Jirachi [4F]*

Current Status: COMPLETE, requires proofread



http://www.smogon.com/dp/pokemon/jirachi

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Changes:
  • Addition of team support options for each set
  • Addition of Team Options section
  • Possible revamp of set descriptions
  • Primary proofread of current analysis
  • Team options will be shown in purple
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[SET]
name: Calm Mind + Substitute Sweeper
move 1: Calm Mind
move 2: Substitute
move 3: Flash Cannon / Psychic
move 4: Thunderbolt
item: Leftovers
nature: Timid
evs: 252 HP / 80 SpA / 176 Spe

[SET COMMENTS]
<p>This is one of Jirachi's more effective sets, being able to set up on a large range of Pokémon in OU and proceed to sweep the opponent's team after a few Calm Mind boosts. Although Jirachi is usually used as a physical attacker, this set can be used to catch the opponent off guard. Normally, Jirachi has an easier time setting up when it is switched into a resisted attack, such as Scizor's Bullet Punch. From there, the main course of action should be to use Substitute, as it allows you to scout for your opponent's response to Jirachi. After that, you have two options: set up with Calm Mind if your opponent brings in a special attacker, or attack if your opponent brings in a Pokémon that resists Steel / Psychic.</p>

<p>Flash Cannon is the choice of STAB for this set, as it allows Jirachi to beat Tyranitar, Celebi, and Latias one-on-one. Without Flash Cannon, Tyranitar can come in and wear down Jirachi with STAB Crunches or super effective Earthquakes while Celebi can use Perish Song to force Jirachi to switch. Psychic can also be considered if you want Jirachi to handle Swampert, Rotom-A, and Infernape better. Thunderbolt is the best option for the second slot as it has excellent neutral coverage when paired with either Flash Cannon or Psychic. Thunderbolt's main use is in hitting bulky Water-types, such as Suicune, and Skarmory, who could otherwise force you out with Whirlwind, for super effective damage. Thunderbolt also allows Jirachi to hit other counters, such as Heatran, for some decent damage. Hidden Power Ground can be used over Thunderbolt if immediately getting rid of Heatran and Magnezone is a priority, but it should be noted that it has poor coverage with Flash Cannon and Psychic, leaving you helpless against common phazers like Skarmory.</p>

<p>The given EVs allow Jirachi to hit 308 Speed, outpacing Adamant Salamence and Jolly Lucario. This is to stop Jirachi from being potentially revenge killed with Earthquakes or Close Combats when sufficiently weakened. 252 HP EVs (and a 31 HP IV if used in-game) is absolutely required on Substitute Jirachi in order to set up on Seismic Toss Blissey. The remaining 80 EVs are put into Special Attack. Alternately, one can drop Jirachi's Speed to 280 or 244 and boost Defense instead, allowing Jirachi to set up on weaker physical attackers like Bronzong.</p>

<p>Jirachi's commonly seen weaknesses are against Ground- and Fire-type attacks, so Pokémon with a resistance/immunity to both are the best teammates to Jirachi, type-wise. Bulky Gyarados is a good teammate for several reasons: it has the ability to set up on Heatran and Swampert, both common Calm Mind Jirachi counters, and Jirachi can, in turn, set up on the majority of Gyarados's counters, such as Celebi and Vaporeon. Utilizing Taunt means Jirachi gains a free switch-in on a (hopefully) resisted attack, while likely forcing a switch in return. Salamence makes a good partner to Jirachi type-wise as well, but offers very little direct offensive support. This is because most of Jirachi's counters will not be lured in by Salamence. Latias, like Gyarados, can set up on Swampert and Heatran with ease, but carries a similar weakness to Scizor as Jirachi.</p>

<p>Pokémon with counters beaten by Calm Mind Jirachi are also acceptable teammates. "Crocune" and Curse + RestTalk Swampert are good examples, as both share counters to Pokémon like Latias and Celebi, both of whom Jirachi beats one-on-one. Jirachi can switch into both of these Pokémon with its handy Steel-type resistance to Dragon- and Grass-type attacks and set up Calm Minds on both. However, Jirachi will be required to run Flash Cannon over Psychic to beat the aforementioned Pokémon. In return, Suicune and Swampert both set up on Jirachi's common switch-ins mentioned in the previous paragraph. Essentially, one Pokémon aims to weaken the other's counters so the latter can sweep and vice-versa.</p>

<p>Another support option to consider is Toxic Spikes. Toxic Spikes allows Jirachi to stall out Blissey, while also weakening Swampert and Celebi, all of whom like to switch into Jirachi. By repeatedly using Substitute, Toxic Spikes will progressively decrease the opposing Pokemon's HP until it is in KO range for either of your attacks. Roserade is a good option for laying down Toxic Spikes for its ability to take on common leads in Swampert and Metagross without Lum Berry. In addition to Toxic Spikes support, Stealth Rock and Spikes are also recommended. Both forms of entry hazards prevent counters immune to Toxic Spikes from repeatedly switching in. Stealth Rock is preferred for its ease of set-up as well for its ability to hit Flying-types and Levitating Pokémon immune to Spikes. Needless to say, a Ghost-type will also be required if using entry hazards support. Rotom-A is a good choice for its durability and limited weaknesses, while a set such as the Boosting Sweeper will have no trouble sweeping with its counters eliminated, namely Blissey and Tyranitar, thanks to Jirachi.</p>

[SET]
name: Lead
move 1: Iron Head
move 2: Stealth Rock
move 3: Trick
move 4: U-turn
item: Choice Scarf
nature: Jolly
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]
<p>With the advent of suicide leads such as Azelf and Aerodactyl, this Jirachi can find itself hampering many of the most popular leads in the current metagame. The most common suicide leads, Azelf and Aerodactyl, are both cleanly 2HKOed by Iron Head, and with Jirachi's Serene Grace boosting Iron Head's flinch rate, this means that 60% of the time these leads won't have the chance to lay down their Stealth Rock, and the remainder of the time, they won't be able to do anything otherwise such as attack, lay down a screen, or Explode. Against slower leads such as Tyranitar, Hippowdon, and Bronzong, Trick will significantly reduce their usefulness by hampering them with a useless Choice Scarf. After Tricking the Scarf then, or later in the game, Jirachi is free to lay down Stealth Rock of its own. U-turn is excellent as a last move to scout or to escape from Magnezone should the need arise.</p>

<p>This set does not require specific teammates as this set's main objective is to cripple the opposing lead, lay down its own Stealth Rock, and/or switch into something that can set up on the opposing Pokémon. Generally though, any Pokémon that can set up on choiced Fire- and Ground-type attacks is a viable teammate. Gyarados is a good choice because its defensive stats allow it to easily set up on Choiced Heatran and Metagross, while Jirachi can prevent Azelf and Aerodactyl from setting up Stealth Rock. Latias works to a similar extent, as it can switch into Infernape and Heatran with ease and set up Calm Minds or attack, but Scizor will be able to come in and Pursuit it without risk if Heatran or Infernape stays in to take the blow. Starmie is another decent choice, as it can spin away Stealth Rock if your opponent happens to set it up, and it can also deal immediate damage with Hydro Pump or Surf.</p>

<p>Although this set emphasizes offensive teammates, defensive teammates should not be overlooked. If Jirachi is locked into Iron Head, Pokémon such as Gyarados and Heatran will be able to switch in for free and set up. Starmie, as mentioned before, can counter both when running a defensive spread. Vaporeon is another viable teammate because it can pass Wishes to Jirachi when low on health.</p>

[SET]
name: Superachi!
move 1: Calm Mind
move 2: Psychic
move 3: Grass Knot
move 4: Hidden Power Fire / Thunderbolt
item: Leftovers
nature: Timid
evs: 76 HP / 252 SpA / 180 Spe
ivs: 30 Spe

[SET COMMENTS]
<p>Jirachi may not seem fit for the job of an all out sweeper given its average Speed and its access to boosting moves limited to Calm Mind. However, its amazing typing and natural bulkiness make it quite the force to be reckoned with. Jirachi’s multitude of resistances make getting that first Calm Mind a breeze, and it sports amazing type coverage that can hit the majority of OU for super effective damage.</p>

