Jirachi (Revamp)

good l_ck

qc: p2 / Hootie / AM
gp: The Dutch Plumberjack / P Squared

[OVERVIEW]

Jirachi's solid defenses and typing allow it to check Fairy-, Dragon-, and Psychic-types, such as Mega Diancie, Kyurem-B, Latias, Latios, Clefable, and Mega Alakazam, and it notably is one of the best switch-ins to Mega Gardevoir for bulky teams. Its movepool is huge, allowing it to take advantage of its balanced stats to perform a wide variety of roles. Defensive sets have plenty of support options to make use of, such as Wish and Body Slam, while offensive sets pack just enough power to make use of its wide coverage. On top of all this, Jirachi's incredible ability, Serene Grace, allows it to turn games around in conjunction with many of its attacks, including the notorious Iron Head. Jirachi's issues stem from its mediocre offenses, especially when uninvested, as its STAB attacks' mediocre power offer many opportunities for dangerous Pokemon to switch in. It also struggles to deal with common Pokemon like Rocky Helmet Landorus-T, Garchomp, and Ferrothorn if it isn't carrying the right coverage move.

[SET]
name: Choice Scarf
move 1: Iron Head
move 2: U-turn
move 3: Fire Punch / Heart Stamp
move 4: Healing Wish
item: Choice Scarf
ability: Serene Grace
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is the move Jirachi will be using most of the time, due to its power and flinch chance. U-turn gives Jirachi a way of retaining momentum on predicted switch-ins, allowing it to get off damage and switch into a counter. Fire Punch lets it break past Steel-types such as Mega Scizor, Skarmory, and Ferrothorn. Heart Stamp gives Jirachi a way of beating Keldeo, Mega Charizard Y, and Raikou and deals more damage to Mega Venusaur, Mega Lopunny, and Mega Manectric. Healing Wish lets Jirachi heal its teammates to full health at the cost of its own life, which gives Jirachi something to do when it otherwise wouldn't be helpful. Trick allows Jirachi to punish some of its defensive switch-ins, locking them into a single move with a Choice Scarf and stealing their item.

Set Details
========

Maximum Speed EVs, when paired with a Choice Scarf and a Jolly nature, allow Jirachi to outrun every unboosted Pokemon in the metagame, Speed tie with other base 100s at +1, and outrun slower Choice Scarf users such as Kyurem-B and Landorus-T. The Attack investment maximizes Jirachi's offensive potential.

Usage Tips
========

Choice Scarf Jirachi is used as a revenge killer, being able to outrun and take out Pokemon weak to its STAB attacks. Thanks to its typing and natural bulk, it's able to switch into Latios, Latias, Mega Gardevoir, and Mega Diancie and eliminate them with Iron Head. Jirachi can use U-turn effectively in order to bait out its counters and allow its teammates to deal with them. Use U-turn or a coverage move when you predict your opponent to switch out, hitting the target with a coverage move when appropriate and pivoting out when not. If your opponent is using Rocky Helmet Garchomp to check Jirachi, it would be best to switch out directly rather than U-turn out, as the residual damage from Garchomp's Rocky Helmet and Rough Skin will wear down Jirachi very quickly. Healing Wish is generally more useful in situations where Jirachi is not helpful or where recovering another teammate is more useful than keeping Jirachi around, such as a wallbreaker in a match against a stall team.

Team Options
========

Healing Wish is a huge boon for most sweepers and wallbreakers, allowing them the possibility of a second attempt at their job if they get statused or heavily damaged early in a match. As a result, Jirachi pairs up nicely with a ton of offensive Pokemon. Pokemon that can deal with foes that resist Steel are extremely helpful, as their removal means that Jirachi can be much more threatening. Steel-types can be dealt with by a Pokemon such as Mega Charizard X, Mega Charizard Y, or Garchomp; Water-types are vulnerable to Pokemon such as Serperior and Thundurus; Fire types can be removed by Keldeo or Gyarados. Ground-types are also a major issue for Jirachi, so teammates that can deal with them are a must. Azumarill, Keldeo, and Manaphy are great partners, as they also appreciate Jirachi's ability to switch into Latios and Latias. Jirachi is unable to break through defensive cores on its own, so partners that can weaken those cores are a necessity. Mega Gardevoir can put huge holes into defensive teams while crippling both its and Jirachi's checks with Will-O-Wisp. Manaphy is another option, as it can easily break through defensive cores with Tail Glow-boosted attacks. Other wallbreakers like Kyurem-B and Mega Pinsir make for good teammates as well, as they are both able to heavily pressure Ground- and Electric-types that Jirachi struggles with. Dark-types, such as Bisharp and Mega Gyarados, can prove threatening if Jirachi is locked into the wrong move. Having a teammate that can take them out, such as Breloom, can be extremely helpful. Entry hazard support helps Jirachi out a lot, making up for its average attacking power. Landorus-T can set up Stealth Rock and forms a U-turn core with Jirachi in order to help it break down its counters. Klefki is another option, being able to set up Spikes and paralyze Pokemon to allow Jirachi to immobilize them more effectively.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Toxic / Body Slam
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 252 HP / 224 SpD / 32 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's primary form of damage output, taking advantage of the high Serene Grace-boosted flinch chance to stall out opposing Pokemon. Toxic gives Jirachi a way of damaging threats like Garchomp, Landorus-T, and Hippowdon over the course of a match. Alternatively, Body Slam can be used to spread paralysis and prevent Jirachi from being setup fodder for Steel-resistant Pokemon and Taunt users. Wish allows Jirachi to heal its teammates and itself. Protect provides Jirachi with a way of guaranteeing that its Wish will land on itself, even in the face of offensively threatening Pokemon. Alternatively, U-turn allows Jirachi to maintain momentum on predicted switches, safely bring in Pokemon to receive a Wish, and escape from Magnezone.

Set Details
========

32 Speed EVs allow Jirachi to outrun Jolly Tyranitar and neutral-natured base 70s, such as Bisharp and Breloom. The remaining EVs and the Careful nature serve to improve Jirachi's special bulk, aiding it in taking on special attackers such as Latios and Mega Gardevoir. Leftovers serves as a passive form of recovery.

Usage Tips
========

Jirachi's bulk and typing allow it to switch reliably into special attackers such as Mega Gardevoir, Latios, Mega Alakazam, and Clefable. From here, using a status move like Toxic or Body Slam allows Jirachi to wear down its switch-ins. Iron Head's flinch chance is very useful on a statused foe, either allowing Toxic damage to add up quickly or preventing the foe from attacking due to the combination of paralysis and flinches. Wish should generally be used on predicted switches and when Jirachi or a teammate is in need of healing.

Team Options
========

Jirachi is best paired with Dragon- and Fighting-type Pokemon, which struggle to deal with Fairy-types on their own. Pokemon such as Dragonite, Kyurem-B, Latios, and Mega Lopunny all appreciate Jirachi's support. Pokemon such as Landorus-T and Gliscor are able to manage Jirachi's weakness to Excadrill, opposing Landorus-T, and Garchomp. Similarly, Mega Charizard X and Heatran can deal with Steel-types such as Skarmory and Ferrothorn, which wall Jirachi. Keldeo, Starmie, Slowbro, and other Water-types can prove to be an issue as well, and teammates such as Mega Venusaur, Latios, and Latias are able to deal with them. Hippowdon is a great stop to Bisharp and Mega Charizard X, which are huge threats to Jirachi. Lastly, Jirachi is easily worn down when statused, so a cleric, such as Clefable or Chansey, can be useful.

