OU Jirachi

Hilomilo

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[OVERVIEW]

Jirachi's above average bulk and great defensive typing give it a place in OU as one of the metagame's most consistent and reliable checks to Tapu Lele. Alongside checking Tapu Lele, it is able to adequately cover other important threats, like Latios, Tapu Bulu, and Magearna, as well as capitalize on its access to Serene Grace and great utility options in Stealth Rock, Healing Wish, and Body Slam to easily support its team. Jirachi is no slouch offensively either, as its decent 100/100 offenses and good Speed with a Choice Scarf give it the option of revenge killing foes or wearing its checks down with fast pivoting to a decent degree of consistency. Unfortunately, despite Jirachi's good typing, it is vulnerable to the tier's ever-present Ground-types in Landorus-T and Zygarde, as well as to common types in Ghost, Dark, and Fire. Jirachi's offensive sets can also struggle at times due to its rather average Speed and power, meaning that faster Choice Scarf users such as Greninja, Garchomp, and Gengar can all heavily pressure it, while bulky offensive threats like Alolan Marowak, Zygarde, and Zapdos can tank a hit or two and retaliate with powerful attacks.

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Iron Head
move 3: U-turn
move 4: Healing Wish
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Stealth Rock allows Jirachi to support its team by setting up entry hazards, which it can set up consistently thanks to its good typing and bulk. Iron Head is an extremely useful STAB attack, as it hits Fairy-types super effectively and has a whopping 60% chance to make slower foes flinch. U-turn allows Jirachi to generate momentum as well as pivot out of switch-ins that would otherwise trouble it, such as Landorus-T and Heatran. Healing Wish is an extremely useful support move that allows Jirachi to sacrifice itself in order to fully heal a teammate, which can be useful for helping a teammate sweep late-game. Body Slam and Thunder Wave are both options over Healing Wish, as they can provide Jirachi with a way to support its team in terms of speed control. Wish can be run as an alternative to Healing Wish but isn't preferred due to its inability to heal status or generate momentum as well. Fire Punch is also an option to hit Steel-types like Ferrothorn and Celesteela super effectively, but it also isn't usually preferred due to the greater utility of Jirachi's other attacks.

Set Details
========

Near-maximum investment in HP alongside heavy investment in Special Defense gives Jirachi high special bulk, allowing it to check the likes of Tapu Lele, Nihilego, and Magearna. The remaining EVs are invested in Speed. This allows Jirachi to most notably outspeed Adamant Tapu Bulu and threaten it with Iron Head while also outpacing the likes of Magnezone, which it can then pivot out of, and Tyranitar. Heavier Speed investment can be run to let Jirachi outpace Pokemon like Modest Tapu Lele and maximum investment base 70 Speed threats, though this usually isn't preferred due to the loss in bulk. Leftovers provides Jirachi with valuable passive recovery at the end of each turn and also allows it to negate burn damage if need be. Serene Grace is Jirachi's only possible ability, and provides it with a useful 60% flinch chance on Iron Head.

Usage Tips
========

This set's main function is to support teammates that appreciate either Healing Wish or Stealth Rock support. Due to the nature of this set, Jirachi should almost always aim to set up Stealth Rock when sent out. Clefable, Tapu Lele, and Magearna are all good examples of Pokemon Jirachi checks; thus, it should try to switch into and set up Stealth Rock against them. Jirachi's slow U-turn is one of this set's biggest perks, and it can be used to generate momentum on predicted switches into threats that check Jirachi, such as Landorus-T and Alolan Marowak, or when Jirachi wishes to tank a hit and bring in a frailer teammate afterward. Because Healing Wish KOes Jirachi, the move shouldn't be used prematurely and should only be used once Jirachi is low on HP, as using Healing Wish right away would be a bit of a waste of a rather tanky Pokemon. Healing Wish allows a teammate of Jirachi that can sweep late-game, such as Zygarde or Mega Pinsir, punch holes early-game and proceed to clean up later once its health has been restored. Iron Head should mainly be used against threats that take heavy damage from the move that could potentially pose a threat to the rest of Jirachi's team, such as Tyranitar, Tapu Bulu, and Mamoswine.

Team Options
========

This set is best for primarily offensive teams, as it provides fantastic support in the forms of Healing Wish, entry hazards, and free turns provided by Jirachi's slow U-turn. Powerful setup sweepers that are capable of cleaning up late-game such as Landorus-T, Mega Pinsir, and Volcarona all appreciate the Healing Wish support Jirachi can provide them with, as it allows these threats to punch holes early-game and restore any damage or status ailments inflicted to sweep later on. Powerful wallbreakers such as Greninja, Tapu Lele, Gengar, and Tapu Koko also make good teammates, as they appreciate Jirachi's ability to bring them in safely with its slow U-turn. Jirachi generally has great synergy with Rotom-W, which can form a VoltTurn core with it thanks to its access to Volt Switch as well as check most Fire-, Dark-, and Ground-types. Answers to Zygarde, such as Tapu Bulu, Tapu Fini, and Tangrowth, make useful teammates due to Jirachi's tendency to invite Zygarde in, while the same can be said for Landorus-T, which can be taken care of by Weavile, Rotom-W, and Greninja, and Ash-Greninja, which Magearna and Tapu Fini can take care of.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Wish
move 3: Protect
move 4: U-turn
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Iron Head is Jirachi's main STAB attack, as it has a useful 60% chance to make slower targets flinch. Wish and Protect can together allow Jirachi to recover health over the course of two turns and PP stall certain foes in the process. Jirachi can also pass Wish to its teammates to restore their health. U-turn is an option for this set if Jirachi wishes to provide its team with slow pivot support. Body Slam is an option over U-turn that has a good 60% chance to paralyze foes and can be used alongside Iron Head to help Jirachi pick off threats with its infamous paraflinch tactics. Toxic is another option over U-turn, as it cripples defensive switch-ins and allows Jirachi to put some of its common checks in Landorus-T and Garchomp on a timer. Psychic is also an option over U-turn for hitting Toxapex and Landorus-T much harder than Iron Head. It does, however, come at the cost of reliably checking Tapu Bulu and Tapu Lele.

Set Details
========

56 EVs are invested in Speed to allow Jirachi to outpace several defensive threats as well as the likes of Adamant Breloom and Tyranitar. The remaining EVs are pooled into Jirachi's HP and Special Defense stats, allowing it to comfortably tank special hits from the likes of Magearna, Tapu Lele, and Latios. Leftovers provides Jirachi with passive recovery at the end of every turn, as well as additional recovery alongside Wish. Serene Grace is useful for giving Iron Head a 60% chance flinch rate.

Usage Tips
========

Due to the specially defensive nature of this set, Jirachi should aim to use its typing and bulk to switch into and defensively check Pokemon like Mega Alakazam, Tapu Lele, and Nihilego. Wish has two uses in that Jirachi can use it alongside Protect to heal itself or, when at full health, pass Wish to a teammate to restore its health. Wish can also be used on predicted switches, as it will allow Jirachi to attack if healthy or easily pass its Wish to a teammate. Jirachi's typing allows it to force several switches and thus give itself a lot of free turns. On said free turns, Jirachi should use Wish or U-turn, as from there it can attempt to pass Wishes to teammates or generate momentum for its team.

Team Options
========

Due to this set's good defensive prowess, ability to inflict foes with status, and reliable recovery, it is best utilized on defensively-oriented teams, as offensive teams often won't appreciate this set's tendency to sap momentum. Defensive Pokemon that are pressured by Tapu Lele, such as Amoonguss, Mega Sableye, and Toxapex, appreciate Jirachi's ability to switch into and check it. Pokemon that can switch into Earthquake and deal with Ground-type attacks in general such as Tangrowth, Tapu Bulu, and Ferrothorn are also good teammates, as they can help circumvent Jirachi's Ground-type weakness. Water-types like Toxapex, Suicune, and Keldeo are also generally useful teammates due to their ability to deal with Heatran as well as a few other Fire-types that can easily pressure Jirachi. Lastly, Pokemon that appreciate the Wish support Jirachi provides such as Ferrothorn, Alolan Muk, and Landorus-T make good teammates due to their ability to benefit from its support.

