Competitive Information for Jirachi [Sun/Moon]

Competitive Pokemon Sun/Moon 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
Fairy
Fighting
Fire
Flying
Ghost
  
2x
0.5x
  
0.5x
  
2x
0.5x
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
0.5x
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 Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Jirachi in Pokemon Sun/Moon:

ZapdosChanseyTapu%20FiniTornadus-TherianClefableDiancie-MegaDittoVenusaur-MegaHoopa-UnboundMeloettaTangrowthKeldeo


Jirachi is an extraordinary Steel and Psychic-typed Pokemon. It's usual to see Jirachi show up as a Sun/Moon opponent. Jirachi is weak to Dark, Fire, Ghost, and Ground-typed attacks.


Species: Jirachi
Item: Leftovers / Choice Scarf
Ability: Serene Grace
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Iron Head
- U-turn
- Healing Wish / Heart Stamp
- Wish / Body Slam

Physical Sweeper Jirachi (Popular/Trending)

Jirachi is a legendary Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Jirachi last longer regaining it's HP every turn. Choice Scarf will increase Jirachi's speed by 1.5x but will lock you into the first move you pick. With Serene Grace, Jirachi's moves have their secondary effect chance doubled.

Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
U-turn is a physical 70-base power Bug-type move (Jirachi switches out after damaging the target).
Healing Wish is a status move (Jirachi faints. replacement is fully healed).
Heart Stamp is a physical STAB-boosted 60-base power Psychic-type move (30% chance to flinch the target).
Wish is a status move (next turn, 50% of your Jirachi's max hp is restored).
Body Slam is a physical 85-base power Normal-type move (30% chance to paralyze the target).




Species: Jirachi
Item: Steelium Z / King's Rock
Ability: Serene Grace
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Meteor Mash / Iron Head
- Double-Edge / Return
- Zen Headbutt / Heart Stamp
- Play Rough

Physical Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Physical Sweeper. This moveset attempts to take down the opponent's team with brute physical power. 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.

Meteor Mash is a physical STAB-boosted 90-base power Steel-type move (20% chance to raise your Jirachi's attack by 1 stage).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Heart Stamp is a physical STAB-boosted 60-base power Psychic-type move (30% chance to flinch the target).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).




Species: Jirachi
Item: Psychium Z / King's Rock
Ability: Serene Grace
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Flash Cannon
- Draco Meteor
- Moonblast

Special Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. 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).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Flash Cannon is a special STAB-boosted 80-base power Steel-type move (10% chance to lower the target's special defense by 1 stage).
Draco Meteor is a special 130-base power Dragon-type move (lowers your Jirachi's special attack by 2 stages).
Moonblast is a special 95-base power Fairy-type move (30% chance to lower the target's special attack by 1 stage).




Species: Jirachi
Item: Leftovers
Ability: Serene Grace
Nature: Timid (+Spe, -Atk)
EVs: 252 Hp / 4 SpA / 252 Spe
Moveset:
- Psyshock
- Calm Mind
- Substitute
- Thunder

Jirachi Support (Rain Sweep Jirachi)

Jirachi is a legendary Support. Leftovers are always a great recovery option to ensure Jirachi last longer regaining it's life every turn. With Serene Grace, Jirachi's moves have their secondary effect chance doubled. Jirachi's the primary sweeper of my team. Being able to create 101 sub's is a blessing, letting the wishmaker come in and set up on either Chansey or Blissey. Appreciating the rain from Politoed, Jirachi enjoys the 60% paralysis rate, as well as being able to deal with special walls in the form of Psyshock. The EV Spread gives Jirachi the most overall bulk, while being able to maintain a 328 speed.

Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Calm Mind is a status move (raises your Jirachi's special attack and special defense by 1 stage).
Substitute is a status move (Jirachi takes 1/4 its max hp to put in a substitute).
Thunder is a special 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).



Movesets for Doubles


What is a good doubles moveset for Jirachi? These builds have been optimized for Sun/Moon 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 Sun/Moon generation metagame.


Common team mates for Jirachi in Pokemon Sun/Moon:

ZapdosChanseyTapu%20FiniTornadus-TherianClefableDiancie-MegaDittoVenusaur-MegaHoopa-UnboundMeloettaTangrowthKeldeo


Species: Jirachi
Item: Steelium Z / King's Rock
Ability: Serene Grace
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Meteor Mash / Iron Head
- Double-Edge / Return
- Zen Headbutt / Heart Stamp
- Play Rough

Doubles Physical Sweeper Jirachi (Serene Grace)

Jirachi is a legendary Physical Sweeper. It's meant to take down the opponent's team with brute physical power. 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.

Meteor Mash is a physical STAB-boosted 90-base power Steel-type move (20% chance to raise your Jirachi's attack by 1 stage).
Iron Head is a physical STAB-boosted 80-base power Steel-type move (30% chance to flinch the target).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Zen Headbutt is a physical STAB-boosted 80-base power Psychic-type move (20% chance to flinch the target).
Heart Stamp is a physical STAB-boosted 60-base power Psychic-type move (30% chance to flinch the target).
Play Rough is a physical 90-base power Fairy-type move (10% chance to lower the target's attack by 1 stage).




Species: Jirachi
Item: Fairium Z / King's Rock
Ability: Serene Grace
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Psychic / Psyshock
- Flash Cannon
- Draco Meteor

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. 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.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Flash Cannon is a special STAB-boosted 80-base power Steel-type move (10% chance to lower the target's special defense by 1 stage).
Draco Meteor is a special 130-base power Dragon-type move (lowers your Jirachi's special attack by 2 stages).



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
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Doom Desire
140
100%
5
Hits two turns after being used.
Draco Meteor
130
90%
5
Lowers the user's Sp. Atk by 2.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Flash Cannon
80
100%
10
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Moonblast
95
100%
15
30% chance to lower the target's Sp. Atk by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
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.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Heart Stamp
60
100%
25
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Last Resort
140
100%
5
Fails unless each known move has been used.
Meteor Mash
90
90%
10
20% chance to raise the user's Attack by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Power-Up Punch
40
100%
20
100% chance to raise the user's Attack by 1.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Thunder Punch
75
100%
15
10% chance to paralyze the target.
U-turn
70
100%
20
User switches out after damaging the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk 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
--
100%
20
Lowers the target's accuracy by 1.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Happy Hour
--
--
30
No competitive use.
Healing Wish
--
--
10
User faints. Replacement is fully healed.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Iron Defense
--
--
15
Raises the user's Defense by 2.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Lucky Chant
--
--
30
For 5 turns, shields user's party from critical hits.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
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.
Recycle
--
--
10
Restores the item the user last used.
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.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
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
--
85%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.

Combo List


These are a list of several common move combinations Jirachi can perform in Sun/Moon. 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 SM 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 Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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