Jirachi



[OVERVIEW]

Jirachi's incredible Steel / Psychic typing and its base 100 stats across the board let it fill many roles, from a specially defensive wall to a Choice Scarf pivot. Serene Grace lets Jirachi perform its roles even better, as its offensive moves have twice the chance to inflict their secondary effects, most notably giving Iron Head a 60% chance to make the foe flinch. Jirachi's movepool is arguably its best asset, with incredible coverage and support moves, such as Fire Punch and Healing Wish.

While Jirachi's typing lets it wall Fairies extremely well, it leaves it with some glaring weaknesses, particularly to the ever-common Ground-, Fire-, and Dark- types. As such, Colossoil, Heatran, Garchomp, and many other Pokemon force it out with their STAB moves. Although Jirachi's base 100 stats are great for defensive roles, they fail to stand out offensively, forcing Jirachi to rely on super effective coverage, Toxic, and Serene Grace to deal any notable damage.

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

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

Iron Head is Jirachi's primary STAB move and has a handy 60% chance to make the foe flinch; this pairs well with Toxic or paralysis. Toxic helps Jirachi wear down walls that it struggles against, including Cyclohm, Pyroak, and Hippowdon. Body Slam helps Jirachi paralyze the faster Pokemon that can threaten it, such as Mega Metagross and both Mega Charizard formes. Wish provides Jirachi with consistent recovery and the ability to heal its teammates. Protect lets Jirachi reliably heal itself and stall for more Toxic damage. Stealth Rock is an option if other team members cannot provide the support; however, Jirachi fears Colossoil's Rebound and Mega Sableye's Magic Bounce. U-turn lets Jirachi function as a defensive pivot and should be paired with Stealth Rock in order to force switches while punishing foes with Stealth Rock damage.

Set Details
========

Leftovers grants Jirachi passive recovery that can be further taken advantage of with Protect. 32 Speed EVs let Jirachi outspeed Adamant Bisharp and Jolly Tyranitar. HP is maximized, and the rest of the EVs are placed into Special Defense to let Jirachi easily wall special attackers such as Mega Gardevoir, Plasmanta, and Sylveon.

Usage Tips
========

This Jirachi set works well in bulky balance builds and stall builds, fulfilling the role of a status spreader, pivot, wall, stallbreaker, and cleric all in one. Jirachi should be kept healthy throughout the match with Wish so that it can wall what it needs to without being overwhelmed. Spreading status onto switch-ins such as Cyclohm and Colossoil is valuable in order to weaken them for Jirachi's teammates. Protect is useful for scouting Choice item users, such as Volkraken, though you have to be wary of setup sweepers such as Mega Charizard X taking advantage of it.

Team Options
========

Tomohawk has incredible defensive synergy with Jirachi, tanking the Dark- and Ground-type attacks aimed at Jirachi with ease, walling Jirachi's biggest threat, Colossoil, and helping against setup sweepers with priority Haze, while Jirachi can tank Ice-, Electric-, Flying-, Psychic-, and Fairy-type attacks that threaten Tomohawk. Sylveon, Mega Gardevoir, and Mega Diancie appreciate Jirachi's ability to absorb Poison- and Steel-type attacks with ease. They can also switch in on the Dark-type attacks aimed at it. Assault Vest Colossoil is an excellent teammate for patching up Jirachi's weaknesses to Fire-, Ghost-, and Dark-type attacks. In return, Jirachi's Wish support can keep Colossoil healthy throughout the match. Bulky Water-types, such as Gyarados and Manaphy, appreciate Jirachi's ability to heal them and can use Jirachi's checks as setup bait. Mega Sableye can take multiple physical attacks that Jirachi struggles with, can spread burns among Jirachi's checks, and loves Jirachi's ability to threaten Fairies. Finally, Fire-types such as Pyroak can beat the Steel-types that can handle Jirachi easily.

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

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

Iron Head is Jirachi's most reliable STAB move and has a 60% chance to make the foe flinch. U-turn lets Jirachi pivot away from Pokemon that resist Iron Head, such as Heatran, and escape unfavorable situations. It also deals a hefty chunk of damage to some of the metagame's best answers to Jirachi, such as Colossoil. Fire Punch allows Jirachi to hit Ferrothorn and Mega Scizor for a lot of damage, preventing them from setting up on it. Ice Punch is the alternative option, 2HKOing Garchomp and Landorus-T. Zen Headbutt gives Jirachi a way to hit Keldeo, Mollux, Plasmanta, and Tomohawk harder than any of its other moves, though it comes at the cost of the generally superior coverage that Fire Punch and Ice Punch provide. Healing Wish is Jirachi's best way to provide team support, allowing it to heal a teammate at the last moment. Trick is another option for crippling opposing walls, such as Pyroak, Skarmory, and defensive Cyclohm, all of which dislike being locked into a move.

Set Details
========

Choice Scarf, maximum Speed EVs, and a Timid nature let Jirachi outspeed the entire unboosted metagame and even some boosted threats, such as +1 Mega Altaria and +1 Aurumoth. This is vital for Jirachi to check them effectively. Maximum Attack EVs let Jirachi hit hard with its attacks, especially against frail sweepers.

Usage Tips
========

Iron Head is Jirachi's most spammable option, letting foes flinch to death while dealing a good amount of damage. Iron Head also lets Jirachi defeat Fairies easily and revenge kill Mega Altaria. In fact, because this set is faster than the entire unboosted metagame, Jirachi can make almost any foe flinch if luck is on its side. U-turn lets Jirachi pivot easily; it should often pivot when the opponent has a Pokemon that doesn't care about Iron Head, such as Heatran. The third attack shouldn't be used that often, but if Jirachi needs to handle a Swords Dance Scizor or Garchomp, the move should be used to revenge kill it. Healing Wish should be used when Jirachi has lost its use, needs to support another Pokemon to sweep, or is on its last leg and cannot survive another turn.

