Hilomilo
High-low My-low
[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.
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.
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