Jirachi
Type
Ability: Serene Grace
Base Stats
100 HP
100 Atk
100 Def
100 SpA
100 SpD
100 Speed
Movepool
Level Up Movepool
B: Wish
B: Confusion
Lv. 5: Rest
Lv. 10: Swift
Lv. 15: Helping Hand
Lv. 20: Psychic
Lv. 25: Refresh
Lv. 30: Rest
Lv. 35: Zen Headbutt
Lv. 40: Double-Edge
Lv. 45: Gravity
Lv. 50: Healing Wish
Lv. 55: Future Sight
Lv. 60: Cosmic Power
Lv. 65: Last Resort
Lv. 70: Doom Desire
TM/HM Moves
TM03 - Psycho Shock
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM19 - Telekinesis
TM20 - Safeguard
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM33 - Reflect
TM37 - Sandstorm
TM40 - Aerial Ace
TM42 - Facade
TM44 - Rest
TM48 - Troll
TM53 - Energy Ball
TM56 - Fling
TM57 - Charge Beam
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM77 - Psych Up
TM85 - Dream Eater
TM86 - Grass Knot
TM87 - Swagger
TM89 - U-Turn
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
Notable Gen IV Attacks
TM76 - Stealth Rock
Tutor - Ice Punch
Tutor - Fire Punch
Tutor - ThunderPunch
Tutor - Trick
Tutor - Iron Head
Tutor - Magic Coat
Event - Draco Meteor
Notable Gen III Attacks
Tutor - Body Slam
Move Info
Doom Desire: 140 BP / 100 Accuracy steel-type special attack. Strikes two turns after use.
Psycho Shock: 80 BP / 100 Accuracy Psychic special attack. Strikes the opponent on their physical defense stat.
Magic Coat: - BP / - Accuracy. Reflects the following moves back onto the opponent: Whirlwind, Roar, Disable, Spite, Spikes, Foresight, Encore, Torment, Taunt, Odor Sleuth, Miracle Eye, Embargo, Heal Block, Toxic Spikes, Defog, Stealth Rock, status-inflicting moves (minus Teeter Dance), all moves that alter the target's stats (except Defog and Memento), Attract, and Block.
Typing
Weaknesses: Ground (2x), Fire (2x)
Neutrality: Water, Electric, Ghost, Dark, Fighting, Bug
Resistances: Normal (2x), Grass (2x), Ice (2x), Poison (0x), Flying (2x), Psychic (4x), Rock (2x), Dragon (2x), Steel (2x)
____________________________________________
100 HP
100 Atk
100 Def
100 SpA
100 SpD
100 Speed
Movepool
Level Up Movepool
B: Wish
B: Confusion
Lv. 5: Rest
Lv. 10: Swift
Lv. 15: Helping Hand
Lv. 20: Psychic
Lv. 25: Refresh
Lv. 30: Rest
Lv. 35: Zen Headbutt
Lv. 40: Double-Edge
Lv. 45: Gravity
Lv. 50: Healing Wish
Lv. 55: Future Sight
Lv. 60: Cosmic Power
Lv. 65: Last Resort
Lv. 70: Doom Desire
TM/HM Moves
TM03 - Psycho Shock
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM19 - Telekinesis
TM20 - Safeguard
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM32 - Double Team
TM33 - Reflect
TM37 - Sandstorm
TM40 - Aerial Ace
TM42 - Facade
TM44 - Rest
TM48 - Troll
TM53 - Energy Ball
TM56 - Fling
TM57 - Charge Beam
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM77 - Psych Up
TM85 - Dream Eater
TM86 - Grass Knot
TM87 - Swagger
TM89 - U-Turn
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
Notable Gen IV Attacks
TM76 - Stealth Rock
Tutor - Ice Punch
Tutor - Fire Punch
Tutor - ThunderPunch
Tutor - Trick
Tutor - Iron Head
Tutor - Magic Coat
Event - Draco Meteor
Notable Gen III Attacks
Tutor - Body Slam
Move Info
Doom Desire: 140 BP / 100 Accuracy steel-type special attack. Strikes two turns after use.
Psycho Shock: 80 BP / 100 Accuracy Psychic special attack. Strikes the opponent on their physical defense stat.
Magic Coat: - BP / - Accuracy. Reflects the following moves back onto the opponent: Whirlwind, Roar, Disable, Spite, Spikes, Foresight, Encore, Torment, Taunt, Odor Sleuth, Miracle Eye, Embargo, Heal Block, Toxic Spikes, Defog, Stealth Rock, status-inflicting moves (minus Teeter Dance), all moves that alter the target's stats (except Defog and Memento), Attract, and Block.