[SET]
name: SubToxic
move 1: Iron Head
move 2: Toxic
move 3: Substitute
move 4: Fire Punch
item: Leftovers
ability: Serene Grace
nature: Jolly
evs: 252 HP / 160 Atk / 96 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's method of stalling out its foes, relying on the 60% chance to flinch as a way of denying them the chance to threaten Jirachi or heal up. Toxic takes advantage of this by incrementally damaging its victim, allowing Jirachi to slowly wear down its targets. Substitute gives Jirachi a buffer against attacks and status and another way to stall out opposing Pokemon. Fire Punch provides coverage on Steel-types such as Scizor and Ferrothorn, which are immune to Toxic and resist Iron Head, preventing Jirachi from wearing them down over time.

Set Details
========

The HP investment allows Jirachi to create 101 HP Substitutes, preventing them from being broken by Chansey's Seismic Toss. The Speed investment allows Jirachi to outrun positive-natured base 80s, such as Mamoswine and Mega Altaria. The remaining EVs are placed into Attack, allowing Jirachi to 2HKO defensive Mega Scizor and Excadrill with Fire Punch while also giving Iron Head a little bit more power behind it.

Usage Tips
========

Using Toxic early on allows Jirachi to status its switch-ins as soon as possible and wear them out. After Jirachi has poisoned its switch-in, you can set up a Substitute on a predicted switch and begin making the switch-in flinch. The damage from Iron Head and Toxic poison will add up quickly and will allow Jirachi to break down its check while protecting itself from damage with flinches and the Substitute.

Team Options
========

This set functions as a Fairy check, and as a result the likes of Dragonite, Kyurem-B, Latios, and Mega Lopunny will appreciate Jirachi's help. Landorus-T and Gliscor are able to switch into Excadrill and opposing Landorus-T. Of special note is Rocky Helmet Garchomp, as it is able to heavily damage Jirachi through Rough Skin's and Rocky Helmet's residual damage, meaning that it can KO Jirachi through its own Iron Heads. Faster Water-types, such as Keldeo and Starmie, as well as Slowbro and Rotom-W if they are able to break through Iron Head's flinch chance, are able to force Jirachi out. Mega Venusaur, Latios, and Latias are able to deal with all of them. Hippowdon is a great stop to Bisharp and Mega Charizard X, which are huge threats to Jirachi. Status is a major issue for this set, as a burn prevents Jirachi from healing with Leftovers and paralysis prevents it from making its targets flinch, so cleric support from Clefable or Chansey is a huge help.

[SET]
name: Mixed Attacker
move 1: Iron Head
move 2: Icy Wind
move 3: Hidden Power Ground / Hidden Power Fire
move 4: Thunderbolt
item: Expert Belt
ability: Serene Grace
nature: Mild
evs: 132 Atk / 160 SpA / 216 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's main STAB move, being able to deal ample damage to most targets. Icy Wind hits Garchomp, Landorus-T, and Gliscor. Hidden Power Ground provides coverage on Bisharp, Heatran, and Magnezone. Hidden Power Fire can be run to surprise Ferrothorn and Bisharp. Thunderbolt smashes Slowbro, Suicune, and Skarmory. Alternatively, Healing Wish allows Jirachi to heal up a teammate to full once it has outlived its usefulness, and Energy Ball can be run over Thunderbolt, hitting Rotom-W, Quagsire, Gastrodon, and Hippowdon harder than the rest of Jirachi's moves. Stealth Rock can be run in the last slot as well if the team is in need of a setter.

Set Details
========

The Attack investment ensures that Jirachi will be able to 2HKO Clefable with Iron Head while generally pumping up its offensive power. 216 Speed allows Jirachi to outrun neutral-natured Kyurem-B and everything slower. The remaining EVs and a Mild nature power up Jirachi's special moves, allowing it to hit its targets as hard as possible. Expert Belt helps boost the power of super effective hits without revealing Jirachi's item, allowing it to bluff another item, such as Choice Scarf. Alternatively, a Shuca Berry allows Jirachi to take Ground-type moves and land hits on faster Ground-types, such as offensive Garchomp and Choice Scarf Landorus-T.

Usage Tips
========

This set relies on Jirachi's coverage in order to tear apart defensive cores. Use the surprise factor in order to bait in typical switch-ins such as Garchomp and Ferrothorn. Pretending to be another set, such as the Choice Scarf set, can lead opponents into a false sense of security and open them up to a super effective hit.

Team Options
========

Jirachi's coverage heavily depends on its teammates and what Jirachi can lure for them. Mega Lopunny loves having Garchomp and Landorus-T removed with Icy Wind. Gyarados appreciates Ferrothorn and Skarmory being removed through Hidden Power Fire. Mega Charizard X wants Quagsire, Landorus-T, and Slowbro out of the way, and the combination of Icy Wind and Energy Ball can allow Jirachi to remove all of them. Clefable and Scizor like having Heatran removed, and running Hidden Power Ground can surprise and KO it. Jirachi is still able to switch in and deal with Dragon-, Fairy-, and Psychic-types as usual; however, this set runs less bulk than others and is thus much more prone to being worn down. As a result, pivots such as Rotom-W and Landorus-T that can bring Jirachi in safely are very helpful to prevent it from taking unnecessary damage.

[STRATEGY COMMENTS]
Other Options
=============

Jirachi gets Calm Mind, which can allow it to break through slower teams through its coverage; however, in general it struggles to break through defensive cores due to a lack of power and the resulting lack of coverage.

Checks and Counters
===================

**Heatran**: Heatran is Jirachi's hardest counter, resisting its STAB attacks and most of its common coverage moves. Outside of the rare Hidden Power Ground, the only thing Jirachi can do to Heatran is paralyze it with Body Slam or Thunder Wave.

**Fire-types**: Talonflame, Mega Charizard X, and Mega Charizard Y generally have nothing to fear from Jirachi thanks to their typing, although they don't like being paralyzed by Body Slam.

**Ground-types**: Hippowdon, Landorus-T, Excadrill, and Gliscor can typically switch into Jirachi and threaten heavy damage with Earthquake.

**Steel-types**: Scizor, Bisharp, and Magnezone have no trouble switching into Jirachi, though they must watch out for Fire Punch.

**Water-types**: Rotom-W, Slowbro, and Manaphy are generally safe switch-ins, as Jirachi typically does not carry coverage for them.

**Dark-types**: Although most don't resist Jirachi's attacks, Dark-types can prove extremely threatening. Bisharp is able to pick off Jirachi with Knock Off and Sucker Punch while also being able to stop it from switching out with Pursuit. Mega Gyarados isn't afraid of anything but Body Slam and can set up with Dragon Dance or knock out Jirachi with Crunch.

**Rocky Helmet, Iron Barbs, and Rough Skin**: Jirachi's main methods of dealing damage are all contact based, so it takes heavy damage from users of Iron Barbs, Rough Skin, and Rocky Helmet, most notably Ferrothorn, Garchomp, and Skarmory.
 
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On the EBelt set, Grass Knot is a good option imo, as it lures in Hippo and Quagsire and deals heavy damage to them, unlike Icy Wind.

160+ SpA Expert Belt Jirachi Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 300-355 (71.4 - 84.5%) -- guaranteed 2HKO after Leftovers recovery
160+ SpA Expert Belt Jirachi Icy Wind vs. 252 HP / 112 SpD Hippowdon: 139-166 (33 - 39.5%) -- 13.2% chance to 3HKO after Leftovers recovery
160+ SpA Expert Belt Jirachi Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 499-590 (126.6 - 149.7%) -- guaranteed OHKO
160+ SpA Jirachi Icy Wind vs. 252 HP / 4 SpD Quagsire: 72-85 (18.2 - 21.5%) -- possible 6HKO after Stealth Rock and Leftovers recovery
 

Albacore

sludge bomb is better than sludge wave
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SubToxic should be the first set imo, it's the most consistent vs multiple playstyles, compared to Scarf and Wishpass it has fewer reliable switchins which makes it harder to take advantage of, and compared to EBelt it gets less worn down and more consistently checks fairies and Latis, plus access to both Sub and Toxic makes it more difficult to pivot around.
On the EBelt set, Grass Knot is a good option imo, as it lures in Hippo and Quagsire and deals heavy damage to them, unlike Icy Wind.

