disagreeing then please don't implement my suggestions, if not then glad to help :)
  6. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Honestly, Jirachi suffers from 4mss as every move is important for him. Without a status move he can't cripple the things he is supposed to counter. Without an attacking move Sub variants can get around him and he loses out on important general utility (hax stalling status or pivoting). Wish is a must for recovery and Protect is ideal to have with it so that Rachi can profit from it himself. That said, moving Protect/SR up to after Wish and putting Iron/U-Turn last may be a good idea since most of the AC move alternatives would replace IH or Toxic. I'm not too sure how this order thing is supposed to work exactly (I know the more important moves get placed higher) so I'll leave this change up to QC members.

    Healing Wish gets first slash since Trick fails on a lot of Ubers (Arceus, Tina-O) and even more don't really mind having a Choice Scarf. Healing Wish lets Rachi bring back a near dead teammate which gives it a lot more control and more options when dealing with a threat.


    Edit: I can mention some specific counters, np
  7. Rohail

    Rohail Vaporeon <3
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    Understood, although you should still mention partners like Skarmory and Grassceus in the AC of the first set, because they can check / counter Groudon.
  8. Furai

    Furai wellfare
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    set order of sdef should be:

    move 1: Wish
    move 2: Protect / Stealth Rock
    move 3: Iron Head / U-Turn
    move 4: Toxic / Thunder

    stress more how it beats fire blast-less mewtwo, darkrai, kyurem formes, cm arceus, and lati@s making it a brilliiant addition to rain stall teams

    a good spinner is adviced w/ sdef set, so mention them

    in C&C: gliscor, tina, ho-oh, manaphy, reshiram, resttalk ogre, groudon, palker, etc etc. many of them can't switch into toxic so watch out~

    mention spikes users such as deoxys-s in AC of scarf rachi; iron head flinches + u-turn can cause many switches

    put zen headbutt in OO i think for fightceus etc


    seems good i trust you
    [qc]1/3[/qc]
  9. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Sadly, Scarf Jirachi is still slower than Deo-S so no Iron Head flinches. I can still mention Deo A and Deo S that try to invest in bulk if you would like. I'm afraid of mentioning Darkrai as the LO sets hit way too hard and something still needs to take the sleep first. I can mention it being a check to lefties Darkrai, though.
  10. Fireburn

    Fireburn BARN ALL
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    I would stress Tina-O as a partner for Scarf then. Jirachi U-turn + Sneak will usually limit Deo-S to one hazard, and Scarf Rachi will often prevent Deo-A from setting hazards.

    Some more general comments on Scarf:

    -I would also mention Scarf Jirachi's better defenses + resistance to SR as advantages over Genesect - it's a lot harder to wear down and actually switches into things like Latias, Shaymin-S, and Mewtwo Psystrike more easily (though it can't switch into Darkrai Dark Pulse nearly as easily).

    -A big reason for Trick as it allows Jirachi to emergency stop EKiller (Trick still works on Arceus-Normal), which can be important.

    -Mention Fire Punch allows ScarfRachi to RK Genesect which is nice.

    Rest looks good. :>
  11. shrang

    shrang Reaction to Ubers ladder
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    Yeah, just put the stuff Fireburn said. Otherwise

    [qc]2/3[/qc]
  12. Furai

    Furai wellfare
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    I meant that they get up entry hazards, so Jirachi's high flinch ratio with Iron Head and U-turn can utilize that to rack up damage.
  13. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Sorry, this got delayed a day by the CtP but I finished writing it up and Jirachi is ready for the final QC check.
  14. Donkey

    Donkey

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    Rearrange order of the specially defensive set to:

    name: Specially Defensive
    move 1: Wish
    move 2: Stealth Rock / U-Turn / Protect
    move 3: Iron Head
    move 4: Toxic / Thunder
    item: Leftovers

    Reasoning behind this:

    Protect is a luxury move which is great to have but since Jirachi suffers from 4MSS so badly I value Stealth Rocks first if the team needs it. Additionally, Iron Head is Jirachi's only way of checking Substitute users and combos incredibly well with Thunder which is why I would almost never replace it with U-Turn.

    Mention U-Turn as an alternative option to Iron Head if your team really needs Jirachi to function as a healer.

    [qc]3/3[/qc]
  15. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Done, ready for GP checks.
  16. Jukain

    Jukain fuck redew
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    alright just two things:

    please move the whole skeleton to the bottom in one set of hide tags so this is easier to c/p

    the move is U-turn, not U-Turn
  17. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Sorry about that, I fixed everything.
  18. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    Hihi, amcheck.

    For the future, you may want to refer to this website when making an analysis. Also, please proofread this before giving it to GP. There was a large amount of PokeGrammar errors in there that made the process very difficult. The word choice was great, but some of the wording was complicated to follow, so I commented on some of them.

    While you have the right to implement what you think is right, hopefully this is a good framework for an official GP, as there were many, many errors, and I'm almost positive I didn't catch them all.

    Additions
    Removes
    Comments

    amcheck (open)


    Most of the mistakes were easily fixed from the website I posted. Great analysis! It was actually an interesting read .3.
  19. Melee Mewtwo

    Melee Mewtwo lol, nice
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    Thanks for the amcheck, I'll make sure to avoid those PokeGrammar errors and others from now on. There were two spots in the second paragraph of the Scarf AC that I didn't implement completely your suggestion because I felt a certain word removal/change messed with the meaning behind the sentence.
  20. Furai

    Furai wellfare
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    OO draco meteor js
  21. Melee Mewtwo

    Melee Mewtwo lol, nice
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    I don't exactly know where the line of OO sits. Is it where I list moves that actually do something or moves that are just honorable mentions since they can do something neat but just about never give enough of an excuse to use it.

    0 SpA Jirachi Draco Meteor vs. 0 HP / 0 SpD Rayquaza: 220-260 (62.67 - 74.07%) -- guaranteed 2HKO after Stealth Rock

    0 SpA Jirachi Draco Meteor vs. 0 HP / 0 SpD Palkia: 172-204 (53.58 - 63.55%) -- guaranteed 2HKO after Stealth Rock

    So basically, Draco Meteor can be used to do something to Palkia, Ray, etc. but it doesn't actually do anything worthwhile (fails to OHKO Ray after SR even with max roll). I've no problem with OOing it, so it's your call on whether or not it deserves the mention.
  22. Super Mario Bro

    Super Mario Bro All we ever look for

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    Minor nitpick, but it should be mentioned that Jirachi needs to use a Sassy nature if it uses both Thunder and Iron Head as coverage moves on the Specially Defensive set.
  23. Melee Mewtwo

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    Sassy nature leaves Jirachi slower than uninvested base 90s. Seeing as Thunder is primarily there for paralysis, the minor buff in damage isn't worth such a dramatic loss in speed.
  24. Super Mario Bro

    Super Mario Bro All we ever look for

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    I never even noticed the Speed drop whenever I played with the set. Careful Thunders do very little damage to Kyogre, so you shouldn't be staying in on it, and Groudon walls the crap out of Jirachi anyway. The extra damage output is fairly noticeable, however, and Jirachi wants all the punch it can get.
  25. Furai

    Furai wellfare
    is a Site Staff Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnusis a Past SPL Winner

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    difference between sassy/careful on scarf ogre [the frailest one] is barely noticeable; sassy gets a tiny 6.64% to 2HKO it after SR. not worth the speed drop imo. skarmory is still 2HKOed no matter what nature.
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