OU Jirachi

[OVERVIEW]
* Jirachi has the ability to fill a multitude of roles and notorious Serene Grace Iron Heads with a 60% chance to induce flinches.
* Great typing and bulk make Jirachi a solid check to Pokemon such as Kyurem-B, Nihilego, Alakazam, Magearna, and Tapu Lele.
* Jirachi can use its typing to bolster its defensive utility by going for moves such as Stealth Rock, Body Slam, and Healing Wish.
* Jirachi's versatility means it can support the team with defensive sets, a Choice Scarf set for speed, or even as a sweeper with Z-Happy Hour.
* Jirachi faces problems in its lacking strength and commonly being set up bait to dangerous sweepers such as Mega Charizard X, Zygarde, and Landorus-T.
* While Jirachi has an excellent typing, it has its own flaws with a weakness to common Ground-, Dark-, and Fire-type moves.

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

[SET COMMENTS]
Moves
========
* Iron Head is Jirachi's STAB move forcing Pokemon such as Tapu Bulu and Clefable out. It also has a 60% flinch chance for beating down foes such as Tapu Fini.
* U-turn provides you momentum by providing a free switch to a teammate; Jirachi's slow U-turn makes it a valuable asset to any team.
* Jirachi makes an excellent user of Stealth Rock , which wears down the opposition over the course of the match, due to its typing and special bulk.
* Healing Wish is used to bring a weakened teammate back which can turn the tides of the game.
* If Healing Wish support is unnecessary, Body Slam is a possibility to paralyze Jirachi's checks for teammates to take advantage of.

Set Details
========
* The EV spread maximizes Jirachi's bulk while allowing it to outpace Adamant Tapu Bulu in order to KO or flinch it with Iron Head before it can inflict massive damage with Wood Hammer.
* A slower spread can be run with 16 Speed for Adamant Breloom if the speed for Tapu Bulu is not necessary.
* Leftovers makes sure Jirachi can heal itself over the course of the match, while negating possible burn damage.

Usage Tips
========
* Jirachi should set up Stealth Rock on Pokemon it checks such as Latios and Clefable. Afterwards, it should be focused on spamming U-turn to safely bring in teammates.
* Iron Head should be used when the flinch is crucial or Jirachi needs to take out Pokemon that could prove to be too threatening to its team. Tapu Lele and Choice Band Tyranitar are good examples.
* Healing Wish can be a double-edged sword, as you may need Jirachi for the end game, but may not win otherwise without it. It is important to analyze the risk and reward when selecting it.
* Jirachi should be focused on taking advantage of its slow U-turn, which might mean tanking super effective hits for the benefit of a more offensively inclined teammate.

Team Options
========
* This Jirachi set is best used for offensive teams for very obvious reasons as it provides hazard support, Healing Wish support, and free switches through its slow U-turn.
* Powerful Pokemon make excellent teammates, as they benefit from getting in safely via Jirachi's U-turn. Pheromosa, Mega Charizard Y, Manaphy, Tornadus-T, Tapu Koko, and Hoopa-U not only love free switching, but have excellent synergy through their typing or respective access to U-turn and Volt Switch.
* Defensively, Rotom-W forms a great VoltTurn core, as it can take on Dark-, Fire-, and Ground-types such as Weavile, Heatran, and Landorus-T.
* Choice Scarf Landorus-T can check Ground-types while providing a means of speed control and more momentum for Jirachi's team through its own access to U-turn.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Body Slam / Toxic
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Careful
evs: 248 HP / 228 SpD / 32 Spe

[SET COMMENTS]
Moves
========
* Iron Head is Jirachi's main STAB attack, which comes with a 60% flinch rate.
* Body Slam spreads paralysis, while Toxic can be used to wear down some of Jirachi's checks.
* Wish and Protect form the basis of this set, as it gives Jirachi a way to heal itself. Jirachi can also pass Wish to teammates, making it a great support Pokemon for bulkier teams.
* U-turn can be used for momentum, but this Jirachi set is generally found on bulkier teams, making the momentum negligible at times.

Set Details
========
* 32 Speed is run for Adamant Breloom and Jolly Tyranitar, two big threats to bulkier teams depending on their set.
* The rest of the EVs are thrown into Jirachi's special bulk to maximize its potential in outlasting threats such as Tapu Lele and Kyurem-B.
* 56 Speed can be run for Tapu Bulu, but this Jirachi variant generally wants to keep as much bulk as possible.
* Leftovers provides additional healing with Wish.

Usage Tips
========
* Jirachi's bulk and typing should be taken advantage of by switching it in on Pokemon such as Mega Alakazam and even Tapu Koko.
* Wish should be used to often to keep Jirachi healthy. If Jirachi is at full health, it can allow a teammate to catch a Wish to keep up with the pace of the game defensively. Wish should also be used on predicted switches, as their is little opportunity cost in making such a play.
* Body Slam and Toxic are used during the free turns that Jirachi gains.

Team Options
========
* This set is best used on bulkier teams due to its nature of healing itself and spreading status.
* Mega Sableye is a great partner, as Jirachi takes on Fairy-types while Sableye can deal with non-Swords Dance Landorus-T and Garchomp.
* Dugtrio traps Heatran, Hoopa-U, and Bisharp, which can easily defeat Jirachi.
* Landorus-T is also a great stop to powerful physical Dark- and Ground-type moves that may be aimed at Jirachi.
* Some bulkier teams will rely on passive offensive presence, making Serperior, Alolan Marowak, Calm Mind Tapu Fini, Magearna, and Ash Greninja prime teammates.