Team Options
========

Almost any sweeper loves having Jirachi as a teammate in case an attempt to sweep goes wrong. Cawmodore, Mega Charizard X, Talonflame, Garchomp, and Aurumoth are great sweepers that also help remove Jirachi's checks and counters and appreciate Healing Wish support to have a second chance to sweep the opposing team. If Trick is used instead, late-game sweepers such as Mega Charizard X and Talonflame will appreciate walls being crippled. Wish support and entry hazard removal from Pokemon such as Clefable and Tomohawk are great ways to support Jirachi, as it will be worn down from repeated entry hazard damage due to this set's lack of recovery. Jirachi pairs well with other Pokemon that can handle Fairies so that Jirachi is less pressured to spam Iron Head in unfavorable situations, such as when the opponent has a Ferrothorn or Heatran.

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

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

Iron Head is useful for making foes flinch and defeating Fairies. Icy Wind lets Jirachi deal heavy damage to Ground- and Dragon-types that would otherwise take advantage of it, 2HKOing Garchomp, Landorus-T, Gliscor, and Dragonite. It can also be used to cancel out Speed boosts from an opposing setup sweeper so that one of Jirachi's teammates can KO it. Hidden Power Ground lets Jirachi handle Plasmanta, Mollux, and Heatran, which it would otherwise struggle against. On the other hand, Hidden Power Fire lets Jirachi handle Scizor, Cawmodore, and Ferrothorn, which can set up all over Jirachi should it lack the move. Thunderbolt OHKOes Gyarados and 2HKOes Skarmory, Keldeo, Azumarill, and Slowbro. It also 2HKOes Talonflame, but needs Hidden Power Ground to beat it due to Talonflame's priority Roost removing its Flying typing before Jirachi can use Thunderbolt. Alternatively, Healing Wish lets Jirachi fully heal a teammate after it has done its job, while U-turn is an option to let Jirachi pivot out of unfavorable situations while also providing helpful chip damage against Pokemon like Colossoil. Dazzling Gleam can be used in the last slot to 2HKO Cyclohm and Mega Sableye while dealing a decent chunk of damage to other Dark-types.

Set Details
========

Expert Belt takes advantage of Jirachi's vast coverage and lets it feign a Choice item in the right circumstances, especially if you haven't revealed its special moves. 216 Speed EVs let Jirachi outspeed everything up to neutral-natured Kyurem-B, and 132 Attack EVs let Jirachi 2HKO all variants of Clefable with Iron Head. The rest of the EVs are put into Special Attack for more power. If using Hidden Power Fire, 136 Atk / 152 SpA / 220 Spe should be used in order to compensate for the lost Attack and Speed IVs.

Usage Tips
========

This Jirachi set heavily relies on predictions to score 2HKOs or 3HKOs and as such it is quite risky to use. Use it as a lure for the threats that typically want to come in on Jirachi, such as Garchomp and Heatran. Jirachi lacks defensive investment, so it shouldn't be relied upon to tank hits repeatedly. The last move can dictate Jirachi's secondary role on the team; it can become a dedicated lure with Thunderbolt, a sacrificial cleric with Healing Wish, or a pivot with U-turn.

Team Options
========

Tomohawk helps Jirachi with its checks such as Colossoil, Ferrothorn (if lacking Hidden Power Fire), and Heatran (if lacking Hidden Power Ground) by tanking their attacks, removing entry hazards, and hitting them all super effectively. Tomohawk also attracts Fairies for Jirachi to switch in on. This set can also pave the way for certain sweepers, such as Clefable and Mega Charizard X, by luring in and removing their checks, such as Heatran and Landorus-T. Assault Vest Colossoil helps Jirachi by tanking the special attacks that heavily damage it, as well as absorbing Dark- and Ghost-type attacks easily. Jirachi loves having a teammate like Rotom-W, Gyarados, or another bulky Water-type to easily handle Ground- and Fire-type attacks.


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

Jirachi can pull off a Calm Mind set that can sweep late-game, but it requires a lot of support and doesn't take advantage of one of Jirachi's greatest assets, Serene Grace. Doom Desire lets Jirachi force switches even when out of play and put the opponent into a difficult position. However, the move is very unreliable because it requires two turns to hit, letting the opponent switch in a Pokemon that resists the move. Thunder Wave can be used over Body Slam as a more reliable way to spread paralysis, but it leaves Jirachi unable to paralyze Ground-types.

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

**Colossoil**: Colossoil has Sucker Punch, Knock Off, Earthquake, and Pursuit; all of these moves can destroy Jirachi easily. Colossoil also has Guts to take advantage of Body Slam, Rebound to bounce back Stealth Rock, and Rapid Spin to remove Stealth Rock. U-turn and Ice Punch both give Colossoil some trouble, however.

**Ground-types**: Other Ground-types such as Landorus-T and Garchomp can take out Jirachi with their STAB moves, but they must watch out for Icy Wind, Body Slam, and Ice Punch.

**Fire-types**: Heatran, both Mega Charizard formes, Pyroak, and Mollux can eliminate Jirachi easily and tank most attacks that it has to offer. Heatran and Mollux must watch out for Hidden Power Ground, though. Paralysis from Body Slam and Thunder Wave can help neuter these threats as well, especially Mega Charizard X and Y.

**Steel-types**: Mega Metagross, Mega Scizor, Excadrill, and Kitsunoh can all use Jirachi as setup bait or remove it outright. They do not appreciate being paralyzed or hit with a Fire-type move, however. Kitsunoh gets a special mention for being immune to Body Slam thanks to its typing while still avoiding Thunder Wave because of its ability Limber.

**Water-types**: Bulky Water types can wall Jirachi fairly easily and heavily damage it with their STAB moves. Keldeo, Suicune, and Arghonaut can use Jirachi as setup fodder, though they must watch out for certain moves like Toxic and Zen Headbutt.

