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| DPPt Jirachi Analysis | |
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| Tweet Topic Started: Feb 14 2009, 08:51 PM (299 Views) | |
| AbsoluteZero** | Feb 14 2009, 08:51 PM Post #1 |
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SETS Wish Supporter Jirachi @ Leftovers Ability: Serene Grace Nature: Impish EVs: 240 HP/ 216 Def/52 Spe ~Iron Head/Zen Headbutt ~Wish ~U turn ~Stealth Rock/Thunder Wave This is one of Jirachi's original niches and is still used widley to this day, the Wish supporter can provide much needed recovery to fellow team members that lack any form of recovery of their own, Wish can also be used to effectivly shrug off Stealth Rock/Spikes damage upon entry with the correct timing. For the moves, Iron Head or Zen Headbutt would serve as your primary STAB/offensive move as they provide useful coverage and Serene Grace abuse. Wish is essencial to this set. U turn allows you to escape pursuit and other forms of entrapment. Stealth Rock is a secondary support option that can prove quite useful once you force a switch with Iron Head/Zen Headbutt. Thunder Wave is a useable option if you already have a member of your team utalizing Stealth Rock, it can help defuse a potentially fatal situation be slashing the effected pokemon's speed, from there you can switch to an viable counter or simply finish it off with your STAB move. HaxRachi Jirachi @ Leftovers Ability: Serene Grace Nature: Impish EVs: 198 HP / 52 Atk / 224 Def / 36 Spe ~ Iron Head / Zen Headbutt ~ Body Slam / Thunder Wave ~ U turn / Ice punch ~ Stealth Rock / Wish Jirachi is a wall that is taking the metagame by storm, it takes fierce advantage of its ability thus exercising a painfully irritating "Paraflinch" tactic. Note that using this as a lead may fool opponents into thinking that this set is indeed it's Choice Scarfed cousin, likely forcing a switch and allowing you to get a free Stealth Rock up, or whichever move is preferable at the moment. For the moves, Iron Head allows you to hit threats such as Tyranitar, Mamoswine, Aerodactyal, and Weavile for super effective damage, though it hits many more pokemon neutral, which is almost as good. Iron Head is generally the preferred option on this set due to its superior accuracy and coverage to Zen Headbutt, all in all, it simply comes down to what your team needs, and what you want to hit. Zen Headbutt in contrast to Iron Head, hit Fighting-types such as Infernape, Machamp, Breloom and the like for severe damage, coverage that Iron head lacks, take that into mind when running this set. For the second move choice, Body Slam allows you to inflict damage while possibly inducing paralysis, for those who don't want to lean on the 60% paralysis rate of Body Slam, or those who want the ability to paralyze ghosts then Thunder Wave is a very good option. The 3rd slot is a choice between 2 decent options, U turn is generally the better option, allowing you to scout, avoid trapping and pass Wish effectivly if you choose to run it, or Ice punch, a move that would provide more coverage and allow you to KO dragons that you had paralyzed on switch in, there is a factor of personal preference involved, but U turn is generally the winner on the non-scarfed variants as you keep the illusion that you are indeed scarfed, as well as reap the aforementioned benefits. The last slot is purely for support, Stealth Rock allows you to inflict damage on incoming Pokemon, and Wish allows you to regain back some of your health, or pass it to a weakened team member. HaxRachi-Scarfed Lead Jirachi @ Choice Scarf Ability: Serene Grace Nature: Adamant/Impish EVs: 98 HP / 216 Atk / 40 Def / 160 Spe ~ Iron Head / Zen Headbutt ~ Body Slam / Ice Punch ~ Trick ~ Stealth Rock This is a variant of the previous set and can be quite troublesome to any lead. The provided EVs allow it to hit 414 speed, that lets you outspeed every non-scarfed lead in the game. The basic idea behind this set is, Iron Head/Zen Headbutt your opponent into a painful, flinchy death, and after you have had your fun, come back in on a wall later in the game, and trick off your scarf to the unsuspecting wall thus crippling it. The moves are pretty straight forward and are more extensively explained in the previous set description, Iron Head allows you to abuse serene grace and your type coverage, once again Zen Headbutt is brought back into the argument as they're near opposite coverage stump many, though the accuracy of Zen Headbutt is reason enough for many for the choice of Iron Head. Body Slam returns from the non-scarfed set, it allows you to induce paralysis, Ice Punch is an option over Body Slam if you are afraid of Dragons and Zapdos walking all