160+ SpA Expert Belt Jirachi Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 300-355 (71.4 - 84.5%) -- guaranteed 2HKO after Leftovers recovery
160+ SpA Expert Belt Jirachi Icy Wind vs. 252 HP / 112 SpD Hippowdon: 139-166 (33 - 39.5%) -- 13.2% chance to 3HKO after Leftovers recovery
160+ SpA Expert Belt Jirachi Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 499-590 (126.6 - 149.7%) -- guaranteed OHKO
160+ SpA Jirachi Icy Wind vs. 252 HP / 4 SpD Quagsire: 72-85 (18.2 - 21.5%) -- possible 6HKO after Stealth Rock and Leftovers recovery
I actually prefer Energy Ball since it hits Rotom and also hits Slowbro slightly harder, but yeah, Grass coverage is pretty good on EBelt Jirachi.
 
Yeah the plan was to mention Energy Ball as an alternative to TBolt in the moves section, along with stuff like Psychic, and U-Turn. Reminder that this is still WIP and small stuff like that will get added eventually.

Albacore, Hootie already gave me a set order to work with so maybe a QC member wants to weigh in on this?
 

p2

Banned deucer.
Overview
Mention some Psychic/Dragons/Fairies that it checks and note that its one of the best Mega Gardevoir answers on bulkier teams, along with being a great fairy and lati switchin on offense
Say something about Serene Grace because i'd say thats one of rachis main selling points and that its capable of turning games around purely with flinches
also mention something about rocky helmet grounds really annoying it and that its pretty vulnerable to dark types such as bisharp / weavile

Scarf:

Usage Tips
Mention Mega Gardevoir here too
Say something about when you'd Ice/Fire Punch and Healing Wish

Team Options
Ice / Water types to help deal with Bulky Ground types

Specially Defensive:
Moves
Mention U-turn, WishTurn is pretty unique to rachi and is a neat way of healing things without throwing away momentum over an opponent predicting
Mention Thunder Wave too because I really dont like Body Slam that much because I dont like banking on a 60% chance to para things, also mention that body slam bypasses taunt, preventing jirachi for being setup bait for stallbreakers

Usage Tips
Say something about when you'd use Body Slam and then use Iron Head afterwards to abuse the paraflinch

Team Options
Bring up some stuff annoyed by Fairies such as Dragons and Fighting types

SubToxic:
Team Options
This set can still decently check Fairies, so yeah same stuff as before in Latis, Fighting types and some other mons in general that the likes of clef uses as setup bait (hippo, non cm slowbro etc)

Expert Belt:
Team Options
Give a general mention to more setup sweepers that want specific answers removed ie Zard X wants Quag, Lando-T, and Hippo weakened
Altaria likes Skarm lured with Tbolt and so on


C&C:
I'd give Heatran its own mention honestly because its such a huge block to Jirachi and the only way Jirachis ever beating it is with very uncommon HP Ground variants.
Give residual damage in the form of Rough Skin / Iron Barbs + Rocky Helmet because it's a pretty big deal with Jirachi

1/3
 
Choice Scarf

Deslash Trick on Scarf; moves mention is fine though.

For team options mention Keldeo as another mon to break past Ground-types. You should also note that Keldeo and Manaphy appreciate Jirachi's ability to switch into Lati@s.

SubToxic

Change the spread on SubToxic to 252 HP / 160 Atk / 96 Spe with a Jolly nature. Generally I'd prefer Jirachi to outspeed postive base 80 Speed Pokemon such as Altaria and the attack lost is nothing major.

Team options needs to make a mention of mons that handle Heatran. Water-types such as Slowbro, Keldeo or Suicune are generally best for this, as they can switch into Grounds as well. Also make note that Keldeo makes for a nice Dark switch in too.

Expert Belt

Mention that HP Ground hits Bisharp as well. Stealth Rock should only get a moves mention. Slash Energy Ball after Thunderbolt and mention that it hits Slowbro as well.

2/3
 

Albacore

sludge bomb is better than sludge wave
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Is there a specific reason SubToxic Jirachi would run attack investement anyway? It's primarily a defensive set, so more special bulk to switch into Latis/Garde/Diancie/Zam/Venu etc and set Subs up more easily in general seems way more important for it than hitting harder, especially since it relies way more on flinches than firepower to break through stuff.

Unless there's an offensive jump point you want to hit by running attack investement, like a 2HKO on standard MZor or Excadrill, but this should probably be mentioned in the analysis anyway.

(btw 116 and 152 Atk neutral nature are just enough to 2HKO Exca and 16+ MZor respectively in case you're wondering)

Hootie edit: you just gave the reasoning at the end there...
 
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Infernal

Banned deucer.
Sorry if mentioned already, but I don't see this anywhere after reading: maybe Zen Headbutt and Heart Stamp could be discussed somewhere in Choice Scarf comments? The first is stronger, and the second has same flinch rate as Iron Head. Both give Jirachi a neutral damage option for Pokemon like Charizard-Y and Charizard-X, and others like Keldeo and Lopunny too. The moves also give Jirachi a neutral hit against electrics, examples being Manectric and Raikou. They may not be as helpful as Ice Punch and Fire Punch coverage wise, but can be useful in some situations.
 
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psychic coverage on rachi is really unnesecary on rachi and theres hardly any reason to ever use it, especially on a set thats strapped for moveslot as it is like scarf that can make far better use of it. dont mention zhb at all tbh
 

CrashinBoomBang

außerirdisch, anunnaki
is a Top Tiering Contributor Alumnusis a Contributor Alumnusis a defending SPL Champion
in what universe is psychic coverage "unnecessary" on Jirachi? if anything, ice punch is the unnecessary coverage move here, and id probably rate heart stamp above fire punch even. zen headbutt is garbage (2 heart stamp flinches in a row is the exact same chance as 1 zh flinch and you get 50% more dmg from that, plus zh doesnt get the OHKO on lop/keld so who cares), but heart stamp is legit fantastic and i can't even begin to describe its usefulness lol. as mentioned above, you get a neutral coverage option against those two (well you shouldnt really risk it vs zard y and you need like 4 flinches vs zard x so if thats ur only way out gl!!) as well as volcarona. you 3hko raikou almost guaranteed, 2hko thundurus after SR and do at least some damage to manectric if it comes down to it. you OHKO gengar which, while not too terribly useful, is nice, and you 2HKO mega heracross. the most important ones by far, though, are definitely MLop/Keldeo/Mega Venusaur; the former two are easily 2HKOd while the latter is 3HKOd. I can't stress how important it is to have a scarfer that actually does well against Mega Lopunny and can (kind of) switch into it, not to mention that Jirachi is probably one of the 3 Pokemon on offense that actually deal okay-ish with 377 SAtk STAB Giga Drain/Sludge Bomb, so being able to do more than 30% (Iron Head) is ridiculously useful.