<p>Psychic is your main attack and has a welcomed 20% chance of lowering your opponent’s Special Defense, which makes beating special walls such as Snorlax and Blissey a very real possibility. Grass Knot covers those pesky Ground-types who threaten to exploit one of Jirachi’s only two weaknesses, dealing an OHKO to both Hippowdon and Swampert after one Calm Mind. The last move comes down to personal preference. Hidden Power Fire is preferred for handling Steel-types such as Bronzong, Metagross, and most notably Scizor, who would all resist the entire set otherwise. Thunderbolt will OHKO Gyarados and does a reasonable job of weakening Heatran to open yourself up for a late game sweep. It also gives Jirachi very strong neutral coverage. Signal Beam is also a decent option in the final slot to handle both Celebi and Latias more easily, but leaves you helpless against too many Pokémon to be worth it unless you absolutely need it.</p>

<p>The EVs listed give Jirachi 308 Speed, outpacing all positive natured base 90s and neutral natured base 100s, most notably Lucario and Salamence. If one is not using Hidden Power Fire, 4 Speed EVs may be moved to HP courtesy of the additional stat point gained via the IV increase. Leftovers gives Jirachi staying power and makes taking it down after a couple Calm Minds a much more difficult task. Although Life Orb is an option if you would much rather throw caution to the wind, you’re much better off with Azelf or Gengar if that’s your philosophy.</p>

<p>With this set being more offensively oriented than the Calm Mind + Substitute set, teammates should this set should be able to take out Heatran and Latias, while at the same time luring in faster Pokémon who can hit Jirachi for super effective damage. The main difference between this set and the other is that Jirachi now has greater type coverage and higher Special Attack investment, so offensive support is not as necessary. Heatran gives Jirachi trouble because it resists all of the attacks on this set, bar Thunderbolt, and can easily bypass any Calm Mind boosts with its STAB Fire-type attacks. Latias follows a similar fashion, with Flash Cannon being the only move it doesn't pack a resist to. In order to combat both Heatran and Latias, Choice Band Tyranitar is highly recommended as a teammate. Choice Band Tyranitar can switch into Heatran's Fire Blast and KO it with Stone Edge or Earthquake, while Pursuit "traps" Latias and deals up to 80% if it stays in. However, be warned that Tyranitar adds an additional Ground weakness. Bulky Water-types are also excellent partners to this set. As with the Calm Mind + Substitute set, Swampert and Suicune are ideal at switching into Heatran, with the former also being able to set up Stealth Rock. Running a bulky Water-type will also ensure that Infernape, Metagross, and max Speed Flygon/Salamence do not put an end to your sweep, provided you have an Ice-type attack to batter the Dragons with.</p>

<p>Entry hazards support is a viable strategy to consider using along with this set. Running entry hazards allow for an easier time in wearing down Heatran while also giving you more of a fighting chance against Blissey. For this set, Spikes and Stealth Rock are more viable over Toxic Spikes because this set is not meant to stall out opponents, as opposed to its sister set. Swampert is a reliable Pokémon in setting up Stealth Rock and can also utilize Roar to shuffle through the opponent's team and deal more passive damage. Swampert also provides Jirachi with a Fire-type resistance, while Jirachi can switch into Grass-type attacks aimed at Swampert (and potentially set up on them). Spikes can be laid down by Smeargle, the most reliable Spiker for offensive teams. Skarmory and Forretress can also work on more defensive-based teams, since once they have laid down entry hazards, they can be used to force more switches (considering they likely wall the Pokémon they get sent out on) and rack up even more damage, making it easier for Jirachi to sweep. If you do want to use Toxic Spikes, Roserade is probably your best bet as a partner.</p>

[SET]
name: Physical Choice
move 1: Iron Head
move 2: Fire Punch
move 3: Ice Punch / ThunderPunch
move 4: U-turn / Trick / Zen Headbutt
item: Choice Scarf
nature: Jolly / Adamant
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]
<p>With Choice Scarf equipped, Jirachi becomes a reliable check to many of OU's biggest threats, such as Dragon Dance Salamence, Swords Dance Lucario, and Calm Mind Latias.</p>

<p>The magic behind this set is the excellent coverage provided by the given attacking options. With Iron Head, Jirachi can make great use of its ability to continuously flinch the opponent and rack up damage. Fire Punch is a must, as Jirachi needs a way to weaken Steel-types who commonly switch into Jirachi's Iron Head, such as Scizor and Metagross. Either ThunderPunch or Ice Punch are effective options for the third slot, depending on what you'd rather be able to hit. Ice Punch allows Jirachi to take on Salamence locked into Outrage, but it will require max Speed to at the very least tie with Dragon Dance boosted Salamence; Ice Punch also allows you to hit Gliscor and other Ground-types for some damage. ThunderPunch is also a provided option if you'd rather Jirachi revenge kill Gyarados over Salamence. However, it should be noted that ThunderPunch will deal little damage to any other Water-type, and very few Pokémon can reliably deal with boosted Salamence, so Ice Punch is usually the better option. For the last slot, U-turn, Trick, and Zen Headbutt are all good options. U-turn allows Jirachi to scout for potential counters early game, particularly if you have Stealth Rock to weaken said counters. Trick gives Jirachi an option to deal with boosted sweepers, such as Calm Mind Suicune, if they are the last remaining Pokémon on the opponent's side, and it also provides Jirachi with a semi-reliable way to deal with stall. Finally, Zen Headbutt makes use of Jirachi's other STAB and can hit Rotom-A harder than any of your other attacks, but it will find little use outside of that.</p>

<p>The EVs listed provide Jirachi with good hitting power and the ability to outpace neutral base 100s, most notably Salamence. However, max Speed can also be used if you want to at least tie with Naive Dragon Dance Salamence. When running an Adamant nature, it is often best to just run max Speed so you will always tie with Salamence and Flygon, but you can feel free to just run enough Speed to outpace other threats like Agility Empoleon or Jolly Dragon Dance Gyarados. Another option is to run Choice Band over Choice Scarf, but in this case, Jirachi wants all the Speed it can get to reliably deal with the metagame's biggest threats.</p>

<p>Jirachi is best fitted for teams which need a reliable answer to Speed-boosting Pokémon such as Salamence. In any case, this Jirachi plays very similar to the "Lead" set, in which your team should have a way of dealing with common switch-ins to Jirachi.</p>

<p>As Jirachi will often be locked into an attack, there are several Pokémon who must be accounted for when choosing teammates. Coverage wise, Heatran, Swampert, and Rotom-A are the biggest counters to this set, as both resist Iron Head and are not hit super effective by any of the set's other attacks. Heatran will find little trouble coming in and setting up a Substitute or weakening your own team with Fire Blast. As such, a bulky Water-type like a Swampert of your own is highly recommended as a teammate (granted it must be careful around Toxic and Hidden Power Grass variants). Swampert can switch into most Heatran sets thanks to its Fire-type resistance and proceed to launch an Earthquake or set up Stealth Rock. In return, Jirachi can switch into Grass-type attacks aimed at Swampert and can also deal with Pokémon who commonly set up on Swampert, such as Latias and Gyarados (if running ThunderPunch). An opposing Swampert is best handled by a Flying-type or a Pokémon with Levitate who can switch into Earthquake and avoid taking high damage from Ice Beam. Latias is a useful teammate to accomplish this task, as she can set up on most Swampert with Calm Mind and proceed to fire boosted Dragon Pulses; Jirachi also has the advantage of luring out Scizor early game, so Latias will have a much easier time taking it on by predicting a switch-in with Surf. Latias can also take on the aforementioned Heatran with ease provided it avoids Explosion or Dragon Pulse, while Jirachi covers Latias' weakness to Dark-type attacks. Rotom-A is tricky to account for until you know its set. Generally, any Pokémon with neutrality to Thunderbolt and Shadow Ball along with an above average Special Defense stat fares well against Rotom-A. Swampert with Hydro Pump is not bothered by Rotom-A's Will-O-Wisp, while it can 2HKO in return. Curse variants can simply set up on Rotom-A.</p>

