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    Jirachi/Deoxys Guide by Pokemon Legend

    Version: 2.7 | Updated: 10/10/05 | Printable Version | Search Guide | Bookmark Guide

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         /        The Wish Maker                       /
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    D   D  EEEE   O     O   xx     Y   Y    SSSS
    D   D  E      O     O   xx      YYY         S
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    DDD    EEEEEE   OOO   X    X     Y      SSSS
    
       {~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~}
       { Visitor of the Space Fissure        }
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         Pokemon Ruby/Sapphire Jirachi/Deoxys Guide
          Copyright 2004 Dan Costa (pronounced ka-stuh, not koe-stuh)
    
    Platform: Gameboy Advance/ Gameboy Advance SP
    Created: July 20th, 2004
    Finished: July 20th, 2004
    Version 2.6
    E-mail: Gogeta12@yahoo.com
    Author: Dan Costa aka Pokemon Legend
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    Table of Contents:
    1. Table of Contents (you're sitting on it!)
    2. Version History
    3. Introduction (IMPORTANT! READ THIS FIRST!)
    4. Why get Jirachi Anyway?
    4a. And why is Deoxys all that?
    5. Jirachi's Basic Info
    5a. Deoxys' Basic Info
    6. Level-up Moves for Jirachi
    6a. Level-up Moves for Deoxys
    7. Jirachi's Tm/Hm Compatabilities
    7a. Deoxys' Tm/Hm Compatabilities
    8. Battle Strategies Using Jirachi
    8a. Rayquaza mini-section
    8b. Battle Strategy Against Jirachi
    8c. Battle Strategy Using Deoxys
    8d. Battle Strategy Against Deoxys
    9. Contest Guide for Jirachi
    9a. Contest Guide for Deoxys
    10. EVs and Stats for Jirachi
    10a. EVs and Stats for Deoxys
    11. How to get Jirachi
    11a. How to get Deoxys
    12. Legal Stuff
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    2. Version History:
    Version 1.0: 7-20-04. Created the Jirachi guide. Finished it, too.
    Version 1.5: 7-21-04. The guide doubled in size. Added battle strategies and
    contest info. Added stats. Added EVs. Added mini-section on Rayquaza
    for double battling
    Version 2.5: 7-22-04. Totally re-worked the guide, combining into it my
    Deoxys Guide.
    (which i wasnt going to post)
    Version 2.6: 7-29-04. Worked out some technicalities. Nothing major.
    Version 2.7: 10-10-05.  Added important note in Intro section.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    3. Introduction: Hi, i'm Dan. This is my second guide (the first one
    didn't make it.............oh well)  I created this guide to answer
    every question anyone might have about the star-headed wonder....Jirachi!
    Not to mention the all-powerful Deoxys, who takes on Rayquaza in movie 7.
    The 2 Pokemon battle.........to a standstill!
    I hope you find this guide useful.....You should if you came here looking
    for Jirachi/Deoxys and help on catching them, their moves, etc.
    The Deoxys part of the guide focuses on Normal Form Deoxys, as  Attack and
    Defense Form Deoxys ARE ONLY AVAILABLE IN FIRERED AND LEAFGREEN!
    Sit back and enjoy!
    As of now, the following sites have permission to use this guide:
    *Gamefaqs
    *Neoseeker
    *Supercheats
    
    IMPORTANT NOTE!: Okay........I don't know how else to say this.  DO NOT
    E-Mail me asking for help with your Gameshark or Action Replay.  If you
    are having problems with it, YOU need to deal with that, not me.  The
    codes I list to get the two secret legendaries are 100% accurate, and if
    you can't use them properly, it's either:
    a. You have the wrong version of cheat device
    b. You input the code wrong
    c. You expected them to show up in your pc or party when the codes
    actually make it so that every random battle is against the specified
    pokemon.
    d. You're using both the Jirachi and Deoxys codes at the same time.
    e. You forgot the Master Code.  Let's get something straight here.
    YOU WILL HAVE TO CREATE A NEW GAME FILE IN YOUR GAMESHARK OR ACTION
    REPLAY AND INPUT MY MASTER CODE AS THE (M)MUST BE ON CODE AS THE FIRST
    CODE FOR THE NEW GAME SLOT.  THE SECOND CODE IS THE POKEMON MODIFIER.
    
