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<- Rayquaza Deoxys ->

Jirachi
General Information - [Back to top]
Sprites - View Gallery Page Names Pokédex Numbers

Genderless
English Jirachi National 385 (3rd Gen.)
Japanese Jiraachi Sinnoh --
French Jirachi Hoenn 201
German Jirachi Johto --
Other Information
Species Wish Colour Yellow Type(s) Steel / Psychic
Gender Genderless Height 0.3 m / 1'0" Weight 1 kg / 2.2 lbs
Egg Groups Wild Item Star Piece - 100%
Advanced Information
Tier Over-Used (OU) Steps to hatch 30 720 GK/LK Power 20
Max. EXP 1 250 000 Base Happiness 100 Catch Rate 3
Abilities
Serene Grace
Battle effect: Doubles chance of special move effects occuring.
Locations
Diamond Transfer from GBA via Pal Park [None]
Pearl Transfer from GBA via Pal Park [None]
Pokédex Flavour Text
Ruby A legend states that JIRACHI will make true any wish that is written on notes attached to its head when it awakens. If this POKéMON senses danger, it will fight without awakening.
Sapphire JIRACHI will awaken from its sleep of a thousand years if you sing to it in a voice of purity. It is said to make true any wish that people desire.
Emerald JIRACHI is said to make wishes come true. While it sleeps, a tough crystalline shell envelops the body to protect it from enemies.
Fire Red It is said to make any wish come true. It is awake for only seven days out of a thousand years.
Leaf Green It is said to make any wish come true. It is awake for only seven days out of a thousand years.
Diamond It is said to have the ability to grant any wish for just one week every thousand years.
Pearl It is said to have the ability to grant any wish for just one week every thousand years.
GTS Information (Updated once daily) - [Back to top]
D/P's In-Game GTS Rankings
Requested #4 Deposited (no data) Traded #4
GTSPlus Trade Station
Overall #16 Open #15 Traded #30 Cancelled (no data)
GTSPlus Trade Station Wishlist
Overall #11 Open #11 Obtained (no data) Cancelled (no data)
Evolutions and Alternate Forms - [Back to top]