<p>Although quite obvious, teams with Choice Scarf Jirachi should have teammates who can deal with Pokémon that can set up on any of Jirachi's attacks. The list, sadly, is exceptionally large. While locked into Iron Head, Water-types like Gyarados and Suicune will be able to set up with Dragon Dance and Calm Mind respectively. Rotom-A can effectively handle both with STAB Thunderbolt, while it also provides Jirachi with a Ground-type immunity. Choice Band Scizor, who can easily switch into Iron Head, can be countered by Rotom-A and worn down by Stealth Rock. When locked into Fire Punch, Dragon-types can set up on Jirachi. A Choice Band Scizor of your own can take on Latias and Salamence with STAB Technician-boosted Bullet Punches, but Scizor adds an additional Fire-type weakness when paired with Jirachi. A Water-type of your own can take on the Steel-types who can set up Ice Punch, while at the same time dealing with Ground-types who can set up on ThunderPunch. In short, when using Jirachi, take note to account for the Pokémon who can set up on the attacks it might be locked into.</p>

[SET]
name: Physical Mix
move 1: Iron Head
move 2: Ice Punch
move 3: Fire Punch
move 4: Grass Knot / Thunderbolt
item: Expert Belt
nature: Naive / Hasty
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
<p>While Jirachi is typically seen either running Calm Mind or carrying Choice Scarf, this set is an excellent alternative which acts as both a mid-game wall breaker and a late-game sweeper. Be warned though - this is not a Pokémon who can be haphazardly thrown onto a team with the expectation of it functioning well: it serves a very specific role and should only be used if your team is capable of supporting it.</p>

<p>Jirachi's main purpose is as a mid-game wall breaker. Like most mixed wall breakers, this Jirachi relies on excellent type coverage; however, unlike its companions Infernape and Salamence, Jirachi relies not on large damage output, but on surprise value. Expert Belt along with physical attacks will often cause the opponent to assume that Jirachi is holding a Choice Scarf and send in something like Skarmory, Swampert, or Salamence to take the opportunity to set up. Jirachi's oft overlooked 100 base Speed only makes it easier to create this illusion.</p>

<p>Even without bluffing Choice Scarf, however, the oddity of this set is often enough to work your opponent into a corner. If you manage to double-switch into something like Scizor, Swampert, or Salamence, it is unlikely that your opponent will switch out, and you can go for an easy OHKO (Salamence needs to take Stealth Rock damage, due to Intimidate). Similarly, Jirachi is perfect for sending in after a double KO via Explosion or recoil damage.</p>

<p>Besides being a powerful wall breaker with its coverage and a useful late game sweeper with a 60% flinch rate attack and 100 base Speed, this Jirachi also serves as a useful check against a number of common OU threats. Most notable among these are Lucario and Latias: the former is outsped and takes a minimum of 78% damage from Fire Punch, a sure OHKO after a Defense drop from Close Combat (and a possible OHKO after Life Orb and Stealth Rock Damage); the latter will always be 2HKOed by Ice Punch and will generally fail to 2HKO Jirachi.</p>

<p>There are two Pokémon to look out for when using this Jirachi. The first is Heatran, who 4x resists or is immune to every one of this set's attacks, and can easily OHKO Jirachi with Fire Blast. If your team demands it, Hidden Power Ground can be used over Grass Knot or Ice Punch in order to quickly deal with Heatran and Magnezone; however, this will open Jirachi up to even more threats who are more difficult to deal with than the generally predictable Heatran. The second Pokémon to look out for is Gyarados, who will not take much more than 30% from Grass Knot, and can easily set up with Dragon Dance. If you are more worried about Gyarados than Swampert, then you can exchange Grass Knot for Thunderbolt, though that will make Jirachi less effective against both Suicune and the bulky Ground-type Pokémon. In reality, any combination of these moves can be effective; the key is knowing exactly what your team needs Jirachi to eliminate.</p>

<p>As Heatran and Gyarados can switch into this set with ease, pairing Jirachi with a bulky Water-type (preferably if it can handle Gyarados) is highly recommended. Vaporeon is a good choice, as its high Special Defense allows it to repeatedly switch into Heatran, who can also wield Hidden Power Electric to take out Gyarados who have switched into Stealth Rock. Vaporeon also packs a resistance to Fire-type attacks aimed at Jirachi, who can in turn switch into Grass-type attacks aimed at Vaporeon. Apart from complimentary typing, Vaporeon can also pass Wishes to Jirachi. If using Thunderbolt over Grass Knot, Ground-types will give this set the most trouble. Flying-types such as Gliscor work well against most Ground-types, as do most other Flying-types if the opposing Pokémon lacks a Rock- or Ice-type attack. Swampert, another common switch-in, can be dealt with by bulky Water-types such as Suicune and Gyarados.</p>

<p>Offensively, this set should be paired with Pokémon that can take advantage of the holes Jirachi leaves on the opponent's team. Dragon Dance Salamence is often the best choice as a teammate for several reasons. First, Salamence can easily switch into the Fire- and Ground-type attacks normally aimed at Jirachi, usually netting it a free turn of setup, while Jirachi can switch into the Dragon-, Rock- and Ice-type attacks aimed at Salamence. Second, Jirachi takes out Scizor and Swampert, two of Dragon Dance Salamence's biggest checks, with this set, as neither will think of switching out against what is likely a standard Choice Scarf set. If running Thunderbolt over Grass Knot, Swords Dance Lucario is a good offensive partner for this set. Swords Dance Lucario will usually have no trouble sweeping once its three biggest counters, Gyarados, Salamence, and Gliscor, have been taken out; dispatching of Scizor is also a nice bonus. When using Lucario, make sure to account for the weaknesses it shares with Jirachi.</p>

[SET]
name: Wish Support
move 1: Wish
move 2: U-turn
move 3: Body Slam / Thunder Wave / Thunder
move 4: Iron Head / Ice Punch
item: Leftovers
nature: Impish
evs: 240 HP / 160 Def / 76 SpD / 32 Spe

[SET COMMENTS]
<p>Being a general supporting tank Jirachi, this set is tailored to use Jirachi's resistances and great defenses to pass Wishes around to other members of one's team. The general strategy is to Wish, then U-turn to scout out a threat (or take a hit from a faster one) while healing something else on the team. If the opponent is faster and will KO Jirachi, such as Mamoswine, one should opt to switch rather than use U-turn. Jirachi is best used to nurse Pokémon that resist Jirachi's Fire- and Ground-type weaknesses back to health, such as Salamence and Gyarados.</p>

<p>The other moves on this set allow Jirachi to provide even more support while beating certain threats. Body Slam is an awesome move on Jirachi, dealing some damage with a 60% chance of paralyzing anything but Ghost-types. This is especially annoying if you paralyze a Ground-type like Mamoswine or Flygon, whom normally don't have to worry about losing their Speed. Thunder Wave is still available if you want to guarantee paralysis, but Body Slam is usually better. Thunder is an even lesser option that only paralyzes non-Ground types 42% of the time (factoring in accuracy), but it is a nasty surprise for Skarmory, easily 2HKOing it.</p>

<p>The fourth slot gives this Jirachi a little offensive power. Iron Head provides basic STAB, as well as allowing for effective paraflinch after a successful paralysis from the third move. On the other hand, Ice Punch can deal massive damage to Salamence. Jirachi always survives two Adamant +1 LO Outrages, even with Stealth Rock damage factored in, and Ice Punch can allow Jirachi to deal with Salamence directly, without relying on Wish or paralysis.</p>

<p>240 HP EVs hits 401, allowing Jirachi optimal Leftovers recovery as well as granting the ability to take 5 consecutive Seismic Tosses. 32 Speed EVs beats Jolly Tyranitar and Timid Magnezone, allowing this Jirachi to escape Specs Magnezone's clutches unharmed. The rest of the EVs are split between the defenses, with enough physical defense to not be 2HKOed by Adamant Salamence's Life Orb Outrage after a Dragon Dance. </p>