Is it better than Fire Punch? I don't know, it depends on the team honestly (mostly on whether you're weak to Scizor or not because if you run this as a countermeasure to Ferrothorn you probably have bigger issues), but all I know that it's about a million times more useful than Ice Punch which does.. what exactly? Half to Tank Chomp before they go out to something that takes 75 base power off of 100 base attack like it's nothing? If you're predicting Garchomp/Landorus coming in, why the hell wouldn't you U-turn or hard switch to something that deals with those two like Starmie, Keldeo or Manaphy? Those Pokemon are found aplenty on teams that ScarfRachi usually makes its appearance on, so there's most definitely at least something that works. Even something such as Latios works decently enough. Literally the only drawback of Heart Stamp is being Pursuit fodder, but considering that the only mons in OU that commonly run Pursuit are TTar, Bisharp, and Metagross, does it really matter whether you're locked into Heart Stamp or Ice Punch? Ice Punch had its short stint of usefulness when Landorus-I was still around, but nowadays it's just a gem of the past that should just be buried and never dug up again.

long story short, Heart Stamp actually deals decently well with a lot of threats to offense such as the aforementioned Pokemon. I really do think that you underestimate the importance of doing Mean Stuff to Raikou, MLop and Keldeo with Jirachi; I've been using it and it was a ridiculously useful move. please replace that piece of junk ice punch with heart stamp.
 
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You really should mention Keldeo as a partner for the Specially Defensive set, as having a defensive mon who can wall Latios, Clefable, Mega Gardevoir, and Mega Venusaur consistently and shakily check Mega Diancie, Mega Altaria, and Mega Alakazam is definitely something Keldeo would appreciate. Keldeo's ability to pressure most Dark, Fire, and Ground-types in return is also a bonus, in addition to being a benefactor of Wish support. Keldeo also pairs well with most of Specially Defensive Jirachi's teammates seen on balance, so there really is no reason not to give Keldeo a mention rather than limit it to Fighting-types in general as teammates, considering how much Keldeo and Jirachi benefit from each other as teammates.
 

AM

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LCPL Champion
[OVERVIEW]

Jirachi is one of the most versatile Pokemon in OU. Its solid defenses and typing allow it to check Fairy, Dragon, and Psychic types, such as Latias, Latios, Mega Diancie, Clefable, Mega Alakazam, and Kyurem-B, and it’s one of the best switch ins to Mega Gardevoir for bulky teams. Its movepool is huge, making it incredibly versatile. Defensive sets have plenty of support options to make use of, such as Wish and Body Slam, while offensive sets pack just enough power to make use of its offensive coverage. On top of all this, Jirachi’s incredible ability, Serene Grace, allows it to turn games around in conjunction with many of Jirachi’s attacks, including the notorious Iron Head. Jirachi’s issues stem from it’s mediocre offenses, especially when uninvested, as its mediocre STAB attacks offer many opportunities for dangerous Pokemon to switch in. It also struggles to deal with common Pokemon like Rocky Helmet Landorus-T, Garchomp, and Ferrothorn if it isn’t carrying the right coverage move. Jirachi also suffers from the trend of Dark-spam cores, as it is weak to Dark moves and is vulnerable to Pokemon such as Bisharp, Weavile, and Mega Gyarados.
You're sugar coating its versatility a bit too much. Its versatility is limited to what it can actually use effectively in the current meta and I think at any given point you're gonna be using a combination of maybe 10 moves at most. The other options it has are too team specific or kind of niche to begin with (such as Thunder for example). Can we stop referring to Dark Spam cores as some sort of concrete thing? I mean I guess people run two dark types on a team sometimes but it's not really some specific archetype like Stall or Hyper Offense where you need to address it as its own thing. Like would I call Char-X + Heatran a Fire Spam core? It just seems a bit ridiculous to me how people address using more than one dark type as Dark spam but ok.
Team Options
========

Healing Wish is a huge boon for most sweepers and wallbreakers, allowing them the possibility at a second attempt at their job if they get statused or heavily damaged early in a match. As a result Jirachi pairs up nicely with a ton of offensive Pokemon. Pokemon that can deal with Steel resists are extremely helpful, as their removal means that Jirachi can be much more threatening. Steel types can be dealt with Pokemon such as Mega Charizard X, Mega Charizard Y, or Garchomp, Water types are vulnerable to Pokemon such as Serperior and Thundurus, while Fire types can be removed by Keldeo or Gyarados. Ground types are also a major issue for Jirachi, so teammates that can deal with them are a must. Keldeo and Manaphy are great partners, as they both appreciate Jirachi’s ability to switch into Latios and Latias. Jirachi is unable to break through defensive cores on its own, so partners that can weaken those cores are a necessity. Mega Gardevoir can put huge holes into defensive teams while crippling both its and Jirachi’s checks with Will-o-Wisp. Manaphy is another option, as it can easily break through defensive cores with Tail Glow boosted attacks. Hazard support helps Jirachi out a lot, making up for Jirachi’s average attacking power. Landorus-T can set up Stealth Rock and forms a U-Turn core with Jirachi in order to help it break down its counters. Klefki is another option, being able to set up Spikes and paralyze Pokemon to allow Jirachi to flinch them more effectively.
Put Azumarill in the water types as well. Mention some more wall-breakers like Kyurem-B and Mega Pinsir in team options. Jirachi doesn't like dealing with electrics, grounds, and dark types so it would be suitable to include stuff to break past the more relevant ones.
[SET]
name: Expert Belt
move 1: Iron Head
move 2: Icy Wind
move 3: Hidden Power Ground / Hidden Power Fire
move 4: Thunderbolt / Healing Wish
item: Expert Belt
ability: Serene Grace
nature: Mild
evs: 132 Atk / 160 SpA / 216 Spe
Take off Healing Wish on that slash. HW should be an OO option for it not a slash.

Shuca Berry should be in OO for match-ups against Garchomp and Landorus-T when using the Icy Wind variants similar to how you would run Ebelt. To give you an idea a set would be Iron Head, Icy Wind, Tbolt, Stealth Rock / Coverage move with Shuca Berry. Set is based on team need of course but visually that's just something to consider. I know it says Shuca under the Ebelt set but it kind of defeats the purpose of calling it Ebelt if Shuca is an option under it. Probably could change it to Mixed Attacker but I'll let other QC weigh in on that.

Dark types should still be mentioned under Checks and Counters seeing as its matchup against a lot of them is based on whether or not its running the Scarf set. If it isn't Scarf it's going to be having issues with things like Hoopa-U, Hydreigon, Weavile, Ttar just to name some.

This is your QC 3/3 but anything after this check that is mentioned by QC can be considered part of this check as well.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
make sure you fix all those apostrophes! i think i've caught them all, but i might very well have missed a couple

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Jirachi's solid defenses and typing allow it to check Fairy-, Dragon-, and Psychic-types, (add hyphens) such as Latias, Latios, Mega Diancie, Clefable, Mega Alakazam, and Kyurem-B, and it notably is one of the best switch-ins (add hyphen) to Mega Gardevoir for bulky teams. Its movepool is huge, allowing it to take advantage of its balanced stats to perform a wide variety of roles. Defensive sets have plenty of support options to make use of, such as Wish and Body Slam, while offensive sets pack just enough power to make use of its offensive wide (or whatever is appropriate, just something less repetitive) coverage. On top of all this, Jirachi's (apostrophe) incredible ability, Serene Grace, allows it to turn games around in conjunction with many of Jirachi’s its attacks, including the notorious Iron Head. Jirachi's (apostrophe) issues stem from it’s its mediocre offenses, especially when uninvested, as its mediocre STAB attacks (vague; something like "its STAB attacks' mediocre Base Power" or "its mediocre STAB coverage" or whatever you actually mean should be sufficient to clarify this) offer many opportunities for dangerous Pokemon to switch in. It also struggles to deal with common Pokemon like Rocky Helmet Landorus-T, Garchomp, and Ferrothorn if it isn't (apostrophe) carrying the right coverage move.