**Dark-types**: Mega Sableye is an exceptional Jirachi counter, shrugging off all attacks and bouncing back Stealth Rock. Other Dark-types, such as Tyranitar and Weavile, are capable of dealing heavy damage to and Pursuit trapping Jirachi due to its weakness to Dark. However, Iron Head does quite a bit of damage to them.

**Paralysis and Burns**: Being burned or paralyzed is troublesome for Jirachi, as it hates the stat drops and, in the case of being burned, residual damage. Iron Head loses most of its flinching potential if it goes last and does pitifully low amounts of damage if Jirachi is burned.
 
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Gonna work on this more and have it done by tomorrow night. I'm thinking of having a Choice Scarf set, and nothing else, as I feel these two sets are the only effective ones in the metagame, currently.
 
Having used this Jirachi a lot recently, I feel like U-turn is more useful than both Toxic and Body Slam, having used all three. For example, U-turn lets it act as a Wish/SpD pivot better, and stops it being trapped by the likes of Wobb and HP Fire Goth.

Then again, I am a VoltTurn addict and there have been times where Toxic would have been useful. But I'm not particularly a big fan of Body Slam, even with Serene Grace boost. Otherwise found Rachi to be excellent quick fix to teams weak to Mega Gard, as well as generally providing immensely useful wish support and gives SpD support to teams which would otherwise be very dependant upon AV Colo to take special hits.
 
Jirachi doesn't have problems with Goth, because of this:

252+ SpA Choice Specs Gothitelle Hidden Power Fire vs. 252 HP / 224+ SpD Jirachi: 128-152 (31.6 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery

Even with Modest Specs, Goth struggles to take care of Jirachi, as it can heal it off easily. Scarf variants can trick to Jirachi, sure, but then Jirachi flinches it into oblivion cause Goth can't do anything to it with Scarf HP Fire.

U-turn is neat, but it's better on a Scarf set so that it can pivot in and out of whatever it wants.

As for Body Slam: Being as slow as it is, Jirachi w/ Body Slam finds a great place on balance teams where speed control is desired, and it makes Jirachi even more effective at wish passing, cause getting a free turn every once in a while with Wish is just really nice.

Toxic w/ Iron Head is just godly, I've already explained why.
 
I decided to include the Specially Based Mixed Attacker set, as it can do well against a lot of threats with the right prediction and has a lot of surprise value and pivoting potential. Thoughts would be welcome, gonna try moving this out of WIP very soon.

Other set ideas welcome.
 
Other set ideas welcome.
Choice Scarf deserves a set. U-turn, Trick, Healing Wish, and a slew of coverage moves make it a versatile and viable Choice Scarf user, not to mention its nice Speed tier puts it above some other common scarfers, +1 Auru, +1 Mega Alt, and more.
 

HeaLnDeaL

Let's Keep Fighting
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For the mixed set, 132 compared to 160+ isn't a HUGE difference, and the set can potentially run 2 physical attacks with 2 special attacks, according to you slashes. So it probably makes more sense for the set to simply be called Mixed Attacker (as opposed to Specially Based Mixed). Also, it probably isn't worth it a slash, but maybe in set details you can mention a little bit extra speed can help against physical Naviathan (unrelated sidenote, but Navi's most common set is still adamant dragon dance according to September usage x.x).

Paralysis and Burns could potentially be added to C&C, on the basis that Jirachi loes almost all of its flinch haxxing potential if it is paralyzed and can't really deal damage if burned.

OO seems somewhat shallow at first glance, though I'm not really sure what can be added. I'm personally skeptical if the Mixed Attacking set should even be a set or if it's best off in OO, but you should definitely get another opinion on that.
 
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Went over this in a ppad, mostly set edits. I'm comfortable giving QC 1/3, good work!

HeaL's comments are legit, so those should be implemented as well. The mixed set's name can be simplified to "Mixed Attacker," and I think it's viable enough to remain a main set. On that topic, elaborate on Expert Belt a bit more in Set Details, it's a good item for luring stuff (the set's main purpose) since it can feign a choice set under the right circumstances, which Life Orb can't do (also doesn't wear rachi down).
 

cbrevan

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Hi, this is pretty solid, just have a few things to say.

"However, Jirachi fears Colossoil's Rebound and Mega Sableye's Magic Bounce, making Jirachi a subpar user of the move."
This sentence implies that Jirachi is a bad user of Stealth Rock because it can be bounced back, which is true for almost every other user of the move. I wouldn't even call it a subpar user of the move when its bulk lets it set it up on a good deal of mons and Rebound Colossoil and Mega Sableye aren't on every team. Just phrase it better when you type it up.

"**Ground Types**: Other ground types such as Landorus-T and Garchomp can take out Jirachi with their STAB moves, but must watch out for Icy Wind"
Ice Punch and Body Slam in addition to Icy Wind.

"**Fire Types**: Heatran, Mega Charizard X and Y, Pyroak, and Mollux can eliminate Jirachi easily and tank most attacks Jirachi has to offer. Heatran and Mollux must watch out for Hidden Power Ground, though."
They also hate paralysis, especially the Charizard formes.

There also needs to be a Dark-type section in Checks and Counters, as Mega Sableye is pretty much a hard counter to Jirachi, Scarf Tyranitar, Bisharp, and Weavile can all Pursuit trap Jirachi easily, and Hoopa-U outspeeds and KOes the Defensive set.

Add a mention of Dazzling Gleam to the Moves section of the Mixed Attacker set, as it lets you 2HKO Cyclohm and has a good chance to 2HKO Mega Sableye.

Make these changes and this is QC 2/3.