<p>Jirachi is best used with Pokémon that have no form of recovery and carry a resist to attacks likely to be aimed at Jirachi, specifically Ground- and Fire-type attacks. As such, Gyarados is a good partner for this set because it can come in on both of the noted attacks. Since Gyarados not only lacks recovery, but also has a Stealth Rock weakness, Wish will greatly increase its longevity. Additionally, Jirachi can come in on Rock-type attacks aimed at Gyarados, although it has trouble switching into direct Gyarados counters such as Rotom-A. Salamence also benefits from Wish support due to similar problems as Gyarados, and can hit harder off the bat instead of having to set up, giving your opponent less of a chance to regain the momentum. Swampert is also a good partner because it can switch into all of the Pokémon that usually scare out Jirachi, such as Heatran and Rotom-A, and can scare both out with Earthquake and Surf/Hydro Pump respectively. As a general note though, Jirachi has trouble fitting into full offensive teams because it will be very difficult to repeatedly pass Wishes around, so using Jirachi on a more defensive team (one that can repeatedly switch into different attacks and not get too worn down) is highly recommended.</p>

<p>Another interesting quality about this set is its ability to lure in certain Pokémon only to paralyze them with Body Slam or Thunder Wave. Examples of such Pokémon include Gyarados, Gliscor, and Magnezone, all of whom run a specific Speed stat to outpace certain threats. Lucario is an excellent sweeper that takes advantage of the above scenarios. After a Swords Dance, Lucario can opt to use the stronger 90 Base Power Close Combat (when resisted) over the 80 Base Power ExtremeSpeed to take down its counters, provided they have been weakened sufficiently.</p>

[SET]
name: Dual Screen
move 1: Reflect
move 2: Light Screen
move 3: U-turn
move 4: Wish
item: Light Clay
nature: Careful
evs: 252 HP / 100 Def / 156 SpD

[SET COMMENTS]
<p>Jirachi is a fantastic user of the dual screen strategy. Bring in Jirachi during the middle of the game on something that it can force out, such as a Choice Band Tyranitar locked into Stone Edge. The process from there, depending on your team, is very linear. It is recommended you Light Screen first, as most Pokémon that threaten Jirachi attack from the Special side of the spectrum. Use Reflect next, and U-turn to a Baton Passer such as Celebi or Gliscor, or a set up sweeper such as Dragon Dance Tyranitar. Thanks to Light Clay boosting the length of both Reflect and Light Screen to 8 turns instead of 5, your set up, and your attempted sweep, should be much easier to accomplish.</p>

<p>Jirachi differs from other dual screen users because of Wish and U-turn. When used with no Speed EVs, U-turn becomes a great method of insuring that your chosen target comes into the field taking as little damage as possible. Wish completes the set, as it is a great method for Jirachi to support itself or the team.</p>

<p>The given EVs make Choice Scarf Heatran's Flamethrower a 3HKO after Light Screen is up, and also gives good physical bulk after a Reflect as well. No Speed EVs are recommended on this set to get the maximum benefit out of U-turn, and allow Jirachi to be as bulky as possible. While some may feel that more Speed EVs are necessary, remember that Jirachi will often be one link in a chain, and that it is often better to get your Baton Passer or set up sweeper at full health than to have them take a hit that will reduce their chances at getting off a successful sweep.</p>

<p>This set aims to allow other teammates to set up safely behind dual screens. Two Pokémon that accomplish this task well are Gliscor and Kingdra. The former, having only weaknesses to Water- and Ice-type attacks, can set up both Rock Polish and Swords Dance with little difficulty and Baton Pass them to a recipient such as Metagross. Additionally, Gliscor finds little difficulty switching into Ground-type attacks aimed at Jirachi, and Fire-type attacks will not be doing much damage either with the respective screens in place. Kingdra also benefits from dual screens because it only has a weakness to Dragon-type attacks (of which users will unlikely switch into Kingdra) and has perfectly balanced defenses to easily set up multiple Dragon Dances. Not only that, but Kingdra also has a 4x resistance to Fire-type attacks aimed at Jirachi, and the combination of Water- and Dragon-type attacks goes unresisted in OU except for Empoleon. Really though, any Pokémon with a good set of resistances and defenses can benefit from this set.</p>

[SET]
name: Rain Support
move 1: Rain Dance
move 2: U-turn
move 3: Wish
move 4: Thunder / Water Pulse
item: Damp Rock
nature: Timid
evs: 252 HP / 80 SpA / 176 Spe

[SET COMMENTS]
<p>Jirachi is one of the best Rain Dance supporters and transition Pokémon in the game. The idea is to send in Jirachi on a resisted attack, then Rain Dance on the switch. Not only does this nullify common switch-ins like Heatran, this is exactly the kind of support Kabutops or Kingdra may need. From there, use U-turn to scout the opponent. This is Jirachi's main advantage over Bronzong, and if the opponent switches to Tyranitar to change the weather you can just send in Dugtrio, or any Pokémon that can scare it away and be done with it.</p>

<p>Wish and Thunder are the obvious extra moves on this set. Wish allows Jirachi to support the entire team and possibly even fake a non-Rain set if you're interested in mindgames. Thunder OHKOes Skarmory and has a 60% chance(in rain) of paralyzing anything. This is a great way to cripple things like Heatran. Water Pulse is a lesser option in this slot to do damage to Ground-types coming in on Jirachi, but is less useful than Thunder.</p>

<p>As the name states, partners for this set should be those that benefit from active rain. Generally, Water-types with the ability Swift Swim will be the best options. Ludicolo is a good sweeper under the rain with its access to both Water- and Grass-type STAB attacks; Ludicolo can also switch into the Ground-type attacks aimed at Jirachi with relative ease, while Jirachi can switch into Flying-type attacks. Other viable rain sweepers include Kingdra, Kabutops, and Omastar. Kingdra is very deadly with a combination of Rain-boosted Surf or Waterfall and Draco Meteor, allowing it to plow through the opponent; Kingdra also has a 4x resist to Fire-type attacks aimed at Jirachi. Although sharing the same Ground-type weakness, Kabutops and Omastar are very respectable sweepers in the physical and special side of the spectrum respectively.</p>

<p>Other partners to consider are those that can learn Rain Dance and dedicate to setting it up on a Rain Dance Team. Two examples of such Pokémon are Zapdos and Swampert. Zapdos is a good teammate for Jirachi type-wise, switching into the Ground-type attacks aimed at Jirachi while delivering STAB Thunders to the opponent; in return, Jirachi switches into Rock-type attacks aimed at Zapdos. Swampert is another feasable choice as a teammate, as not only can it easily switch into the Fire-type attacks aimed at Jirachi, but it is one of the few viable Pokémon on Rain Dance teams which can directly counter Tyranitar. Additionally, Swampert can also support the team with Stealth Rock, weakening foes like Salamence and Gyarados each time they switch in.</p>

[Team Options]
<p>Not unlike most other sweepers, Jirachi greatly benefits from entry hazard support to allow it to weaken opponents both faster and more efficiently. Considering Jirachi's low offensive stats, all three hazards are considerable options. Stealth Rock is the most recommended form of entry hazards, since it only requires one turn of setup and hits all Pokémon for damage, unlike Spikes and Toxic Spikes. Swampert is capable of laying down Stealth Rock with little difficulty, and it also pairs well with Jirachi type-wise, easily switching into the Fire-types aimed at the wish maker. Spikes is very helpful in weakening the common grounded switch-ins to Jirachi, such as Swampert, Hippowdon, and Scizor . However, Spikes is best used along with physical Jirachi sets because special sets benefit more from Toxic Spikes. Toxic Spikes is extremely helpful in wearing down the aforementioned Pokémon along with other bulky Water-types. Toxic Spikes is best used alongside the Substitute + Calm Mind set, because Jirachi's Substitutes, once boosted by Calm Mind, will take longer for the opponent to break while they steadily lose HP. Considerable Pokémon to lay down Spikes in OU are Skarmory and Smeargle, although the former will add an additional Fire-type weakness on the team. However, Toxic Spikes is best laid down by Roserade, but once again, take note of the added Fire-type weakness. Apart from entry hazards, dual screens can help the Substitute + Calm Mind set set up easier, but dual screen support is not necessary for the most part. Sandstorm support can also be helpful when paired with Toxic Spikes support.</p>

