Competitive Information for Jirachi [Ruby/Sapphire]

Competitive Pokemon Ruby/Sapphire Movesets and Strategies for Jirachi jirachi
Base Stats for Jirachi

Steel / Psychic

Abilities:
Serene GraceSerene Grace: This Pokemon's moves have their secondary effect chance doubled.


Evolutions / Family:
Jirachi

Weakness Chart for Steel/Psychic-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
0.5x
  
  
2x
0.5x
  
0.5x
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
0.5x
0.5x
0x
0.25x
0.5x
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for JirachiVisit Serebii's Pokedex for location, breeding, and other game details about JirachiVisit Bulbapedia for more information about JirachiVisit Pikalytics for competitive usage stats on Jirachi

Movesets for Singles


What is a good competitive moveset for Jirachi? These builds have been optimized for Pokemon competing in Ruby/Sapphire Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Ruby/Sapphire generation metagame.


Common team mates for Jirachi in Pokemon Ruby/Sapphire:

ZapdosSkarmoryGengarSuicuneDugtrioClaydolMiloticHeracrossFlygonLudicoloCacturneJynx


Jirachi is a wonderful Steel and Psychic-typed Pokemon. It's pretty usual to see Jirachi show up as a Ruby/Sapphire opponent. Jirachi's only type-related weaknesses are Fire and Ground.


Species: Jirachi
Item: Leftovers / Choice Band
Ability: Serene Grace
Nature: Sassy (+SpD, -Spe)
EVs: 248 Hp / 44 Atk / 68 Def / 148 SpD
Moveset:
- Calm Mind
- Protect
- Toxic
- Wish / Body Slam

Double Wall Jirachi (Analytic)

Jirachi is a legendary Double Wall. It is designed to have enough defenses and bulk to take both physical and special hits. In the old days prior to Generation IV, a move's damage category was determined by its type. Leftovers are always a great recovery option to ensure Jirachi last longer regaining it's health points every turn. Choice Band will increase the damage of Jirachi's physical moves by 1.5x at the cost of locking you into the first move you pick. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Calm Mind is a status move (raises your Jirachi's special attack and special defense by 1 stage).
Protect is a status move (prevents moves from affecting your Jirachi this turn).
Toxic is a status move (badly poisons the target).
Wish is a status move (next turn, heals 50% of the recipient's max hp).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).




Species: Jirachi
Item: Leftovers / Choice Band
Ability: Serene Grace
Nature: Bold (+Def, -Atk)
EVs: 252 Hp / 224 Def / 32 Spe
Moveset:
- Calm Mind / Calm Mind
- Protect
- Protect
- Wish / Wish

Physical Wall Jirachi (Analytic)

Jirachi is a legendary Physical Wall. This moveset attempts to take a large amount of physical hits while dealing some decent damage. Remember before Generation IV, a move's damage category was determined by its type. Leftovers are always a great recovery option to ensure Jirachi last longer regaining it's stamina every turn. Choice Band will increase the damage of Jirachi's physical moves by 1.5x at the cost of locking you into the first move you pick. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Calm Mind is a status move (raises your Jirachi's special attack and special defense by 1 stage).
Calm Mind is a status move (raises your Jirachi's special attack and special defense by 1 stage).
Protect is a status move (prevents moves from affecting your Jirachi this turn).
Protect is a status move (prevents moves from affecting your Jirachi this turn).
Wish is a status move (next turn, heals 50% of the recipient's max hp).
Wish is a status move (next turn, heals 50% of the recipient's max hp).

Note: This moveset is considered Taunt bait! It is highly recommended you typically have atleast one move that does actual damage!




Species: Jirachi
Item: King's Rock / Razor Fang
Ability: Serene Grace
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Shadow Ball
- Mud-Slap
- Wish

Physical Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. Keep in mind back before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Jirachi's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Mud-Slap is a physical 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).
Wish is a status move (next turn, heals 50% of the recipient's max hp).




Species: Jirachi
Item: King's Rock / Razor Fang
Ability: Serene Grace
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Confusion
- Thunderbolt
- Fire Punch
- Ice Punch

Special Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Special Sweeper. It's primary goal is to take down the opponent's team with high-damaging special attacks. In the dark days prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Jirachi's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Confusion is a special STAB-boosted 50-base power Psychic-type move (10% chance to confuse the target).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).
Ice Punch is a special 75-base power Ice-type move (10% chance to freeze the target).



Movesets for Doubles


What is a good doubles moveset for Jirachi? These builds have been optimized for Ruby/Sapphire Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Ruby/Sapphire generation metagame.


Common team mates for Jirachi in Pokemon Ruby/Sapphire:

ZapdosSkarmoryGengarSuicuneDugtrioClaydolMiloticHeracrossFlygonLudicoloCacturneJynx


Species: Jirachi
Item: King's Rock / Razor Fang
Ability: Serene Grace
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Shadow Ball
- Mud-Slap
- Wish

Doubles Physical Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Physical Sweeper. It's primary goal is to take down the opponent's team with brute physical power. In the old days prior to Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Jirachi's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Double-Edge is a physical 120-base power Normal-type move (has 1/3 recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Shadow Ball is a physical 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Mud-Slap is a physical 20-base power Ground-type move (100% chance to lower the target's accuracy by 1 stage).
Wish is a status move (next turn, heals 50% of the recipient's max hp).




Species: Jirachi
Item: King's Rock / Razor Fang
Ability: Serene Grace
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Confusion
- Icy Wind
- Thunderbolt
- Fire Punch

Doubles Special Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Before Generation IV, a move's damage category was determined by its type. Life Orb boosts the power of Jirachi's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Confusion is a special STAB-boosted 50-base power Psychic-type move (10% chance to confuse the target).
Icy Wind is a special 55-base power Ice-type move (100% chance to lower the foes speed by 1 stage).
Thunderbolt is a special 95-base power Electric-type move (10% chance to paralyze the target).
Fire Punch is a special 75-base power Fire-type move (10% chance to burn the target).



Movepool


Wondering what moves can Jirachi learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Confusion
50
100%
25
10% chance to confuse the target.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Fire Punch
75
100%
15
10% chance to burn the target.
Future Sight
80
90%
15
Hits two turns after being used.
Ice Punch
75
100%
15
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Water Pulse
60
100%
20
20% chance to confuse the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Body Slam
85
100%
15
30% chance to paralyze the target.
Doom Desire
120
85%
5
Hits two turns after being used.
Double-Edge
120
100%
15
Has 1/3 recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
70%
20
Lowers the target's accuracy by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
85%
10
Badly poisons the target.
Wish
--
--
10
Next turn, heals 50% of the recipient's max HP.

Combo List


These are a list of several common move combinations Jirachi can perform in Ruby/Sapphire. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive RS Move and Ability Combos for Jirachi

Create a build


Have an idea in mind for Jirachi that you'd like to test? Customize the IVs, EVs and their Ruby/Sapphire moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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