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
No Eggs
--------------------
Arceus
Articuno
Azelf
Azurill
Bonsly
Budew
Celebi
Chingling
Cleffa
Cresselia
Darkrai
Deoxys
Deoxys (Attack)
Deoxys (Defense)
Deoxys (Speed)
Dialga
Elekid
Entei
Giratina
Groudon
Happiny
Heatran
Ho-oh
Igglybuff
Jirachi
Kyogre
Latias
Latios
Lugia
Magby
Mantyke
Mesprit
Mew
Mewtwo
Mime Jr.
Moltres
Munchlax
Nidoqueen
Nidorina
Palkia
Pichu
Raikou
Rayquaza
Regice
Regigigas
Regirock
Registeel
Riolu
Shaymin
Smoochum
Suicune
Togepi
Tyrogue
Unown
Uxie
Wynaut
Zapdos
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
Users
--------------------
Blissey
Chansey
Dunsparce
Happiny
Jirachi
Togekiss
Togepi
Togetic
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.
Level-Up Attacks - [Back to top ]
Lv.
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
0
Wish
--
--
--
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
50
100
10
25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
5
Rest
--
--
--
10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
10
Swift
60
--
--
20
Star-shaped rays are shot at the foe. This attack never misses.
15
Helping Hand
--
--
--
20
A move that boosts the power of the ally's attack in a Double Battle.
20
Psychic
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
--
--
--
20
The user rests to cure itself of a poisoning, burn, or paralysis.
30
Rest
--
--
--
10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
35
Zen Headbutt
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
120
100
--
15
A reckless, life- risking tackle. It also damages the user by a fairly large amount, however.
45
Gravity
--
--
--
5
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
50
Healing Wish
--
--
--
10
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
55
Future Sight
80
90
--
15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
60
Cosmic Power
--
--
--
20
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
65
Last Resort
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
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
60
100
20
20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
TM04
Calm Mind
--
--
--
20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06
Toxic
--
85
--
10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10
Hidden Power
??
100
--
15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11
Sunny Day
--
--
--
5
The user intensifies the sun for five turns, powering up Fire-type moves.
TM15
Hyper Beam
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
--
--
--
30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17
Protect
--
--
--
10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18
Rain Dance
--
--
--
5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM20
Safeguard
--
--
--
25
The user creates a protective field that prevents status problems for five turns.
TM21
Frustration
??
100
--
20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24
Thunderbolt
95
100
10
15
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25
Thunder
120
70
30
10
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27
Return
??
100
--
20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29
Psychic
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
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
--
--
--
15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33
Reflect
--
--
--
20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34
Shock Wave
60
--
--
20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM37
Sandstorm
--
--
--
10
A five-turn sand- storm is summoned to hurt all combatant types except Rock, Ground, and Steel.
TM40
Aerial Ace
60
--
--
20
The user confounds the foe with speed, then slashes. The attack lands without fail.
TM42
Facade
70
100
--
20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43
Secret Power
70
100
30
20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44
Rest
--
--
--
10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48
Skill Swap
--
--
--
10
The user employs its psychic power to exchange abilities with the foe.
TM53
Energy Ball
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
??
100
--
10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57
Charge Beam
50
90
70
10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58
Endure
--
--
--
10
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM60
Drain Punch
60
100
--
5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM67
Recycle
--
--
--
10
The user recycles a single-use item that has been used in battle so it can be used again.
TM68
Giga Impact
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
--
100
--
20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM76
Stealth Rock
--
--
--
20
The user lays a trap of levitating stones around the foe. The trap hurts foes that switch into battle.
TM77
Psych Up
--
--
--
10
The user hypnotizes itself into copying any stat change made by the foe.
TM82
Sleep Talk
--
--
--
10
While it is asleep, the user randomly uses one of the moves it knows.
TM83
Natural Gift
??
100
--
15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85
Dream Eater
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
??
100
--
20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87
Swagger
--
90
--
15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM89
U-Turn
70
100
--
20
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM90
Substitute
--
--
--
10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM91
Flash Cannon
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
--
--
--
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