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 #385 Jirachi
General Location Attacks Stats Egg Moves Battle
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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 a secondary effect is doubled.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
100 3 HP Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Jirachi cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Omega Ruby  
Alpha Sapphire  
Generation VI Level Up
LevelAttack NameTypeAppealJam
Wish  
Excites the audience a lot if used last.
Confusion  
Quite an appealing move.
5 Rest  
Prevents the user from being startled until the turn ends.
10 Swift  
Works great if the user goes first this turn.
15 Helping Hand  
Quite an appealing move.
20 Psychic  
Quite an appealing move.
25 Refresh  
Prevents the user from being startled one time this turn.
30 Rest  
Prevents the user from being startled until the turn ends.
35 Zen Headbutt  
Quite an appealing move.
40 Double-Edge  
A very appealing move, but after using this move, the user is more easily startled.
45 Gravity  
Makes the remaining Pokémon nervous.
50 Healing Wish  
A move of huge appeal, but using it prevents the user from taking further contest moves.
55 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
60 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
65 Last Resort  
Works well if the user is pumped up.
70 Doom Desire  
Excites the audience a lot if used last.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM37 Sandstorm
Badly startles all Pokémon that successfully showed their appeal.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM89 U-turn  
Makes the audience quickly grow bored when an appeal move has little effect.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Fire Punch  
Quite an appealing move.
Gravity  
Makes the remaining Pokémon nervous.
Helping Hand  
Quite an appealing move.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Defense  
Prevents the user from being startled until the turn ends.
Iron Head  
Quite an appealing move.
Last Resort  
Works well if the user is pumped up.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Uproar
Badly startles Pokémon that the audience has high expectations of.
Water Pulse  
Makes audience expect little of other contestants.
Zen Headbutt  
Quite an appealing move.
Special Moves
Attack NameTypeAppealJam
Moonblast
Badly startles the last Pokémon to act before the user.Japanese Tanabata Festival 2014 Distribution
Heart Stamp  
An appealing move that can be used repeatedly without boring the audience.Japanese Tanabata Festival 2015 Distribution
Play Rough  
Brings down the energy of any Pokémon that have already used a move this turn.Japanese Tanabata Festival 2015 Distribution
Happy Hour  
Excites the audience in any kind of contest.Hong Kong Distribution

Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Ancient Power   Move Tutor - PtHGSS
Gets the Pokémon pumped up. Helps prevent nervousness, too.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Metronome   Move Tutor - FRLG
Effectiveness varies depending on when it is used.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Defense Curl   Move Tutor - Emerald
Prevents the user from being startled one time this turn.
Nightmare Move Tutor - XD
Startles all of the Pokémon to act before the user.


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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