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[D/P] Jirachi
RAKKA
post Mar 12 2008, 07:14 PM
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Type: Steel/ Psychic
Trait: Serene Grace: The chance of a move’s secondary effect occurring is doubled.

Base Stats: 100 HP/ 100 Atk/ 100 Def/ 100 SpA/ 100 SpD/ 100 Spd


Tier: Over Used


Moveset 1: Wish Support
Jirachi @ Leftovers
Nature: Impish
EVs: 240 HP; 56 Atk; 76 Def; 136 Spd
- Wish
- U-turn
- Zen Headbutt
- Reflect/ Body slam/ Thunderwave

Standard Wish Support. Use wish then U-turn, dealing reasonable damage as Jirachi leaves the battle and healing the incoming counter at the end of the turn. U-turn also allows Jirachi to escape from Dugtrio and Magnezone both of which can destroy the little guy with ease with this moveset.

Zen Headbutt is Jirachi’s best physical move, since with Serene Grace it has a 40% flinch rate, which Jirachi is certainly fast enough to make use of. Psychic is an option if your Jirachi has an attack reducing nature but you still want to try this moveset.

The final slot should be used for additional team support. Reflect reduces physical damage and is helpful in reducing earthquake damage to Jirachi himself. Body slam (via 3rd gen tutor) and Thunderwave are for Paraflinch giving your opponent about a 40% chance of attacking.

Moveset 2: Threat Counter
Item: Expert Belt
Nature: Adamant
EVs: 240 HP; 136 Atk; 132 SpD
- Ice Punch
- Thunder Punch
- Reflect/ Substitute
- Zen Headbutt/ Drain Punch

This set is designed to tackle some of the biggest threats in the OU metagame. If used correctly, this moveset can handle Tyranitar, Garchomp, Salamence, Heracross and Gyarados among others, though not all at once.

Ice punch is the obvious choice to tackle dragons, threatening a OHKO, assuming Jirachi can get in safely against a draco meteor or dragon claw. Thunderpunch offers excellent coverage alongside ice punch and destroys Gyarados. It’s also worth noting that both moves offer 20% chances of freeze and paralysis respectively – useful since Jirachi isn’t going to be outspeeding any dragons with these EVs.

Reflect or substitute stop strong attackers like Garchomp from destroying Jirachi whilst he takes them out or switches to a counter. Reflect is the better option when handling Tyranitar, since drain punch is not a OHKO.

The EVs allow guaranteed survival from anything Choice specs Salamence can muster – even a full strength Fire Blast. 136 Attack EVs gives Jirachi atleast a 50% chance of a OHKO on any dragon in OU. You could switch Expert Belt for Life Orb to guarantee the kill, but this isn’t recommended.

In Depth Damage Analysis: Click Here To Show/Hide This Text
The whole point of this set, is not to act as a counter to other pokemon as such, but instead to take out pokemon who usually counter Jirachi.

Quote taken from Smogon analysis

"Powerful Earthquakes from the likes of Rhyperior and Garchomp can bring him down, although Reflect helps him avoid a OHKO. Beware of Grass Knot and Icy Wind/Ice Punch though. Metagross and Bronzong are in better shape to bring him down with Earthquake as they do not fear any of Jirachi's moves, aside from the rare Fire Punch or Hidden Power Fire.

Heatran's powerful Fire attacks and his resistances to the majority of Jirachi's moves make him an excellent counter.

Skarmory walls the Wish supporter if Jirachi doesn't have Thunder, and although he can't do any real damage in return, he will take the opportunity to set up Spikes and phaze Jirachi away.

Magnezone can trap and kill with Thunderbolt unless Jirachi carries U-Turn. Dugtrio can kill with Earthquake, but isn't guaranteed to OHKO so you'll need to weaken Jirachi a little first.

Tyranitar takes little damage from U-Turn and can survive Grass Knots to hit back with Earthquakes. Watch out for the occasional Hidden Power Fighting or Drain Punch, which are Tyranitar's only real fear."