<p>Although slightly dependant on the set, Jirachi has the most trouble getting through Steel-types and bulky Water-types, as they pack a resistance to Steel-type attacks and have a high physical Defense to repeatedly switch into Jirachi. The most common Steel-types you are likely to encounter are Scizor, Metagross, Heatran, and Skarmory, and all three can either deal a large amount of damage to Jirachi or set up on it. Carrying a user of Ground- or Fire-type attacks is usually the best way in aiding Jirachi's ability to sweep. Although sharing weaknesses to Ground-type attacks, Heatran can easily switch into most Steel-types and scorch them with Fire Blast; Heatran also gains a Flash Fire boost if it happens to switch into a Fire-type attack aimed at Jirachi. Rotom-A can easily switch into just about every Steel-type in OU and take them down with a STAB Thunderbolt (or Overheat from the toaster forme); Rotom-A also provides Jirachi with a handy Ground-type immunity. Heatran is best handled by a Water-type of your own, such as Swampert. Water-types are best handled by carrying Pokémon who can set up on their attacks, or simply hitting them with STAB Grass- or Electric-type attacks. For example, Calm Mind Latias has an easy time against both Swampert and Vaporeon, hitting both with STAB Dragon Pulses, Salamence can set up Dragon Dance on Water-types without Ice Beam, while Gyarados can set up a Dragon Dance of its own on those without Hidden Power Electric or Thunderbolt. In addition to the noted Steel- and Water-types that give most of the sets trouble, each set has additional counters that require further team support to take down. Calm Mind sets have trouble against Blissey if not running Toxic Spikes support. Choice Band Tyranitar can easily switch into Blissey, weaken it down with Crunch or Pursuit, and provide the team with sandstorm. Physically-based Jirachi has trouble with defensive walls such as Hippowdon and Rotom-A. Either a Flying- or Water-type, such as Gyarados, can switch into most Hippowdon and set up on them, while Heatran and Tyranitar fare quite well against Rotom-A, provided the latter avoids getting burned by Will-O-Wisp.</p>

<p>Defensive support should aim to cover Jirachi's weaknesses to Ground- and Fire-type attacks. Salamence, Gyarados, and Latias are all the best defensive partners to Jirachi, with each being able to switch into and set up on both of the aforementioned attacking types. All three of these Pokémon pack super effective moves to hit most Ground- and Fire-types: Salamence has Earthquake, Gyarados has Waterfall in its arsenal, while Latias can opt for Surf. Individually, Ground-type attacks are best handled by Grass- or Flying-types, or Pokémon with the Levitate ability. Other options to fill this role are Rotom-A and Gliscor. Rotom-A can burn Ground-typed physical attackers with Will-O-Wisp or hit them with STAB Shadow Ball, while Gliscor can easily outstall most of the same Pokémon with a combination of Taunt, Roost, and Earthquake. Taunt also allows Jirachi an easier time to switch in without worrying about status. Fire-type attacks are best taken care of by Water-, Rock-, Dragon-, and other Fire-types. Water-types are usually the best choice to pair with Jirachi since they have the best defenses and coverage out of the listed types, excluding Dragon-types which were mentioned before. Solid choices for the bulky Water-type role are Swampert, Vaporeon, and Suicune. Swampert can handle most physical attackers with little difficulty and can also set up Stealth Rock. Vaporeon can pass Wishes to Jirachi that lack the move themselves. Suicune pairs well with Calm Mind Jirachi by the fact that each covers each other's counters. On more defensive teams, a combination of Blissey and Skarmory (better known as "SkarmBliss") is perfectly suited in complementing Jirachi defensively.</p>

<p>Common teammates for Jirachi's usual counters, Swampert, Heatran, and Rotom-A, are Scizor, Salamence, and Latias. There are plenty of viable teammates that can handle Scizor, such as your own Rotom-A or Heatran, or Gyarados. Rotom-A can switch into most sets without risk and cripple Scizor with Will-O-Wisp or weaken it with Thunderbolt, Heatran can switch into anything bar Superpower and scorch Scizor with STAB Flamethrower, Fire Blast, or Lava Plume, while Gyarados can simply choose to set up on it with Dragon Dance. Salamence is tricker to handle as its counters depend on what set it is running. Swampert is a good teammate that can handle physical versions to an extent, while Scizor can bypass any boosts with Bullet Punch. Latias acts as a good check to the mixed variants, provided it doesn't switch into Draco Meteor. Even Jirachi can check Salamence if running the Physical Choice set. Latias can be taken care of by most Steel-types and Pokémon with a high Special Defense stat. Scizor can switch into Dragon-type attacks and pick off Latias with Pursuit, while Tyranitar can do the same and has an easier time doing it due to the Special Defense boost. Snorlax can also pick off Latias with Body Slam or Pursuit or simply opt to set up with Curse on it. Generally, Steel-types will be your best friends in this department.</p>

[Other Options]
<p>Jirachi boasts an excellent movepool, and the numerous sets above fail to cover all of Jirachi's usable options. On the offensive side, Doom Desire can be used on an odd mono-attacking set, but is rarely usable. Icy Wind can be used to hit, slow down, and 2HKO Dragon-types. Charge Beam combines with Serene Grace to provide a 100% chance of boost (90% after accuracy), but struggles to find its way onto a set due to access to Calm Mind and Thunderbolt. Drain Punch provides Fighting-type coverage as well as some small healing for Jirachi, but its low power is rather off-putting. Signal Beam can provide a powerful hit to cover both Celebi and Tyranitar at the same time, but provides little coverage outside of the two of them.</p>

<p>On the defensive/supportive side, Jirachi boasts some interesting possibilities. Cosmic Power boosts both Jirachi's Defense and Special Defense simultaneously, which combines with Jirachi's excellent defensive typing to create an opponent that can be incredibly difficult to break. Safeguard can be pseudo-passed along with Wish to provide coverage against status for other Pokémon. Gravity is an interesting attack that can be used to set up for a sweeper with powerful Ground-type STAB such as Rhyperior, Mamoswine, or Flygon and allow them to easily beat Skarmory without depending on prediction.</p>

[EVs]
<p>Timid/Jolly nature with 176 Speed EVs reaches 308 Speed, outpacing all Base 100s with a neutral nature as well as Jolly Lucario and Porygon-Z, and is the preferred Speed for beating the threats that Jirachi is tailor-made to beat. After that, stick 252 EVs into whichever attacking stat Jirachi is using, and stash the last 80 EVs into HP for survivability. The Substitute + Calm Mind set reverses the HP and Attack EVs to craft the ever-important 101 HP subs needed to survive a single Seismic Toss. Rain Support uses the same EVs to provide the most survivability in order to come in and provide Rain as many times as possible. 252 HP / 100 Def / 156 SpD with a Careful Nature allows the dual screen Jirachi to survive a Timid Heatran's Fire Blast 85% of the time, and survive two of them 96% of the time with a Light Screen up. 240 HP / 76 Def / 160 SpD / 32 Spe with Impish on the support set gives considerable defenses on both sides, as well as giving 244 Speed, which outpaces Timid Magnezone and Jolly Tyranitar. Alternatively, a 252 HP / 80 Def / 176 Spe Jolly spread can be used to outspeed Jolly/Timid Lucario and paralyze it so something else can take care of it.</p>

[Opinion]
<p>Jirachi was not a bad Pokémon in Advance, but the transition to the latest generation was extremely kind to it. Where it was generally relegated to the role of Calm Mind sweeper in Advance, a niche often occupied by the powerful Raikou or bulky Suicune, the advent of Choice Scarf, as well as its much improved physical movepool and STAB flinching moves with Serene Grace, make Jirachi an incredibly versatile Pokémon in the current OU metagame. It can effectively run a ridiculous amount of equally effective sets, from the incredibly efficient Calm Mind sets of Advance, to powerful or speedy Choiced sets hitting from either side of the spectrum, to extremely useful support sets in the form of Wish passing, paralysis support, and screen support. Throw in its fantastic Steel- and Psychic-typing and Jirachi can find itself a niche in almost any part of the metagame, making it a top candidate for any team.</p>