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

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

Iron Head's decent power and high flinch chance allow it to aid Jirachi in outpacing and annoying a large portion of the metagame. U-turn is useful for giving Jirachi a way of generating momentum as well as doing chip damage to foes earlier on in the match. Healing Wish is useful given Jirachi's good Speed, as it allows Jirachi to quickly bring a teammate back to full health if it is dead weight or is low on health. Fire Punch allows Jirachi to pressure Steel-types like Mega Metagross and Celesteela, which otherwise wall it, though Heart Stamp is also an option for hitting Keldeo and flinching foes thanks to Serene Grace. It is quite weak, however.

Set Details
========

Maximum Speed investment a Jolly nature, and a Choice Scarf all aid Jirachi in outpacing the entire unboosted metagame. Maximum investment in Attack is useful for giving Jirachi as much power with a neutral nature as possible. Serene Grace is extremely useful alongside Jirachi's good Speed, as it allows Jirachi to more often than not outspeed foes and make them flinch with Iron Head and Heart Stamp.

Usage Tips
========

U-turn is a particularly useful move on this set, as it allows Jirachi to both do chip damage and switch out of threats looking to counter it and thus generate momentum. Momentum can easily be generated by switching Jirachi into predicted resisted attacks, such as Tapu Lele's Psychic or Moonblast, Mimikyu's Play Rough, and Latios's STAB attacks, and using U-turn afterward. Healing Wish should only be used once Jirachi is weakened in order to make full use of its other moves, as well as when a teammate that is weakened could potentially win if fully healed. Fire Punch and Heart Stamp generally aren't preferred unless Jirachi's team is vulnerable to a threat hit hard by these moves, such as Ferrothorn, Magnezone, or Keldeo.

Team Options
========

Due to the nature of this set, it is best for offensively oriented teams. Pokemon that can make good use of the momentum U-turn generates, such as Weavile, Tapu Bulu, Gengar, and Keldeo, all make good teammates. Tapu Koko, Rotom-W, and Magnezone all make exceptional partners due to their ability to use Volt Switch to form a VoltTurn core with Jirachi. Pokemon that benefit from Healing Wish to pull off late-game sweeps while punching holes early game make great teammates. Examples include Mega Charizard X, Gyarados, Garchomp, and Volcarona. Bulky Water- and Ground-types severely hinder Jirachi, as they prevent it from freely spamming Iron Head. As a result, Pokemon capable of breaking those foes, such as Manaphy, Tapu Bulu, and Serperior, all adequately support Jirachi. Due to this set's general inability to deal with setup sweepers like Salamence, Gyarados, and Volcarona, checks to these threats are appreciated as teammates. Skarmory and Celesteela can easily take care of Salamence, while Toxapex can check Volcarona and Mega Charizard X. Lastly, reliable answers to Volcarona, such as Heatran, Terrakion, and Zygarde, are capable of circumventing Jirachi's slight tendency to let it in for free and grant it setup opportunities.

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

Z-Happy Hour is a potent set for Jirachi, as it can boost all of its sets by one stage and use its expansive mixed attacking movepool to attempt sweeping late-game. Unfortunately, Jirachi will require quite a bit of support in order to sweep with this set, may struggle to find setup opportunities, and will still lack in power after the boosts. An Expert Belt set with moves like Icy Wind and Hidden Power Ground can also be put to fair use, though Jirachi will usually provide more for its team with the main sets listed. Psychium Z is an option for hitting the likes of Toxapex, Amoonguss, and Landorus-T quite hard, but generally isn't as effective as the sets listed above. Thunder Wave can be used over Body Slam for its guaranteed paralysis upon hitting opponents, though Jirachi usually prefers doing chip damage with Body Slam and being able to paralyze Ground-types. Jirachi has access to a plethora of other utility moves that aren't listed in the above sets, such as dual screens, Trick Room, and Icy Wind. Unfortunately, none of these moves can be put to as reliable of a use as any of Jirachi's other options and as a result aren't usually preferred.

Checks and Counters
===================
**Heatran**: Jirachi lacks a move capable of hitting Heatran for sufficient damage even after a boost, while in return, Heatran can threaten Jirachi with super effective STAB attacks and set up Stealth Rock. It should fear paralysis, however.

**Water-types**: Jirachi's general lack of power often keeps it from hitting bulky Water-types like Toxapex, Slowbro, Mantine, and Rotom-W for good damage. Scald burns also heavily threaten Jirachi.

**Ground-types**: Bulky Ground-types like Landorus-T, Zygarde, Gliscor, and Quagsire pose quite the big threat to Jirachi, as all can tank a hit and in return threaten Jirachi with powerful super effective STAB attacks. All, however, must be wary of getting poisoned by the SubToxic set.

**Dark-types**: Greninja, Bisharp, and Weavile are all capable of forcing Jirachi out with their super effective STAB attacks and Pursuit trapping it in the latter two's case. Weavile, however, must look out for Iron Head.

**Fire-types**: Alongside Heatran, the likes of Volcarona, Mega Charizard Y, and Mega Charizard X can tank an Iron Head or two and heavily pressure Jirachi with their super effective STAB attacks. All must be wary of paralysis from Body Slam, however.

**Residual Damage**: Jirachi doesn't take too kindly to having burn negate its Leftovers, and it also doesn't appreciate having a decent amount of HP cut from entry hazards if it's constantly switching in and out with U-turn. Rocky Helmet, Iron Barbs, and Rough Skin are all particularly threatening, as these items and abilities discourage Jirachi from attacking.
 
Last edited:

Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus
Just a few things to note:

- Make a stronger mention in the Overview to stress Rachi's ability to check Tapu Lele, as that is realistically one if the main reasons why you're using Rachi in this metagame.
- I also would probably not mention Mega Pinsir in the overview, given how many if them have now started to run Earthquake, more specifically on NJNP's Webs team.
- I'd remove the Z-Happy Hour mention from the Overview too; it's just not a relevant set and doesn't have its own set, so I just wouldn't mention it.

These are the only things I had to say from skimming through, great work!
 

kumiko

formerly TDK
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Overview

When talking about common threats it checks, I would most definitely not mention Latios or Mega Pinsir, as it neither are that common and it does not check Mega Pinsir. Also most definitely bring up Tapu Lele, it's one of the best checks to it and is the best check that gets Rocks.

Stealth Rock

I'd support mentioning Wish as a possible alternative to Healing Wish in move details.

Remove Bronzong. Like, firstly Bronzong isn't a good or relevant Pokemon. Second, Jirachi loses one on one. Pretty much every Bronzong runs Earthquake, and none should use anything else, and even if they didnt have EQ it still wins one on one unless Jirachi has Fire Punch. Jirachi can be swapped carelessly into certain Pokemon to get em up but it shouldnt be recommended unless it's unimportant in a matchup. Not sure why Skarmory is listed as a "threat" but you could make it say Pokemon instead of threats. Also make sure to emphasis how important it is not to Healing Wish prematurely as it could open you up to something else on the enemies team.

I don't think the sweeper portion of team options is very accurate; first off, the sweepers you mentioned are very rare in the metagame at the moment, as most Zygardes are Banded and the other two are very rare. These sweepers are also not that good in the current meta, as Zard X struggles to find reason for usage over Volcarona and Scolipede's effectiveness as a sweeper has plummeted since it was used in SPL. You should most definitely mention Volcarona, other options to include are Landorus-T, Garchomp, Mega Mawile, CM Tapu Fini, and Mega Pinsir. Zygarde is still alright to include it's just not the most prevalent sweeper right now.

Also I would strongly recommend replacing Manaphy with Greninja in terms of "powerful wallbreakers" because Manaphy hasn't really been met with much success in SM.

SDef

Put a mention of Psychic in move details over Iron Head; this allows you to hit Toxapex very hard and deal some more damage to things like Lando-T, also doing most of the same stuff Iron Head did. Stuff like Lele may resist Psychic but with Wish it won't be able to break past Jirachi. However, hitting it hard from the get go is pretty important and so is hitting Bulu, being able to do some serious damage to Magearna, and being able to flinch in general is pretty clutch.