over you. Stealth Rock allows you to hurt incoming opponents. Physical Scarfer Jirachi @ Choice Scarf Ability: Serene Grace Nature: Jolly/Adamant EVs: 6 HP / 252 Atk / 252 Spe ~ Iron Head ~ Ice punch ~ ThunderPunch / U turn / Fire Punch / Trick ~ Zen Headbutt This is a purely offensive turn on the set decrypted above, it can crush several threats with its wide array of moves with exceptional coverage, and in this set you can eliminate the "Iron Head or Zen Headbutt" headache, because you can take both respectable moves on this set. Iron Head gives strong coverage to threats mentioned in previous descriptions; Zen Headbutt lets you take advantage of Jirachi's secondary STAB coverage. Ice Punch allows you to slaughter Salamence and Flygon among many others with ease. ThunderPunch is the favorable option for the last slot, though there are several options as listed on the set, U turn allows you to scout out your opponent's team and avoid trapping, Fire punch is a decent option for Scizor and Magnazone, and Trick allows you to cripple walls, with your maxed out speed, you can hold your own if you are caught without a scarf. Special Scarfer Jirachi @ Choice Scarf Ability: Serene Grace Nature: Timid/Modest EVs: 6 HP / 252 SpA / 252 Spe ~ Psychic ~ Hidden Power Fighting/ Hidden Power Ice ~ Thunderbolt ~ U-Turn A special turn on our fabled little star, this set opens up several possibilities for Jirachi as no one expects it to be special based choicer. The moves on this set are quite interesting as they are more so trained at a more specific group of pokemon more so than generalized for a section of the metagame. Psychic is the winning stab move on the special side, as Flash cannon is it's only special based Steel type move. The hidden power type is an interesting aspect of this set: Bug can take down an oncoming Celebii thinking you are physically oriented and wants to wall you, HP bug makes Celebii think twice about switching in on Jirachi as it will OHKO Celebii with ease. A Fire-typed Hidden Power can be useful against Scizor, be aware though, as a misprediction can fuel a Heatran's rampage. Hidden Power ground can stop a Heatran or Magnazone in its tracks. Ice-typed hidden power is also for coverage, though if you intend to run any special based Ice move on Jirachi, Icy Wind is the winner. Thunderbolt is mainly for the coverage of Gyarados, Skarmory, Suicune and other bulky waters. For the last slot, Energy Ball provides much needed Swampert coverage, while Icy wind lets you hit the looming threats of Salamence, Flygon, Zapdos and other notable threats with ice weaknesses for super effective damage. Hidden Power Fighting allows you to hit Tyranitar and Weavile for super effective damage. SubCM Jirachi Jirachi @ Leftovers Ability: Serene Grace Nature: Timid/Modest EVs: 252 HP / 80 SpA / 176 Spe ~ Psychic ~ Substitute ~ Thunderbolt / Energy Ball / Icy Wind / Hidden Power Fighting / Hidden Power Fire / Hidden Power Ground/ Hidden Power Bug ~ Calm Mind This was one of the great terrors of the metagame earlier on in the D/P era, but now it is rarely used, gathering dusk as it is passed over for the latest trend. There isn't much to say about this accept that it is quite useful to clean up later in the game, Leftovers is sadly this set's only means of recovery. For the moves, Substitute and Calm Mind are essential for this set, otherwise it would have to be renamed, Psychic is your main stab move. the second offensive slot is up to you, Thunderbolt, Energy Ball, Icy Wind, a choice of Hidden Power...all perfectly viable options that can be handpicked for your team's needs. Dual Screen Jirachi Jirachi @ Light Clay/ Leftovers Ability: Serene Grace Nature: Timid EVs: 252 HP/110 SpDef /148 Spe. -Reflect -Light Screen -U turn -Wish Yet another Supprot set for the fabled star. In this set, you can set up solid defensive support for more fragile members of your team. Reflect provides the physical defencive support, and Light Screen provides the support on the special side. U turn allows Jirachi to avoid entrapment and to pass Wish with ease. Wish is there for additional recovery for a fellow team member or yourself if you believe you can take the hit aimed at you. For the item, it comes down to your team's individual needs, if you need longer lasting support for fragile members to set up or maintain a sweep then Light Clay is the item for you. If your team is bulky enough to take a hit or two even without screen support then Leftovers could serve you well as Jirachi could use an extra form of recovery. Other Choices Cosmic power allows Jirachi to bulk up its defensive stats, the time it takes to set up, the lack of an immediate recovery move and the looming chance of a critical hit sending