Typing
Weaknesses: Ground (2x), Fire (2x)
Neutrality: Water, Electric, Ghost, Dark, Fighting, Bug
Resistances: Normal (2x), Grass (2x), Ice (2x), Poison (0x), Flying (2x), Psychic (4x), Rock (2x), Dragon (2x), Steel (2x)
____________________________________________
Jirachi has always been an excellent pokemon, sporting an excellent 9 resistances, a mere 2 weaknesses, having access to a wide movepool, and well-rounded stats to take advantage of its many options. The transition from Gen III to IV saw an expansion of its physical movepool and support options, and the trend continues on into Black and White. The lack of an alternative ability from the Dream World isn't an issue for Jirachi, either, as Serene Grace greatly aids in its success. Here are some possible sets:
Jirachi@Leftovers
Timid; 252 HP / 24 SpA / 232 Speed
- Substitute
- Calm Mind
- Psycho Shock / Psychic
- Thunderbolt / HP Fighting
Jirachi's flagship set returns with a new toy this time around. While Jirachi previously relied on its bulk, typing, and ability to eventually 2HKO Blissey with Psychic, it can now much more rapidly decimate the pink blob with the use of Psycho Shock. The speed EVs allow it to outpace Jolly Ononokusu, which Jirachi nicely checks thanks to its Steel typing and bulk. Maximum HP allows it to set up on Blissey, and the remainder is thrown into SpA. HP Fighting is an option over Thunderbolt to deal with Sazando and Warubiaru.
The choice between Psycho Shock and Psychic depends on the needs of the team. As previously stated, Psycho Shock allows Jirachi to easily bypass the likes of Snorlax and Blissey. Psychic, however, allows Jirachi to inflict more damage to the bulky ground types that tend to have lower SpD than they do Def, which is relevant as their STAB Earthquake can foil Jirachi's plan.
Jirachi@Leftovers
Timid; 24 HP / 252 SpA / 232 Speed
- Wish
- Calm Mind
- Doom Desire
- Substitute / HP Ground / Magic Coat
This Jirachi attempts to utilize its bulk in conjunction with its signature and exclusive move, Doom Desire, to systematically weaken the opponent's team. Doom Desire is now a 140 base power steel special attack that is perfectly accurate, allowing Jirachi to inflict serious damage. Wish keeps Jirachi healthy, while Calm Mind further boosts its power. The final choice is a matter of deciding whether status or Taunt is more threatening. Substitute will protect Jirachi from status attacks and act as a temporary buffer against damage which, when paired with its high speed and Wish, could allow Jirachi to survive for a very long time. On the other hand, HP Ground allows Jirachi to strike Heatran, Magnezone, Shandaraa, and other pokemon that resist the steel-type, thus rendering Doom Desire less effective. Finally, Magic Coat reflects Taunt and Status back onto the enemy, protecting Jirachi from disruption. The only downside is the low PP of Doom Desire, which is somewhat remedied by HP Ground.
Jirachi@Choice Scarf
Jolly; 6 HP / 252 Atk / 252 Speed
- Ice Punch
- Iron Head
- Fire Punch
- Trick / Thunderpunch
Jirachi's Scarf set returns from DP, perhaps with more utility than before due to the amount of pokemon wandering around the 90-100 base speed range. Jirachi's typing continues to assist it, providing it ample switch-in opportunities against the likes of Sazando, Terakion, and other threatening sweepers. Choice Band is viable, but best left to other, harder hitting threats of this generation.
Jirachi@Leftovers
Jolly; 252 HP / 24 Def / 232 Speed
- Wish
- Iron Head
- Body Slam / Thunder Wave
- Stealth Rock / Magic Coat / Reflect / Light Screen
Jirachi has plenty of support options available to it, and this set features a few of them. Wish allows Jirachi to keep itself and its teammates healthy, while Iron Head provides some form of offense. Body Slam allows Jirachi to paralyze Ground-types and pokemon immune to Thunder Wave, but the latter is generally more reliable. The last slot is basically dedicated to fitting the needs of the team. With its bulk, speed, and reliable Recovery, Jirachi is arguably one of the best users of Stealth Rock, a move that is scarcely distributed among the newer pokemon. Furthermore, Jirachi has nothing to lose from retaining its Gen IV moves, as it gets neither breeding moves or a Dream World ability. Magic Coat allows Jirachi to send SR and spikes back to the enemy, among other things, but they can always switch in later and set up regardless. The screens provide added defense to the pixie.
Jirachi@Choice Specs
Modest/Timid; 80 HP / 252 SpA / 176 Speed
- Psychic
- Thunderbolt
- Doom Desire
- HP Fighting / HP Ground
Specs Jirachi can hit quite hard off the bat with its STAB Psychic, while Doom Desire is effectively a 210 base power attack that will strike down anything that switches in two turns later (and will pair with any offensive attack you may use on that turn). Thunderbolt is a staple on many special Jirachi sets as it provides excellent neutral coverage, and this case is no exception. The final slot is best used with HP Fighting, as it 2HKOs both Heatran and Tyranitar, but HP Ground fails to 2HKO even 4/0 Tyranitar. Despite this, the latter option quickly punishes both Shandaraa or Magnezone attempting to trap the shooting star.
The EVs allow Jirachi some bulk and the ability to outrun neutral base 90s or positive base 90s, depending on the nature of course. Maximum special attack is a given. Jirachi's typing affords it many opportunities to switch in and blast something, and the relative rarity of a Specs set allows Jirachi to to potentially devastating damage, as it calculates based on the SpD of the opponent currently in play. Because most switch-ins to Jirachi are ground-types with average SpD at best, this could really put the opponent under pressure later on in the match.
Generally speaking, Jirachi has improved this generation. With such hard hitters, it seems more and more that resistances will be just as important as pure defensive stats, and Jirachi has both, being notoriously difficult to 2HKO with a neutral move. Its offensive abilities are not limited, and have actually grown, while the same is true of its support options. How Jirachi fits into the metagame remains to be seen, but the diversity it wields will no doubt grant it a niche. Any thoughts?