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

[SET COMMENTS]
Moves
========
* Iron Head is used due to its decent power and flinch chance.
* U-turn gives Jirachi a way of retaining momentum, while targeting Psychic- and Dark-types such as Hoopa-U, Greninja, and Alakazam.
* Fire Punch nails Genesect, Scizor, and Ferrothorn, making sure they cannot set up or be an annoyance to Jirachi's team or Jirachi itself.
* Heart Stamp, on the other hand, is a weaker Psychic-type version of Iron Head and has use for flinching down Buzzwole and Manaphy in dire situations.
* Healing Wish brings back a weakened teammate, giving Jirachi something to do when it finds itself being detrimental to the team.

Set Details
========
* Maximum Speed and a Jolly nature are mandatory to outspeed and flinch Pokemon such as +1 Zygarde, KO Choice Scarf Genesect, and speed tie with +1 Mega Charizard X and Salamence.
* Choice Scarf makes sure Jirachi can outpace most of the unboosted metagame.
* Maximum Attack is preferred because it brings the most out of Jirachi's decent Attack stat.

Usage Tips
========
* Once your opponent is aware Jirachi is the Choice Scarf variant, clicking U-turn is the main move choice, as it forces in its counters for team members to take advantage of.
* Switch Jirachi in on Pokemon such as Tapu Lele and Mega Aerodactyl on a predicted resisted move, then proceed to click U-turn to regain momentum.
* Iron Head should be used to induce flinches, nail Fairy-types, and when you suspect your opponent to overpredict.
* Healing Wish is used when a weakened teammate is in a winning position, and should also be used when Jirachi is no longer useful to the team. The risk in using Healing Wish isn't too large, since this set has to forfeit some bulk, making it at best a shaky check to Pokemon such as Mega Alakazam.
* Jirachi should not use Fire Punch or Heart Stamp unless there is an emergency. Z-Electric Terrain Xurkitree, Tail Glow Manaphy, and Swords Dance Mega Scizor are good examples of such emergencies.

Team Options
========
* Jirachi wants teammates that can exploit its U-turn. Mega Pinsir, Garchomp, Weavile, and Tapu Bulu fulfill such a role.
* Healing Wish is a huge boon for sweepers, as it gives them second chances when they are almost KOed. Gyarados, Mega Charizard X, and Volcarona love the additional opportunity to sweep and they can set up on a lot of the Pokemon Jirachi tends to force in.
* Jirachi as an individual Pokemon will want bulky Ground- and Water-types removed to freely click Iron Head. Manaphy and Mega Venusaur can take on these Pokemon.
* Rotom-W, Landorus-T, Magnezone, and Tapu Koko are great teammates because they can complete a VoltTurn core with Jirachi and capitalize on Pokemon that Jirachi forces in such as Celesteela and Landorus-T.
* Spikes Greninja is an excellent teammate, as it can lay down plenty of hazards due to Jirachi's offensive synergy with it.
* Icium Z Kyurem-B can be used to weaken some of Jirachi's checks such as Ferrothorn and Metagross.

[SET]
name: Substitute + Toxic
move 1: Iron Head
move 2: Substitute
move 3: Toxic
move 4: Fire Punch
item: Leftovers
ability: Serene Grace
nature: Adamant
evs: 252 HP / 40 Atk / 216 Spe

[SET COMMENTS]
Moves
========
* Iron Head has a 60% flinch chance, which pairs nicely with stacking Toxic damage.
* Substitute eases prediction by avoiding status and taking advantage of passive Pokemon such as Mantine and Alomomola. It also gives Jirachi flexibility when stalling out a foe.
* Fire Punch is used for Ferrothorn, Celesteela, Genesect, Scizor, and other Steel-types which would otherwise take this set on due to their immunity to Toxic.

Set Details
========
* The EV spread outpaces everything up to and including neutral natured Kyurem-B.
* Maximum HP investment makes sure Jirachi can take advantage of its bulk through Substitute. It also means Jirachi can make 101 HP Substitutes, which avoids them being broken by a single Seismic Toss.
* The remaining EVs are poured in Attack for power.
* Leftovers gradually heals up any residual damage or that done by Substitute.
* Jirachi can run less Speed, but Jirachi prefers to outspeed Pokemon such as Mamoswine and get a fast Toxic on Gyarados.
* Alterantively, Jirachi can run max Attack with max Speed, but this sacrifices a lot of bulk, making it less useful against offense.

Usage Tips
========
* Toxic should be used early on in the match in order for Jirachi to take advantage of this later when it has the opportunity to make a Substitute.
* Iron Head should be used to flinch down Pokemon such as Hippowdon and Rotom-W, as the combination of Toxic and Iron Head damage will start to take its toll.
* Generally, your opponent will not realize Jirachi is a SubToxic variant until Toxic is revealed. Landing the first turn Toxic on the Pokemon you desire is crucial for this set's success and the success of teammates.
* Do not over rely on Iron Head's flinch. This could cause Jirachi to take massive damage from Pokemon such as Mega Gyarados and Hippowdon.
* Use Substitute sparingly, as this Jirachi set appreciates its longevity more than others.
* Try to avoid Trick and Knock Off because Jirachi cannot perform without its item.