Garchomp – Jirachi cannot safely switch in on swords dance sets, however against a choice-locked dragon claw is a 3HKO
whilst Jirachi threatens an OHKO with ice punch. Should Garchomp try to switch in on Jirachi, set up a reflect. Even choice-banded earthquake fails to kill Jirachi whilst he again packs ice punch.

Rhyperior – Not really common enough to worry about. However, if you want add grass knot in the final slot, outspeed and OHKO. Watch out for earthquake as you switch in.

Heatran – Jirachi unfortunately cannot handle Heatran at all. Only with extreme luck will he win one on one. By extreme luck I mean hitting him with drain punch on the switch, being faster (entirely possible), and said Heatran packing lava plume with leftovers. This is never going to happen – Heatran either run choice specs, in which case he’ll OHKO, or choice scarf in which case he’s faster, or a rest-talk set which Jirachi can’t cause enough damage to.

Metagross - Handling Metagros requires fire punch in the finl slot. With fire punch and reflect up Jirachi can possibly 3HKO Metagross whilst he in turn 3HKOs Jirachi with earthquake. Jirachi is faster and will win. Be that as it may: DO NOT TRY TO TAKE ON METAGROSS WITH JIRACHI. You won't win, deapite what I just said, with Agility he's faster, with choice band he's stronger, maybe he's packing bullet punch. Even if all things go in your favour it requires absolute maximum damage from all three fire punches to stand a chance at even a 3HKO. It will never happen.

Magnezone – If Magnezone is hit with any attack on the way in Jirachi should win since he will normally be faster (max speed, timid Magnezone can reach 5 points higher than Jirachi though). Jirachi’s drain punch does ≈40%, whilst Magnezone’s thunderbolt with a modest nature and life orb is ≈60%. Factoring in drain punch recovery, both moves are 3HKOs with Jirachi being faster. Life orb recoil may cause a 2HKO on Magnezone. Should the Magnezone be using leftovers (highly likely). Jirachi should still get a 3HKO (each drain punch essentially doing ≈34%), whilst thunderbolt becomes a 4HKO. Paralysis can screw up this strategy, but if you hit Magnezone on the way in it won’t matter.

Tyranitar – If Jirachi is out, setting up a reflect as Tyranitar enters is his best chance, and will mean Jirachi wins short of critical hits. Choice band earthquake does 50% max. with reflect up. Jirachi causes ≈75% with drain punch. If Tyranitar uses dragon dance, expecting you to switch out, earthquake will again do 50%, but now Jirachi will heal away almost all the damage because he’s slower.

If Jirachi attempts to switch into Tyranitar, things are a bit more difficult. Stone edge, crunch and ice beam are fine. Earthquake is a OHKO and dragon dance means he’s faster than you and probably packs earthquake. Assuming you can switch in safely taking 50% from crunch (worst case scenario, stone edge ≈35%, ice beam ≈15%), set up reflect next turn as T-tar earthquakes, doing 45% max. You’ll survive, barely, and be able to attack with drain punch, healing you enough to possibly survive another earthquake or maybe even OHKO thanks to life orb recoil. If he doesn’t have life orb, then Crunch does 60% max. And there’s no need to set up reflect as you heal ≈40% with drain punch.

If Tyranitar is running a life orb set and hits you with fire blast as you enter you’ll lose 55% to 65% HP. In this scenario either switch or use drain punch as he earthquakes. If you do maximum damage both pokemon will be KO’d that turn. If it’s a choice specs set you’ll win.




