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If you have a good competitive moveset for Jirachi, post an answer below and upvote the best ones. Movesets for its pre-evolutions, if any, can also be shared on this thread.

Be sure to include full set details in your post, e.g. items, abilities, natures and EVs. Some detail, including the intended game mode for your set, is also appreciated. Access the full list of guidelines here.

Jirachi Pokédex and learnset for reference.

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29 Answers

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Jirachi @ Light Clay
Ability: Serene Grace
EVs: 252 HP / 252 Atk / 4 Spe
Jolly Nature
- Light Screen
- Iron Head
- Zen Headbutt
- U-Turn

Typical physical Jirachi, but I got a surprising one:

Jirachi @ Focus Sash / Leftovers / Life Orb / Assault Vest
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 Spe
Bold / Timid / Modest / Calm Nature for the items respectively.
- Cosmic Power / Light Screen / Wish / Dazzling Gleam
- Last Resort
- Doom Desire
- Future Sight

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I always get forfeits with this set for some reason. When people stay though, this is a devil.

Wish For Mercy (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Body Slam
- Iron Head
- Protect
- Wish

Haha this set is perfect! Who knew a little star can be such a devil? Serene Grace is the trick. It makes Body Slam and Iron Head the best to use! I never was so free since Contrary SuperPower! So Body Slam gives a really high chance for Paralysis. Iron Head is STAB Flinching. Wish and Protect is when you get low on health. Have fun annoying the crap out of opponents!

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Gen 7 Support

Jirachi @ Light Clay
Ability: Serene Grace
EVs: 4 HP / 252 Def / 252 SpD
Careful Nature / Impish Nature
- Reflect
- Light Screen
- Doom Desire
- U-turn

  • Reflect: To dampen any physical attacks (use first if the attacker is a physical attacker)
  • Light Screen: To dampen special attacks (use first if the attacker is special)
  • Doom Desire: (it damages when you switch out right?) for damage once he leaves the scene
  • U-turn: For switching
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Jirachi @ Weakness Policy
Ability: Serene Grace
EVs: 252 Def / 4 SpD / 252 Spe
Timid Nature / Modest Nature / Calm Nature / Bold Nature
- Calm Mind
- Rest
- Doom Desire / Flash Cannon
- Psychic / Future Sight

  • Calm Mind- Once set up Jirachi is nearly impossible to take down
  • Rest- Used after Calm Mind you won't be too vulnerable while sleeping
  • Doom Desire / Flash Cannon- STAB and just good special Steel moves
  • Psychic / Future Sight- STAB and just good special Psychic moves
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The Red Wish

((More Likely that this is my first post...))

Jirachi @ King's Rock
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head / Zen Headbutt
- Ice Punch / Fire Punch / Drain Punch
- Body Slam
- U-turn

*I call this one my Red Wishmaker. More likely a Jolly Physical Attacker, Jirachi is more than majestic. With many sets Jirachi can use, it's never enough. Iron Head and Zen Headbutt are there for STAB and have good chances to Flinch the heck out of your targets. Although Zen Headbutt has -10% of its Flinch Chance, Serene Grace is Jirachi's only Ability which allows Jirachi to get better chances, hence why both are good. Out of 3 choices, each have their own good effect. Ice Punch is good for freezing your target, and we can agree that being frozen is annoying. Fire Punch is here for its burn chance.

Of course, burn can halve down your opponent's Attack stat, which might be good for Jirachi when you think about it. Drain Punch is also here for coverage and can drain away your opponent's HP to use for yourself. Body Slam has an explanation and despite being a Normal Move, it has a possibility to Paralyze, which can cripple your opponents Speed.

U-turn has another explanation and can be useful to scout out moves that can pack a punch to Jirachi. And lastly to my explanation, Kings Rock might sound useless but it's just there to help boost that Flinch Chance by 10% to all moves.*

Again, as my 1st Explanation, I have nothing more to say. Feel free to comment anything about what you think about this explanation and this moveset.

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Jirachi
Jirachi @ Power Herb
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
• Meteor Beam
• Flash Cannon
• Psychic
• Aura Sphere

• Meteor Beam: Raises Special Attack, goes in one turn because of the Power Herb
• Flash Cannon: STAB, Serene Grace helps it’s chance to lower opponent’s Special Defense
• Psychic: STAB, Serene Grace helps it’s chance to lower opponent’s Special Defense
• Aura Sphere: Covers Dark weakness, covers Steel which resists its STAB moves

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National Dex Monotype (Psychic)

Jirachi @ Weakness Policy
Ability: Serene Grace
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Drain Punch
- Iron Defense
- Calm Mind
- Stored Power

A little gimmicky, but a mixed Stored Power set. I have invested in Attack EVs because you'll be raising your special attack along with your special defense with Calm Mind. Drain Punch is for coverage against dark and most steel types. Iron Defense boosts your defense. Stored Power is STAB that gets more powerful when you raise your stats. It's important that you take out Urshifu before setting up. You can use this in dual screens to help you set up.