Team Options
========
* Dugtrio makes a great partner because it traps Heatran. SubToxic Jirachi also struggles with Toxapex, making Tectonic Rage Dugtrio a very viable option.
* Jirachi will like teammates that are annoyed by Fairy-types such as Latios, Hydreigon, and Greninja. Because such Pokemon force them in, Jirachi can use this opportunity to set up and Substitute and then use Toxic.
* Rocky Helmet users like Landorus-T, Garchomp, and Skarmory will make this set much less effective. Powerful physical attackers such as Terrakion and Bisharp are great team members because of their ability to either remove items with Knock Off or use brute force to wear foes down.
* Fast Water- and Fire-types need to be dealt with, making Ammoonguss and Rotom-W great teammates.

[SET]
name: Z-Happy Hour
move 1: Iron Head
move 2: Energy Ball / Zen Headbutt
move 3: Drain Punch
move 4: Happy Hour
item: Normalium Z
ability: Serene Grace
nature: Naive / Jolly
evs: 12 HP / 236 Atk / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Z-Happy Hour gives Jirachi a +1 boost to every stat, making it a fast and powerful threat that is almost impossible to revenge kill.
* Iron Head is Jirachi's main STAB, attack, having the ability to muscle its way past defensive Pokemon with its 60% flinch chances.
* Zen Headbutt is a secondary STAB attack that targets Toxapex, Mantine, Amoonguss, and Alolan Marowak, among others, that also has a 40% flinch chance.
* Energy Ball does massive damage to Slowbro, Rotom-W, Hippowdon, and Suicune, while destroying Quagsire and Gastrodon, all Pokemon that would normally wall the set.
* Drain Punch nails Heatran and Magnezone while restoring HP.
* Fire Punch seems like an attractive option, but Jirachi will usually defeat Metagross and Scizor through the combination of Iron Head flinches and Drain Punch.
* Thunderbolt can be used to hit Skarmory and Mantine. Compared to Energy Ball, it hits very little, and it is still doing pitiful damage to Celesteela, while Toxapex can live a hit rather easily and use Haze to remove boosts.

Set Details
========
* The listed EV spread lets Jirachi survive Jolly Life Orb Excadrill's Earthquake 100% of the time after a Z-Happy Hour boost.
* Normalium Z allows Jirachi to use Z-Happy Hour.
* A Speed-boosting nature is essential to outpace or speed tier with a multitude of Choice Scarf users such as Genesect, Excadrill, Tapu Lele, and opposing Jirachi.
* A Naive nature should be used with Energy Ball because it would otherwise miss the 2HKO on Pokemon such as Slowbro and Hippowdon.

Usage Tips
========
* Jirachi should not set up when Intimidate users are still around because Z-Happy Hour is only a one time move.
* Considering it is a one time move, you should only set up when you know Jirachi has the possibility to win.
* Jirachi finds a number of chances to set up due to its great bulk and typing. Tapu Lele, Tornadus-T, and Venusaur are good examples of setup fodder.
* Never assume that Jirachi will make its foe flinch. Try to get Will-O-Wisp, Haze, and Thunder Wave Pokemon such as Sableye, Tapu Fini, and Rotom-W as weakened as possible to limit the amount of flinches Jirachi will need to KO them.

Team Options
========
* This set is best fit for very offensive teams due to the nature of it being able to exert pressure on Jirachi's checks.
* Jirachi appreciates Pokemon that can wear down Landorus-T, which will make Jirachi's setup useless. Mega Charizard X, Diggersby, and Garchomp are good examples.
* Nihilego can set up Toxic Spikes and Stealth Rock; the former has excellent synergy with Jirachi's ability to flinch targets.
* Without Zen Headbutt, Jirachi fails to beat Mantine and Toxapex, making lures such as Thunder Punch Buzzwole and Extrasensory Greninja great teammates.
* If Energy Ball is forgone, Grass Knot Tapu Koko and Thundurus-T are good teammates due their ability to lure in and kill Quagsire, Gastrodon, and Hippowdon.
* Magnezone traps Skarmory and Celesteela, which otherwise wall this set.

[STRATEGY COMMENTS]
Other Options
=============
* A mixed set with an Expert Belt can lure its counters with moves such as Icy Wind and Hidden Power Ground. It is not preferred due to Jirachi better fulfilling other roles.
* A specially based approach can be taken with Z-Happy Hour, but that means Jirachi could no longer make its foes flinch. Jirachi is not particularly strong and needs the multiple attack oppurtunities provided by Iron Head flinches.
* Substitute + Calm Mind can be used to annoy certain teams, but its lack of coverage leaves the set very matchup based.
* Thunder Wave paralyzes foes more reliably than Body Slam, but its inability to touch Ground-types and accuracy drop this generation means there is even less reason to use it.

Checks and Counters
===================

**Heatran**: Heatran walls most Jirachi sets and can force it out with a powerful Fire STAB. In addition to this, Heatran can set up Stealth Rock, while the only thing Jirachi can do back is paralyze it or hit it with the rare Hidden Power Ground. It does need to be healthy to handle Z-Happy Hour sets, however.

**Dark-types**: Weavile, Bisharp, Hoopa-U, Tyranitar, and Mega Gyarados can all force Jirachi out with their powerful Dark STAB or even, in the former two's case, Pursuit trap it.

**Water-types**: The threat of a Scald burn makes Jirachi hesistant to stay in. Keldeo, Toxapex, Slowbro, and Rotom-W all threaten Jirachi this way and resist Iron Head.

