Jirachi
No entry available for this game era.

Pokédex & Training Data

Classification Wish Pokémon
Height 0.3 m (0'12")
Weight 1.1 kg (2.4 lbs)
Abilities
EV Yield +3 hp
Catch Rate 3
Base Friendship 100
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Hoenn (R/S/E) #201
Hoenn (OR/AS) #210
National #385

Held Items

Learned Moves

Level Up Moves

Sun/Moon
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.
Ultra Sun/Ultra Moon
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 Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
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

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
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.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
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.
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.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
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.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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