[SET]
name: Choice Scarf
move 1: Iron Head
move 2: U-turn
move 3: Fire Punch / Heart Stamp
move 4: Healing Wish
item: Choice Scarf
ability: Serene Grace
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is what you'll the move Jirachi will be using most of the time, due to it's its power and flinch chance. U-turn gives you Jirachi a way of retaining momentum on predicted switch-ins, (add hyphen) allowing Jirachi it to get off damage and switch into a counter. Fire Punch allows Jirachi to lets it break past Steel-types (add hyphen) such as Mega Scizor, Skarmory, and Ferrothorn. Heart Stamp gives Jirachi a way of beating Keldeo, Mega Charizard Y, and Raikou, while also dealing and deal more damage to Mega Venusaur, Mega Lopunny, and Mega Manectric. Healing Wish gives lets Jirachi a way of healing it's heal its teammates to full health at the cost of it's its own life, which gives Jirachi something to do when it otherwise wouldn't be helpful. Trick allows Jirachi to punish some of its defensive switch-ins, (add hyphen) locking them into a single move with a Choice Scarf and stealing their item.

Set Details
========

The Maximum Speed EVs, when paired with a Choice Scarf and a Jolly nature, allow Jirachi to outrun every unboosted Pokemon in the metagame, (AC) and Speed tie with other base 100s at +1, (AC) and outrun slower Choice Scarf users such as Kyurem-B and Landorus-T. The Attack investment optimizes maximizes Jirachi's offensive potential.

Usage Tips
========

Choice Scarf Jirachi is used as a revenge killer, being able to outrun and take out Pokemon weak to its STAB attacks. Thanks to its typing and natural bulk, it's able to switch into Latios, Latias, Mega Gardevoir, and Mega Diancie and eliminate them with Iron Head. Jirachi can use U-turn effectively in order to bait out its counters and allow its teammates to deal with them. Use U-turn or a coverage move when you predict your opponent the foe to switch out, hitting the target with a coverage move when appropriate and U-Turning pivoting out when not. If your opponent is using Rocky Helmet Garchomp to check Jirachi, it would be best to switch out directly rather than U-turn out, as the residual damage from Garchomp's Rocky Helmet and Rough Skin will wear out down Jirachi very quickly. Healing Wish is generally more useful in situations where Jirachi is not helpful or where recovering another teammate is more useful than keeping Jirachi around, such as a wallbreaker in a match against a stall team.

Team Options
========

Healing Wish is a huge boon for most sweepers and wallbreakers, allowing them the possibility at of a second attempt at their job if they get statused or heavily damaged early in a match. As a result Jirachi, (AC) pairs up nicely with a ton of offensive Pokemon. Pokemon that can deal with foes that resist Steel resists are extremely helpful, as their removal means that Jirachi can be much more threatening. Steel-types (add hyphen) can be dealt with by Pokemon such as Mega Charizard X, Mega Charizard Y, or and Garchomp; (SC) Water-types (add hyphen) are vulnerable to Pokemon such as Serperior and Thundurus; (SC) while and Fire-types (add hyphen) can be removed by Keldeo or Gyarados. Ground-types (add hyphen) are also a major issue for Jirachi, so teammates that can deal with them are a must. Azumarill, Keldeo, and Manaphy are great partners, as they also appreciate Jirachi's (apostrophe) ability to switch into Latios and Latias. Jirachi is unable to break through defensive cores on its own, so partners that can weaken those cores are a necessity. Mega Gardevoir can put huge holes into defensive teams while crippling both its and Jirachi's (apostrophe) checks with Will-O-Wisp. Manaphy is another option, as it can easily break through defensive cores with Tail Glow-boosted (add hyphen) attacks. Other wallbreakers like Kyurem-B and Mega Pinsir make for good teammates as well, as they are both able to heavily pressure Ground- and Electric-types (add hyphen) that Jirachi struggles with. Dark-types, (add hyphen) such as Bisharp and Mega Gyarados, can prove threatening if Jirachi is locked into the wrong move. Having a teammate that can take them out, such as Breloom, can be extremely helpful. Entry hazard support helps Jirachi out a lot, making up for Jirachi’s its average attacking power. Landorus-T can set up Stealth Rock and forms a U-turn core with Jirachi in order to help it break down its counters. Klefki is another option, being able to set up Spikes and paralyze Pokemon to allow Jirachi to flinch immobilize them more effectively.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Toxic / Body Slam
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 252 HP / 224 SpD / 32 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's (add hyphen) primary form of damage output, taking advantage of the high Serene Grace-boosted flinch chance when combined with Serene Grace to stall out opposing Pokemon. Toxic gives Jirachi a way of damaging threats like Garchomp, Landorus-T, and Hippowdon over the course of a match. Alternatively, Body Slam can be used to spread paralysis and prevent Jirachi from being set up setup fodder for Steel resists Steel-resistant Pokemon and Taunt users. Wish allows Jirachi to heal its teammates and itself. Protect provides Jirachi with a way of guaranteeing that it’s its Wish will land on itself, even in the face of offensively threatening Pokemon. Alternatively, (AC) U-turn allows Jirachi to maintain momentum on predicted switches, safely bring in Pokemon to receive a Wish, and escape from Magnezone.

Set Details
========

32 Speed allows EVs allow Jirachi to outrun Jolly Tyranitar and neutral-natured base 70s, such as Bisharp and Breloom. The remaining EVs and the Careful nature serve to improve Jirachi's (apostrophe) special bulk, aiding it in taking on special attackers such as Latios and Mega Gardevoir. Leftovers serves as a passive form of recovery.

Usage Tips
========

Jirachi's (apostrophe) bulk and typing allows allow it to switch reliably into special attackers such as Mega Gardevoir, Latios, Mega Alakazam, and Clefable. From here, using a status move like Toxic or Body Slam allows Jirachi to wear down its switch-ins. (add hyphen) Iron Head's (apostrophe) flinch chance is very useful on a statused opponent, either allows allowing Toxic damage to add up quickly or preventing the opponent foe from attacking due to the combination of paralysis and Iron Head’s flinch chance flinches. Wish should generally be used on predicted switches (RC) and when Jirachi or a teammate is in need of healing.

Team Options
========

Jirachi is best paired with Dragon- and Fighting-type (add hyphens) Pokemon, who which struggle to deal with Fairy-types (add hyphen) on their own. Pokemon such as Dragonite, Kyurem-B, Latios, and Mega Lopunny all appreciate Jirachi's (apostrophe) support. Pokemon such as Landorus-T and Gliscor are able to manage Jirachi's (apostrophe) weakness to Excadrill, opposing Landorus-T, and Garchomp. Similarly, (AC) Mega Charizard X and Heatran can deal with Steel-types (add hyphen) such as Skarmory and Ferrothorn, who which wall Jirachi. Keldeo, Starmie, Slowbro, and other Water-types (add hyphen) can prove an issue as well, so and teammates such as Mega Venusaur, Latios, and Latias are able to deal with them. Hippowdon is a great stop to Bisharp and Mega Charizard X, who which are huge threats to Jirachi. Lastly, Jirachi is easily worn down when statused, so a cleric, such as Clefable or Chansey, can be useful.

[SET]
name: SubToxic
move 1: Iron Head
move 2: Toxic
move 3: Substitute
move 4: Fire Punch
item: Leftovers
ability: Serene Grace
nature: Jolly
evs: 252 HP / 160 Atk / 96 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's (apostrophe) method of stalling out opponent’s its foes, relying on the 60% chance to flinch as a way of denying its opponent them the chance to threaten Jirachi or heal up. Toxic takes advantage of this by incrementally damaging its victim, allowing Jirachi to slowly wear down its opponents targets. Substitute gives Jirachi a buffer against attacks (RC) and status (RC) and another way to stall out opponents opposing Pokemon. Fire Punch provides coverage on Steel-types (add hyphen) such as Scizor and Ferrothorn, who which are immune to Toxic and resist Iron Head, preventing Jirachi from wearing them down over time.