Also I would swap the mention of U-turn with the slash of Body Slam / Toxic; I think U-turn is what makes this Jirachi set viable in the meta, Body Slam doesn't really offer that much for Jirachi compared the ability to safely get out vs threats. I also don't think Toxic would be that good on this set in general but yeah.

Team Options; Wish Jirachi functions similarly to Healing Wish does, just has longevity and passes it to teammates on occasion; as such, I wouldn't make them that different, and definitely wouldn't call Mega Sableye the best teammate for the set.

SubToxic

Unless you've had loads of success or someone on QC disagrees I'd just remove this set and put it in OO; it really feels lackluster in this metagame dominated by Ground-types and other things that just abuse Jirachi and prevent it from successfully contributing to a game.

Scarf

Mention how Fire Punch hits Mega Metagross and Heart Stamp hits Keldeo

* Fire Punch and Heart Stamp generally aren't preferred unless Jirachi's team is in danger of a threat hit hard by these moves. Swords Dance Mega Scizor, Nasty Plot Thundurus, and Tail Glow Manaphy are all examples of times in which Jirachi should capitalize on either Fire Punch or Heart Stamp to function as an emergency stop to said threats.
Definitely either use more current examples for reasons to click those moves or reword the sentence as a whole; these mons/sets are very rarely found in OU nowadays.

Other Options

It's Z Happy Hour, not Z Celebrate. Wouldn't bother mentioning Sub CM or Zen Headbutt, don't think either have much practicality. Maybe Psychium Z could have some use? I haven't experimented with it so don't just assume it's worthwhile at all but from a theorymon standpoint it seems like it could warrant a spot in OO.

Remove mentions of Mega Sharpedo and Victini. I would definitely not make it act like Heatran should usually scout for HP Ground vs Jirachi, as your bit implies. Add Greninja somewhere pls.

1/3
 
Comments
[OVERVIEW]

* Jirachi's extremely well-rounded stats and expansive offensive and utility movepools allow it to effectively fulfill several roles on OU's offensive and defensive teams alike between its many viable sets.
* Its good typing and above average bulk allow it to reliably check common threats such as Magearna, Tapu Lele, and Nihilego. Mention that its one of the best Tapu Lele checks available and be sure to emphasize that first and foremost in the overview instead of highlighting its versatility (its only good set is SpD SR, really)
* In addition to checking the aforementioned threats, Jirachi can also use its typing to put its access to moves like Stealth Rock, Healing Wish, Toxic and Body Slam to proper use.
* Jirachi is also quite potent offensively, as it can use its 60% flinch chance on Iron Head to effectively run a Choice Scarf set, as well as attempt sweeping with Z-Happy Hour. Don't mention OO things in the overview (so axe the Z-Happy Hour mention). Also, Scarf is incredibly hard to fit on a team this gen, so maybe just mention that its an option instead of trying to pitch as a good one
* Unfortunately, despite Jirachi's good typing, it is weak to a few rather common attack types, such as Ground-, Dark-, and Fire-.
* Jirachi also struggles to maintain too notable of an offensive presence, as even when boosted, its low Attack can at times let it down against bulkier threats like Landorus-T and Celesteela.
* Jirachi's offensive sets can also struggle at times in that it has rather average Speed, meaning that faster Choice Scarf users such as Garchomp, Greninja, and Gengar can all heavily pressure it.

I'd cut down on the overview a bit. Something like

* Really good Tapu Lele check and reliable user of utility moves like Stealth Rock and Healing Wish (explains its main niche, also should probably mention that it also deals with Magearna + Nihilego I suppose)
* Expansive movepool gives it some other options as far as movesets or even sets
* Suffers from the omnipresence of Ground-types like Landorus-T and is also weak to Dark-, Fire-, and Ghost-type attacks (invites in Gengar on sacks, as well as Battle Bond Gren + Volc)

you obviously don't have to copy/paste that (in fact i encourage you not to do that) but i think it's a bit too long atm


[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Iron Head
move 3: U-turn
move 4: Healing Wish
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 252 HP / 200 SpD / 56 Spe make this 248 HP / 204 SpD / 56 Spe since cuz 252 HP is gross

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

* Stealth Rock allows Jirachi to properly support its team by setting up entry hazards, and can also be set up consistently thanks to Jirachi's good typing and bulk.
* Iron Head is an extremely useful STAB attack, as it hits Fairy-types super effectively and has a whopping 60% chance to flinch slower foes.
* U-turn allows Jirachi to generate momentum, as well as pivot out of switch-ins that would otherwise trouble it, such as Landorus-T or Skarmory. replace skarm with heatran imo
* Healing Wish is an extremely useful support move that allows Jirachi to sacrifice itself in order to fully heal a teammate, which can be useful for helping a teammate sweep late-game.
* Body Slam and Thunder Wave are both options over Healing Wish, as they can provide Jirachi with a way to support its team in terms of Speed control.
* Wish can be run as a possible alternative to Healing Wish, but isn't as preferred due to its inability to heal status or generate momentum as well.

Mention Fire Punch

Set Details
========

* Maximum investment in HP alongside heavy investment in Special Defense gives Jirachi adequate mixed bulk, allowing it to check the likes of Kyurem-B, Tapu Lele, and Nihilego. "adequate mixed bulk" should be changed to "high special bulk" since that's more accurate and also what you're aiming for. also you should list Tapu Lele, then Nihilego, then Magearna over what you currently have
* The remaining EVs are invested in Speed. This allows Jirachi to most notably outspeed Tapu Bulu and threaten it with Iron Head, while also outpacing the likes of Magnezone, which it can then pivot out of, and non Choice Scarf Tyranitar.
* Leftovers provides Jirachi with valuable passive recovery at the end of each turn, and also allows it to negate burn damage if need be.
* Serene Grace is Jirachi's only possible ability, but provides it with a useful 60% flinch chance on Iron Head.

Mention that more Speed can be used for things like +natured max EVs base 70s or even things like Modest Tapu Lele


Usage Tips
========

* This set's main function is as a source of support for teammates that may appreciate either Healing Wish or Stealth Rock support.
* Due to the nature of this set, Jirachi should almost always aim to set up Stealth Rock when sent out. Clefable, Tapu Lele, and Magearna are all good examples of Pokemon Jirachi checks, and should thus try switching into to set up Stealth Rock against. Mention Lele/Magearna first !_!
* Jirachi's slow U-turn is one of this set's biggest perks, and is capable of being used when predicting switches into threats that check Jirachi, such as Skarmory and Alolan Marowak, Skarm's a weird thing to mention imo since its almost stall-only this gen; mention heatran or landorus-t instead to generate momentum, or when Jirachi wishes to tank a hit and bring in a frailer teammate afterward.
* Because Healing Wish faints Jirachi, the move shouldn't be used prematurely and should only be used once Jirachi is low on HP, as using Healing Wish right away would be a bit of a waste of a rather tanky Pokemon.
* Healing Wish allows a teammate of Jirachi that wishes to sweep late-game, such as possibly Zygarde or Mega Charizard X, punch holes early game and proceed to clean up later once their health has been restored.
* Iron Head should mainly be used against threats that take heavy damage from the move that could potentially pose a threat to the rest of Jirachi's team, such as Mamoswine, Tapu Bulu, and Tyranitar.