    It's not rocket science, okay?!  STOP E-MAILING ME ABOUT GS/AR HELP!
    I am SICK AND TIRED of going through the process with people, step-by-
    step.  I've been doing it for a year now and I refuse to do at any more.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    4. Why get Jirachi Anyway?
    WHAT? How can you seriously be asking that!? Fine, i'll tell you why.
    *First and most importantly, getting Jirachi in your R/S game will fix
    the berry glitch. This glitch prevents berries from growing, and stops
    all other time events from happening. (lilycove dpt. store rooftop sale,
    for example) The berry glitch takes place after about a year of gameplay.
    Get Jirachi and this doesn't apply to you.
    *Second, Jirachi is an awesome pokemon. It's max hp is 404, for crying
    out loud! Even with a low hp nature! Not to mention its other stats, as well
    as the awesome moves it learns. (It's the only Pokemon that learns Doom
    Desire!)
    *And finally........Jirachi is one of the coolest-looking pokemon, second only
    to Rayquaza, in my opinion.
    
    That's why getting Jirachi is more than just a good idea!
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    4a. And why is Deoxys all that?
    .......**stares in disbelief**....... 
    Here's some reasons for you:
    *Deoxys IS A GOD in terms of attack power. (on par with Rayquaza)
    *You need Deoxys to complete your Pokedex.
    *It has 3 forms (2 of which aren't accessible at all in R/S)
    How cool is that?
    *Deoxys is so godly powerful and so blindingly fast, it does not need a 
    partner in double battles. Just let it hold Leftovers & make sure that it 
    has Recover, and you're set.
    The only bad things about Deoxys are as follows:
    *Deoxys has one of the worst DEF and SP DEF ratings in the game. You can,
    however, get around this with Recover and Leftovers.
    *Like any legendary pokemon, Deoxys takes longer to level up. But trust me,
    a 400+ ATK and SP ATK (and SPEED!) stat are worth it all.
    
    Deoxys...........RULES!
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    5. Jirachi's Basic Info
    
    Jirachi, the wish pokemon. It is said to appear once every 1,000 years.
    It will awaken if you sing to it in a pure voice. When it awakens, it is
    said to grant whatever wish is written on the wish tags on its head. However,
    if it senses danger, it will fight without awakening.
    
    English Name: Jirachi
    Japanese Name: Jiraachi
    Type1: Steel
    Type2: Psychic
    Ability: Serene Grace
    Serene Grace makes moves with extra effects (paralysis, sleep, etc.)
    induce the extra effects more often when Jirachi uses one of the moves.
    Number:
    Before getting National Dex: #201
    After getting National Dex: #385
    Height: 1'00" (1 foot)
    Weight: 2.42 lbs. (2 and a half pounds)
    Footprint: a tiny upside-down teardrop
    Gender: Genderless
    Egg Group: Cannot Breed
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    5a. Deoxys' Basic Info
    
    Deoxys, the D.N.A. Pokemon. It is actually a space virus that was exposed to
    a laser beam, turning it into a Pokemon. It has regenerative powers as well
    as enough psychic ability to make Mewtwo and Lugia crap their pants.
    In movie 7 (not out in US yet) it battled with Rayquaza to a standstill.
    Then it went into Super Attack Mode Deoxys (only available in FireRed)
    and beat it so badly that Rayquaza fled. (yes, Deoxys is THAT powerful)
    
    English Name: Deoxys
    Japanese Name: Deokishisu
    Type1: Psychic
    Type2: none
    Ability: Pressure
    Pressure makes the foe use 2 pp for one move instead of 1.
    Number:
    Before getting National Dex: #202
    After getting National Dex: #386
    Height: 5'07" (five feet, 7 inches)
    Weight: 134.0 lbs. (134 pounds)
    Footprint: a small circle that is ever so slightly pointy on the upper
    left-hand corner
    Gender: Genderless
    Egg Group: Cannot Breed
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    6. Level-up Moves for Jirachi
    *Note: STAB means "same type attack bonus". It means that if the move used is
    the same type as one of your pokemon's types, (or if it's type matches your
    pokemon's single type) the move's power is boosted by 50%.
    