Set Details
========

The HP investment allows Jirachi to create 101 HP Substitutes, preventing them from being broken by Chansey's (apostrophe) Seismic Toss. The Speed investment allows Jirachi to outrun positive-natured (add hyphen) base 80s, such as Mamoswine and Mega Altaria. The remaining EVs are placed into Attack, allowing Jirachi to 2HKO defensive Mega Scizor and Excadrill, and additionally gives while also giving Iron Head a little bit more power behind it.

Usage Tips
========

Using Toxic early on allows Jirachi to status its switch-ins (add hyphen) early on as soon as possible (or w/e, repetition) and wear them out. After Jirachi has poisoned its switch-in, (add hyphen) you can set up a Substitute on a predicted switch and begin flinching making the switch-in (add hyphen) flinch. (which switch-in? the old or the new one?) The damage from Iron Head and Toxic poison will add up quickly and will allow Jirachi to break down its check while protecting itself from damage with flinches and the Substitute.

Team Options
========

Like the Specially Defensive set, This (no cross-set referencing) set also functions as a Fairy check, and as a result many of the same Pokemon, such as the likes of Dragonite, Kyurem-B, Latios, and Mega Lopunny (RC) will appreciate Jirachi's (apostrophe) help. Landorus-T and Gliscor are able to switch into Excadrill and opposing Landorus-T. Of special note is Rocky Helmet Garchomp, as it is able to heavile damage Jirachi through Rough Skin's and Rocky Helmet's (apostrophe x2) residual damage, meaning that it can kill KO Jirachi through Jirachi’s its own Iron Heads. Faster Water-types, (add hyphen) such as Keldeo and Starmie, as well as Slowbro and Rotom-W if they are able to break through Iron Head's (apostrophe) flinch chance, are able to force Jirachi out. Mega Venusaur, Latios, and Latias are able to deal with all of them. Hippowdon is a great stop to Bisharp and Mega Charizard X, who which are huge threats to Jirachi. Status is a major issue for this set, as a burn prevents Jirachi from healing with Leftovers and paralysis prevents Jirachi it from flinching making its targets flinch, so cleric support from Clefable or Chansey is a huge help.

[SET]
name: Mixed Attacker
move 1: Iron Head
move 2: Icy Wind
move 3: Hidden Power Ground / Hidden Power Fire
move 4: Thunderbolt
item: Expert Belt
ability: Serene Grace
nature: Mild
evs: 132 Atk / 160 SpA / 216 Spe

[SET COMMENTS]
Moves
========

Iron Head is your Jirachi main STAB move, being able to deal ample damage to most targets. Icy Wind hits Garchomp, Landorus-T, and Gliscor. Hidden Power Ground provides coverage on Bisharp, Heatran, and Magnezone. Hidden Power Fire is able to lure in can be run to surprise Ferrothorn and Bisharp. Thunderbolt smashes Slowbro, Suicune, and Skarmory. Alternatively, (AC) Healing Wish allows Jirachi to heal up a teammate to full once it has outlived its usefulness, (AC) and Energy Ball can be run over Thunderbolt, hitting Rotom-W, Quagsire, Gastrodon, and Hippowdon harder than the rest of Jirachi's (apostrophe) moves. Stealth Rock can be run in the last slot as well, if the team is in need of a setter.

Set Details
========

The Attack investment ensures that Jirachi will be able to 2HKO Clefable with Iron Head (RC) while generally pumping up its offensive power. 216 Speed EVs allows Jirachi to outrun neutral-natured Kyurem-B with a neutral nature and everything slower. The remaining EVs and a Mild nature power up Jirachi's (apostrophe) special moves, allowing it to hit its targets as hard as possible. Expert Belt helps boost the power of super effective hits without revealing Jirachi's (apostrophe) item, allowing it to bluff another item, such as Choice Scarf. Alternatively, (AC) a Shuca Berry allows Jirachi to take Ground-type (add hyphen) moves and land hits on faster Ground-types, (add hyphen) such as offensive Garchomp and Choice Scarf Landorus-T.

Usage Tips
========

This set relies on Jirachi's coverage in order to tear apart defensive cores. Use the surprise factor in order to bait in typical switch-ins (RC, add hyphen) such as Garchomp or and Ferrothorn. Pretending to be another set, such as the Choice Scarf set, can lead opponents into a false sense of security and open them up to a super effective hit.

Team Options
========

Jirachi's (apostrophe) coverage heavily depends on its teammates and what Jirachi can lure for them. Mega Lopunny loves having Garchomp and Landorus-T removed with Icy Wind. Gyarados appreciates Ferrothorn and Skarmory being removed through HP Fire. Mega Charizard X wants Quagsire, Landorus-T, and Slowbro out of the way, so and the combination or of Icy Wind and Energy Ball can allow Jirachi to remove all of them. Clefable and Scizor like having Heatran removed, so and running Hidden Power Ground can lets Jirachi (improper usage of lure, HP Ground doesn't "lure Heatran in" for hopefully very obvious reasons, this is correct in terms of content too) lure it in and kill KO it. Jirachi is still able to switch in and deal with Dragon-, Fairy-, and Psychic-types (add hyphens) as usual; (SC) however, (AC) this set runs less bulk than the other and as such is much more prone to being worn down. As a result, pivots such as Rotom-W and Landorus-T that can bring Jirachi in safely are very helpful to bring Jirachi in safely prevent Jirachi from taking unnecessary damage. (or w/e, but obvious repetition is obvious)


[STRATEGY COMMENTS]
Other Options
=============

Jirachi gets Calm Mind, which can allow it to break through slower teams through its coverage; (SC) however, (AC) in general it struggles to break through defensive cores due to a lack of power and the reduced resulting lack of coverage.


Checks and Counters
===================

**Heatran**: Heatran is Jirachi's hardest counter, resisting most of it's its STAB attacks and most of its common coverage moves. Outside of the rare Hidden Power Ground, the only thing Jirachi can do to Heatran is paralyze it with Body Slam or Thunder Wave.

**Fire-types**: (add hyphens throughout) Talonflame, Mega Charizard X, and Mega Charizard Y generally have nothing to fear from Jirachi thanks to their typing, although they don't like being paralyzed from Body Slam.

**Ground-types**: Hippowdon, Landorus-T, Excadrill, and Gliscor can typically switch into Jirachi and threaten heavy damage with Earthquake.

**Steel-types**: Scizor, Bisharp, and Magnezone can typically switch have no trouble switching into Jirachi, though they must watch out for Fire Punch.

**Water-types**: Rotom-W, Slowbro, and Manaphy are generally safe switch-ins, (add hyphen) as Jirachi typically does not carry coverage for them.

**Dark-types**: Although most don't resist Jirachi's attacks, Dark-types (add hyphen) can prove extremely threatening. Bisharp is able to pick off Jirachi with Knock Off and Sucker Punch (RC) while also being able to stop it from switching out with Pursuit. Mega Gyarados isn't afraid of anything but Body Slam (RC) and can set up with Dragon Dance or knock out Jirachi with Crunch.

**Rocky Helmet, Iron Barbs, and Rough Skin**: Jirachi's main methods of dealing damage are all contact based, so it takes heavy damage from users of these items and abilities Iron Barbs, Rough Skin, and Rocky Helmet, (comma) most notably Ferrothorn, Garchomp, and Skarmory are all common users of these abilities and items.