 
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Empress

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Add Remove Comment
Protip: If Serene Grace helps the set at all, explain what it does and why it's helpful.
[OVERVIEW]

Jirachi's incredible is one of the better pixies in the metagame, with a very favorable Steel(space)/(space)Psychic typing and its signature 100 base 100 stats across the board spread. This lets Jirachi it fill many roles, from a specially defensive wall to a Choice Scarf pivot. Serene Grace lets Jirachi perform its roles even better, as its best offensive moves gain a doubled have twice the chance to hax the opponent inflict their secondary effects, with a notable most notably giving Iron Head a 60% chance to make the foe flinch chance with Iron Head. Jirachi's movepool is perhaps arguably (subjectives) its best asset, with incredible coverage and support moves, such as (coverage move) and Healing Wish.

While Jirachi's typing lets it wall Fairies extremely well, it leaves it with some glaring weaknesses, such as particularly to the ever-common Ground-(AH), Fire-(AH), and Dark-(AH)types. As such, Colossoil, Heatran, Garchomp, and many other Pokemon force it out with their STAB moves. Although Jirachi's base 100 stats are great for defensive roles, they fail to stand out offensively, forcing Jirachi to rely on super-(RH) effective coverage, Toxic, and Serene Grace hax (idk if this word is allowed in analyses) to cause deal any notable damage.

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

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

Iron Head is Jirachi's basic primary STAB move, with and has a handy 60% chance to make the foe flinch that pairs well with Toxic or Paralysis paralysis. Toxic helps Jirachi wear down walls that Jirachi it struggles against, including Cyclohm, Pyroak, and Hippowdon. Body Slam helps Jirachi spread paralysis on paralyze the faster Pokemon that can threaten Jirachi it, such as Mega Metagross and Mega Charizard (Which one? If both, use "both Mega Charizard formes."). Wish and Protect provides Jirachi with consistent recovery, (RC) and the ability to heal its teammates. Protect also lets Jirachi reliably heal itself with Wish and stall for more Toxic damage. Stealth Rock is an option if other team members cannot provide the support; however, Jirachi fears Colossoil's Rebound and Mega Sableye's Magic Bounce, both of which can easily switch in to Jirachi. To make matters worse, both of these Pokemon can easily switch into Jirachi and force it out. U-turn lets Jirachi function as a defensive pivot, (RC) and should be paired with Stealth Rock in order to force switches while punishing them foes with Stealth Rock damage.

Set Details
========

Jirachi appreciates Leftovers, granting it grants Jirachi passive recovery that can be abused taken advantage of with Protect. 32 Speed EVs let Jirachi outspeed Adamant Bisharp and Jolly Tyranitar. HP is maximized along with heavy and the remaining EVs are placed into Special Defense investment to let Jirachi easily wall Mega Gardevoir, Plasmanta, and Sylveon. (Is that all? Perhaps give a category before these examples.)

Usage Tips
========

This Jirachi set works well in bulky balanced builds and stall builds, fulfilling the role of a status spreader, pivot, wall, stallbreaker, and healer cleric all in one, while walling several specially offensive and passive threats. Jirachi should be kept healthy throughout the match with Wish and Leftovers recovery, so that it can wall what it needs to without being overwhelmed. Spreading status onto opposing switch-ins, such as Cyclohm and Colossoil, is valuable in order to weaken them for your Jirachi's teammates. Protect is useful for scouting Choice item users, such as Volkraken, though you have to be wary of Pokemon capable of set(remove space)up, like sweepers such as Togekiss. (Why? And are you sure Togekiss is the best example here?)

Team Options
========

Tomohawk is one of Jirachi's most capable teammates. It has incredible defensive synergy with Jirachi, tanking the Dark-(AH) and Ground-type attacks aimed for at Jirachi with ease. Tomohawk also walls Jirachi's number one nemesis biggest threat (save the creative phrases for an article, not an analysis), Colossoil, and can help reduce the risk of against set-(RH)up sweepers (How so? Moreover, you mentioned synergy, so state how Jirachi helps Tomohawk back.). Sylveon, Mega Gardevoir, and Mega Diancie appreciate the support that Jirachi provides, as Jirachi's ability to can absorb Poison-(AH) and Steel-type attacks with ease. They can also switch in on the Dark-(AH)type attacks aimed at Jirachi it. Assault Vest Colossoil is an excellent teammate for patching up Jirachi's weaknesses to Fire-(AH), Ghost-(AH), and Dark-(AH)type attacks. In return, Jirachi's Wish support can also keep Colossoil healthy throughout the match. Bulky Water-(AH)types, such as Gyarados, Manaphy, and Rotom-Wash Rotom-W, appreciate Jirachi's ability to heal them, and they can use Jirachi's checks as set-(RH)up opportunities bait (Rotom-W has no setup moves though. Unless it gets Calm Mind but I doubt that's a viable set.). Mega Sableye can take multiple physical attacks that Jirachi struggles with, can spread burns among its (its own or Jirachi's?) checks, and loves Jirachi's ability to threaten Fairies. Finally, (if you want) Fire-(AH)types such as Pyroak can beat the Steel-types that can handle Jirachi easily.

[SET]
name: Choice Scarf
move 1: Iron Head
move 2: U-Turn U-turn
move 3: Fire Punch / Ice Punch / Zen Headbutt
move 4: Healing Wish / Trick
item:(space)Choice Scarf
ability: Serene Grace
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

Iron Head is Jirachi's most reliable STAB move, with an added and has a 60% chance to make the foe flinch the opponent. Since this set is faster than the entire unboosted metagame, Jirachi can flinch almost everything if luck is on its side. (This belongs in usage tips) U-Turn is a valuable pivot move that can U-turn lets Jirachi pivot (be more specific) and escape unfavorable situations. It also does deals (subjective) a hefty chunk of damage to some of the metagame's best answers to Jirachi, such as Colossoil. Fire Punch allows Jirachi to hit Ferrothorn and (Mega?) Scizor for a lot of damage, preventing them from setting up on it. Ice Punch is the alternative option, 2HKO'(remove apostrophe)ing Garchomp and Landorus-T. Zen Headbutt gives Jirachi a way to hit Keldeo, Mollux, Plasmanta, and Tomohawk harder than any of Jirachi's its other moves, though it comes at the cost of the coverage that Fire Punch and Ice Punch provide. Healing Wish is Jirachi's best way to provide team support its teammates (avoid repetition), allowing it to heal a teammate at the last moment. Trick is another option for crippling opposing walls. (remove period) such as Pyroak, Skarmory, and defensive Cyclohm, all of which dislike having being given a Choice Scarf.