Jirachi
Base form
Weaknesses and Resistances - [Back to top]
Bug Dark Dragon Electric Fighting Fire Flying Ghost Grass Ground Ice Normal Poison Psychic Rock Steel Water
Without Any Abilities
×1 ×1 ×0.5 ×1 ×1 ×2 ×0.5 ×1 ×0.5 ×2 ×0.5 ×0.5 ×0 ×0.25 ×0.5 ×0.5 ×1
Level-Up Attacks - [Back to top]
Lv. Name Type Cat. C. Type Power Acc. Eff. Acc. PP Effect
0 Wish Normal Other Cute -- -- -- 10 A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
0 Confusion Psychic Special Smart 50 100 10 25 The foe is hit by a weak telekinetic force. It may also leave the foe confused.
5 Rest Psychic Other Cute -- -- -- 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
10 Swift Normal Special Cool 60 -- -- 20 Star-shaped rays are shot at the foe. This attack never misses.
15 Helping Hand Normal Other Smart -- -- -- 20 A move that boosts the power of the ally's attack in a Double Battle.
20 Psychic Psychic Special Smart 90 100 10 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
25 Refresh Normal Other Cute -- -- -- 20 The user rests to cure itself of a poisoning, burn, or paralysis.
30 Rest Psychic Other Cute -- -- -- 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
35 Zen Headbutt Psychic Physical Beauty 80 90 20 15 The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
40 Double-edge Normal Physical Tough 120 100 -- 15 A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
45 Gravity Psychic Other Beauty -- -- -- 5 Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
50 Healing Wish Psychic Other Cute -- -- -- 10 The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
55 Future Sight Psychic Special Smart 80 90 -- 15 Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
60 Cosmic Power Psychic Other Cool -- -- -- 20 The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
65 Last Resort Normal Physical Cute 130 100 -- 5 This move can be used only after the user has used all the other moves it knows in the battle.
70 Doom Desire Steel Special Cool 120 85 -- 5 Two turns after this move is used, the user blasts the foe with a concentrated bundle of light.
TM/HM Attacks - [Back to top]
TM/HM Name Type Cat. C. Type Power Acc. Eff. Acc. PP Effect
TM03 Water Pulse Water Special Beauty 60 100 20 20 The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
TM04 Calm Mind Psychic Other Smart -- -- -- 20 The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic Poison Other Smart -- 85 -- 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Normal Special Smart ?? 100 -- 15 A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11 Sunny Day Fire Other Beauty -- -- -- 5 The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam Normal Special Cool 150 90 -- 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen Psychic Other Beauty -- -- -- 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect Normal Other Cute -- -- -- 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance Water Other Tough -- -- -- 5 The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM20 Safeguard Normal Other Beauty -- -- -- 25 The user creates a protective field that prevents status problems for five turns.
TM21 Frustration Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt Electric Special Cool 95 100 10 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder Electric Special Cool 120 70 30 10 A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic Psychic Special Smart 90 100 10 10 The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30 Shadow Ball Ghost Special Smart 80 100 20 15 The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM32 Double Team Normal Other Cool -- -- -- 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect Psychic Other Smart -- -- -- 20 A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34 Shock Wave Electric Special Cool 60 -- -- 20 The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM37 Sandstorm Rock Other Tough -- -- -- 10 A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.
TM40 Aerial Ace Flying Physical Cool 60 -- -- 20 The user confounds the foe with speed, then slashes. The attack lands without fail.
TM42 Facade Normal Physical Cute 70 100 -- 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power Normal Physical Smart 70 100 30 20 The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest Psychic Other Cute -- -- -- 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48 Skill Swap Psychic Other Smart -- -- -- 10 The user employs its psychic power to exchange abilities with the foe.
TM53 Energy Ball Grass Special Beauty 80 100 10 10 The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
TM56 Fling Dark Physical Tough ?? 100 -- 10 The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam Electric Special Beauty 50 90 70 10 The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure Normal Other Tough -- -- -- 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM60 Drain Punch Fighting Physical Beauty 60 100 -- 5 An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67 Recycle Normal Other Smart -- -- -- 10 The user recycles a single-use item that has been used in battle so it can be used again.
TM68 Giga Impact Normal Physical Beauty 150 90 -- 5 The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70 Flash Normal Other Beauty -- 100 -- 20 The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave Electric Other Cool -- 100 -- 20 A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM76 Stealth Rock Rock Other Cool -- -- -- 20 The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
TM77 Psych Up Normal Other Smart -- -- -- 10 The user hypnotizes itself into copying any stat change made by the foe.
TM82 Sleep Talk Normal Other Cute -- -- -- 10 While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Normal Physical Cool ?? 100 -- 15 The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85 Dream Eater Psychic Special Smart 100 100 -- 15 An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot Grass Special Smart ?? 100 -- 20 The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger Normal Other Cute -- 90 -- 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM89 U-Turn Bug Physical Cute 70 100 -- 20 After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM90 Substitute Normal Other Smart -- -- -- 10 The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91 Flash Cannon Steel Special Smart 80 100 10 10 The user gathers all its light energy and releases it at once. It may also lower the foe's Sp. Def stat.
TM92 Trick Room Psychic Other Cute -- -- -- 5 The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Statistics - [Back to top]
Description HP ATK DEF SP ATK SP DEF SPD
Base Stats 100 100 100 100 100 100
EVs Earned 3 0 0 0 0 0
Hindering Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
160 - 176
192 - 207
310 - 341
373 - 404
95 - 108
123 - 137
185 - 212
241 - 269
95 - 108
123 - 137
185 - 212
241 - 269
95 - 108
123 - 137
185 - 212
241 - 269
95 - 108
123 - 137
185 - 212
241 - 269
95 - 108
123 - 137
185 - 212
241 - 269
Neutral Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
160 - 176
192 - 207
310 - 341
373 - 404
105 - 121
137 - 152
205 - 236
268 - 299
105 - 121
137 - 152
205 - 236
268 - 299
105 - 121
137 - 152
205 - 236
268 - 299
105 - 121
137 - 152
205 - 236
268 - 299
105 - 121
137 - 152
205 - 236
268 - 299
Beneficial Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
160 - 176
192 - 207
310 - 341
373 - 404
116 - 133
150 - 167
226 - 260
295 - 329
116 - 133
150 - 167
226 - 260
295 - 329
116 - 133
150 - 167
226 - 260
295 - 329
116 - 133
150 - 167
226 - 260
295 - 329
116 - 133
150 - 167
226 - 260
295 - 329

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