**Ground-types**: Landorus-T, Garchomp, Hippowdon, Excadrill, Zygarde, and Mamoswine can easily KO Jirachi with their powerful Ground moves, although some of them must be careful about being stalled out by SubToxic.

**Fire-types**: Mega Charizard X, Mega Charizard Y, Alolan Marowak, and Volcanion can switch into and destroy Jirachi with their Fire STAB. The first two must be wary of Body Slam though.

**Rocky Helmet, Iron Barbs, and Rough Skin**: These items or abilities severely cut into Jirachi's longevity unless it is running the Wish set. As a result, Jirachi will become a less effective check to Pokemon such as Tapu Lele and Nihilego.
 
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Is it typical practice to mention that Happy Hour Jirachi must be shiny? Non-shiny Jirachi can't have Happy Hour.

A savvy player would make every Jirachi they use shiny, so they can bluff Happy Hour if need be, kinda like with Raikou+Aura Sphere last gen. But that isn't the kind of thing you put in an analysis...
 

PK Gaming

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Damn, this is massive but really impressive. Only thing i'd add is Genesect as a Pokemon that Scarf Jirachi outspeeds in the Set details.

1/3
 
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Martin

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Give Body Slam a moves mention on SR imo; it's a really nice option for baiting in a lot of stuff
 
You should probably switch the nature slashes on Z-Happy Hour to match Naive to Energy Ball and Jolly to Zen Headbutt.
yh
Damn, this is massive but really impressive. Only thing i'd add is Genesect as a Pokemon that Scarf Jirachi outspeeds in the Set details.

1/3
implemented. thanks bro
Give Body Slam a moves mention on SR imo; it's a really nice option for baiting in a lot of stuff
:D
 

GMars

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[SET]
name: Z-Happy Hour
move 1: Iron Head
move 2: Energy Ball / Zen Headbutt
move 3: Drain Punch
move 4: Happy Hour
item: Normalium Z
ability: Serene Grace
nature: Naive / Jolly
evs: 12 HP / 236 Atk / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Z-Happy Hour gives Jirachi a +1 boost to every stat, making it a fast and powerful threat that is almost impossible to revenge kill.
* Iron Head is Jirachi's main STAB, having the ability to muscle its way past defensive Pokemon with its 60% flinch chances.
* Zen Headbutt is a secondary STAB, targeting Toxapex, Mantine, Amoonguss, and Alolan Marowak for example. It also has a 40% flinch chance.
* Drain Punch nails Heatran and Magnezone, while restoring HP.
* Energy Ball does massive damage to Slowbro, Rotom-W, Hippowdon, and Suicune, while destroying Quagsire and Gastrodon, all Pokemon that would normally wall it.
* Fire Punch seems like an attractive option, but Jirachi will usually defeat Metagross and Scizor through the combination of Iron Head flinches and Drain Punch.
* Thunderbolt can be used to hit Skarmory and Mantine. Compared to Energy Ball, it hits very little, plus it is still doing pitiful damage to Celesteela, while Toxapex can live a hit rather easily and Haze you.

Set Details
========
* The following EV spread lets Jirachi live Jolly Life Orb Excadrill's 100% of the time after a Z-Happy Hour boost.Normalium Z allows you to use Z-Happy Hour.
* A speed boosting nature is essential to outpace or speed tier with a multitude of Choice Scarf users such as Genesect, Excadrill, Tapu Lele, and opposing Jirachi.
* A Naive Nature should be used with Energy Ball because it would otherwise miss the 2HKO on Pokemon such as Slowbro.

Usage Tips
========
* Jirachi should not set up when Intimidate users are still alive because Z-Happy Hour is only a one time move.
* Considering it is a one time move, you should only set up when you know Jirachi has the possibility to win.
* Jirachi finds a number of chances to set up due to its great bulk and typing. Tapu Lele, Tornadus-T, and Venusaur are good examples of fodder.
* Never assume that Jirachi will always flinch. Try to get Will-O-Wisp, Haze, and Thunder Wave Pokemon such as Sableye, Tapu Fini, and Rotom-W as weakened as possible to limit the amount of flinches Jirachi will need to KO these Pokemon.

Team Options
========
* This set is best fitted for very offensive teams due to the nature of it being able to exert pressure on Jirachi's checks.
* Jirachi appreciates Pokémon that can wear down Landorus-T which will make Jirachi's set up useless. Mega Charizard X, Diggersby, and Garchomp are good examples.
* Nihilego can set up Toxic Spikes and Stealth Rock; the former has excellent synergy with Jirachi's ability to flinch targets.
* Without Zen Headbutt, Jirachi fails to beat Mantine and Toxapex making lures such as Thunder Punch Buzzwole and Extrasensory Greninja great teammates.
* If Energy Ball is tossed, Grass Knot Tapu Koko and Thundurus-T are good teammates due their ability to lure in and kill Quagsire, Gastrodon, and Hippowdon.
* Magnezone traps Skarmory and Celesteela which otherwise wall this set.
* Icium Z Kyurem-B can break / weaken some of Jirachi's "checks" in Ferrothorn and Metagross with Subzero Slammer.
Is this a mistake? If you use Icium Z Kyurem-B to break Ferrothorn and Metagross, you can't setup Happy Hour to sweep.
 
aight, ready for gp check. reread the analysis real quick to catch the extremely gross grammar mistakes.

thanks qc squadron
Is this a mistake? If you use Icium Z Kyurem-B to break Ferrothorn and Metagross, you can't setup Happy Hour to sweep.
edit: oh i see you what you were talking about. that was accidently misplaced, should be under scarf set. thanks for pointing that out.
 