<p>Jirachi also has the distinction of not only being an effective Calm Mind user, but also being immune to Toxic Spikes and Sandstorm, something that sets it apart from other Calm Mind users such as Suicune and Raikou. Combine that with the ability to produce 101 HP Substitutes, as well as 100/100/100 defenses and 100 base Speed, and Jirachi is a top-notch Calm Minder with the ability to sweep straight through teams if it's given a chance.</p>

[Counters]
<p>It's impossible to find a 100% counter to Jirachi given its ridiculous versatility. That said, each set is entirely counterable, just that each requires a separate set of counters.</p>

<p>The Substitute + Calm Mind sets are arguably the most difficult to counter. Even the end-all, be-all counter to special offense, Blissey, is unable to stop Jirachi, given its 101 HP substitutes and Serene Grace for the possibility of Special Defense drops. Perish Song Celebi is undoubtedly the best counter to Substitute + Calm Mind Jirachi, given that Perish Song goes through Substitute, forcing Jirachi to switch out or die as Celebi Recovers in its face. Barring that, the most efficient counter depends on Jirachi's choice of moves. Psychic-based movesets are mainly countered by Tyranitar, who is immune to Psychic and resists its filler with its excellent Special Defense in Sandstorm. Specs Magnezone can also easily trap and beat Psychic-based sets, though Scarf Magnezone simply doesn't boast enough power, and in fact becomes setup fodder for Jirachi. Flash Cannon/HP Ground sets have an entirely different set of counters. Skarmory can come in and Whirlwind it away. Likewise, Zapdos can come in and do the same. Blissey also boasts a much better chance of beating Flash Cannon sets, though it still has the same problem of being unable to break Jirachi's Substitutes in a single turn.</p>

<p>The offensive Calm Mind set without Substitute has the potential to be more destructive, but also has its problems. Blissey easily beats this set with its infinite HP and Special Defense. Likewise, Snorlax can come in and threaten Jirachi with either a powerful Fire Punch or paralysis from Body Slam, as well as Earthquake. Tyranitar fails to be OHKOed by any attack from Jirachi, even after a Calm Mind boost, and threatens with a powerful Earthquake. Sets without Thunderbolt can be Whirlwinded away by Skarmory. Without Hidden Power Ground or Fighting, Magnezone also comes in, resists the entire moveset, traps and then kills Jirachi. Perish Song Celebi poses the same threat to this set as to the Substitute set, though it falls easily to Signal Beam.</p>

<p>Choiced sets have a few more notable counters. The Physical Choice set's biggest counter is Magnezone, who resists its entire moveset barring Fire Punch, traps it, and kills it. Bulky Water-types in general are very effective at beating physical Jirachi variants, but fear switching into ThunderPunch. Swampert takes it one step further by boasting an immunity to ThunderPunch, thus resisting the entire moveset with the exception of Zen Headbutt and U-turn. Hippowdon lacks the Fire- and Steel-type resists, but its gargantuan physical Defense and access to reliable healing lets it shrug off Jirachi's blows easily. Skarmory resists Iron Head, Zen Headbutt, and U-turn, and can easily heal off damage, though swapping into Banded Fire Punch and ThunderPunch can be hazardous. Tyranitar once again boasts excellent physical durability and immunity to Zen Headbutt, though it fears Iron Head and U-turn. Heatran resists everything Jirachi can throw at it besides a neutral ThunderPunch, and threatens with STAB Fire Blast. Metagross also boasts high physical durability, though it fears Fire Punch. Gyarados also resists Fire Punch, Iron Head, and U-turn, but fears ThunderPunch.</p>

____________

Updates:
  • 8/29/09 - Thread has been posted, no changes to the original analysis have been made
  • 9/1/09 - Addition of team options for "Calm Mind + Substitute" set
  • 9/5/09 - Addition of team options for "Lead" set, "Superachi!" set
  • 9/9/09 - Addition of team options for "Physical Choice" set
  • 9/13/09 - Addition of team options for "Physical Mix" set
  • 9/16/09 - Addition of team options for "Rain Support" set
  • 9/19/09 - Addition of team options for "Wish Support" set, "Dual Screen" set, Addition of Team Options section
  • 10/16/09 - Worked on making sets more consise and fixed slight grammatical errors
  • 11/7/09 - Updated with DCJ's edit
 
I'd like to update notifying the addition of team options to the Calm Mind + Substitute set. For this analysis specifically, I'd like to request that people go ahead and post feedback on the quality of the current team options provided. Starting with this analysis, I am aiming "to get to the point" and am currently practicing with the appropriate writing style and methods of presenting information.

Thanks. With school having started, it may be a while before I get to work on this analysis again though, just as a note to the public.
 
Will edit this post in the future as you continue with the analysis. Good work so far. My only concern is that IIRC, the new policy is to keep write ups concise. At least, that's what I was told when I posted my analysis, and that's what Darkie's announcement says. I'll try to see if I can help you trim it down when I get some free time.
 
Formatting looks good, but I have a few nitpicks here and there.

Well Magnezone isn't a truly definite counter for Choice Jirachi that's locked into let's say Iron Head, unless it is carrying Leftovers. I've had numerous times where Jirachi just Zidanes Magnezone to death (even then the Magnezone isn't assuredly safe unless it uses Subsitute).

I'm surprised Adamant isn't really mentioned for one of the sets. In July it is the second most used nature of Jirachi at 17.3% and Choice Band sets are virtually unused now (lower than 6.5% in July). Under the Physical Choice set I'd recommend adding Trick as another option to move 4. Trick was seen on 40.9% of Jirachi in July. Typically you want Adamant sets to outrun things like Jolly Mamoswine and Dragonite in the very least, which requires 196 Speed EVs (I personally like to run 200 for the extra point of speed gained with a Choice Scarf). Adamant is very nice to kill things such as Scizor with a Fire Punch.

A lot of lead Jirachi I've noticed lately carry Fire Punch for Magnezone (still gotta wait for some stats from Doug for Aug.).

One of the things I find most curious is how frail a lot of the physical Jirachis are. You'd think they'd want to invest a bit more in HP to survive a bit more since its nice to use it to revenge kill Outraging Salamence and such (I like running 108 for 368 HP, which allows for an additional point of lefties recovery).

I've been up all night and need sleep, I might look over it a bit more after I sleep and can gather my thoughts a lil' more.
 

Darkmalice

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With Physical Choice Jirachi, ThunderPunch should be slashed alongside Ice Punch. Scarf + Iron Head + 3 Elemental Punches / Zen Headbutt is walled far too easily by any decent physical wall without a x4 weakness to any of it's moves - Swampert, Celebi, Hippowdon, Skarmory, Suicune, Cresselia, Vaporeon, Donphan, Rhyperior etc. U-turn or Trick are the best options for any of these walls.

U-turn should be the main option for the last slot scouting the opponent and escaping Magnezone switch-ins (firing random Fire Punches is generally not a good idea). Trick should be another option for the last slot. Zen Headbutt should be the last option or OO, as switching in Jirachi on Machamp (and other Fighting-types) means Jirachi often takes a hard blow. Its use is more limited than that of U-turn and Trick, and it's inferior to Iron Head for STAB.

Band should only be mentioned in set comments, as without it, it cannot revenge kill +1 Salamence and Gyarados and Scarf Flygon (which is much more common than CB Flygon). Two moves are much less useful without the ability to revenge kill.

Physical Choice Jirachi should also be mentioned before the Physical Mix set; it's much more common than the latter.


The Calm Mind + Substitute Jirachi should have Tyranitar or Hippowdon as teammates, because Sandstorm really increases Jirachi's effectiveness, and it enables Jirachi to beat Blissey 1v1.
 
I dont really get why Ice Punch is such a good move on Choice Physical Jirachi. From what i can see it only really hits dragons who get slammed by Iron Head other than that it is resisted by just about everything and iron head with Tpunch provides superior coverage. At least Iron head is a neutral hit and 2hkos (basically an OHKO due to flinch) most mence after SR. I dont think Ice Punch should be the main option, t punch should be, as we all know GYarados is a menace to check where as bp from the ubiquitous scizor means Mence isnt.

I would like to help with this update if you need it.
 