    Name                 Learned at Lvl.                 Type
    -----------------------------------------------------------------
    Wish:                 starts w/ it                  Normal
    Info: At the end of the turn after the turn you use this attack, you heal
    50% of your max Hp.  Works even if you switch Pokemon.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Confusion:            starts w/ it                  Psychic
    Info: 10% chance of confusing the opponent.
    PP: 25-40
    Power: 50 (75 STAB)
    Accuracy: 100
    
    Rest:                    05                         Psychic
    Info: Heals hp and all status changes except FRZ. User falls asleep.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Swift:                   10                         Normal
    Info: Always hits.
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: ---
    
    Helping Hand:            15                         Normal
    Info: Increases Teammates ATK power by 50%.
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Psychic:                 20                         Psychic
    Info: 10% chance of lowering opponents SP. DEF.
    PP: 10-16
    Power: 100 (150 STAB)
    Accuracy: 100
    
    Refresh:                 25                         Normal
    Info: Heals the user of paralysis, burn, or poison.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Rest:                    30                         Psychic
    Info: Heals hp and all status changes except FRZ(frozen). User falls asleep.
    Learned for the second time.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Double-Edge:             35                         Normal
    Info: Recoils 1/3 of the damage given.
    PP: 15-24
    Power: 120 (180 STAB)
    Accuracy: 100
    
    Future Sight:            40                         Psychic
    Info: Deals damage 2 turns after it is used.
    PP: 15-24
    Power: 80 (120 STAB)
    Accuracy: 90
    
    Cosmic Power:            45                         Psychic
    Info: Raises DEF. and SP. DEF.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Doom Desire:             50                         Steel
    Info: Deals damage 2 turns after it is used.
    PP: 5-8
    Power: 120 (180 STAB)
    Accuracy: 85
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    6a. Level-up Moves for Deoxys
    These are Deoxys' Level-up Moves:
    
    Name                 Learned at Lvl.                 Type
    -----------------------------------------------------------------
    Leer:                starts w/ it                   Normal
    Info: Lowers opoonent's DEF.
    PP: 30-48
    Power: ---
    Accuracy: 100
    
    Wrap:                starts w/ it                   Normal
    Info: After it is used, at the end of each of the following turns,
    the target is hurt a little. Target cannot switch out.
    PP: 20-32
    Power: 15 (27.5 STAB)
    Accuracy: 85
    
    Night Shade:             05                         Ghost
    Info: Damage = User's Level
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Teleport:                10                         Psychic
    Info: User flees from battle. No effect in trainer battles.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Knock Off                15                         Dark
    Info: Target temporarily loses the item it's holding.
    PP: 20-32
    Power: 20 (30 STAB)
    Accuracy: 100
    
    Pursuit                  20                         Dark
    Info: x2 damage if target switches out.
    PP: 20-32
    Power: 40 (60 STAB)
    Accuracy: 100
    
    Psychic:                 25                         Psychic
    Info: 10% chance of lowering opponents SP. DEF.
    PP: 10-16
    Power: 100 (150 STAB)
    Accuracy: 100
    
    Snatch:                  30                         Dark
    Info: If target uses a stat-raising or healing move, it's
    effect is stolen from the target and put on the user.
    PP: 10-16
    Power: ---
    Accuracy: 100
    
    Cosmic Power:            35                         Psychic
    Info: Raises DEF. and SP. DEF.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Recover:                 40                         Noraml
    Info: User is healed by 50% of it's max HP
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Psycho Boost             45                         Psychic
    Info: User's SP ATK greatly falls.
    PP: 5-8
    Power: 140 (210 STAB)
    Accuracy: 90
    
    Hyper Beam               50                         Normal
    Info: Rediculously powerful, but user has to skip it's next turn
    to recharge from the loss of power.
    PP: 5-8
    Power: 150 (225 STAB)
    Accuracy: 90
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    7. Jirachi's Tm/Hm Compatabilities
    
    Tm03-Water Pulse
    Type: Water
    Info: 20% chance of confusing the opponent.
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: 100
    
    Tm04-Calm Mind
    Type: Psychic
    Info: Raises SP. ATK and SP. DEF.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Tm06-Toxic
    Type: Poison
    Info: Poisons opponent. It gets worse for the opponent with every passing
    turn.
    PP: 10-16
    Power: ---
    Accuracy: 85
    
    Tm10-Hidden Power
    Type: Normal
    Info: ATK power varies for different Pokemon.
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Tm11-Sunny Day
    Type: Fire
    Info: Raises the power of Fire moves for 5 turns.  Also, Solarbeam can be used
    without taking in sunlight first.
    PP: 5-8
    Power: ---
    Accuracy: ---
    
    Tm15-Hyper Beam
    Type: Normal
    Info: My favorite move.  It is obnoxiously powerful, but the user needs to
    recharge the next turn.  Great for one-hit kills.
    PP: 5-8
    Power: 150 (225 STAB)
    Accuracy: 90
    
    Tm16-Light Screen
    Type: Psychic
    Info: Cuts SP. ATK damage done to the user in half for up to 5 turns.
    PP: 30-48
    Power: ---
    Accuracy: ---
    