....aaaaaand this is also my 500th GP check in c&c. It's been a year and three months (holy fuck the date here just rolled over so this is actually correct literally to the day, i had no idea lol), and it's still just as much fun as it ever was. There's no analysis GP ready for Gengar (my first real amcheck), Chandelure (my first sort of stamped amcheck), Granbull (my only actually stamped amcheck), or Kangaskhan (my first official check), but a somewhat meaty analysis for a cool mon worked just as well :)

I'm not gonna whip out a long rant like I did in my 1k, but I still think it's seriously cool that I got to mod two forums here pretty much by putting commas in the right places. See y'all at 1000.

^totally not P Squared and me. Slooowly catching up on ya buddy :)
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
ok actually add the hyphens this time

GP 2/2
[OVERVIEW]

Jirachi's solid defenses and typing allow it to check Fairy-, Dragon-, and Psychic-types, such as Latias, Latios, Mega Diancie, Clefable, Kyurem-B, Latias, Latios, and Mega Alakazam, and Kyurem-B, and it notably is one of the best switch-ins to Mega Gardevoir for bulky teams. Its movepool is huge, allowing it to take advantage of its balanced stats to perform a wide variety of roles. Defensive sets have plenty of support options to make use of, such as Wish and Body Slam, while offensive sets pack just enough power to make use of its wide coverage. On top of all this, Jirachi's incredible ability, Serene Grace, allows it to turn games around in conjunction with many of its attacks, including the notorious Iron Head. Jirachi's issues stem from its mediocre offenses, especially when uninvested, as its STAB attacks' mediocre power offer many opportunities for dangerous Pokemon to switch in. It also struggles to deal with common Pokemon like Rocky Helmet Landorus-T, Garchomp, and Ferrothorn if it isn't carrying the right coverage move.

[SET]
name: Choice Scarf
move 1: Iron Head
move 2: U-turn
move 3: Fire Punch / Heart Stamp
move 4: Healing Wish
item: Choice Scarf
ability: Serene Grace
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Iron Head is the move Jirachi will be using most of the time, due to its power and flinch chance. U-turn gives Jirachi a way of retaining momentum on predicted switch-ins, allowing it to get off damage and switch into a counter. Fire Punch lets it break past Steel-types such as Mega Scizor, Skarmory, and Ferrothorn. Heart Stamp gives Jirachi a way of beating Keldeo, Mega Charizard Y, and Raikou, (RC) and deals more damage to Mega Venusaur, Mega Lopunny, and Mega Manectric. Healing Wish lets Jirachi heal its teammates to full health at the cost of its own life, which gives Jirachi something to do when it otherwise wouldn't be helpful. Trick allows Jirachi to punish some of its defensive switch-ins, locking them into a single move with a Choice Scarf and stealing their item.

Set Details
========

Maximum Speed EVs, when paired with a Choice Scarf and a Jolly nature, allow Jirachi to outrun every unboosted Pokemon in the metagame, Speed tie with other base 100s at +1, and outrun slower Choice Scarf users such as Kyurem-B and Landorus-T. The Attack investment maximizes Jirachi's offensive potential.

Usage Tips
========

Choice Scarf Jirachi is used as a revenge killer, being able to outrun and take out Pokemon weak to its STAB attacks. Thanks to its typing and natural bulk, it's able to switch into Latios, Latias, Mega Gardevoir, and Mega Diancie and eliminate them with Iron Head. Jirachi can use U-turn effectively in order to bait out its counters and allow its teammates to deal with them. Use U-turn or a coverage move when you predict your opponent to switch out, hitting the target with a coverage move when appropriate and pivoting out when not. If your opponent is using Rocky Helmet Garchomp to check Jirachi, it would be best to switch out directly rather than U-turn out, as the residual damage from Garchomp's Rocky Helmet and Rough Skin will wear down Jirachi very quickly. Healing Wish is generally more useful in situations where Jirachi is not helpful or where recovering another teammate is more useful than keeping Jirachi around, such as a wallbreaker in a match against a stall team.

Team Options
========

Healing Wish is a huge boon for most sweepers and wallbreakers, allowing them the possibility of a second attempt at their job if they get statused or heavily damaged early in a match. As a result, Jirachi pairs up nicely with a ton of offensive Pokemon. Pokemon that can deal with foes that resist Steel are extremely helpful, as their removal means that Jirachi can be much more threatening. Steel-types can be dealt with by a Pokemon such as Mega Charizard X, Mega Charizard Y, or Garchomp; (ASC) Water-types are vulnerable to Pokemon such as Serperior and Thundurus, while; and Fire-types can be removed by Keldeo or Gyarados. Ground-types are also a major issue for Jirachi, so teammates that can deal with them are a must. Azumarill, Keldeo, and Manaphy are great partners, as they also appreciate Jirachi's ability to switch into Latios and Latias. Jirachi is unable to break through defensive cores on its own, so partners that can weaken those cores are a necessity. Mega Gardevoir can put huge holes into defensive teams while crippling both its and Jirachi's checks with Will-O-Wisp. Manaphy is another option, as it can easily break through defensive cores with Tail Glow-boosted attacks. Other wallbreakers like Kyurem-B and Mega Pinsir make for good teammates as well, as they are both able to heavily pressure Ground- and Electric-types that Jirachi struggles with. Dark-types, such as Bisharp and Mega Gyarados, can prove threatening if Jirachi is locked into the wrong move. Having a teammate that can take them out, such as Breloom, can be extremely helpful. Entry hazard support helps Jirachi out a lot, making up for its average attacking power. Landorus-T can set up Stealth Rock and forms a U-turn core with Jirachi in order to help it break down its counters. Klefki is another option, being able to set up Spikes and paralyze Pokemon to allow Jirachi to immobilize them more effectively.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Toxic / Body Slam
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 252 HP / 224 SpD / 32 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's primary form of damage output, taking advantage of the high Serene Grace-boosted flinch chance to stall out opposing Pokemon. Toxic gives Jirachi a way of damaging threats like Garchomp, Landorus-T, and Hippowdon over the course of a match. Alternatively, Body Slam can be used to spread paralysis and prevent Jirachi from being setup fodder for Steel-resistant Pokemon and Taunt users. Wish allows Jirachi to heal its teammates and itself. Protect provides Jirachi with a way of guaranteeing that its Wish will land on itself, even in the face of offensively threatening Pokemon. Alternatively, U-turn allows Jirachi to maintain momentum on predicted switches, safely bring in Pokemon to receive a Wish, and escape from Magnezone.

Set Details
========

32 Speed EVs allow Jirachi to outrun Jolly Tyranitar and neutral-natured base 70s, such as Bisharp and Breloom. The remaining EVs and the Careful nature serve to improve Jirachi's special bulk, aiding it in taking on special attackers such as Latios and Mega Gardevoir. Leftovers serves as a passive form of recovery.

Usage Tips
========

Jirachi's bulk and typing allow it to switch reliably into special attackers such as Mega Gardevoir, Latios, Mega Alakazam, and Clefable. From here, using a status move like Toxic or Body Slam allows Jirachi to wear down its switch-ins. Iron Head's flinch chance is very useful on a statused foe opponent, either allowing Toxic damage to add up quickly or preventing the foe from attacking due to the combination of paralysis and flinches. Wish should generally be used on predicted switches and when Jirachi or a teammate is in need of healing.