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talkingtree

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add remove comments (AC=add comma; RC=remove comma; SC=semicolon; AH=add hyphen)
[OVERVIEW]
* Jirachi is back with its has the ability to fill a multitude of roles and notorious 60% flinch chance Serene Grace Iron Heads. with a 60% chance to induce flinches.
* Great typing and bulk makes Jirachi a great solid (repetition) check to Pokemon such as Kyurem-B, Nihilego, Alakazam, Magearna, and Tapu Lele.
* Jirachi can use its typing to bolster its defensive utility (There's a middle step between using typing and using those moves, this is just my best guess at what that middle step is. Change it if that's incorrect) by going for moves such as Stealth Rock, Body Slam, and Healing Wish.
* Jirachi's versatility means it can support the team with defensive sets, a Choice Scarf set for speed, or even as a sweeper with Z-Happy Hour.
* Jirachi has its own faces problems in which it is not that strong its lacking strength and is commonly being set up bait to dangerous sweepers such as Mega Charizard X, Zygarde, and Rock Polish Genesect. I think this was just banned so you should replace Genesect with something else.
* While it Jirachi has an excellent typing, it has its own flaws with a common weakness to common (Unless you meant that weaknesses to these types are common, in which case leave common as-is.) Ground-, Dark-, and Fire-type moves.

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

[SET COMMENTS]
Moves
========
* Iron Head is your Jirachi's STAB move forcing Pokemon out such as Tapu Bulu and Clefable out. It also has a 60% flinch chance for beating down foes such as Tapu Fini . for instance.
* U-turn provides you momentum off switch outs, by providing a free switch to a teammate; (SC) and Jirachi's slow U-turn makes it a valuable asset to any team.
* Jirachi makes an excellent user of Stealth Rock , which wears down the opposition over the course of the match, due to its typing and special bulk. (You have to explain what the move does and why it's on the set, even if it's as common as Stealth Rock.)
* Healing Wish is used to bring a weakened teammate back which can turn the tides of the game.
* If Healing Wish support is unnecessary, Body Slam is a possibility to paralyze Jirachi's checks for teammates to take advantage of.

Set Details
========
* The following EV spread maximizes Jirachi's bulk while allowing it to outpace Adamant Tapu Bulu in order to KO or flinch it with Iron Head before it can inflict massive damage with Wood Hammer.
* A slower spread can be run with 16 Speed for Adamant Breloom if the speed for Tapu Bulu is not necessary.
* Leftovers makes sure Jirachi can heal itself over the course of the match, while negating possible burn damage.

Usage Tips
========
* Jirachi should set up Stealth Rock on Pokemon it checks such as Latios and Clefable. Afterwards, it should be focused on spamming U-turn to safely bring in teammates.
* Iron Head should be clicked used when the flinch is crucial or it Jirachi needs to take out Pokemon that could prove to be too threatening to Jirachi's its team. Tapu Lele and Choice Band Tyranitar are good examples.
* Healing Wish can be a double-edged sword, (AC) as you may need Jirachi for the end game, but you may not win otherwise without it. It is important to analyze the risk and reward when clicking selecting it.
* Jirachi should be focused on abusing taking advantage of its slow U-turn, and this which might mean tanking super effective hits for the benefit of a more offensively inclined teammate.

Team Options
========
* This Jirachi set is best used for offensive teams for very obvious reasons. (No matter how obvious the reason, you should still state it. Something like "This Jirachi set is best used for offensive teams, as it provides them hazard support, Healing Wish support, and free switches through its slow U-turn." could work.)
* Powerful Pokemon make excellent teammates, (AC) as they benefit from getting in safely via Jirachi's U-turn. Pheromosa, Mega Charizard Y, Manaphy, Tornadus-T, Tapu Koko, and Hoopa-U not only love free switching, but have excellent synergy through their typing or respective access to U-turn and Volt Switch.
* Defensively, Rotom-W forms a great VoltTurn core, (AC) as it can take on Dark-, Fire-, and Ground-types such as Weavile, Heatran, and Landorus-T.
* Choice Scarf Landorus-T can check Ground-types (RC) while providing a means of speed control and more momentum for Jirachi's team because it also has through its own access to U-turn.

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

[SET COMMENTS]
Moves
========
* Iron Head is used due to its decent power and flinch chance.
* U-turn gives Jirachi a way of retaining momentum, while targeting Psychic- and Dark-types such as Hoopa-U, Greninja, and Alakazam.
* Fire Punch nails Genesect, Scizor, and Ferrothorn, (AC) making sure they cannot set up or be an annoyance to Jirachi's team or Jirachi itself.
* Heart Stamp, on the other hand, is a weaker Psychic-type version of Iron Head and it has use for flinching down Buzzwole and Manaphy in dire situations.
* Healing Wish brings back a weakened teammate, giving it Jirachi something to do when it finds itself being detrimental to the team.

Set Details
========
* Maximum Speed and a Jolly nature is are mandatory to outspeed and flinch Pokemon such as +1 Zygarde, KO Choice Scarf Genesect, while and speed tying tie with +1 Mega Charizard X and Salamence.
* Choice Scarf makes sure Jirachi can outpace most of the unboosted metagame. (Moved to its own line)
* Maximum Attack is preferred because it brings the most out of Jirachi's decent Attack stat.