Team Options
========

* This set is best for primarily offensive teams, as it provides fantastic support in the forms of Healing Wish, entry hazards, and free turns provided by Jirachi's slow U-turn.
* Powerful setup sweepers that are capable of cleaning up late-game such as Landorus-T, Mega Pinsir, and Volcarona all appreciate the Healing Wish support Jirachi can provide them with, as it allows these threats to punch holes early-game and restore any damage or status ailments taken to sweep later on. It also allows Mega Charizard X to forego using Roost for other coverage options.
* Powerful wallbreakers, such as Greninja, Tapu Lele, Gengar, and Tapu Koko also make good teammates, as they appreciate Jirachi's ability to bring them in safely with its slow U-turn. Talk about how Greninja can blow past things that come in on Jirachi (Lando, Heatran + Ferrothorn/Toxapex if carrying the right coverage)
* If Jirachi is on a more balanced or defensively-oriented team, it generally has great synergy with Rotom-W, who can form a VoltTurn core with Jirachi thanks to its access to Volt Switch, as well as check most Fire-, Dark-, and Ground-types. Balance wouldn't run a pivot core like Jirachi / Rotom since they get worn down super fast and are way more appropriate for bulky offense. Just say Rotom-W forms a good pivot core with Jirachi and the two can generate momentum via VoltTurn.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Wish
move 3: Protect
move 4: U-turn
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 228 SpD / 32 Spe make this 248 HP / 204 SpD / 56 Spe

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

* Iron Head is Jirachi's main STAB attack, as it has a useful 60% chance to flinch slower targets.
* Wish and Protect can together allow Jirachi to recover itself over the course of two turns, and PP stall certain foes in the process. Jirachi can also pass Wish to its opponents to restore their health, allowing it to function as a move that benefits both Jirachi and its teammates.
* U-turn is an option for this set if Jirachi wishes to provide its team with slow pivot support.
* Body Slam is an option over U-turn, and has a good 60% chance to paralyze foes, and can be used alongside Iron Head to help Jirachi pick off threats with its infamous Paraflinch tactics.
* Toxic is another option over U-turn, as it cripples defensive switch-ins and allows Jirachi to put some of its common checks in Landorus-T and Garchomp on a timer.
* Psychic is also an option for hitting Toxapex and Landorus-T much harder than Iron Head. It does, however, come at the cost of reliably checking Tapu Bulu and Tapu Lele, as well as flinching foes.

Set Details
========

* 32 EVs are invested in Speed allows Jirachi to outpace several defensive threats, as well as the likes of Adamant Breloom and Tyranitar. change this to reflect what I suggested above (32 Spe EVs to 56)
* The remaining EVs are pooled into Jirachi's HP and Special Defense stats, allowing it to comfortably tank special hits from the likes of unboosted Manaphy, Rotom-W, and Tapu Koko. uhhhh those are weird things to mention since Jirachi has no real business trying to check them. it's fine to just mention Lele/Magearna/Latios here
* Leftovers is useful for providing Jirachi with passive recovery at the end of every turn, as well as additional recovery alongside Wish.
* Despite being Jirachi's only ability, Serene Grace is useful for giving Iron Head a 60% chance flinch rate.

Usage Tips
========

* Due to the specially defensive nature of this set, Jirachi should aim to use its typing and bulk investment to switch into and defensively check Pokemon like Mega Alakazam, Tapu Lele, Nihilego, and more.
* Wish has two uses in that Jirachi can use it alongside to heal itself, or to at full health, pass a Wish to a teammate to restore their health. Wish can also be used on predicted switches, as it will allow Jirachi to attack if healthy or easily pass its Wish to a teammate.
* Jirachi's typing allows it to force several switches and thus give itself a lot of free turns. On said free turns, Jirachi should use Body Slam and Toxic, as both moves will allow it to reliably cripple most of its would-be switch-ins.
* Although Jirachi can check some physical attackers, such as Mega Pinsir, Breloom, and Mega Scizor, it shouldn't be relied on to take care of said threats, as its lack of any physically defensive investment leaves it susceptible to 2HKOs from these threats once they're boosted. uh, what? jirachi checks none of those three in any decent capacity ._. remove this bullet entirely

Team Options
========

* Due to this set's good defensive prowess, ability to inflict foes with status, and reliable recovery, it is best utilized on defensively-oriented teams, as offensive teams often won't appreciate Jirachi's tendency to sap momentum with this set.
* Dugtrio and Landorus-T also function as great partners. Dugtrio can use Arena Trap to reliably remove Pokemon that threaten Jirachi, such as Heatran and Excadrill, while Landorus-T can also check the aforementioned threats with Intimidate, and appreciates Jirachi's Wish support. Lando-T is a horrible Heatran check and Excadrill is a weird thing to mention since its relevance has died down significantly in SM. Just remove the entire bullet IMO
* Unless this set is being used on stall, it is best that Pokemon with good offensive presences are fit somewhere onto Jirachi's team. As a result, Alolan Marowak, Tapu Fini, Serperior, and Magearna all make good teammates, as they have some useful defensive qualities alongside great offensive presences. This is super general and the examples you provide barely have a decent reason provided for being a teammate. Axe this bullet entirely

This needs some heavy reworking. Talk about

Defensive teammates that hate Lele (Toxapex, Amoonguss, Venusaur)
Things that can deal with Earthquake defensively
Things that deal with Heatran (Water-types)
Things that appreciate Wish support


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

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

* Iron Head's decent power and high flinch chance allow it to aide Jirachi in outpacing and annoying a large portion of the metagame.
* U-turn is useful for giving Jirachi a way of generating momentum, as well as chipping foes earlier on in the match.
* Healing Wish is useful given Jirachi's good Speed, as it allows it to quickly bring a teammate back to full health under the circumstance that it is deadweight or is low on health.
* Fire Punch allows Jirachi to pressure Steel-types like Mega Metagross and Celesteela, which otherwise wall it, though Heart Stamp is also an option for hitting Keldeo and flinching foes thanks to Serene Grace. It is quite weak, however.

Set Details
========

* Maximum Speed investment with a Jolly nature and a Choice Scarf all aid Jirachi in outpacing the entire unboosted metagame.
* Maximum investment in Attack is useful for giving Jirachi as much power with a neutral nature as possible.
* Serene Grace is extremely good(?) alongside Jirachi's good Speed, as it allows Jirachi to more often than not flinch foes with Iron Head and Heart Stamp.

Usage Tips
========

* U-turn is a particularly useful move on this set, as it allows Jirachi to both do chip damage, and switch out of threats looking to counter it and thus generate momentum.
* Momentum can easily be generated by switching Jirachi into predicted resisted attacks, such as Tapu Lele's Psychic or Moonblast, Mimikyu's Play Rough, and either of Latios's STAB attacks, and using U-turn afterward.
* Healing Wish should only be used once Jirachi is weakened in order to make full use of its other moves, as well as when a teammate that is weakened could potentially win if fully healed.
* Fire Punch and Heart Stamp generally aren't preferred unless Jirachi's team is in danger of a threat hit hard by these moves. As such, Mega Metagross, boosted Mega Mawile, and Keldeo are all examples of Pokemon that should be targeted with these moves. What? Mawile just clicks Sucker and kills Jirachi. Don't mention Mawile as a target of Fire Punch

Team Options
========

* Due to the nature of this set, it is best for offensively oriented teams.
* Pokemon that can make good use of the momentum U-turn generates, such as Weavile, Tapu Bulu, Gengar, and Keldeo all make good teammates.
* Pokemon capable of forming a VoltTurn core with Jirachi, such as Tapu Koko, Magneton, and Magnezone all make exceptional partners.
* Pokemon that benefit from Healing Wish to pull off late-game sweeps while punching holes early game make great teammates. Examples include Mega Charizard X, Gyarados, Salamence, Garchomp, and Volcarona.
* Bulky Water- and Ground-types severely hinder Jirachi, as they prevent it from freely spamming Iron Head. As a result, Pokemon capable of breaking foes of the aforementioned types, such as Manaphy, Tapu Bulu, and Serperior all adequately support Jirachi.

I'm convinced Scarf Jirachi is complete garbage in this meta but QC is all asleep atm so for now I'll just say that you need to mention coverage for Volcarona/Zard-X/Salamence outside of a scarfer. i.e. those three need to be handled by something else because your scarf slot is incapable of handling them (Toxapex handles Volcarona and Zard-X while Celesteela handles Mence)

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

* Z-Happy Hour is a potent set for Jirachi, as it can boost all of its sets by one stage and use its expansive mixed attacking movepool to attempt sweeping late-game. Unfortunately, Jirachi will require quite a bit of support in order to sweep with this set, may struggle to find setup opportunities, and will still lack in power after offensive boosts.
* An Expert Belt set can also be put to fair use, though Jirachi will usually provide for its team more in running the main sets listed. Mention HP Ground / Icy Wind etc as moves for an E-Belt set
* Psychium Z is an option for hitting the likes of Toxapex, Amoonguss, and Landorus-T quite hard, but generally isn't as effective as the sets listed above.
* Thunder Wave can be used over Body Slam for its guaranteed paralysis upon hitting opponents, though Jirachi usually enjoys doing chip damage with Body Slam and paralyzing Ground-types.
* Jirachi has access to a plethora of other utility moves that aren't listed in the above sets, such as dual screens, Trick Room, and Icy Wind. Unfortunately, none of these moves can be put to as reliable of use as any of Jirachi's other options and as a result aren't usually preferred.