Thunder Punch is alot more useful than Ice Punch so that Jirachi can Revenge Kill Gyarados and hit waters (who resist iron head). Also Iron Head is a 60% chance to 2HKO Salamence (without intimidate) without any damage to itself provided you have with Stealth Rock. Most of the time this works. Iron Head is also more useful against Latias and other Ground types because of the 60% flinch rate. Trick should be mentioned as the final option aswell as it allows Jirachi to shut down walls.
 

Darkmalice

Level 3
is a Tiering Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Top Contributor Alumnus
ThunderPunch could be slashed alongside Ice Punch. I prefer Ice Punch though. It makes Jirachi a great switch in to Salamence, as it rarely throws off random Earthquakes or Fire Blasts (it usually DDs or Draco Meteors). Salamence is a bigger threat than Gyarados, as it has no true counter, whilst Gyarados is easily handled by certain Pokemon. Plus Ice Punch works on Flygon, Latias, Gliscor (Earthquake won't OHKO without LO) and Dragonite. Attempting an Iron Head flinch on all of these threats save Latias is very risky for obvious reasons.

As for ThunderPunch, it is primarily for Gyarados. Jirachi still cannot beat bulky waters with it. Vaporeon takes 30.36-35.71% from ThunderPunch, which is not even a 3HKO thanks to Leftovers. Other bulky waters take less damage (max/max Suicune takes 22.28-26.73%, which will not 4HKO and may not 5HKO). Vaporeon's Surf actually outdamages Jirachi's ThunderPunch, dealing 32.69% minimum, and it beats Jirachi thanks to Wish. I rather use U-turn or Trick on bulky waters. Pokemon that ThunderPunch do work against are Starmie, Tentacruel and Empoleon. But I'm more afraid of the threats that are dealt with by Ice Punch.
 
ThunderPunch could be slashed alongside Ice Punch. I prefer Ice Punch though. It makes Jirachi a great switch in to Salamence, as it rarely throws off random Earthquakes or Fire Blasts (it usually DDs or Draco Meteors). Salamence is a bigger threat than Gyarados, as it has no true counter, whilst Gyarados is easily handled by certain Pokemon. Plus Ice Punch works on Flygon, Latias, Gliscor (Earthquake won't OHKO without LO) and Dragonite. Attempting an Iron Head flinch on all of these threats save Latias is very risky for obvious reasons.

As for ThunderPunch, it is primarily for Gyarados. Jirachi still cannot beat bulky waters with it. Vaporeon takes 30.36-35.71% from ThunderPunch, which is not even a 3HKO thanks to Leftovers. Other bulky waters take less damage (max/max Suicune takes 22.28-26.73%, which will not 4HKO and may not 5HKO). Vaporeon's Surf actually outdamages Jirachi's ThunderPunch, dealing 32.69% minimum, and it beats Jirachi thanks to Wish. I rather use U-turn or Trick on bulky waters. Pokemon that ThunderPunch do work against are Starmie, Tentacruel and Empoleon. But I'm more afraid of the threats that are dealt with by Ice Punch.
I agree that Ice Punch and TPunch are probably equally useful and that they should be slashed along side each other. I should probably reiterate my original reasons for wanting Thunderpunch as a mian option.
The thing with all of Gyarados's commonly used checks/counters is they are almost all pursuit weak/generally weak to scizor. So a reliable counter is a valuable asset. On the other hand although not much can switch in to Salamence it is revenged by a far greater array of priority moves and its not like Iron Head does no damage.
 
On a Choice set, Ice Punch is useful. On a hax-abuse set, it's worthless. On a Choice set, Ice Punch will auto-OHKO even a defensive Dragonite set after SR or residual damage. This also means it OHKOs all Flygon and Salamence sets too (Intimidate will save a bulky Salamence, but such a Salamence will miss the OHKO and die anyway). It also allows Jirachi to constantly threaten freeze hax with the improved freeze chance.

On a hax-abuse set, it does ~60% and is stallable. Defensive Dragonite sets can switch in on an Iron Head, eat the Ice Punch and land a T-Wave, and Roost off the damage before the next Ice Punch lands (for half the normal damage this time too since Dragonite loses its Flying type when it uses Roost). Offensive Flygon usually are Scarfed and will OHKO before you can move, while Salamence survives the Ice Punch after Intimidate and OHKOs back with Earthquake/Fire Blast.
 
I know a lot of it is just the original, but still, try to rewrite some of what is already there in a way that's more direct and to the point. The first paragraph alone really doesn't need more than the first sentence appended by a "namely Blissey". Don't just delete stuff haphazardly, though; read the whole thing mindfully and cull the pertinent information.
 
20% chance of freeze is very sexy and definitely more crippling than the 20% chance Thunderpunch offers. Its better than say letting your opponent go to Jolteon or Electivire and thus making Thunderpunch potentially disadventageous (I mean nothing outright is immune to Ice (excluding Shedinja, but its NU) nor absorbs it). Ice Punch makes Zapdos think twice before switching in as well.

If you're going Jolly on a Physical Choice set I would think you'd need to make a bit more EV investment in Speed as many Jolly Salamence run a lot of Speed and ensuring you outrun many Scarf Flygons is nice too.

I'd like to suggest adding Adamant for the Lead and Physical Choice sets Adamant Jirachi gets the chance to get a 60% chance to flinch and 2HKO most non-Scarfed Azelf preventing SR from being set up. Jolly simply does not do enough damage for 2HKOs on some Azelf.
 
On a Choice set, Ice Punch is useful. On a hax-abuse set, it's worthless. On a Choice set, Ice Punch will auto-OHKO even a defensive Dragonite set after SR or residual damage. This also means it OHKOs all Flygon and Salamence sets too (Intimidate will save a bulky Salamence, but such a Salamence will miss the OHKO and die anyway). It also allows Jirachi to constantly threaten freeze hax with the improved freeze chance.

On a hax-abuse set, it does ~60% and is stallable. Defensive Dragonite sets can switch in on an Iron Head, eat the Ice Punch and land a T-Wave, and Roost off the damage before the next Ice Punch lands (for half the normal damage this time too since Dragonite loses its Flying type when it uses Roost). Offensive Flygon usually are Scarfed and will OHKO before you can move, while Salamence survives the Ice Punch after Intimidate and OHKOs back with Earthquake/Fire Blast.

lol wtf. wouldn't a hax abuse set have you know THUNDER WAVE itself or at least body slam? yeah good fucking luck trying to get dragonite around that
 
I think Latias should be mentioned as a partner to the Lead Set. She easily takes out the Infernape and Heatran leads that harm Jirachi.
 
Update 9/9/09: Added team options for "Physical Choice" set

My main concern here is that I went far too in-depth in the team options section of the set comments, so I'd like some feedback as to whether users here think I should take out parts of the given information or simply shorten it. I'd also appreciate some feedback for the comments in bold.

Thanks for everyone's help with this analysis. I certainly appreciate it, particularly because Jirachi has so many sets.
 
Current Status: NOT COMPLETE


[SET]
name: Calm Mind + Substitute Sweeper
move 1: Calm Mind
move 2: Substitute
move 3: Flash Cannon / Psychic
move 4: Thunderbolt
item: Leftovers
nature: Timid
evs: 252 HP / 80 SpA / 176 Spe

[SET COMMENTS]

<p>Jirachi's ability to fit into most teams means many Pokémon are viable as teammates. Generally, Jirachi's best possible teammates aim to switch into Jirachi's counters through type resistances, while using the gained momentum to either weaken the opponent for the next time Jirachi tries to sweep or setting up on the opposing counter. Jirachi's commonly seen weaknesses are against Ground- and Fire-type attacks, so Pokémon with a resistance/immunity to both are the best teammates to Jirachi type-wise. Bulky Gyarados is a good teammate for several reasons: it has the ability to set up on Heatran and Swampert, both common Calm Mind Jirachi counters, and Jirachi can, in turn, set up on the majority of Gyarados's counters, such as Celebi and Vaporeon. Utilizing Taunt means Jirachi gains a free switch-in on a (hopefully) resisted attack, while likely forcing a switch in return. Salamence is a good partner typing wise, but offers little to Jirachi offensively, noting that the Dragon Dance set is a capable sweeper in its own right otherwise. Latias, like Gyarados, can set up on Swampert and Heatran with ease, but carries a similar weakness to Scizor as Jirachi.</p>

