Jirachi
Diamond/PearlPlatinum

It is said to have the ability to grant any wish for just one week every thousand years.

Heartgold/Soulsilver

Generations have believed that any wish written on a note on its head will come true when it awakens.

Pokédex Data

Classification Wish Pokémon
Height 0.3 m (0'12")
Weight 1.1 kg (2.4 lbs)
Abilities

Held Items

Star Piece 100%

Training

EV Yield +3 hp
Catch Rate 3
Base Friendship 100
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Wish
10 User will recover half its max HP at the end of the next turn.
5 Rest
5 User sleeps for two turns, completely healing itself.
10 Swift
60 20 Never misses.
15 Helping Hand
20 Ally's next move inflicts half more damage.
20 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
25 Refresh
20 Cleanses the user of a burn, paralysis, or poison.
30 Rest
5 User sleeps for two turns, completely healing itself.
35 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
40 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
45 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
50 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
55 Future Sight
120 100% 10 Hits the target two turns later.
60 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
65 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
70 Doom Desire
140 100% 5 Hits the target two turns later.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Wish
10 User will recover half its max HP at the end of the next turn.
5 Rest
5 User sleeps for two turns, completely healing itself.
10 Swift
60 20 Never misses.
15 Helping Hand
20 Ally's next move inflicts half more damage.
20 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
25 Refresh
20 Cleanses the user of a burn, paralysis, or poison.
30 Rest
5 User sleeps for two turns, completely healing itself.
35 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
40 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
45 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
50 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
55 Future Sight
120 100% 10 Hits the target two turns later.
60 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
65 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
70 Doom Desire
140 100% 5 Hits the target two turns later.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Wish
10 User will recover half its max HP at the end of the next turn.
5 Rest
5 User sleeps for two turns, completely healing itself.
10 Swift
60 20 Never misses.
15 Helping Hand
20 Ally's next move inflicts half more damage.
20 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
25 Refresh
20 Cleanses the user of a burn, paralysis, or poison.
30 Rest
5 User sleeps for two turns, completely healing itself.
35 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
40 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
45 Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
50 Healing Wish
10 User faints. Its replacement has its HP fully restored and any major status effect removed.
55 Future Sight
120 100% 10 Hits the target two turns later.
60 Cosmic Power
20 Raises the user's Defense and Special Defense by one stage.
65 Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
70 Doom Desire
140 100% 5 Hits the target two turns later.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 20 Never misses.
TM37 Sandstorm
10 Changes the weather to a sandstorm for five turns.
TM40 Aerial Ace
60 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM48 Skill Swap
10 User and target swap abilities.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM58 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM67 Recycle
10 User recovers the item it last used up.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM76 Stealth Rock
20 Causes damage when opposing Pokémon switch in.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM82 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM83 Natural Gift
100% 15 Power and type depend on the held berry.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Ancient Power
60 100% 5 Has a 10% chance to raise all of the user's stats by one stage.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Defense
15 Raises the user's Defense by two stages.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Mud Slap
20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 20 Never misses.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 100
Attack 100
Defense 100
Sp. Atk 100
Sp. Def 100
Speed 100
Total 600

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
0x
2x
0.5x
0.25x
0.5x
2x
0.5x
2x
0.5x
0.5x