    Tm17-Protect
    Type: Normal
    Info: Negates all forms of damage done to the user. Drawbacks: Cannot attack
    if you use Protect, and it may fail if used in succession.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Tm18-Rain Dance
    Type: Water
    Info: for 5 turns, Water moves' power is boosted by 50%, Fire moves' power is
    cut by 50%, and Thunder's accuracy becomes 100.
    PP: 5-8
    Power: ---
    Accuracy: ---
    
    Tm20-Safeguard
    Type: Normal
    Info: Prevents status abnormalities for 5 turns
    PP: 25-40
    Power: ---
    Accuracy: ---
    
    Tm21-Frustration
    Type: Normal
    Info: The more the user dislikes you, (or it's trainer if that happens to
    not be you) the more powerful the attack becomes.
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Tm24-Thunderbolt
    Type: Electric
    Info: 10% chance of paralyzing the opponent
    PP: 15-24
    Power: 95 (142.5 STAB)
    Accuracy: 100
    
    Tm25-Thunder
    Type: Electric
    Info: 30% chance of paralyzing opponent. Damage is doubled if opponent is 
    airborne.  Accuracy becomes 100 if used while it's raining.
    PP: 10-16
    Power: 120 (180 STAB)
    Accuracy: 70
    
    Tm27-Return
    Type: Normal
    Info: The more the user likes you, (or its trainer if your not its trainer)
    the more powerful the attack becomes
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Tm29-Psychic
    Type: Psychic
    Info: My other favorite move. It has a 10% chance of lowering the opponent's
    SP. DEF.
    PP: 10-16
    Power: 100 (150 STAB)
    Accuracy: 100
    
    Tm30-Shadow Ball
    Type: Ghost
    Info: Has a 20% chance of lowering opponent's SP. DEF.  Only works on Ghost-
    type Pokemon
    PP: 15-24
    Power: 80 (120 STAB)
    Accuracy: 100
    
    Tm32-Double Team
    Type: Normal
    Info: Raises evasiveness.
    PP: 15-24
    Power: ---
    Accuracy: ---
    
    Tm33-Reflect
    Type: Psychic
    Info: Cuts physical damage done to user by 50% for up to 5 turns
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Tm34-Shock Wave
    Type: Electric
    Info: Always hits.
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: ---
    
    Tm37-Sandstorm
    Type: Rock
    Info: A useless move in my opinion.  Creates a sandstorm that lasts for 5
    turns.  At the end of a turn in which it is in effect, it damages all
    Pokemon that aren't Ground, Steel, or Rock-type.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Tm40-Aerial Ace
    Type: Flying
    Info: Extremely fast. Always hits
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: ---
    
    Tm42-Facade
    Type: Normal
    Info: If the user is burnt, poisoned, or paralyzed, this attacks power is
    doubled.
    PP: 20-32
    Power: 70 (105 STAB)
    Accuracy: 100
    
    Tm43-Secret Power
    Type: Normal
    Info: Based on where it is used, it has a 30% chance of causing a status
    change. Here is a list.
    If used on:      Status Change:
    Small grass-------Poison
    Tall grass--------Sleep
    Cave--------------Flinch
    Mountain----------Confuse
    Sea--------------Lowers ATK.
    Pond-------------Lowers SPEED
    Sand-------------Lowers ACCURACY
    Underwater-------Lowers DEF.
    Anywhere
    else--------------Paralysis
    PP: 20-32
    Power: 70
    Accuracy: 85
    
    Tm44-Rest
    Type: Psychic
    Info: Heals Hp and all status changes except for freezing.  User falls asleep.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Tm45-Attract
    Type: Normal
    Info: Makes opponents of the opposite gender fall in love with the user.
    Useless to Jirachi since it is genderless.
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Tm48-Skill Swap
    Type: Psychic
    Info: The user switches abilities with the opponent/target
    PP: 10-16
    Power: ---
    Accuracy: 100
    
    Hm05-Flash
    Type: Normal
    Info: The most useless battle move/Hm EVER. Lowers oppnents accuracy.
    After you are done with Victory Road, if you don't have it on an Hm slave,
    go to Lilycove and delete it ASAP. Teach your pokemon a good move afterward.
    PP: 20-32
    Power: ---
    Accuracy: 70
    
    This concludes the list of Jirachi's Tm/Hm Compatabilities.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    7a. Deoxys' Tm/Hm Compatabilities
    