Checks and Counters
===================
**Heatran**: Jirachi lacks a move capable of hitting Heatran for sufficient damage even after a boost, while in return, Heatran can threaten Jirachi with super effective STAB attacks and set up Stealth Rock. It should fear paralysis, however.

**Water-types**: Jirachi's general lack of power often keeps it from hitting bulky Water-types like Toxapex, Slowbro, Mantine, and Rotom-W for good damage. Scald burns also heavily threaten Jirachi.

**Ground-types**: Bulky Ground-types like Landorus-T, Zygarde, Gliscor, and Quagsire pose quite the big threat to Jirachi, as all can tank a hit and in return threaten Jirachi with powerful super effective STAB attacks. All, however, must be wary of getting poisoned by the SubToxic set.

**Dark-types**: Greninja, Bisharp, and Weavile are all capable of forcing Jirachi out with their super effective STAB attacks, and Pursuit trapping it in the latter two's case. Weavile, however, must look out for Iron Head.

**Fire-types**: Alongside Heatran, the likes of Volcarona, Mega Charizard Y, and Mega Charizard X can all tank an Iron Head or two and heavily pressure Jirachi with their super effective STAB attacks. All must be wary of paralysis from Body Slam, however.

**Residual Damage**: Jirachi doesn't take too kindly to having burn negate its Leftovers, and it also doesn't appreciate having a decent amount of HP cut from entry hazards if it's constantly switching in and out with U-turn. Rocky Helmet, Iron Barbs, and Rough Skin are all particularly threatening, as these items and abilities discourage Jirachi from attacking.
Tag me after you implement this and I'll stamp it.
 

Martin

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When you mention U-turn on the SR and SpD sets, I think it's worth mentioning how the move lets Jirachi escape from Magnezone
 
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This allows Jirachi to most notably outspeed Tapu Bulu and threaten it with Iron Head
Be sure to specify that this is Adamant Bulu and not Jolly.

Healing Wish allows a teammate of Jirachi that wishes to sweep late-game, such as possibly Zygarde or Mega Charizard X
I would probably mention something different from Zard X, while in theory it makes sense Zard X isn't all that great. I think mentioning something like Mega Pinsir would be more appropriate.

In team options for SR + HW set, be sure to mention ways to handle Zygarde, LandoT, and Ash-Gren as Jirachi is liable to let those in relatively free. So covering those weaknesses is good.

For Choice scarf team options, I would mention that running scarf will make you weaker to Volcarona, since Rachi can't reliably beat it. Also I would mention that this is fine if you are running something like Chansey balance or Mantine, then this is more acceptable.


QC 3/3
 

Lumari

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TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Jirachi's above average bulk and great defensive typing give it a place in OU as one of the metagame's most consistent and reliable checks to the omnipresent Tapu Lele. Alongside checking Tapu Lele, it is able to adequately cover other important threats, like Latios, Tapu Bulu, and Magearna, as well as capitalize on its access to Serene Grace and great utility options in Stealth Rock, Healing Wish, and Body Slam to easily support its team. Jirachi is no slouch offensively either, as its decent 100/100 offenses and good Speed with a Choice Scarf give it the option of revenge killing foes or wearing its checks down with fast pivoting to a decent degree of consistency. Unfortunately, despite Jirachi's good typing, it is vulnerable to the tier's ever-present (AH) Ground-types in Landorus-T and Zygarde, as well as to common types in Ghost, Dark, and Fire. Jirachi's offensive sets can also struggle at times in that it has due to its rather average Speed and power, meaning that faster Choice Scarf users such as Greninja, Garchomp, and Gengar can all heavily pressure it, while bulky offensive threats like Alolan Marowak, Zygarde, and Zapdos can tank a hit or two and retaliate with powerful attacks.

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Iron Head
move 3: U-turn
move 4: Healing Wish
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Stealth Rock allows Jirachi to properly support its team by setting up entry hazards, and can also be which it can set up consistently thanks to Jirachi's its good typing and bulk. Iron Head is an extremely useful STAB attack, as it hits Fairy-types super effectively and has a whopping 60% chance to flinch make slower foes flinch. U-turn allows Jirachi to generate momentum (RC) as well as pivot out of switch-ins that would otherwise trouble it, such as Landorus-T or and Heatran. Healing Wish is an extremely useful support move that allows Jirachi to sacrifice itself in order to fully heal a teammate, which can be useful for helping a teammate sweep late-game. Body Slam and Thunder Wave are both options over Healing Wish, as they can provide Jirachi with a way to support its team in terms of speed control. Wish can be run as a possible alternative to Healing Wish, but isn't as preferred due to its inability to heal status or generate momentum as well. Fire Punch is also an option that can be used to hit Steel-types like Ferrothorn and Celesteela super effectively, but it also isn't usually preferred due to the greater utility of Jirachi's other attacks.

Set Details
========

Near-maximum (AH) investment in HP alongside heavy investment in Special Defense gives Jirachi high special bulk, allowing it to check the likes of Tapu Lele, Nihilego, and Magearna. The remaining EVs are invested in Speed. This allows Jirachi to most notably outspeed Adamant Tapu Bulu and threaten it with Iron Head (RC) while also outpacing the likes of Magnezone, which it can then pivot out of, and Tyranitar. Heavier Speed investment can be run to outpace Pokemon like Modest Tapu Lele and maximum investment base 70 Speed threats, though this usually isn't preferred due to the loss in bulk. Leftovers provides Jirachi with valuable passive recovery at the end of each turn, and also allows it to negate burn damage if need be. Serene Grace is Jirachi's only possible ability, but it provides it with a useful 60% flinch chance on Iron Head.

Usage Tips
========

This set's main function is as a source of to support for teammates that may appreciate either Healing Wish or Stealth Rock support. Due to the nature of this set, Jirachi should almost always aim to set up Stealth Rock when sent out. Clefable, Tapu Lele, and Magearna are all good examples of Pokemon Jirachi checks (RC) and should thus try switching into to set up Stealth Rock against. Jirachi's slow U-turn is one of this set's biggest perks, and is capable of being it can be used when predicting on predicted switches into threats that check Jirachi, such as Landorus-T and Alolan Marowak, to generate momentum, or when Jirachi wishes to tank a hit and bring in a frailer teammate afterward. Because Healing Wish faints KOes Jirachi, the move shouldn't be used prematurely and should only be used once Jirachi is low on HP, as using Healing Wish right away would be a bit of a waste of a rather tanky Pokemon. Healing Wish allows a teammate of Jirachi that wishes to sweep late-game, such as possibly Zygarde or Mega Pinsir, punch holes early game and proceed to clean up later once their health has been restored. Iron Head should mainly be used against threats that take heavy damage from the move that could potentially pose a threat to the rest of Jirachi's team, such as Tyranitar, Tapu Bulu, and Mamoswine.