Team Options
========

Jirachi is best paired with Dragon- and Fighting-type Pokemon, who which struggle to deal with Fairy-types on their own. Pokemon such as Dragonite, Kyurem-B, Latios, and Mega Lopunny all appreciate Jirachi's support. Pokemon such as Landorus-T and Gliscor are able to manage Jirachi's weakness to Excadrill, opposing Landorus-T, and Garchomp. Similarly, Mega Charizard X and Heatran can deal with Steel-types such as Skarmory and Ferrothorn, which wall Jirachi. Keldeo, Starmie, Slowbro, and other Water-types can prove to be an issue as well, and teammates such as Mega Venusaur, Latios, and Latias are able to deal with them. Hippowdon is a great stop to Bisharp and Mega Charizard X, which are huge threats to Jirachi. Lastly, Jirachi is easily worn down when statused, so a cleric, such as Clefable or Chansey, can be useful.

[SET]
name: SubToxic
move 1: Iron Head
move 2: Toxic
move 3: Substitute
move 4: Fire Punch
item: Leftovers
ability: Serene Grace
nature: Jolly
evs: 252 HP / 160 Atk / 96 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's method of stalling out its foes, relying on the 60% chance to flinch as a way of denying them the chance to threaten Jirachi or heal up. Toxic takes advantage of this by incrementally damaging its victim, allowing Jirachi to slowly wear down its targets. Substitute gives Jirachi a buffer against attacks and status and another way to stall out opposing Pokemon. Fire Punch provides coverage on Steel-types such as Scizor and Ferrothorn, which are immune to Toxic and resist Iron Head, preventing Jirachi from wearing them down over time.

Set Details
========

The HP investment allows Jirachi to create 101 HP Substitutes, preventing them from being broken by Chansey's Seismic Toss. The Speed investment allows Jirachi to outrun positive-natured base 80s, such as Mamoswine and Mega Altaria. The remaining EVs are placed into Attack, allowing Jirachi to 2HKO defensive Mega Scizor and Excadrill with Fire Punch while also giving Iron Head a little bit more power behind it.

Usage Tips
========

Using Toxic early on allows Jirachi to status its switch-ins as soon as possible and wear them out. After Jirachi has poisoned its switch-in, you can set up a Substitute on a predicted switch and begin making the switch-in flinch. The damage from Iron Head and Toxic poison will add up quickly and will allow Jirachi to break down its check while protecting itself from damage with flinches and the Substitute.

Team Options
========

This set functions as a Fairy check, and as a result the likes of Dragonite, Kyurem-B, Latios, and Mega Lopunny will appreciate Jirachi's help. Landorus-T and Gliscor are able to switch into Excadrill and opposing Landorus-T. Of special note is Rocky Helmet Garchomp, as it is able to heavily damage Jirachi through Rough Skin's and Rocky Helmet's residual damage, meaning that it can KO Jirachi through its own Iron Heads. Faster Water-types, such as Keldeo and Starmie, as well as Slowbro and Rotom-W if they are able to break through Iron Head's flinch chance, are able to force Jirachi out. Mega Venusaur, Latios, and Latias are able to deal with all of them. Hippowdon is a great stop to Bisharp and Mega Charizard X, which are huge threats to Jirachi. Status is a major issue for this set, as a burn prevents Jirachi from healing with Leftovers and paralysis prevents it from making its targets flinch, so cleric support from Clefable or Chansey is a huge help.

[SET]
name: Mixed Attacker
move 1: Iron Head
move 2: Icy Wind
move 3: Hidden Power Ground / Hidden Power Fire
move 4: Thunderbolt
item: Expert Belt
ability: Serene Grace
nature: Mild
evs: 132 Atk / 160 SpA / 216 Spe

[SET COMMENTS]
Moves
========

Iron Head is Jirachi's main STAB move, being able to deal ample damage to most targets. Icy Wind hits Garchomp, Landorus-T, and Gliscor. Hidden Power Ground provides coverage on Bisharp, Heatran, and Magnezone. Hidden Power Fire can be run to surprise Ferrothorn and Bisharp. Thunderbolt smashes Slowbro, Suicune, and Skarmory. Alternatively, Healing Wish allows Jirachi to heal up a teammate to full once it has outlived its usefulness, and Energy Ball can be run over Thunderbolt, hitting Rotom-W, Quagsire, Gastrodon, and Hippowdon harder than the rest of Jirachi's moves. Stealth Rock can be run in the last slot as well, (RC) if the team is in need of a setter.

Set Details
========

The Attack investment ensures that Jirachi will be able to 2HKO Clefable with Iron Head while generally pumping up its offensive power. 216 Speed allows Jirachi to outrun neutral-natured Kyurem-B and everything slower. The remaining EVs and a Mild nature power up Jirachi's special moves, allowing it to hit its targets as hard as possible. Expert Belt helps boost the power of super effective hits without revealing Jirachi's item, allowing it to bluff another item, such as Choice Scarf. Alternatively, a Shuca Berry allows Jirachi to take Ground-type moves and land hits on faster Ground-types, such as offensive Garchomp and Choice Scarf Landorus-T.

Usage Tips
========

This set relies on Jirachi's coverage in order to tear apart defensive cores. Use the surprise factor in order to bait in typical switch-ins such as Garchomp and Ferrothorn. Pretending to be another set, such as the Choice Scarf set, can lead opponents into a false sense of security and open them up to a super effective hit.

Team Options
========

Jirachi's coverage heavily depends on its teammates and what Jirachi can lure for them. Mega Lopunny loves having Garchomp and Landorus-T removed with Icy Wind. Gyarados appreciates Ferrothorn and Skarmory being removed through Hidden Power Fire. Mega Charizard X wants Quagsire, Landorus-T, and Slowbro out of the way, and the combination of Icy Wind and Energy Ball can allow Jirachi to remove all of them. Clefable and Scizor like having Heatran removed, and running Hidden Power Ground can surprise and KO it. Jirachi is still able to switch in and deal with Dragon-, Fairy-, and Psychic-types as usual; however, this set runs less bulk than the others and as such is thus much more prone to being worn down. As a result, pivots such as Rotom-W and Landorus-T that can bring Jirachi in safely are very helpful to prevent it from taking unnecessary damage.

[STRATEGY COMMENTS]
Other Options
=============

Jirachi gets Calm Mind, which can allow it to break through slower teams through its coverage; however, in general it struggles to break through defensive cores due to a lack of power and the resulting lack of coverage.

Checks and Counters
===================

**Heatran**: Heatran is Jirachi's hardest counter, resisting its STAB attacks and most of its common coverage moves. Outside of the rare Hidden Power Ground, the only thing Jirachi can do to Heatran is paralyze it with Body Slam or Thunder Wave.

**Fire-types**: Talonflame, Mega Charizard X, and Mega Charizard Y generally have nothing to fear from Jirachi thanks to their typing, although they don't like being paralyzed by from Body Slam.

**Ground-types**: Hippowdon, Landorus-T, Excadrill, and Gliscor can typically switch into Jirachi and threaten heavy damage with Earthquake.

**Steel-types**: Scizor, Bisharp, and Magnezone have no trouble switching into Jirachi, though they must watch out for Fire Punch.

**Water-types**: Rotom-W, Slowbro, and Manaphy are generally safe switch-ins, as Jirachi typically does not carry coverage for them.

**Dark-types**: Although most don't resist Jirachi's attacks, Dark-types can prove extremely threatening. Bisharp is able to pick off Jirachi with Knock Off and Sucker Punch while also being able to stop it from switching out with Pursuit. Mega Gyarados isn't afraid of anything but Body Slam and can set up with Dragon Dance or knock out Jirachi with Crunch.

**Rocky Helmet, Iron Barbs, and Rough Skin**: Jirachi's main methods of dealing damage are all contact based, so it takes heavy damage from users of Iron Barbs, Rough Skin, and Rocky Helmet, most notably Ferrothorn, Garchomp, and Skarmory.
 
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