    Tm01-Focus Punch
    Type: Fighting
    Info: On the first turn, the user channels energy into its fist.
    On the second turn, a Punch as powerful as the Hyper Beam is
    released upside the targets head. Looks very cool if performed
    successfully. However, if the user is hit before the punch can be
    released, the user loses its focus and has to start the move over.
    PP: 20-32
    Power: 150 (225 STAB)
    Accuracy: 100
    
    Tm03-Water Pulse
    Type: Water
    Info: 20% chance of confusing the opponent.
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: 100
    
    Tm04-Calm Mind
    Type: Psychic
    Info: Raises SP. ATK and SP. DEF.
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Tm06-Toxic
    Type: Poison
    Info: Poisons opponent. It gets worse for the opponent with every passing
    turn.
    PP: 10-16
    Power: ---
    Accuracy: 85
    
    Tm10-Hidden Power
    Type: Normal
    Info: ATK power varies for different Pokemon.
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Tm11-Sunny Day
    Type: Fire
    Info: Raises the power of Fire moves for 5 turns.  Also, Solarbeam can be used
    without taking in sunlight first.
    PP: 5-8
    Power: ---
    Accuracy: ---
    
    Tm12-Taunt
    Type: Dark
    Info: If the target uses anything other than an attacking move, that move fails.
    Taunt lasts for 2 turns.
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Tm13-Ice Beam
    Type: Ice
    Info: Has a 10% chance of freezing the target.
    PP: 10-16
    Power: 95 (142.5 STAB)
    Accuracy: 100
    
    Tm15-Hyper Beam
    Type: Normal
    Info: My favorite move.  It is obnoxiously powerful, but the user needs to
    recharge the next turn.  Great for one-hit kills.
    PP: 5-8
    Power: 150 (225 STAB)
    Accuracy: 90
    
    Tm16-Light Screen
    Type: Psychic
    Info: Cuts SP. ATK damage done to the user in half for up to 5 turns.
    PP: 30-48
    Power: ---
    Accuracy: ---
    
    Tm17-Protect
    Type: Normal
    Info: Negates all forms of damage done to the user. Drawbacks: Cannot attack
    if you use Protect, and it may fail if used in succession.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Tm18-Rain Dance
    Type: Water
    Info: for 5 turns, Water moves' power is boosted by 50%, Fire moves' power is
    cut by 50%, and Thunder's accuracy becomes 100.
    PP: 5-8
    Power: ---
    Accuracy: ---
    
    Tm20-Safeguard
    Type: Normal
    Info: Prevents status abnormalities for 5 turns
    PP: 25-40
    Power: ---
    Accuracy: ---
    
    Tm21-Frustration
    Type: Normal
    Info: The more the user dislikes you, (or it's trainer if that happens to
    not be you) the more powerful the attack becomes.
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Tm22-Solarbeam
    Type: Grass
    Info: On the turn it is used, the user takes in sunlight. On the following
    turn, the beam is fired. If Sunny Day (or Groudon's Drought) is still
    working, the beam is fired as soon as the move is used.
    PP: 10-16
    Power: 120 (180 STAB)
    Accuracy: 100
    
    Tm24-Thunderbolt
    Type: Electric
    Info: 10% chance of paralyzing the opponent
    PP: 15-24
    Power: 95 (142.5 STAB)
    Accuracy: 100
    
    Tm25-Thunder
    Type: Electric
    Info: 30% chance of paralyzing opponent. Damage is doubled if opponent is 
    airborne.  Accuracy becomes 100 if used while it's raining.
    PP: 10-16
    Power: 120 (180 STAB)
    Accuracy: 70
    
    Tm27-Return
    Type: Normal
    Info: The more the user likes you, (or its trainer if your not its trainer)
    the more powerful the attack becomes
    PP: 20-32
    Power: ---
    Accuracy: 100
    
    Tm29-Psychic
    Type: Psychic
    Info: My other favorite move. It has a 10% chance of lowering the opponent's
    SP. DEF.
    PP: 10-16
    Power: 100 (150 STAB)
    Accuracy: 100
    
    Tm30-Shadow Ball
    Type: Ghost
    Info: Has a 20% chance of lowering opponent's SP. DEF.  Only works on Ghost-
    type Pokemon.
    PP: 15-24
    Power: 80 (120 STAB)
    Accuracy: 100
    
    Tm31-Brick Break
    Type: Fighting
    Info: Destroys Barrier, Reflect, and Light Screen.
    PP: 15-24
    Power: 75 (112.5 STAB)
    Accuracy: 100
    
    Tm32-Double Team
    Type: Normal
    Info: Raises evasiveness.
    PP: 15-24
    Power: ---
    Accuracy: ---
    