Usage Tips
========
* Once your opponent is aware you are Jirachi is the Choice Scarf variant, clicking U-turn is the main move choice, (AC) as it forces in its counters for team members to take advantage of.
* Switch it Jirachi in on Pokemon such as Tapu Lele and Mega Aerodactyl on a predicted resisted move, and then proceed to click U-turn to regain momentum.
* Iron Head should be used to induce flinches, nail Fairy-types, and when you suspect your opponent to overpredict.
* Healing Wish is used when a weakened teammate is in a winning position, and it should also be used when Jirachi is no longer useful to the team. The risk in using Healing Wish does not have to be analyzed as much as defensive Jirachi, isn't too large, (Cross-set references aren't allowed) since this set has to forfeit quite some bulk, (AC) making it at best a shaky check at best to Pokemon such as Mega Alakazam . for example.
* Jirachi should not click use Fire Punch or Heart Stamp unless there is an emergency. Z-Electric Terrain Xurkitree, Tail Glow Manaphy, and Swords Dance Mega Scizor are good examples of such emergencies.

Team Options
========
* Once again, Jirachi wants teammates that can exploit its U-turn. Mega Pinsir, Garchomp, Weavile, and Tapu Bulu fulfill such a role.
* Healing Wish is a huge boon for sweepers, (AC) as it gives them second chances when they are almost finished. KOed. Gyarados, Mega Charizard X, and Volcarona love the additional opportunity to sweep and they can set up on a lot of the Pokemon Jirachi tends to force in.
* Jirachi as an individual Pokemon will want bulky Ground- and Water-types removed to freely click Iron Head. Manaphy and Mega Venusaur can take on these Pokemon.
* Rotom-W, Landorus-T, Magnezone, and Tapu Koko are great teammates because they can complete a VoltTurn core with Jirachi and capitalize on Pokemon that Jirachi forces in such as Celesteela and Landorus-T.
* Spikes Greninja is an excellent teammate, (AC) as it can lay down plenty of hazards due to Jirachi's offensive synergy with it.
* Icium Z Kyurem-B can be used to weaken some of Jirachi's checks such as Ferrothorn and Metagross.

[SET]
name: Substitute + Toxic
move 1: Iron Head
move 2: Substitute
move 3: Toxic
move 4: Fire Punch
item: Leftovers
ability: Serene Grace
nature: Adamant
evs: 252 HP / 40 Atk / 216 Spe

[SET COMMENTS]
Moves
========
* Iron Head has a 60% flinch chance, (AC) and the flinch chance which pairs nicely with stacking Toxic damage.
* Substitute eases prediction by avoiding status and taking advantage of passive Pokemon such as Mantine and Alomomola. It also gives Jirachi flexibility when stalling out a foe.
* Fire Punch is used for Ferrothorn, Celesteela, Genesect, Scizor, and other Steel-types which would otherwise take this set on due to their immunity to Toxic.

Set Details
========
* The EV spread outpaces everything up to and including neutral natured Kyurem-B.
* Maximum HP investment makes sure Jirachi can take advantage of its bulk through Substitute. It also means Jirachi can make 101 HP Substitutes, which avoids them being broken by a single Seismic Toss. (This isn't really a GP change but you should explain why 101 HP Subs are important.)
* The remaining EVs are poured in Attack for power.
* Leftovers gradually heals up any residual damage or that done by Substitute.
* Jirachi can run less Speed, but Jirachi prefers to outspeed Pokemon such as Mamoswine and get a fast Toxic on Gyarados. for example. Alterantively, Jirachi can run max Attack with max Speed, but this sacrifices a lot of bulk, (AC) making it less useful against offense.

Usage Tips
========
* Toxic should be used early on in the match in order for Jirachi to abuse take advantage of this later when it has time the opportunity to make a Substitute.
* Iron Head should be used to flinch down Pokemon such as Hippowdon and Rotom-W, as the combination of Toxic and Iron Head damage will start to take its toll.
* Generally, your opponent will not realize you are Jirachi is a SubToxic variant until Toxic is revealed. Landing the first turn Toxic on the Pokemon you desire is crucial for this set's success and the success of teammates.
* Do not over rely on Iron Head's flinch. This could cause you Jirachi to take massive damage from Pokemon such as Mega Gyarados and Hippowdon.
* Use Substitute sparingly, (AC) as this Jirachi set appreciates its longevity more than others.
* Try not to get Jirachi tricked or knocked off avoid Trick and Knock Off because Jirachi cannot perform without its item.

Team Options
========
* At first glance, Dugtrio makes a great partner because it traps Heatran. SubToxic Jirachi also struggles with Toxapex, (AC) making Tectonic Rage Dugtrio a very viable option.
* Jirachi will like teammates that are annoyed by Fairy-types such as Latios, Hydreigon, and Greninja. Because such Pokemon force them in, Jirachi can use this opportunity to set up and Substitute and then use Toxic.
* Rocky Helmet users from the likes of like Landorus-T, Garchomp, and Skarmory will make this set much less effective. Powerful physical attackers such as Terrakion and Bisharp are great team members because of their ability to either knock off their item remove items with Knock Off or use brute force to wear them foes down.
* Fast Water- and Fire-types need to be dealt with, (AC) making Ammoonguss and Rotom-W great teammates.