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Yet another random set:
Star (Jirachi) @ Salac Berry / Leftovers
Ability: Serene Grace
EVs: 68 HP / 252 SpA / 240 Spe
Timid Nature
- Doom Desire
- Wish
- Cosmic Power / Calm Mind
- Psyshock

Explanation:
-Setting up wish when you expect to hit a pinch with your berry as it heals up takes a ton of skilled timing, so you may use a Leftovers. Using either Calm Mind or Cosmic Power will toughen up the star. Doom Desire to literally force them to switch the turn it hits (to something that may wall it), then switch to an Anti-Wall at the same time. Psyshock is there to take care of nuisances like Eviolite Lucky or Light Screen Hapinasu.

-The ability is sadly unused by this set.

Another one:

Nuisance (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Body Slam / Thunder Wave
- Iron Head / Zen Headbutt
- Wish
- Cosmic Power

Explanation:
-You don't need to hit hard, with this ParaFlinch strategy. Set up with a Wish and Cosmic Power to become tougher, then start the show by paralyzing targets then spamming your flinch move of choice. Since they are paralyzed, they'll suffer and force switch, which where your wish may come handy as you may outplay your target by switching as well (most probably, they'll send a ground/fire type, so bring in a water type). This set is a standard with Jirachi though.

And yet another one (Gen 8 Sandstorm Support/Sweeper):
Blep (Jirachi) @Power Herb
Ability: Serene Grace
EVs: 124 Atk / 252 SpA / 128 Spe
Naive Nature
- Sandstorm
- Meteor Beam
- Fire Punch
- Aura Sphere

Explanation:
-Sandstorm increases Special Defense of Rock-Types by 50%, which is good to support allies. Most importantly, despite having no stab, this moveset can cover all types without any being resistant. Fire Punch may surprise burn your targets so it comes handy, Aura Sphere to destroy enemy Rock and Steel types who think they can join your fun, Meteor Beam with Power Herb further boosts your nuisance, as well as your Special Attack.

-I chose naive nature since Jirachi can't use a special Fire-Type attack (which is why I opt to Fire Punch), and yes. You may use Timid Nature, but it drops the power of Fire Punch, but... I will never opt to a neutral nature because that suck. Meteor Beam is available at a Move Tutor, so make sure you teach it with it, as it gets handy in increasing Sp.Atk (and that serious power is creepy), Aura Sphere never misses, so it's a classic move.

Physical Version of the Sandstorm Support/Sweeper:
Blep 2.0 (Jirachi) @ Smooth Rock / Life Orb
Ability: Serene Grace | Jolly Nature | EVs: 252 Spe, 252 Atk, 4 HP

EVs: 4 HP / 252 Atk / 252 Spe
- Sandstorm / Ice Punch
- Fire Punch / Thunder Punch / Ice Punch
- Iron Head / Meteor Mash / Zen Headbutt
- Drain Punch

Explanation
-Sandstorm is the purpose of this set. Fire/Thunder/Ice Punch is coverage, based on your desire. Thunder Punch is the most recommended (as only electric type Pokemon will be left resistant to you, and it's a sandstorm team, who sends out an electric type during a sandstorm anyways?), Iron Head/Meteor Mash is stab and might clean nasty fairy/ice types who tend to counter your team (meteor mash might boost your attack lmao). Drain Punch will prevent enemies from joining your sandstorm party, unless they're Ground-Types (probably covered by Ice Punch if you use it).

-You may also turn this to a sweeper if you replace sandstorm with Ice Punch, if you have a different sandstorm setter.

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Staller Jirachi


Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
- Toxic
- Wish
- Thunderbolt
- Refresh / Protect

This is my first time answering a question for a good moveset for a Pokemon, so this might not be the best set, but here goes. :>
This set is basically like an Alomomola stall set, but this one is actually used to counter Alomomola AND Toxapex (I'm just tired of getting my butt kicked by those two). Toxic is for crippling Alomomola and barely anybody uses Refresh Alomomola nowadays. Wish is to heal and let you use Protect in the next turn as well as stalling your opponent to death. Thunderbolt is coverage and is super effective against Alomomola and Toxapex + has a 20% chance to paralyze thanks to Serene Grace ability. If you successfully paralyze those two, you can stop them from using recovery moves such as Wish and Recover. You need a large amount of luck for that to happen, though. :> Refresh is for when both Pokemon have Scald and are attempting to inflict burn status on you. If they successfully inflict burn on your Jirachi, you can just Refresh and your Jirachi will be healthy again (though this move isn't really important as Jirachi is immune to Toxic, but it's the ultimate troll). Protect is to be used with Wish to avoid getting hurt on the next turn where Wish heals you.

Again, not the greatest set I came up with, but I hope I did good. :D

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