this strat crumbling down is reason enough not to run it Swagger + Psych up is a usable option, but the chance that your opponent might use your attack raises against you is frightening. Water Pulse is another Serene Grace abuse move, the chance of confusion is nice yet the coverage is lacking Doom desire is a decent option for Jirachi, but it uses up a valuable move slot that could be put to better use. Thunder is a usable option on Jirachi, a 60% Paralysis rate and 120 base power is quite effective taking the move's coverage into account. Due to it's unsavory accuracy and the fact that it is hindered even more in Sand storm (a platform where Jirachi shines) it should be reserved for Rain Dance teams for the most part. EVs and Natures Wish Support: The HP Ev's provided allow Jirachi to hit 401 in it's HP stat quite formitable in terms of bulk. 216 Defense allow Jirachi 319 Defense with an Impish nature, this makes Jirachi a useful physical wall option. 52 Attack hit 224 Attack, to make your STAB move hit harder. HaxRachi: 190 HP Ev's allow Jirachi to hit a formidable 390 HP stat, 224 Defense Ev's make Defense hit 321, 52 attack to back up your stab moves, 36 Speed to outspeed jolly Tyranitar and 2HKO with Iron head for likely flinch. HaxRachi Scarf Lead: 98 HP Ev's hit 365, a respectable HP stat for a bulky sweeper, 216 Atk to put some punch behind your stab move, 160 speed so you aren't completely useless in the department of speed once you lose your scarf. Physical Scarfer: Max Attack and Speed with a jolly nature ensure you outspeed/tie other base 100 scarfers, most notably Flygon. Special Scarfer: Max Special attack and speed with Timid nature for insurance against scarftran. SubCMer: Max HP for 101 HP subs, and the ability to set up on a Blissey (though it is not recommended), 80 Special attack for base investment for Calm Mind, 176 Speed with Timid nature hits 308, allowing Jirachi to outspeed neutral base 100s and below Dual Screener: Max HP and the SpDef EVs provided allow Jirachi to survive Naive Heatran's Fire Blast with 44% with Light Screen in effect. 148 Speed to outspeed standard Gyarados, non-max speed Adamant Salamence and other potencial threats. Counters Heatran is Jirachi's main counter, resisting both of its stab moves plus the majority of its move pool, Jirachi is left helpless against it short of its hidden power type. Tyranitar can cause great problems to the Special variants as sand stream gives it a 1.5 times special defense boost With Jirachi's lack of naturally learned fighting moves short of hidden power, energy ball is your only defense against it. Rotom formes can be troublesome to Jirachi as both of their stab moves hit Jirachi neutral and resist Jirachi's Iron head. In the time it would take for you to whittle the formes down, Heat and Wash formes would KO you with relative ease Magnezone is another notable counter to Jirachi, it resists everthing in it's movepool excluding Fire Punch or Hidden power Ground and Hidden Power Fighting. Originally Written by: Shadow_Blaze. |
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| Zapdos** | Feb 20 2009, 06:25 PM Post #2 |
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Official Member
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Good, I prefer HaxRachi. I prefer is because it stops the opponent alot. Allowing me to switch and setup. If it's not fast enough it can paralyze and take the lead. |
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| Shadow_Blaze | Feb 25 2009, 12:28 PM Post #3 |
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New member
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Hey umm, I'm Shadow_Blaze, the guy that originally wrote that analysis...can I at least get credit or somthing? I was gonna post it myself but...I suppose you beat me to it EDIT: Here is the original article, posted on February 2nd http://s1.zetaboards.com/Komoron/topic/1178107/1/ Edited by Shadow_Blaze, Feb 25 2009, 12:43 PM.
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| Vee* | Feb 25 2009, 08:58 PM Post #4 |
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Official Member
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It was originally posted on sporeloom, by you. |
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| Shadow_Blaze | Feb 26 2009, 11:44 AM Post #5 |
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New member
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1. It wasnt originally posted on sporeloom, I copied from my Komoron post. 2. I should at least be credit for the post, the way you have it, it is more like Zero wrote it and your members dont seem to see the difference... |
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