Set Details
========

Choice Scarf, Maximum Speed EV'(remove apostrophes)s, and a Timid nature let Jirachi outspeed the entire unboosted metagame, (RC) and even some boosted threats, such as +1 Mega Altaria and +1 Aurumoth. This is vital for Jirachi to check them effectively. Maximum Attack EV'(remove apostrophe)s let Jirachi hit hard with its attacks, especially against frail sweepers.

Usage Tips
========

Iron Head is your Jirachi's most spammable option, letting Jirachi it make foes flinch opponents to death while dealing a good amount of damage. Iron Head also lets Jirachi defeat Fairies easily, (RC) and revenge kill Mega Altaria. In fact, because this set is faster than then entire unboosted metagame, Jirachi can make almost any foe flinch if luck is on its side. U-turn lets Jirachi pivot easily; Jirachi it should often pivot when the opponent has a Pokemon that doesn't care about Iron Head, such as Heatran. The coverage option of choice third attack shouldn't be used that often, but if Jirachi needs to handle a foe like Swords Dance Scizor or Garchomp, it the move should be used to revenge kill it. Healing Wish should be used when Jirachi has lost its use, needs to support another Pokemon to sweep, or it's is on its last leg and cannot no longer survive for another turn.

Team Options
========

Almost any sweeper loves having this Jirachi as a teammate, (RC) in case an attempt to sweeping attempt goes wrong. Cawmodore, Mega Charizard X, Talonflame, Garchomp, and Aurumoth are great sweepers who that can also help remove Jirachi's checks and counters, (RC) and can use appreciate Healing Wish support to have a second chance to sweep the opposing team. If Trick is used instead, Pokemon that late-game cleaners such as Volkraken and Mega Gardevoir will appreciate walls being crippled, such as Volkraken and Mega Gardevoir, can clean teams easier. (You describe them as cleaners but I wouldn't call them that. Maybe Scarf Volk, but even then isn't it more of a revenge killer than a cleaner?) Wish support and entry hazard removal (from which Pokemon?) are great ways to support Jirachi, as it will be worn down from repeated entry hazard damage and a due to this set's lack of recovery. Jirachi pairs well with other Pokemon who that can handle Fairies, (RC) so that Jirachi it is less pressured to spam Iron Head in unfavorable situations, such as when the opponent's has a Ferrothorn or Heatran is still healthy.

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

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

Iron Head is Jirachi's most powerful STAB attack and is useful for scoring making foes flinches and defeating Fairies, and is Jirachi's most powerful attack. Icy Wind lets Jirachi deal heavy damage to Ground-(AH) and Dragon-(AH)types that would otherwise take advantage of Jirachi it, 2HKO'(remove apostrophe)ing Garchomp, Landorus-T, Gliscor, and Dragonite. It can also be used to prevent speed cancel out Speed boosts from an opposing set-(RH)up sweepers so that another Pokemon one of Jirachi's teammates can KO it. Hidden Power Ground lets Jirachi handle Plasmanta, Mollux, and Heatran, three Pokemon that Jirachi which it would otherwise struggle against. On the other hand, Hidden Power Fire lets Jirachi handle Scizor, Cawmodore, and Ferrothorn, who which can set up all over Jirachi that should it lack the move. Thunderbolt KO's OHKOes Gyarados, (RC) and 2HKO's 2HKOes Skarmory, Keldeo, Azumarill, and Slowbro. Thunderbolt It also 2HKO's 2HKOes Talonflame, but Jirachi needs Hidden Power Ground to beat it due to Talonflame's priority Roost removing its Flying typing before Jirachi can use Thunderbolt. Healing Wish lets Jirachi fully heal a teammate, (RC) after wearing down Pokemon with its coverage it has done its job. U-Turn U-turn lets Jirachi pivot out of unfavorable situations, (RC) while also providing helpful chip damage against Pokemon such as like Colossoil. Dazzling Gleam can be used in the last slot to 2HKO Cyclohm and Mega Sableye, (RC) while doing dealing (subjective) a decent chunk of damage to other Dark-(AH)types.

Set Details
========

Expert Belt takes advantage of Jirachi's super effective vast coverage, (RC) and lets it feign choiced sets a Choice item in the right circumstances, especially if you haven't revealed your its specially offensive moves. 216 Speed EVs lets Jirachi outspeed anything everything up to neutral-natured Kyurem-B. 132 Attack EVs lets Jirachi 2HKO all variants of Clefable with Iron Head. The rest of the EV'(remove apostrophe)s are put into Special Attack for more power. If using Hidden Power Fire, 136 Atk / 152 SpA / 220 Spe should be used in order to retain the same compensate for the lost Attack and Speed IVs.

Usage Tips
========

This Jirachi set heavily relies on predictions to score 2hko's or 3hko's 2HKOs and 3HKOs, and as such, is the riskiest of Jirachi's sets so it's quite risky to use (don't reference other sets until you get to OO). Use it as a lure for the threats that typically want to come in on it Jirachi, such as Garchomp or and Heatran. Jirachi lacks defensive investment, and so it shouldn't be relied upon to tank hits repeatedly. The last move can dictate Jirachi's role in on the team; it can become a dedicated lure with Thunderbolt, a sacrificial cleric with Healing Wish, or a pivot with U-Turn U-turn.