[SET]
name: Z-Happy Hour
move 1: Iron Head
move 2: Energy Ball / Zen Headbutt
move 3: Drain Punch
move 4: Happy Hour
item: Normalium Z
ability: Serene Grace
nature: Naive / Jolly
evs: 12 HP / 236 Atk / 8 Def / 252 Spe

[SET COMMENTS]
Moves
========
* Z-Happy Hour gives Jirachi a +1 boost to every stat, making it a fast and powerful threat that is almost impossible to revenge kill.
* Iron Head is Jirachi's main STAB, attack, having the ability to muscle its way past defensive Pokemon with its 60% flinch chances.
* Zen Headbutt is a secondary STAB (RC) attack that targets targeting Toxapex, Mantine, Amoonguss, and Alolan Marowak, among others, that for example. It also has a 40% flinch chance.
* Drain Punch nails Heatran and Magnezone (RC) while restoring HP.
* Energy Ball does massive damage to Slowbro, Rotom-W, Hippowdon, and Suicune, while destroying Quagsire and Gastrodon, all Pokemon that would normally wall it. the set.
* Fire Punch seems like an attractive option, but Jirachi will usually defeat Metagross and Scizor through the combination of Iron Head flinches and Drain Punch.
* Thunderbolt can be used to hit Skarmory and Mantine. Compared to Energy Ball, it hits very little, plus and it is still doing pitiful damage to Celesteela, while Toxapex can live a hit rather easily and use Haze you. to remove boosts.
(The move order here is messed up - it should reflect the order of moves on the set. Iron Head -> Energy Ball -> Zen Headbutt -> Drain Punch -> Happy Hour -> Fire Punch -> TBolt would be the order I suggest.)


Set Details
========
* The following listed EV spread lets Jirachi live survive Jolly Life Orb Excadrill's Earthquake (I assume) 100% of the time after a Z-Happy Hour boost.
* Normalium Z allows you Jirachi to use Z-Happy Hour.
* A Speed-boosting (AH) nature is essential to outpace or speed tier with a multitude of Choice Scarf users such as Genesect, Excadrill, Tapu Lele, and opposing Jirachi.
* A Naive nature should be used with Energy Ball because it would otherwise miss the 2HKO on Pokemon such as Slowbro and Hippowdon.

Usage Tips
========
* Jirachi should not set up when Intimidate users are still alive around because Z-Happy Hour is only a one time move.
* Considering it is a one time move, you should only set up when you know Jirachi has the possibility to win.
* Jirachi finds a number of chances to set up due to its great bulk and typing. Tapu Lele, Tornadus-T, and Venusaur are good examples of setup fodder.
* Never assume that Jirachi will always make its foe flinch. Try to get Will-O-Wisp, Haze, and Thunder Wave Pokemon such as Sableye, Tapu Fini, and Rotom-W as weakened as possible to limit the amount of flinches Jirachi will need to KO these Pokemon. them.

Team Options
========
* This set is best fitted for very offensive teams due to the nature of it being able to exert pressure on Jirachi's checks.
* Jirachi appreciates Pokémon Pokemon that can wear down Landorus-T, (AC) which will make Jirachi's set up setup useless. Mega Charizard X, Diggersby, and Garchomp are good examples.
* Nihilego can set up Toxic Spikes and Stealth Rock; the former has excellent synergy with Jirachi's ability to flinch targets.
* Without Zen Headbutt, Jirachi fails to beat Mantine and Toxapex, (AC) making lures such as Thunder Punch Buzzwole and Extrasensory Greninja great teammates.
* If Energy Ball is tossed, forgone, Grass Knot Tapu Koko and Thundurus-T are good teammates due their ability to lure in and kill Quagsire, Gastrodon, and Hippowdon.
* Magnezone traps Skarmory and Celesteela, (AC) which otherwise wall this set.

[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Body Slam / Toxic
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Calm
evs: 248 HP / 228 SpD / 32 Spe

[SET COMMENTS]
Moves
========
* Iron Head is your Jirachi's main STAB attack, which comes with a 60% flinch rate.
* Body Slam spreads paralysis, while Toxic can be used to wear down some of Jirachi's checks.
* Wish and Protect form the basis of this set, (AC) as it gives Jirachi a way to heal itself. It Jirachi can also pass Wish to teammates, (AC) making it a great support Pokemon for bulkier teams.
* U-turn can be used for momentum, but this Jirachi set is generally found on bulkier teams, (AC) making the momentum negligible at times.

Set Details
========
* 32 Speed is run for Adamant Breloom and Jolly Tyranitar, two big threats to bulkier teams depending on their set.
* The rest of the EVs are is thrown into Jirachi's special bulk to maximize its potential in outlasting threats such as Tapu Lele and Kyurem-B.
* 56 Speed can be run for Tapu Bulu, but this Jirachi variant generally wants to keep as much bulk as possible.
* Leftovers provides additional healing with Wish.

Usage Tips
========
* Jirachi's bulk and typing should be taken advantage of by switching it in on Pokemon such as Mega Alakazam and even Tapu Koko.
* Wish should be used to often to keep Jirachi healthy. If you are Jirachi is at full health, you it can allow a teammate to catch a Wish to keep up with the pace of the game defensively. Wish should also be used on predicted switches, (AC) as their is little opportunity cost in making such a play.
* Body Slam and Toxic are used during the free turns that Jirachi gains.