Team Options
========

This set is best for primarily offensive teams, as it provides fantastic support in the forms of Healing Wish, entry hazards, and free turns provided by Jirachi's slow U-turn. Powerful setup sweepers that are capable of cleaning up late-game such as Landorus-T, Mega Pinsir, and Volcarona all appreciate the Healing Wish support Jirachi can provide them with, as it allows these threats to punch holes early-game and restore any damage or status ailments taken to sweep later on. Powerful wallbreakers, such as Greninja, Tapu Lele, Gengar, and Tapu Koko also make good teammates, as they appreciate Jirachi's ability to bring them in safely with its slow U-turn. Jirachi generally has great synergy with Rotom-W, who which can form a VoltTurn core with it thanks to its access to Volt Switch, as well as check most Fire-, Dark-, and Ground-types. Answers to Zygarde, such as Tapu Bulu, Tapu Fini, and Tangrowth, make useful teammates due to Jirachi's tendency to invite Zygarde in, while the same can be said for Landorus-T, who which can be taken care of by Weavile, Rotom-W, and Greninja. Ash-Greninja is another threat Jirachi can tend to invite in, meaning answers to it, like Magaerna such as Magearna and Tapu Fini, (AC) make good partners.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Wish
move 3: Protect
move 4: U-turn
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Iron Head is Jirachi's main STAB attack, as it has a useful 60% chance to flinch make slower targets flinch. Wish and Protect can together allow Jirachi to recover itself over the course of two turns (RC) and PP stall certain foes in the process. Jirachi can also pass Wish to its opponents teammates to restore their health, allowing it to function as a move that benefits both Jirachi and its teammates. U-turn is an option for this set if Jirachi wishes to provide its team with slow pivot support. Body Slam is an option over U-turn, and that has a good 60% chance to paralyze foes (RC) and can be used alongside Iron Head to help Jirachi pick off threats with its infamous paraflinch tactics. Toxic is another option over U-turn, as it cripples defensive switch-ins and allows Jirachi to put some of its common checks in Landorus-T and Garchomp on a timer. Psychic is also an option for hitting Toxapex and Landorus-T much harder than Iron Head. It does, however, come at the cost of reliably checking Tapu Bulu and Tapu Lele (RC) as well as flinching foes and Iron Head's flinch chance.

Set Details
========

56 EVs are invested in Speed to allow Jirachi to outpace several defensive threats (RC) as well as the likes of Adamant Breloom and Tyranitar. The remaining EVs are pooled into Jirachi's HP and Special Defense stats, allowing it to comfortably tank special hits from the likes of Magearna, Tapu Lele, and Latios. Leftovers is useful for providing Jirachi with passive recovery at the end of every turn, as well as additional recovery alongside Wish. Despite being Jirachi's only ability, Serene Grace is useful for giving Iron Head a 60% chance flinch rate.

Usage Tips
========

Due to the specially defensive nature of this set, Jirachi should aim to use its typing and bulk investment to switch into and defensively check Pokemon like Mega Alakazam, Tapu Lele, and Nihilego, and more. Wish has two uses in that Jirachi can use it alongside Protect to heal itself (RC) or, (AC) to when at full health, to pass a Wish to a teammate to restore their health. Wish can also be used on predicted switches, as it will allow Jirachi to attack if healthy or easily pass its Wish to a teammate. Jirachi's typing allows it to force several switches and thus give itself a lot of free turns. On said free turns, Jirachi should use Wish or U-turn, as from there it can attempt to pass wishes to teammates or generate momentum for its team.

Team Options
========

Due to this set's good defensive prowess, ability to inflict foes with status, and reliable recovery, it is best utilized on defensively-oriented teams, as offensive teams often won't appreciate Jirachi's tendency to sap momentum with this set. Defensive Pokemon that are pressured by Tapu Lele, such as Amoonguss, Mega Sableye, and Toxapex, (AC) appreciate Jirachi's ability to switch into it and check it. Pokemon that can switch into Earthquake and deal with Ground-type attacks in general such as Tangrowth, Tapu Bulu, and Ferrothorn are also good teammates, as they can help circumvent Jirachi's Ground-type weakness. Water-types like Toxapex, Suicune, and Keldeo are also generally useful teammates due to their ability to deal with Heatran (RC) as well as a few other Fire-types that can easily pressure Jirachi. Lastly, Pokemon that appreciate the Wish support Jirachi provides such as Ferrothorn, Alolan Muk, and Landorus-T make good teammates due to their ability to benefit from its support.

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

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

Iron Head's decent power and high flinch chance allow it to aide aid Jirachi in outpacing and annoying a large portion of the metagame. U-turn is useful for giving Jirachi a way of generating momentum (RC) as well as chipping foes earlier on in the match. Healing Wish is useful given Jirachi's good Speed, as it allows it to quickly bring a teammate back to full health under the circumstance that it is dead(space)weight or is low on health. Fire Punch allows Jirachi to pressure Steel-types like Mega Metagross and Celesteela, which otherwise wall it, though Heart Stamp is also an option for hitting Keldeo and flinching foes thanks to Serene Grace. It is quite weak, however.

Set Details
========

Maximum Speed investment with a Jolly nature and a Choice Scarf all aid Jirachi in outpacing the entire unboosted metagame. Maximum investment in Attack is useful for giving Jirachi as much power with a neutral nature as possible. Serene Grace is extremely useful alongside Jirachi's good Speed, as it allows Jirachi to more often than not outspeed and flinch foes and make them flinch with Iron Head and Heart Stamp.

Usage Tips
========

U-turn is a particularly useful move on this set, as it allows Jirachi to both do chip damage (RC) and switch out of threats looking to counter it and thus generate momentum. Momentum can easily be generated by switching Jirachi into predicted resisted attacks, such as Tapu Lele's Psychic or Moonblast, Mimikyu's Play Rough, and either of Latios's STAB attacks, and using U-turn afterward. Healing Wish should only be used once Jirachi is weakened in order to make full use of its other moves, as well as when a teammate that is weakened could potentially win if fully healed. Fire Punch and Heart Stamp generally aren't preferred unless Jirachi's team is in danger of a threat hit hard by these moves. As such, Ferrothorn, Magnezone, and Keldeo are all examples of Pokemon that should be targeted with these moves.

Team Options
========

Due to the nature of this set, it is best for offensively oriented teams. Pokemon that can make good use of the momentum U-turn generates, such as Weavile, Tapu Bulu, Gengar, and Keldeo, (AC) all make good teammates. Pokemon capable of forming a VoltTurn core with Jirachi, such as Tapu Koko, Rotom-W, and Magnezone, (AC) all make exceptional partners. Pokemon that benefit from Healing Wish to pull off late-game sweeps while punching holes early game make great teammates. Examples include Mega Charizard X, Gyarados, Garchomp, and Volcarona. Bulky Water- and Ground-types severely hinder Jirachi, as they prevent it from freely spamming Iron Head. As a result, Pokemon capable of breaking foes of the aforementioned types, such as Manaphy, Tapu Bulu, and Serperior, (AC) all adequately support Jirachi. Due to this set's general inability to deal with setup sweepers like Salamence, Mega Charizard X, and Volcarona, checks to these threats are appreciated as teammates. Skarmory and Celesteela can easily take care of Salamence, while Toxapex can check Volcarona and Mega Charizard X. Lastly, reliable answers to Volcarona, such as Heatran, Terrakion, and Zygarde are capable of circumventing Jirachi's slight tendency to let it in for free and grant it setup opportunities.

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

Z-Happy Hour is a potent set for Jirachi, as it can boost all of its sets by one stage and use its expansive mixed attacking movepool to attempt sweeping late-game. Unfortunately, Jirachi will require quite a bit of support in order to sweep with this set, may struggle to find setup opportunities, and will still lack in power after offensive boosts. An Expert Belt set with moves like Icy Wind and Hidden Power Ground can also be put to fair use, though Jirachi will usually provide more for its team more in running with the main sets listed. Psychium Z is an option for hitting the likes of Toxapex, Amoonguss, and Landorus-T quite hard, but generally isn't as effective as the sets listed above. Thunder Wave can be used over Body Slam for its guaranteed paralysis upon hitting opponents, though Jirachi usually enjoys doing chip damage with Body Slam and paralyzing Ground-types. Jirachi has access to a plethora of other utility moves that aren't listed in the above sets, such as dual screens, Trick Room, and Icy Wind. Unfortunately, none of these moves can be put to as reliable of use as any of Jirachi's other options and as a result aren't usually preferred.

Checks and Counters
===================
**Heatran**: Jirachi lacks a move capable of hitting Heatran for sufficient damage even after a boost, while in return, Heatran can threaten Jirachi with super effective STAB attacks and set up Stealth Rock. It should fear paralysis, however.

**Water-types**: Jirachi's general lack of power often keeps it from hitting bulky Water-types like Toxapex, Slowbro, Mantine, and Rotom-W for good damage. Scald burns also heavily threaten Jirachi.

**Ground-types**: Bulky Ground-types like Landorus-T, Zygarde, Gliscor, and Quagsire pose quite the big threat to Jirachi, as all can tank a hit and in return threaten Jirachi with powerful super effective STAB attacks. All, however, must be wary of getting poisoned by the SubToxic set.