Team Options
========

Tomohawk helps Jirachi with problem Pokemon its checks such as Colossoil, Ferrothorn (If if lacking Hidden Power Fire), and Heatran (If if lacking Hidden Power Ground) by tanking their attacks, removing entry hazards, and hitting them all super effectively. Tomohawk also attracts fairies Fairies for Jirachi to switch in on. (remove line break) This set can also pave the way for certain setup sweepers, such as Clefable and Mega Charizard X (how so?). Assault Vest Colossoil helps Jirachi by tanking the special attacks that heavily hurt damage it, as well as absorbing Dark-(AH) and Ghost-type attacks easily. Jirachi loves having a teammate that can take Ground and Fire attacks. like Rotom-Wash, Gyarados, and or another bulky water Water-types can to easily handle these Ground- and Fire-type attacks.


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

Jirachi can pull off a Calm Mind set that can sweep late-(AH)game, but it requires a lot of support, (RC) and draws away from doesn't take advantage of one of Jirachi's greatest assets, Serene Grace. Doom Desire lets Jirachi force switches even when out of play, or force and put the opponent (I have no idea if you're talking about the opposing Pokemon or opposing player. Foe if the former, opponent if the latter) into a difficult position. However, the move is very unreliable (why?). Thunder Wave can be used over Body Slam as a more reliable Paralysis way to spreader paralysis, but it leaves Jirachi unable to paralyze Ground-(AH)types.

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

**Colossoil**: Colossoil has Sucker Punch, Knock Off, Earthquake, and Pursuit; all of these are moves eat Jirachi's bane alive (or however you want to phrase it, but they way it is now is incorrect). Colossoil also has Guts to take advantage of Body Slam, Rebound to bounce back Stealth Rock, and Rapid Spin to remove Stealth Rock. U-Turn U-turn and Ice Punch both cause give Colossoil some grief trouble, however.

**Ground-types Types**: Other ground Ground-types such as Landorus-T and Garchomp can take out Jirachi with their STAB moves, but they must watch out for Icy Wind, Body Slam, and Ice Punch.

**Fire-types Types**: Heatran, both Mega Charizard-X and Y formes, Pyroak, and Mollux can eliminate Jirachi easily and tank most attacks Jirachi that it has to offer. Heatran and Mollux must watch out for Hidden Power Ground, though. Paralysis from Body Slam and Thunder Wave can help neuter these threats as well, especially Mega Charizard-(RH) X and Y.

**Steel-types Types**: Mega Metagross, (Mega?) Scizor, Excadrill, and Kitsunoh can all use Jirachi as setup bait or remove it outright. They do not appreciate being paralyzed or hit with a Fire-type move coverage, however. Kitsunoh gets a special mention for being immune to paralyze status paralysis courtesy of Limber. (Limber's not helping it much considering it's immune to Body Slam...)

**Water-types Types**: Bulky Water types can wall Jirachi fairly easily, (RC) and heavily hurt Jirachi damage it with their stab STAB moves. Keldeo, Suicune, and Arghonaut can use it Jirachi as set-(RH)up fodder, though they must watch out for certain moves, such as like Toxic and Zen Headbutt.

**Dark-types Types**: Mega Sableye is exceptional at countering Jirachi, shrugging off all attacks and bouncing back Stealth Rock. Paralysis is not as much of an issue for it because of its abysmal Speed. (Immune to Body Slam...) Other dark Dark-types, such as Tyranitar and Weavile, are capable of dealing heavy damage to and Pursuit trapping Jirachi due to its weakness to Dark. However, Iron Head does quite a number on bit of damage to them.

**Paralysis and Burns**: Being burned or paralyzed is troublesome for Jirachi, as it hates the reduced stats and, in the case of being burned, the residual damage. Iron Head loses most of it's much of its ability to make foes flinching potential if it goes last and does pitifully low amounts of damage if Jirachi is burned.
GP 1/2
 
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Implemented the above. Some notes:

I omitted one bit here:

Snowball said:
such as when the opponent's has a Ferrothorn or Heatran is still healthy.
I left this out because even at low health, Ferrothorn still does a ton of contact damage, and both Ferrothorn and Heatran take such miniscule amounts of damage from Iron Head that Leftovers effectively negates any damage done. Hence, they're still stopping you from spamming Iron Head at almost any amount of health (Except like < 3%).

Here, I added something on my own (The word secondary):

The last move can dictate Jirachi's secondary role on the team;
I added a bit to the section about Doom Desire, choosing to keep the word "opponent" because of the move's ability to force mind games and control switches.

Lastly, I removed the mention of paralysis affecting Mega Sableye because it can't be paralyzed by Jirachi at all.



Ready for GP 2.
 

Lumari

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GP 2/2
[OVERVIEW]

Jirachi incredible Steel / Psychic typing and its base 100 stats across the board let Jirachi it fill many roles, from a specially defensive wall to a Choice Scarf pivot. Serene Grace lets Jirachi perform its roles even better, as its offensive moves have twice the chance to inflict their secondary effects, most notably giving Iron Head a 60% chance to make the foe flinch. Jirachi's movepool is arguably its best asset, with incredible coverage and support moves, such as Fire Punch and Healing Wish.

While Jirachi's typing lets it wall Fairies extremely well, it leaves it with some glaring weaknesses, particularly to the ever-common Ground-, Fire-, and Dark- types. As such, Colossoil, Heatran, Garchomp, and many other Pokemon force it out with their STAB moves. Although Jirachi's base 100 stats are great for defensive roles, they fail to stand out offensively, forcing Jirachi to rely on super effective coverage, Toxic, and Serene Grace to deal any notable damage.