Team Options
========
* This set is best used on bulkier teams due to its nature of healing itself and spreading status.
* Mega Sableye is a great partner, (AC) as Jirachi takes on Fairy-types (RC) while Sableye can deal with non-Swords Dance Landorus-T and Garchomp.
* Tentacruel can spin away hazards while walling Mega Charizard Y and Pheromosa.
* Dugtrio traps Heatran, Hoopa-U, and Bisharp, which can easily defeat Jirachi.
* Hippowdon is also a great stop to powerful physical Dark- and Ground- type moves that may be aimed at Jirachi.
* Some bulkier teams will rely on passive offensive presence, making Serperior and Calm Mind Mega Slowbro prime examples.

[STRATEGY COMMENTS]
Other Options
=============
* A mixed set with an Expert Belt can lure its counters with moves such as Icy Wind and Hidden Power [Ground]. It is not preferred because of Jirachi having more use as a Scarfer or Rocker for example. due to Jirachi better fulfilling other roles.
* A specially based approach can be taken with Z-Happy Hour, but it that means Jirachi can could no longer flinch Pokémon. make its foes flinch. Jirachi is not particularly strong and it needs the multiple attack oppurtunities provided by Iron Head flinches.
* Substitute + Calm Mind can be used to annoy certain teams, but its lack of coverage leaves it the set very matchup based.
* Thunder Wave paralyzes foes more reliably than Body Slam, but its inability to touch Ground-types and accuracy drop this generation means their there is even less reason to use it.

Checks and Counters
===================

**Heatran**: It Heatran walls most Jirachi sets and can force it out with its a powerful Fire STAB. In addition to this, Heatran can set up Stealth Rock, while the only thing Jirachi can do back is paralyze it or hit it with the rare Hidden Power [Ground]. It does need to be healthy for to handle Z-Happy Hour sets, however.

**Dark-types**: Weavile, Bisharp, Hoopa-U, Tyranitar, and Mega Gyarados can all force Jirachi out with their powerful Dark STAB or even, in the former two's case, Pursuit trap it. in the former two's case.

**Water-types**: The threat of a Scald burn makes Jirachi hesistant in to staying in. Take Keldeo, Toxapex, Slowbro, and Rotom-W for instance. all threaten Jirachi this way and resist Iron Head. (I added "and resist Iron Head" for clarity because I think it's important to why they're checks, if you disagree then leave it out.)

**Ground-types**: Landorus-T, Garchomp, Hippowdon, Excadrill, Zygarde, and Mamoswine can easily KO Jirachi with their powerful Ground moves, although some of them must be careful about being stalled out by SubToxic.

**Fire-types**: Mega Charizard X, Mega Charizard Y, Alolan Marowak, and Volcanion can come switch into and destroy Jirachi with their Fire STAB. The Charizards first two must be wary of Body Slam though.

**Rocky Helmet, Iron Barbs, and Rough Skin**: These items or abilities severely cut into Jirachi's longevity unless it is running the Wish set. As a result, Jirachi will become a less effective check to teammates Pokemon such as Tapu Lele and Nihilego.
GP 1/1
 
Last edited:

Colonel M

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We discussed this in Discord the other day, but just in case don't forget to bump the Specially Defensive set over Choice Scarf. I'll leave it up to you if you feel SubToxic is more important (I would say no personally because non-Shadow Ball Lele makes SpD Jirachi so viable right now).
 
stealth rock > specially defensive > choice scarf > subtoxic > z-happy hour is the new set order.

the gp check is now implemented so thanks talkingtree. this is ready for upload.

i also updated the team options section of the specially defensive set to reflect the current metagame.
 

talkingtree

large if factual
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Team Options
========
* This set is best used on bulkier teams due to its nature of healing itself and spreading status.
* Mega Sableye is a great partner, as Jirachi takes on Fairy-types while Sableye can deal with non-Swords Dance Landorus-T and Garchomp.
* Dugtrio traps Heatran, Hoopa-U, and Bisharp, which can easily defeat Jirachi.
* Landorus-T is also a great stop to powerful physical Dark- and Ground-type (remove space) moves that may be aimed at Jirachi.
* Some bulkier teams will rely on passive offensive presence, making Serperior, Alolan Marowak, Calm Mind Tapu Fini, Magearna, and Ash Greninja prime examples teammates.
Just a couple comments for the new SpD set Team Options section :)
 
[OVERVIEW]
[SET]
name: Specially Defensive
move 1: Iron Head
move 2: Body Slam / Toxic
move 3: Wish
move 4: Protect
item: Leftovers
ability: Serene Grace
nature: Calm
evs: 248 HP / 228 SpD / 32 Spe
I'm just really confused since I didn't find any justification for it in the rest of the set description, but why would you run a Calm nature over Careful if the only damage output on this set, in any combination, is physical? The Stealth Rock set has Careful and they (this and SR) have relatively similar EV spreads and both physically attack, so maybe this was a slight oversight?
 

Ash Borer

I've heard they're short of room in hell
I'm just really confused since I didn't find any justification for it in the rest of the set description, but why would you run a Calm nature over Careful if the only damage output on this set, in any combination, is physical? The Stealth Rock set has Careful and they (this and SR) have relatively similar EV spreads and both physically attack, so maybe this was a slight oversight?
it's most certainly an error. Good eye.
 

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