    Tm33-Reflect
    Type: Psychic
    Info: Cuts physical damage done to user by 50% for up to 5 turns
    PP: 20-32
    Power: ---
    Accuracy: ---
    
    Tm34-Shock Wave
    Type: Electric
    Info: Always hits.
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: ---
    
    Tm39-Rock Tomb
    Type: Rock
    Info: Lowers targets SPEED
    PP: 10-16
    Power: 50 (75 STAB)
    Accuracy: 80
    
    Tm40-Aerial Ace
    Type: Flying
    Info: Extremely fast. Always hits
    PP: 20-32
    Power: 60 (90 STAB)
    Accuracy: ---
    
    Tm41-Torment
    Type: Dark
    Info: Target cannot use the same move twice in a row.
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Tm42-Facade
    Type: Normal
    Info: If the user is burnt, poisoned, or paralyzed, this attacks power is
    doubled.
    PP: 20-32
    Power: 70 (105 STAB)
    Accuracy: 100
    
    Tm43-Secret Power
    Type: Normal
    Info: Based on where it is used, it has a 30% chance of causing a status
    change. Here is a list.
    If used on:      Status Change:
    Small grass-------Poison
    Tall grass--------Sleep
    Cave--------------Flinch
    Mountain----------Confuse
    Sea--------------Lowers ATK.
    Pond-------------Lowers SPEED
    Sand-------------Lowers ACCURACY
    Underwater-------Lowers DEF.
    Anywhere
    else--------------Paralysis
    PP: 20-32
    Power: 70
    Accuracy: 85
    
    Tm44-Rest
    Type: Psychic
    Info: Heals Hp and all status changes except for freezing.  User falls asleep.
    PP: 10-16
    Power: ---
    Accuracy: ---
    
    Tm45-Attract
    Type: Normal
    Info: Makes opponents of the opposite gender fall in love with the user.
    Useless to Deoxys since it is genderless.
    PP: 15-24
    Power: ---
    Accuracy: 100
    
    Tm48-Skill Swap
    Type: Psychic
    Info: The user switches abilities with the opponent/target
    PP: 10-16
    Power: ---
    Accuracy: 100
    
    Tm49-Snatch
    Type: Dark
    Info: If target uses a stat-raising or healing move, it's
    effect is stolen from the target and put on the user.
    PP: 10-16
    Power: ---
    Accuracy: 100
    
    Hm01-Cut
    Type: Normal
    Info: No special effect. Cuts down trees outside of battle.
    PP: 30-48
    Power: 50 (75 STAB)
    Accuracy: 95
    
    HM04-Strength
    Type: Normal
    Info: No special effect.
    PP: 15-24
    Power: 80 (120 STAB)
    Accuracy: 100
    
    Hm05-Flash
    Type: Normal
    Info: The most useless battle move/Hm EVER. Lowers oppnents accuracy.
    After you are done with Victory Road, if you don't have it on an Hm slave,
    go to Lilycove and delete it ASAP. Teach your pokemon a good move afterward.
    PP: 20-32
    Power: ---
    Accuracy: 70
    
    Hm06-Rock Smash
    Type: Fighting
    Info: I have only ONE THING to say about Rock Smash: DO NOT TEACH IT TO YOUR
    POKEMON IF YOU CAN HELP IT! This move is horribly weak. Has a 50% chance
    of lowering the targets DEF.
    PP: 15-24
    Power: 20-30
    Accuracy: 100
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    8. Battle Strategies Using Jirachi
    NOTE!: I recommend that you skip down a section and read through the
    Rayquaza mini-section before reading this section, just to get a grasp on
    what Jirachi's double battle partner should be like.
    
     First, let me start off by saying 2 things.
    1. The best battle move set for Jirachi to have is the following:
    
    Jirachi @ Leftovers (Leftovers can be found in a trash can on the lower
    part of the S.S. Tidal)
    Psychic
    Doom Desire
    Wish
    Thunder
    
    2. When double battling, MAKE SURE that Jirachi's partner is a strong
    Rayquaza.
    
    Ok. Now, the strategies:
    #1: (Jirachi by itself) Using the above said move set, have Jirachi open
    with Wish. This will give you time to unleash moves such as Thunder (It may 
    have a low Accuracy, but because of Jirachi's ability, it has a 42% chance 
    of inducing paralysis) or Psychic. Use Doom Desire for the second move though, 
    as it will come back to haunt your foe. 
    You should get enough damage in so that when wish heals you, you can finish 
    the foe off and be ready for the next Pokemon. Doom Desire is backup. Add in 
    Jirachi's high DEF. (It being Steel-type) and you have got nothing to worry 
    about, except for 3 Pokemon. Houndour, Houndoom, and Groudon.
    Leftovers don't hurt, either. But since i do not know exactly when Jirachi 
    will use leftovers, I will give a battle example w/o it.
    