**Dark-types**: Greninja, Bisharp, and Weavile are all capable of forcing Jirachi out with their super effective STAB attacks (RC) and Pursuit trapping it in the latter two's case. Weavile, however, must look out for Iron Head.

**Fire-types**: Alongside Heatran, the likes of Volcarona, Mega Charizard Y, and Mega Charizard X can all tank an Iron Head or two and heavily pressure Jirachi with their super effective STAB attacks. All must be wary of paralysis from Body Slam, however.

**Residual Damage**: Jirachi doesn't take too kindly to having burn negate its Leftovers, and it also doesn't appreciate having a decent amount of HP cut from entry hazards if it's constantly switching in and out with U-turn. Rocky Helmet, Iron Barbs, and Rough Skin are all particularly threatening, as these items and abilities discourage Jirachi from attacking.
 
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frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
2/2 :)

add remove (comments)

[OVERVIEW]

Jirachi's above average bulk and great defensive typing give it a place in OU as one of the metagame's most consistent and reliable checks to Tapu Lele. Alongside checking Tapu Lele, it is able to adequately cover other important threats, like Latios, Tapu Bulu, and Magearna, as well as capitalize on its access to Serene Grace and great utility options in Stealth Rock, Healing Wish, and Body Slam to easily support its team. Jirachi is no slouch offensively either, as its decent 100/100 offenses and good Speed with a Choice Scarf give it the option of revenge killing foes or wearing its checks down with fast pivoting to a decent degree of consistency. Unfortunately, despite Jirachi's good typing, it is vulnerable to the tier's ever-present Ground-types in Landorus-T and Zygarde, as well as to common types in Ghost, Dark, and Fire. Jirachi's offensive sets can also struggle at times due to its rather average Speed and power, meaning that faster Choice Scarf users such as Greninja, Garchomp, and Gengar can all heavily pressure it, while bulky offensive threats like Alolan Marowak, Zygarde, and Zapdos can tank a hit or two and retaliate with powerful attacks.

[SET]
name: Stealth Rock
move 1: Stealth Rock
move 2: Iron Head
move 3: U-turn
move 4: Healing Wish
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Stealth Rock allows Jirachi to properly support its team by setting up entry hazards, which it can set up consistently thanks to its good typing and bulk. Iron Head is an extremely useful STAB attack, as it hits Fairy-types super effectively and has a whopping 60% chance to make slower foes flinch. U-turn allows Jirachi to generate momentum as well as pivot out of switch-ins that would otherwise trouble it, such as Landorus-T and Heatran. Healing Wish is an extremely useful support move that allows Jirachi to sacrifice itself in order to fully heal a teammate, which can be useful for helping a teammate sweep late-game. Body Slam and Thunder Wave are both options over Healing Wish, as they can provide Jirachi with a way to support its team in terms of speed control. Wish can be run as an possible alternative (redundant) to Healing Wish, (remove comma) but isn't as preferred due to its inability to heal status or generate momentum as well. Fire Punch is also an option to hit Steel-types like Ferrothorn and Celesteela super effectively, but it also isn't usually preferred due to the greater utility of Jirachi's other attacks.

Set Details
========

Near-maximum investment in HP alongside heavy investment in Special Defense gives Jirachi high special bulk, allowing it to check the likes of Tapu Lele, Nihilego, and Magearna. The remaining EVs are invested in Speed. This allows Jirachi to most notably outspeed Adamant Tapu Bulu and threaten it with Iron Head while also outpacing the likes of Magnezone, which it can then pivot out of, and Tyranitar. Heavier Speed investment can be run to let Jirachi outpace Pokemon like Modest Tapu Lele and maximum investment base 70 Speed threats, though this usually isn't preferred due to the loss in bulk. Leftovers provides Jirachi with valuable passive recovery at the end of each turn, (remove comma) and also allows it to negate burn damage if need be. Serene Grace is Jirachi's only possible ability, but it and provides it with a useful 60% flinch chance on Iron Head.

Usage Tips
========

This set's main function is to support teammates that may appreciate either Healing Wish or Stealth Rock support. Due to the nature of this set, Jirachi should almost always aim to set up Stealth Rock when sent out. Clefable, Tapu Lele, and Magearna are all good examples of Pokemon Jirachi checks and should thus try switching into to set up Stealth Rock against. (the length of this phrase makes the prepositional object of "against" unclear, maybe try something like "checks; thus, it should try to switch into and set up Stealth Rock against them"?) Jirachi's slow U-turn is one of this set's biggest perks, and it can be used on predicted switches into threats that check Jirachi, such as Landorus-T and Alolan Marowak, to generate momentum, (remove comma) or when Jirachi wishes to tank a hit and bring in a frailer teammate afterward. (don't both of these generate momentum? if so, move "to generate momentum" to after "it can be used" for more clarity of structure) Because Healing Wish KOes Jirachi, the move shouldn't be used prematurely and should only be used once Jirachi is low on HP, as using Healing Wish right away would be a bit of a waste of a rather tanky Pokemon. Healing Wish allows a teammate of Jirachi that wishes to can sweep late-game, such as possibly Zygarde or Mega Pinsir, punch holes early-game (add hyphen) and proceed to clean up later once their its health has been restored. Iron Head should mainly be used against threats that take heavy damage from the move that could potentially pose a threat to the rest of Jirachi's team, such as Tyranitar, Tapu Bulu, and Mamoswine.

Team Options
========

This set is best for primarily offensive teams, as it provides fantastic support in the forms of Healing Wish, entry hazards, and free turns provided by Jirachi's slow U-turn. Powerful setup sweepers that are capable of cleaning up late-game such as Landorus-T, Mega Pinsir, and Volcarona all appreciate the Healing Wish support Jirachi can provide them with, as it allows these threats to punch holes early-game and restore any damage or status ailments taken inflicted (or a similar word that works with both damage and status) to sweep later on. Powerful wallbreakers, (remove comma) such as Greninja, Tapu Lele, Gengar, and Tapu Koko also make good teammates, as they appreciate Jirachi's ability to bring them in safely with its slow U-turn. Jirachi generally has great synergy with Rotom-W, which can form a VoltTurn core with it thanks to its access to Volt Switch, (remove comma) as well as check most Fire-, Dark-, and Ground-types. Answers to Zygarde, such as Tapu Bulu, Tapu Fini, and Tangrowth, make useful teammates due to Jirachi's tendency to invite Zygarde in, while the same can be said for Landorus-T, which can be taken care of by Weavile, Rotom-W, and Greninja, and Ash-Greninja, which Magearna and Tapu Fini can take care of. Ash-Greninja is another threat Jirachi can tend to invite in, meaning answers to it, such as Magearna and Tapu Fini, make good partners. (since the relationships between Jirachi and Zygarde, Landorus-T, and Ash-Greninja are all similar, condensing these two sentences into one makes your meaning easier to understand, imo)

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Wish
move 3: Protect
move 4: U-turn
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 204 SpD / 56 Spe

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

Iron Head is Jirachi's main STAB attack, as it has a useful 60% chance to make slower targets flinch. Wish and Protect can together allow Jirachi to recover itself health over the course of two turns and PP stall certain foes in the process. Jirachi can also pass Wish to its teammates to restore their health. U-turn is an option for this set if Jirachi wishes to provide its team with slow pivot support. Body Slam is an option over U-turn that has a good 60% chance to paralyze foes and can be used alongside Iron Head to help Jirachi pick off threats with its infamous paraflinch tactics. Toxic is another option over U-turn, as it cripples defensive switch-ins and allows Jirachi to put some of its common checks in Landorus-T and Garchomp on a timer. Psychic is also an option (over U-turn or over Iron Head?) for hitting Toxapex and Landorus-T much harder than Iron Head. It does, however, come at the cost of reliably checking Tapu Bulu and Tapu Lele and (put a verb here for parallelism with "reliably checking") Iron Head's flinch chance.