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

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

Iron Head is Jirachi's primary STAB move and has a handy 60% chance to make the foe flinch; this pairs well with Toxic or paralysis. Toxic helps Jirachi wear down walls that it struggles against, including Cyclohm, Pyroak, and Hippowdon. Body Slam helps Jirachi paralyze the faster Pokemon that can threaten it, such as Mega Metagross and both Mega Charizard formes. Wish provides Jirachi with consistent recovery and the ability to heal its teammates. Protect lets Jirachi reliably heal itself and stall for more Toxic damage. Stealth Rock is an option if other team members cannot provide the support; however, Jirachi fears Colossoil's Rebound and Mega Sableye's Magic Bounce. U-turn lets Jirachi function as a defensive pivot and should be paired with Stealth Rock in order to force switches while punishing foes with Stealth Rock damage.

Set Details
========

Leftovers grants Jirachi passive recovery that can be further taken advantage of with Protect. 32 Speed EVs let Jirachi outspeed Adamant Bisharp and Jolly Tyranitar. HP is maximized, (AC) aand and the rest of the EVs are placed into Special Defense to let Jirachi easily wall special attackers such as Mega Gardevoir, Plasmanta, and Sylveon.

Usage Tips
========

This Jirachi set works well in bulky balance builds and stall builds, fulfilling the role of a status spreader, pivot, wall, stallbreaker, and cleric all in one. Jirachi should be kept healthy throughout the match with Wish so that it can wall what it needs to without being overwhelmed. Spreading status onto opposing switch-ins (RC) such as Cyclohm and Colossoil (RC) is valuable in order to weaken them for Jirachi's teammates. Protect is useful for scouting Choice item users, such as Volkraken, though you have to be wary of set up setup sweepers such as Mega Charizard X taking advantage of it.

Team Options
========

Tomohawk has incredible defensive synergy with Jirachi, tanking the Dark- and Ground-type attacks aimed at Jirachi with ease, (comma) Tomohawk also walls walling Jirachi's biggest threat, Colossoil, and can help helping against set up setup sweepers with priority Haze. (comma) while Jirachi can tank Ice-, Electric-, Flying-, Psychic-, and Fairy-type attacks that threaten Tomohawk. Sylveon, Mega Gardevoir, and Mega Diancie appreciate Jirachi's ability to absorb Poison- and Steel-type attacks with ease. They can also switch in on the Dark-type attacks aimed at it. Assault Vest Colossoil is an excellent teammate for patching up Jirachi's weaknesses to Fire-, Ghost-, and Dark-type attacks. In return, Jirachi's Wish support can keep Colossoil healthy throughout the match. Bulky Water-types, such as Gyarados and Manaphy, appreciate Jirachi's ability to heal them (RC) and can use Jirachi's checks as set-up setup bait. Mega Sableye can take multiple physical attacks that Jirachi struggles with, can spread burns among Jirachi's checks, and loves Jirachi's ability to threaten Fairies. Finally, Fire-types such as Pyroak can beat the Steel-types that can handle Jirachi easily.

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

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

Iron Head is Jirachi's most reliable STAB move (RC) and has a 60% chance to(space)make the foe flinch. U-turn lets Jirachi pivot away from Pokemon that resist Iron Head, such as Heatran, and escape unfavorable situations. It also deals a hefty chunk of damage to some of the metagame's best answers to Jirachi, such as Colossoil. Fire Punch allows Jirachi to hit Ferrothorn and Mega Scizor for a lot of damage, preventing them from setting up on it. Ice Punch is the alternative option, 2HKOing Garchomp and Landorus-T. Zen Headbutt gives Jirachi a way to hit Keldeo, Mollux, Plasmanta, and Tomohawk harder than any of its other moves, though it comes at the cost of the generally superior (or w/e, but it's self explanatory that you lose those two moves' coverage if you forgo them, should be stated that's a bad thing) coverage that Fire Punch and Ice Punch provide. Healing Wish is Jirachi's best way to provide team support, allowing it to heal a teammate at the last moment. Trick is another option for crippling opposing walls, such as Pyroak, Skarmory, and defensive Cyclohm, all of which dislike being given a Choice Scarf locked into a move.

Set Details
========

Choice Scarf, maximum Speed EVs, and a Timid nature let Jirachi outspeed the entire unboosted metagame and even some boosted threats, such as +1 Mega Altaria and +1 Aurumoth. This is vital for Jirachi to check them effectively. Maximum Attack EVs let Jirachi hit hard with its attacks, especially against frail sweepers.

Usage Tips
========

Iron Head is Jirachi's most spammable option, letting it make foes flinch to death while dealing a good amount of damage. Iron Head also lets Jirachi defeat Fairies easily and revenge kill Mega Altaria. In fact, because this set is faster than the entire unboosted metagame, Jirachi can make almost any foe flinch if luck is on its side. U-turn lets Jirachi pivot easily; it should often pivot when the opponent has a Pokemon that doesn't care about Iron Head, such as Heatran. The third attack shouldn't be used that often, but if Jirachi needs to handle a Swords Dance Scizor or Garchomp, the move should be used to revenge kill it. Healing Wish should be used when Jirachi has lost its use, needs to support another Pokemon to sweep, or is on its last leg and cannot survive another turn.

Team Options
========

Almost any sweeper loves having Jirachi as a teammate in case an attempt to sweep goes wrong. Cawmodore, Mega Charizard X, Talonflame, Garchomp, and Aurumoth are great sweepers that also help remove Jirachi's checks and counters and appreciate Healing Wish support to have a second chance to sweep the opposing team. If Trick is used instead, late-game (add hyphen) sweepers such as Mega Charizard X and Talonflame will appreciate walls being crippled. Wish support and entry hazard removal from Pokemon such as Clefable and Tomohawk are great ways to support Jirachi, as it will be worn down from repeated entry hazard damage due to this set's lack of recovery. Jirachi pairs well with other Pokemon that can handle Fairies (RC) so that Jirachi is less pressured to spam Iron Head in unfavorable situations, such as when the opponent has a Ferrothorn or Heatran.