    Example of Battle using strategy #1:
    
    Move 1(Jirachi): Wish
    Move 1(foe): Unless its fire/ground-type, no worries
    Move 2(Jirachi): Doom Desire
    Move 2(foe): see above
    Move 3(Jirachi): Thunder or Psychic, depending on foe's type
    Move 3(foe): see move 1(foe)
    {wish Heal!}
    Move 4(Jirachi): see move 3(Jirachi)
    (By now, the foe should have fainted.  If not, read the next move.  
    If so, repeat for the next battle)
    Move 4(foe): see move 1(foe)
    {Doom Desire!} (foe should faint, as a result of a high-powered STAB-boosted 
    Doom Desire, since nothing is resistant against it.  If by some miracle your 
    foe survived, just keep using Thunder/Psychic)
    
    #2: (double battle, Jirachi and Rayquaza) 
    This battle guide assumes your foe has 6 Pokemon.
    Have Jirachi open with Wish. If there is a(n)....
    *Ice-type Pokemon on the foes side, have Rayquaza use it's fire move to
    school it. The same thing goes for multiple Ice-types on the foe's team.
    *Fire-type Pokemon on the foe's side, have Rayquaza use Surf to blow it
    away. The same thing goes for multiple Fire-types on the foe's team.
    The same thing goes for Ground-types. Use Surf on them, too.
    The foe's attacks shouldnt matter to Jirachi's DEF./SP DEF. and Rayquaza's
    lack of weaknesses (you got rid of the Ice-type, remember?) On turn 2, have
    Jirachi target the foe of your chioce for Doom Desire, and do not attack that
    chosen foe for the remainder of the battle. Have Rayquaza attack the other
    Pokemon opponent, (the one not chosen by Doom Desire) exploiting it's
    weakness if possible. The foe's attacks still shouldn't matter.
    On turn 3, have Jirachi use Wish, just to have it do something. Rayquaza 
    should attack the Pokemon not chosen by Doom Desire (the chosen one should 
    still be alive) and if the one not chosen faints from being attacked (It 
    should faint, seeing as how Rayquaza should attack before Jirachi gets to 
    make its move) You have been following my instructions well. The foe's
    attack should be next to useless because Wish will heal your Pokemon at the
    end of this turn. You should have this:
    You-
    Pokemon on the battlefield: 2, hp: close to full/ full (both PKMN)
    Pokemon down: 0
    Pokemon in reserve, waiting to come out: depends on how many you have with
    you besides Jirachi and Rayquaza.
    
    Enemy-
    Pokemon on the battlefield: 2, hp: full (both PKMN)
    Pokemon down: 3
    Pokemon in reserve: 1
    
    For turn 4, have Jirachi use Wish as backup, then Have Rayquaza knock off
    the one not chosen with the attack that works best against it. Their
    attacks STILL shouldnt matter to you, and Doom Desire should finally get
    of the chosen Pokemon. For turn 5, Just attack the last Pokemon with
    Rayquaza.
    NOTE: Have Rayquaza K.O. any Ice, Fire, and Ground-types that are sent out,
    as soon as they come out, because they are the only threats to your team.
    
    Battle Example:
    
    Move 1(Jirachi): Wish
    Move 1(Rayquaza): Attack the Pokemon of your choice with the move of your
    choice, exploiting its weakness if at all possible.
    Move 1(foes): shouldnt matter, as you should have gotten rid of any threats
    to your team that your foe had on the 1st turn by now
    Move 2(Jirachi): Doom Desire on a chosen Pokemon
    Move 2(Rayquaza): Attack the one not chosen, making use of its weakness
    if you can
    Move 2(foes): see move 1(foes)
    Move 3(Jirachi): Wish
    Move 3(Rayquaza): Attack the one not chosen (or the one replacing it)
    Move 3(foes): REALLY shouldn't matter, as Wish will heal you now
    WISH HEAL!
    Move 4(Jirachi): Wish
    Move 4(Rayquaza): see move 2(Rayquaza)
    Move 4(foes): doesn't matter
    DOOM DESIRE HITS!
    Move 5(Jirachi): Attack the last Pokemon your foe has, making use of its
    weakness if possible
    Move 5(Rayquaza): see Move 5(Jirachi)
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    8a. Rayquaza mini-section
    
    This section explains what moves Rayquaza should have for being Jirachi's 
    partner, where to get Rayquaza, and Rayquaza's stats/EVs.
    