<p>Pokémon with counters beaten by Calm Mind Jirachi are also acceptable teammates. "Crocune" and Curse + RestTalk Swampert are good examples, as both share counters to Pokémon like Latias and Celebi, both of which Jirachi beats one-on-one. Jirachi can switch into both of these Pokémon with its handy Steel-type resistance to Dragon- and Grass-type attacks, while Jirachi can set up Calm Minds on both. Note that in this situation, Jirachi is required to run Flash Cannon over Psychic to beat the aforementioned Pokémon. In return, Suicune and Swampert both set up on Jirachi's common switch-ins mentioned in the previous paragraph. Essentially, one Pokémon aims to weaken the other's counters so the latter can sweep and vice-versa.</p>

<p>An important strategy to consider when running this set is the utilization of Toxic Spikes. Jirachi appreciates Toxic Spikes support because its Substitutes are unlikely to be broken without a super effective attack, especially after a few Calm Mind boosts, so any grounded Pokémon will continue to take damage from poison while Jirachi continously regains HP and sets up. Toxic Spikes aids in weakening Blissey and Swampert, this set's two main counters. Additionally, Jirachi pairs well with other Pokémon that benefit from Toxic Spikes. The same Suicune and Swampert mentioned before take advantage of Toxic Spikes because both's main counters are bulky Water-types (namely Vaporeon) which will eventually lose to racked up poison damage. The most reliable teammate in laying down Toxic Spikes is Roserade, as its access to Sleep Powder makes it relatively easy to get Toxic Spikes layed down early game. In addition to Toxic Spikes support, Stealth Rock and Spikes are also recommended, with the former being of utmost importance. Other common Jirachi counters, like Heatran, are immune to Toxic Spikes, so Stealth Rock and Spikes will prevent them from switching in repeatedly. Jirachi is also good at forcing switches because of the number of Pokémon it can set up on. Stealth Rock is preferred for its ease of set-up as well for its ability to hit Flying-types and Levitating Pokémon immune to Spikes, as Pokémon like Salamence will force out Jirachi for fear of Earthquake. Needless to say, a Ghost-type will also be required if using entry hazards support. Rotom-A is a good choice because it has literally no true counter outside of Blissey, and with Jirachi taking down Tyranitar and Heatran with repeated switch-ins, a set such as the Boosting Sweeper will have no trouble sweeping with its counters eliminated.</p>

[SET]
name: Lead
move 1: Iron Head
move 2: Stealth Rock
move 3: Trick
move 4: U-turn
item: Choice Scarf
nature: Jolly
evs: 80 HP / 252 Atk / 176 Spe

[SET COMMENTS]

<p>This set does not require specific teammates as this set's main objective is to cripple the opposing lead, lay down its own Stealth Rock, and/or switch into something that can set up on the opposing Pokémon. Generally though, any Pokémon that can set up on choiced Fire- and Ground-type attacks is a viable teammate. Gyarados is a good choice because its defensive stats will allow it easily set up on choiced Heatran and Metagross, while Jirachi can prevent Azelf and Aerodactyl from setting up Stealth Rock. Latias works to a similar extent, as it can switch into Infernape and Heatran with ease and set up Calm Minds or attack, but Scizor will be able to come in and Pursuit it without risk if Heatran or Infernape stays in to take the blow. Starmie is another decent choice, as it can spin away Stealth Rock if your opponent happens to set it up, and it can also deal immediate damage with Hydro Pump or Surf.</p>

<p>Although this set emphasizes offensive teammates, defensive teammates should not be overlooked. If Jirachi is locked into Iron Head, Pokémon such as Gyarados and Heatran will be able to switch in for free and set up. Starmie, as mentioned before, can counter both when running a defensive spread. Vaporeon is another viable teammate because it can pass Wishes to Jirachi when low on health.</p>
 
Well the details that you have are important, so I don't think you'd just want to summarize it.

For Adamant Choice 'Rachi I'd recommend either 196 or 200 Speed EVs. 196 EVs I believe rings it up to 285 Spd, which outruns Jolly Mamo and Dragonite. If you're Scarfed obviously you outrun Dragonite with one DD and Scarf Mamo. 200 Spd grants Jirachi a two points in Speed (if Scarfed) and some pokes who just EV to outrun Mamo and Nite. Alternatively, you could try to speed tie max neutral nature speed base 100s, but that comes at the price of killing power or durability, something Adamant Choice Jirachi may need.

My favorite Adamant EV spread is 108 HP/200 Atk/200 Spd 108 HP allows you to get to 368 HP and an extra point of Lefties recovery provided that you snag it from something that has it. Fire Punch from this spread does 292-344 damge to Scizor and has a 74.36% of a OHKO after SR damage against a 248 HP/0 Def Scizor (you're not going to have a guarenteed OHKO anyway unless you're using HP Fire or a Choice Band Jirachi).

Max Atk Jolly Jirachi has a 41.03% chance of OHKOing if Scizor is hurt by SR and 0% without.
 
Update 9/13/09: Addition of team options for "Physical Mix" set

I'm steadily trying to get this update completed by working on some of these team options during the weekend, but don't expect the analysis as a whole to be completed for some time. As I've discussed with Jabba earlier today, I'm going to work on shortening down the analysis once I complete all of the team options and the respective section.

Anyways, as always, thanks for everyone's help. I'd appreciate some comments on the updated set this time around.
 
Just a note: The physical mix set also works well with Tyranitar thanks to its ability to lure out Scizor and Swampert and take them both out or put them into Tyranitar's KO range.
 

Scofield

Ooooooooooooohhhhhhhhhhhh hhhhhhhhhhh, Kate.......
is a Battle Simulator Moderator Alumnusis a Past SPL Championis a Past WCoP Champion
I've been wondering this for a while, but would it be possible to combine the lead and physical choice set? They look almost identical, just talk about how it would make a good lead with certain slashed options.
 

Darkmalice

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I've been wondering this for a while, but would it be possible to combine the lead and physical choice set? They look almost identical, just talk about how it would make a good lead with certain slashed options.
I disagree with this. They play very differently. Lead Jirachi plays a supporting role, scouting the team with U-turn, getting SR up and possibly Tricking its Scarf onto something. Physical Choice acts primarily as a check to many Pokemon.
 
Update 9/16/09: Addition of team options to "Rain Support" set

After testing the Choice Specs set, I am finding it to be a really bad set in comparison to the others, but I am not sure if it should be completely omitted from the analysis. I would like some thoughts on this. Should the Special Choice set be taken out of the analysis?

Also, as always, I'm open for other suggestions and comments.
 

Scofield

Ooooooooooooohhhhhhhhhhhh hhhhhhhhhhh, Kate.......
is a Battle Simulator Moderator Alumnusis a Past SPL Championis a Past WCoP Champion
I've tested specs rachi recently...I agree, it's pretty bad, idk if it should be removed or not though. If it were up to me, I'd remove it, the cm sets are all superior, even in team role.
 

Darkmalice

Level 3
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Specs is OO. Special Choice has Scizor and Heatran issues, which is everywhere these days. It is also hardpressed against Tyranitar and Blissey, having to use Grass Knot and Trick respectively to have a chance against them, which leaves it incredibly open to a Scizor or Heatran switch in. More importantly, Magnezone screws it over. At least the physical Jirachi has U-turn to scout for threats.


<p>Wish and Thunder are the obvious extra moves on this set. Wish allows Jirachi to support the entire team and possibly even fake a non-Rain set if you're interested in mindgames. Thunder OHKOes Skarmory and has a 60% chance of paralyzing anything, a great way to cripple things like Heatran. Water Pulse is a lesser option in this slot to do damage to Ground-types coming in on Jirachi, but it is less useful than Thunder.</p>
I would only mention Water Pulse in set comments. You've already regarded it as an inferior option. It's hard to ignore 120 base power and 60% paralyze chance, whilst Jirachi has U-turn to outspeed and escape all the Ground-types except Jolly Gliscor with U-turn. Water Pulse is largely unncessary, especially considering at least 3 other Pokemon on your team will have a STAB Water-type attack with 95 base power.
 

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