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

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

Iron Head is useful for making foes flinch and defeating Fairies. Icy Wind lets Jirachi deal heavy damage to Ground- and Dragon-types that would otherwise take advantage of it, 2HKOing Garchomp, Landorus-T, Gliscor, and Dragonite. It can also be used to cancel out Speed boosts from an opposing set up setup sweeper so that one of Jirachi's teammates can KO it. Hidden Power Ground lets Jirachi handle Plasmanta, Mollux, and Heatran, which it would otherwise struggle against. On the other hand, Hidden Power Fire lets Jirachi handle Scizor, Cawmodore, and Ferrothorn, which can set up all over Jirachi should it lack the move. Thunderbolt OHKOes Gyarados (RC) and 2HKOes Skarmory, Keldeo, Azumarill, and Slowbro. It also 2HKOes Talonflame, but Jirachi needs Hidden Power Ground to beat it due to Talonflame's priority Roost removing its Flying typing before Jirachi can use Thunderbolt. Alternatively, (AC) Healing Wish lets Jirachi fully heal a teammate after it has done its job, (comma) while U-turn lets is an option to let Jirachi pivot out of unfavorable situations while also providing helpful chip damage against Pokemon like Colossoil. Dazzling Gleam can be used in the last slot to 2HKO Cyclohm and Mega Sableye while dealing a decent chunk of damage to other Dark-types.

Set Details
========

Expert Belt takes advantage of Jirachi's vast coverage (RC) and lets it feign a Choice item in the right circumstances, especially if you haven't revealed its special moves. 216 Speed EVs lets let Jirachi outspeed everything up to neutral-natured Kyurem-B, (comma) and 132 Attack EVs let Jirachi 2HKO all variants of Clefable with Iron Head. The rest of the EVs are put into Special Attack for more power. If using Hidden Power Fire, 136 Atk / 152 SpA / 220 Spe should be used in order to compensate for the lost Attack and Speed IVs.

Usage Tips
========

This Jirachi set heavily relies on predictions to score 2HKOs or 3HKOs (RC) and as such, so it is quite risky to use. Use it as a lure for the threats that typically want to come in on Jirachi, such as Garchomp and Heatran. Jirachi lacks defensive investment, so it shouldn't be relied upon to tank hits repeatedly. The last move can dictate Jirachi's secondary role on the team; it can become a dedicated lure with Thunderbolt, a sacrificial cleric with Healing Wish, or a pivot with U-turn.

Team Options
========

Tomohawk helps Jirachi with its checks such as Colossoil, Ferrothorn (if lacking Hidden Power Fire), and Heatran (if lacking Hidden Power Ground) by tanking their attacks, removing entry hazards, and hitting them all super effectively. Tomohawk also attracts Fairies for Jirachi to switch in on. This set can also pave the way for certain sweepers, such as Clefable and Mega Charizard X, by luring in and removing their checks, such as Heatran and Landorus-T. Assault Vest Colossoil helps Jirachi by tanking the special attacks that heavily damage it, as well as absorbing Dark- and Ghost-type attacks easily. Jirachi loves having a teammate like Rotom-W, Gyarados, or another bulky Water-type to easily handle Ground- and Fire-type attacks.


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

Jirachi can pull off a Calm Mind set that can sweep late-game, but it requires a lot of support and doesn't take advantage of one of Jirachi's greatest assets, Serene Grace. Doom Desire lets Jirachi force switches even when out of play and put the opponent into a difficult position. However, the move is very unreliable because it requires two turns to hit, letting the opponent switch in a Pokemon that resists the move. Thunder Wave can be used over Body Slam as a more reliable way to spread paralysis, but it leaves Jirachi unable to paralyze Ground-types.

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

**Colossoil**: Colossoil has Sucker Punch, Knock Off, Earthquake, and Pursuit; all of these moves can destroy Jirachi easily. Colossoil also has Guts to take advantage of Body Slam, Rebound to bounce back Stealth Rock, and Rapid Spin to remove Stealth Rock. U-turn and Ice Punch both give Colossoil some trouble, however.

**Ground-types**: Other Ground-types such as Landorus-T and Garchomp can take out Jirachi with their STAB moves, but they must watch out for Icy Wind, Body Slam, and Ice Punch.

**Fire-types**: Heatran, both Mega Charizard formes, Pyroak, and Mollux can eliminate Jirachi easily and tank most attacks that it has to offer. Heatran and Mollux must watch out for Hidden Power Ground, though. Paralysis from Body Slam and Thunder Wave can help neuter these threats as well, especially Mega Charizard X and Y.

**Steel-types**: Mega Metagross, Mega Scizor, Excadrill, and Kitsunoh can all use Jirachi as setup bait or remove it outright. They do not appreciate being paralyzed or hit with a Fire-type move, however. Kitsunoh gets a special mention for being immune to Body Slam thanks to its typing (RC) while still avoiding Thunder Wave because of its ability (RC) Limber.

**Water-types**: Bulky Water types can wall Jirachi fairly easily and heavily damage it with their STAB moves. Keldeo, Suicune, and Arghonaut can use Jirachi as set up setup fodder, though they must watch out for certain moves like Toxic and Zen Headbutt.

**Dark-types**: Mega Sableye is an exceptional at countering Jirachi counter, shrugging off all attacks and bouncing back Stealth Rock. Other Dark-types, such as Tyranitar and Weavile, are capable of dealing heavy damage to and Pursuit trapping Jirachi due to its weakness to Dark. However, Iron Head does quite a bit of damage to them.

**Paralysis and Burns**: Being burned or paralyzed is troublesome for Jirachi, as it hates the reduced stats stat drops and, in the case of being burned, residual damage. Iron Head loses most of it's its flinching potential if it goes last and does pitifully low amounts of damage if Jirachi is burned.
 
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