Set Details
========

56 EVs are invested in Speed to allow Jirachi to outpace several defensive threats as well as the likes of Adamant Breloom and Tyranitar. The remaining EVs are pooled into Jirachi's HP and Special Defense stats, allowing it to comfortably tank special hits from the likes of Magearna, Tapu Lele, and Latios. Leftovers is useful for providing provides (for repetition of the "is useful for verbing" structure) Jirachi with passive recovery at the end of every turn, as well as additional recovery alongside Wish. Serene Grace is useful for giving Iron Head a 60% chance flinch rate.

Usage Tips
========

Due to the specially defensive nature of this set, Jirachi should aim to use its typing and bulk investment to switch into and defensively check Pokemon like Mega Alakazam, Tapu Lele, and Nihilego. Wish has two uses in that Jirachi can use it alongside Protect to heal itself or, when at full health, to pass a Wish (this latter phrase doesn't make sense with "alongside Protect", so it should be parallel with "use" rather than "to heal") to a teammate to restore their its health. Wish can also be used on predicted switches, as it will allow Jirachi to attack if healthy or easily pass its Wish to a teammate. Jirachi's typing allows it to force several switches and thus give itself a lot of free turns. On said free turns, Jirachi should use Wish or U-turn, as from there it can attempt to pass Wishes to teammates or generate momentum for its team.

Team Options
========

Due to this set's good defensive prowess, ability to inflict foes with status, and reliable recovery, it is best utilized on defensively-oriented teams, as offensive teams often won't appreciate this set's Jirachi's tendency to sap momentum with this set. Defensive Pokemon that are pressured by Tapu Lele, such as Amoonguss, Mega Sableye, and Toxapex, appreciate Jirachi's ability to switch into it and check it. Pokemon that can switch into Earthquake and deal with Ground-type attacks in general such as Tangrowth, Tapu Bulu, and Ferrothorn are also good teammates, as they can help circumvent Jirachi's Ground-type weakness. Water-types like Toxapex, Suicune, and Keldeo are also generally useful teammates due to their ability to deal with Heatran as well as a few other Fire-types that can easily pressure Jirachi. Lastly, Pokemon that appreciate the Wish support Jirachi provides such as Ferrothorn, Alolan Muk, and Landorus-T make good teammates due to their ability to benefit from its support.

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

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

Iron Head's decent power and high flinch chance allow it to aid Jirachi in outpacing and annoying a large portion of the metagame. U-turn is useful for giving Jirachi a way of generating momentum as well as chipping doing chip damage to foes earlier on in the match. Healing Wish is useful given Jirachi's good Speed, as it allows it Jirachi to quickly bring a teammate back to full health under the circumstance that if it (clarify if you mean Jirachi or the teammate) is dead weight or is low on health. Fire Punch allows Jirachi to pressure Steel-types like Mega Metagross and Celesteela, which otherwise wall it, though Heart Stamp is also an option for hitting Keldeo and flinching foes thanks to Serene Grace. It is quite weak, however.

Set Details
========

Maximum Speed investment, (add comma) with a Jolly nature, (add comma) and a Choice Scarf all aid (or you could keep the original structure and change "all aid" to "aids", since the original subject is "Maximum speed investment") Jirachi in outpacing the entire unboosted metagame. Maximum investment in Attack is useful for giving Jirachi as much power with a neutral nature as possible. Serene Grace is extremely useful alongside Jirachi's good Speed, as it allows Jirachi to more often than not outspeed foes and make them flinch with Iron Head and Heart Stamp.

Usage Tips
========

U-turn is a particularly useful move on this set, as it allows Jirachi to both do chip damage and switch out of threats looking to counter it and thus generate momentum. Momentum can easily be generated by switching Jirachi into predicted resisted attacks, such as Tapu Lele's Psychic or Moonblast, Mimikyu's Play Rough, and either of Latios's STAB attacks, and using U-turn afterward. Healing Wish should only be used once Jirachi is weakened in order to make full use of its other moves, as well as when a teammate that is weakened could potentially win if fully healed. Fire Punch and Heart Stamp generally aren't preferred unless Jirachi's team is in danger of vulnerable to ("in danger of" is used with a situation or condition, not a discrete threatening thing) a threat hit hard by these moves, (period to comma) such as Ferrothorn, Magnezone, and or Keldeo are all examples of Pokemon that should be targeted with these moves. (subjective, but this is slightly repetitive and fixable by combining the sentences)

Team Options
========

Due to the nature of this set, it is best for offensively oriented teams. Pokemon that can make good use of the momentum U-turn generates, such as Weavile, Tapu Bulu, Gengar, and Keldeo, all make good teammates. Pokemon capable of forming a VoltTurn core with Jirachi, such as Tapu Koko, Rotom-W, and Magnezone, all make exceptional partners. Pokemon that benefit from Healing Wish to pull off late-game sweeps while punching holes early game make great teammates. Examples include Mega Charizard X, Gyarados, Garchomp, and Volcarona. (these three sentences all use structures similar to "Pokemon that can do X, such as Y and Z, make good partners." maybe try switching it up?) Bulky Water- and Ground-types severely hinder Jirachi, as they prevent it from freely spamming Iron Head. As a result, Pokemon capable of breaking those foes of the aforementioned types, such as Manaphy, Tapu Bulu, and Serperior, all adequately support Jirachi. Due to this set's general inability to deal with setup sweepers like Salamence, Mega Charizard X, and Volcarona, checks to these threats are appreciated as teammates. Skarmory and Celesteela can easily take care of Salamence, while Toxapex can check Volcarona and Mega Charizard X. Lastly, reliable answers to Volcarona, such as Heatran, Terrakion, and Zygarde, (add comma) are capable of circumventing Jirachi's slight tendency to let it in for free and grant it setup opportunities.

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

Z-Happy Hour is a potent set for Jirachi, as it can boost all of its sets by one stage and use its expansive mixed attacking movepool to attempt sweeping late-game. Unfortunately, Jirachi will require quite a bit of support in order to sweep with this set, may struggle to find setup opportunities, and will still lack in power after the offensive boosts. An Expert Belt set with moves like Icy Wind and Hidden Power Ground can also be put to fair use, though Jirachi will usually provide more for its team with the main sets listed. Psychium Z is an option for hitting the likes of Toxapex, Amoonguss, and Landorus-T quite hard, but generally isn't as effective as the sets listed above. Thunder Wave can be used over Body Slam for its guaranteed paralysis upon hitting opponents, though Jirachi usually enjoys prefers doing chip damage with Body Slam and paralyzing being able to paralyze Ground-types. Jirachi has access to a plethora of other utility moves that aren't listed in the above sets, such as dual screens, Trick Room, and Icy Wind. Unfortunately, none of these moves can be put to as reliable of a use as any of Jirachi's other options and as a result aren't usually preferred.

Checks and Counters
===================
**Heatran**: Jirachi lacks a move capable of hitting Heatran for sufficient damage even after a boost, while in return, Heatran can threaten Jirachi with super effective STAB attacks and set up Stealth Rock. It should fear paralysis, however.

**Water-types**: Jirachi's general lack of power often keeps it from hitting bulky Water-types like Toxapex, Slowbro, Mantine, and Rotom-W for good damage. Scald burns also heavily threaten Jirachi.

**Ground-types**: Bulky Ground-types like Landorus-T, Zygarde, Gliscor, and Quagsire pose quite the big threat to Jirachi, as all can tank a hit and in return threaten Jirachi with powerful super effective STAB attacks. All, however, must be wary of getting poisoned by the SubToxic set.

**Dark-types**: Greninja, Bisharp, and Weavile are all capable of forcing Jirachi out with their super effective STAB attacks and Pursuit trapping it in the latter two's case. Weavile, however, must look out for Iron Head.

**Fire-types**: Alongside Heatran, the likes of Volcarona, Mega Charizard Y, and Mega Charizard X can all tank an Iron Head or two and heavily pressure Jirachi with their super effective STAB attacks. All must be wary of paralysis from Body Slam, however.

**Residual Damage**: Jirachi doesn't take too kindly to having burn negate its Leftovers, and it also doesn't appreciate having a decent amount of HP cut from entry hazards if it's constantly switching in and out with U-turn. Rocky Helmet, Iron Barbs, and Rough Skin are all particularly threatening, as these items and abilities discourage Jirachi from attacking.
 

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