Moveset 3: Calm Mind Sweeper
Item: Leftovers/ Salac Berry/ Petaya Berry
Nature: Timid
EVs: 252 HP; 176 Spd; 80 Def
- Calm Mind
- Substitute/ Wish
- Psychic
- Thunderbolt/ Grass Knot/ Hidden Power [Fighting]

The strategy here couldn’t be simpler. Set up a substitute and calm mind behind it, alternatively calm mind up, wishing as you go. Once you’ve got enough CMs under your belt, sweep. Psychics 20% chance of a special defense drop will aid sweeps. HP fighting offers decent coverage alongside Psychic, but outside of Shoddy you’ve got to be really lucky to get it, so the other moves listed are decent alternatives.

Leftovers allows you to get off more calm minds and heals you whilst you sweep, but either of the listed berries can be used with substitute to make setting up easier.

Moveset 4: Choice Specs
Item: Choice Specs
Nature: Timid or Modest
EVs: 252 SpA; 176 Spd; 80 HP
- Psychic
- Thunderbolt
- Grass Knot
- Shadow Ball/ Hidden Power [Fighting]/ Flash Cannon

Your basic choice specs set. Moves are chosen for maximum type coverage. Even if you have access to it, Shadow ball may be preferable to HP fighting to stop Celebi walling you. Tyranitar will take a fair beating from Grass Knot but will survive and OHKO you back with earthquake. Flash cannon is a secondary STAB attack, but steel is a poor attacking type, and the 20% of lowering the foes special attack is situational at best.

Moveset 5: Choice Band
Item: Choice Band
Nature: Jolly or Adamant
EVs: 252 Atk; 176 Spd; 80 HP
- Zen Headbutt
- Thunderbolt
- Ice Punch
- U-turn/ Drain Punch/ Fire Punch

The lesser seen cousin to the above set. Zen headbutt is for STAB, with ice and thunderpunch for type coverage. In the final slot you have a choice between Fire punch for steels, particularly Metagross, or drain punch for Tyranitar and Weavile. U-turn may be useful for scouting switches.

Moveset 6: Toxic Staller
Item: Leftovers
Nature: Bold or Impish
EVs: 252 HP; 136 Spd; 120 Def
- Toxic
- Wish
- Protect
- Doom Desire/ Zen Headbutt

Not really the best use of Jirachi’s powers but it’s there if you want it, and he’s a better user of such a moveset than most. Use zen headbutt if impish and doom desire if bold. The physical set is probably the better of the two since it means your opponent may well be unable to strike back in between your using protect.
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RAKKA
post Mar 12 2008, 07:22 PM
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Okay, this is my first analysis, so if anyone's got any advice, criticisms, or OMG-what-are-you-thinkings, let's hear them. Also if someone could tell me how to put a link to the serebii 'dex in the pic, that'd be cool.

Two of those movesets are of my own devising, but haven't been playtested all that much. Good in theory though.

I'll add counters and talk about Trick room/ stealth rock options at some point. Preferably when it's not 00:30.


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Not my actual team, just a bunch of pokes I like that look quite good together.
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ChroniclerC
post Mar 12 2008, 10:51 PM
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Serebii, lawl. laughing.gif Try Psypoke; it's even a GTS+ affiliate.

CODE
[url=http://www.psypokes.com/dex/psydex/385/general][img]http://www.gtsplus.net/files/images/art/misc/385_t.png[/img][/url]



Anyway, steel may not be the most effective of attack types, but at least mention Flash Cannon in the special sweeper sets.


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:porygon: Mine, all mine. :porygon: :noctowl: Read, or the owl will eat you! :noctowl:

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Whitegleam Gym

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RAKKA
post Mar 13 2008, 03:51 AM
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Thanks, though I stuck with linking to Serebii since the Venusaur and Ampharos analyses already do.

Added flash cannon to the choice specs set, but left it off the calm mind one, since with only two attack slots you really can't afford to waste one on flash cannon.
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RAKKA
post Mar 14 2008, 07:47 AM
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Added a pretty detailed analysis to the threat counters moveset, basically clarifying the point of said moveset and why I made it.


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Not my actual team, just a bunch of pokes I like that look quite good together.
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