#385 Jirachi
General Location Attacks Stats Egg Moves
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Picture Name Other Names No. Gender Ratio Type
Jirachi
Japan: Jirachi
ジラーチ
French: Jirachi
German: Jirachi
Korean: 지라치
National: #385
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Jirachi is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Wish Pokémon 1'00"
0.3m
2.4lbs
1.1kg
330,720
Abilities: Serene Grace
Serene Grace: The chances of a move having an effect doubles.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
100 3 HP Point(s)
Not Eligible/Known
Damage Taken
*0.5 *2 *1 *1 *0.5 *0.5 *1 *0 *2 *0.5 *0.25 *1 *0.5 *2 *0.5 *2 *0.5 *0.5
Wild Hold Item Egg Groups
  Jirachi cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Flavor Text
X Generations have believed that any wish written on a note on its head will come true when it awakens.
Y It is said to have the ability to grant any wish for just one week every thousand years.

X / Y Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Wish -- -- 10 --
One turn after this move is used, the target's HP is restored by half the user's maximum HP.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target 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 opposing team. This attack never misses.
15 Helping Hand -- -- 20 --
The user assists an ally by boosting the power of its attack.
20 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. It may also reduce the target'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 15 20
The user focuses its willpower to its head and attacks the target. 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 Levitate.
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 120 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
60 Cosmic Power -- -- 20 --
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
65 Last Resort 140 100 5 --
This move can be used only after the user has used all the other moves it knows in the battle.
70 Doom Desire 140 100 5 --
Two turns after this move is used, the user blasts the target with a concentrated bundle of light.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
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 -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type 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 target 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 90 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
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 target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. It may also lower the target'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.
TM37 Sandstorm -- -- 10 --
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
TM40 Aerial Ace 60 -- 20 --
The user confounds the target 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, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM53 Energy Ball 90 100 10 10
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.
TM56 Fling ?? 100 10 --
The user flings its held item at the target to attack. Its power and effects depend on the item.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
TM86 Grass Knot ?? 100 20 --
The user snares the target with grass and trips it. The heavier the target, the greater the damage.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
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 target'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.
TM98 Power-Up Punch 40 100 20 100
Striking opponents over and over makes the user's fists harder. Hitting a target raises the Attack stat.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Telekinesis -- -- 15 -- Gen V TM19
The user makes the target float with its psychic power. The target is easier to hit for three turns.
Drain Punch 75 100 10 -- Move Tutor - B2W2
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Fire Punch 75 100 15 10 Move Tutor - B2W2
The target is punched with a fiery fist. It may also leave the target with a burn.
Ice Punch 75 100 15 10 Move Tutor - B2W2
The target is punched with an icy fist. It may also leave the target frozen.
Icy Wind 55 95 15 100 Move Tutor - B2W2
The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.
Iron Defense -- -- 15 -- Move Tutor - B2W2
The user hardens its body's surface like iron, sharply raising its Defense stat.
Iron Head 80 100 15 30 Move Tutor - B2W2
The user slams the target with its steel-hard head. It may also make the target flinch.
Magic Coat -- -- 15 -- Move Tutor - B2W2
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room -- -- 10 -- Move Tutor - B2W2
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Recycle -- -- 10 -- Move Tutor - B2W2
The user recycles a held item that has been used in battle so it can be used again.
Signal Beam 75 100 15 10 Move Tutor - B2W2
The user attacks with a sinister beam of light. It may also confuse the target.
Skill Swap -- -- 10 -- Move Tutor - B2W2
The user employs its psychic power to exchange Abilities with the target.
Snore 50 100 15 30 Move Tutor - B2W2
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Stealth Rock -- -- 20 -- Move Tutor - B2W2
The user lays a trap of levitating stones around the opponent's team. The trap hurts opponents that switch into battle.
Thunder Punch 75 100 15 10 Move Tutor - B2W2
The target is punched with an electrified fist. It may also leave the target with paralysis.
Trick -- 100 10 -- Move Tutor - B2W2
The user catches the target off guard and swaps its held item with its own.
Uproar 90 100 10 -- Move Tutor - B2W2
The user attacks in an uproar for three turns. Over that time, no one can fall asleep.
Water Pulse 60 100 20 20 Gen IV TM03
The user attacks the target with a pulsing blast of water. It may also confuse the target.
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Ancient Power 60 100 5 10 Move Tutor - PtHGSS
The user attacks with a prehistoric power. It may also raise all the user's stats at once.
Mud-slap 20 100 10 100 Move Tutor - PtHGSS
The user hurls mud in the target's face to inflict damage and lower its accuracy.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 100 100 100 100 100 100
Max Stats
Hindering Nature
Lv. 50 160 - 207 94 - 136 94 - 136 94 - 136 94 - 136 94 - 136
Lv. 100 310 - 404 184 - 269 184 - 269 184 - 269 184 - 269 184 - 269
Max Stats
Neutral Nature
Lv. 50 160 - 207 105 - 152 105 - 152 105 - 152 105 - 152 105 - 152
Lv. 100 310 - 404 205 - 299 205 - 299 205 - 299 205 - 299 205 - 299
Max Stats
Beneficial Nature
Lv. 50 160 - 207 115 - 167 115 - 167 115 - 167 115 - 167 115 - 167
Lv. 100 310 - 404 225 - 328 225 - 328 225 - 328 225 - 328 225 - 328

<--- #384
Rayquaza
#386
Deoxys
--->

 
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