    Rayquaza's move set for double battles w/ Jirachi:
    
    Rayquaza @ Mystic Water (Mystic Water is attached to Castform)
    Hyper Beam
    Surf (Must have this! Very important!)
    and either:
    Flamethrower
    Blizzard
    or:
    Fire Blast
    Ice Beam
    
    Getting Rayquaza:
    Youll need:
    -Mach Bike
    -Ultra (at least 30) or Master Ball (1)
    -A Pokemon that knows Thunder Wave (preferrably Magneton, since it is 
    steel-type and is resistant to Fly, Extremespeed, and Outrage) Lvl: at 
    least 55
    -A Swampert (or other Blizzard-compatible Pokemon that knows Blizzard)
    that knows Blizzard Lvl: at least 65
    -You also need to have beaten the Elite Four
    
    Fly to Pacifidlog Town. Surf north as far as you can go, then Surf right 
    until you see a cave. Enter it and go up and around until you are outside 
    the entrance to a tower. This is Sky Pillar, home to Rayquaza, as well as 
    wild Dusclops and Altaria. Go inside and work your way up until you come to 
    a room with cracks in the floor. Get on your Mach Bike. You need to ride 
    across the floor: down, left, then up. Here's the catch: YOU CANT RUN INTO 
    ANYTHING! If you do, you slow down and fall through the cracks to the
    previous floor. After you make it across, go up 2 floors to reach another 
    one of these annoying cracked-floor puzzles. This one is VERY hard, but 
    worth it for Rayquaza. The reason its hard is because you need to stop on 
    one of the 2 middle cracked spaces at the north part of the room and fall 
    through to get to the door you couldnt reach before. Go through it, then up 
    until you reach a huge green thing. Enter Rayquaza. Before you press A next 
    to it to make it battle, however, do 2 things. Switch Magneton (or your
    Thunder Wave Pokemon) to the left of the list so it goes out first. THEN SAVE! 
    Ok. Now you are ready. Walk up to it and press A.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Legendary Pokemon Battle: Rayquaza
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Pokemon I used: N/A
    Ball(s) I used: Master Ball, 1st turn (I have many)
    
    I'm assuming you don't want to use your Master ball, unless you have more 
    than one, so  this battle guide will rely on the Ultra Ball. First, have 
    Magneton (or your Thunder Wave Pokemon) use Thunder Wave. Paralyzing Rayquaza 
    is very important. Then, attack it until one of 2 things happen.
    -It kills your Magneton. Fat chance, I know, but a Lvl. 70 Rayquaza is no 
    laughing matter. If this happens, switch to Swampert (or your Blizzard 
    Pokemon)
    -It uses Rest. If this happens, use Thunder Wave until it wakes up and is 
    able to be paralyzed. Paralyze it and switch to Swampert (Blizzard Pokemon)
    Once Swampert/ Blizzard Pokemon is out, smash Rayquaza with Blizzards until
    its HP is very, very, very low. I'm talking like 1 millimeter of health left.
    If you can't do this for whatever reason, get as close to 1 millimeter as you
    can (without killing it) and hope it doesn't use rest. When you have met these
    conditions.........
    -health: I(((((((((((((((( I=amount of health left.
    -Rayquaza is paralyzed
    ........Throw an Ultra Ball at it. To ensure maximum catching potential,
    repeatedly tap the A button like a madman as soon as the ball hits the floor.
    
    If you accidently killed it, save and reset, then do the battle over.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Rayquaza's Stats
     Here is a list of Rayquaza's max stats/ EVs
    
    Key: 
    <= with a nature that increases that particular stat
    >= with a nature with decreases that particular stat
    ^= with a nature that does nothing to that particular stat
    
            <            >            ^
    HP     414          414          414
    ATK.   438          359          399
    DEF.   306          251          279
    SP
    ATK.   438          359          399
    SP
    DEF.   306          251          279
    SPEED  317          260          289
    
    EV advice from Dan:
    You should be primarily concerned with building up Rayquaza's ATK. and SP
    ATK. That way, it has the power to K.O. the opponent's Pokemon in one shot
    during double battles.
    
    This concludes the Rayquaza mini-section.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    8b. Battle Strategy Against Jirachi
    
    Use Groudon. Every good move it knows is super-effective on Jirachi.
    
    Move set for Groudon against Jirachi:
    
    Groudon @ (either Soft Sand or Charcoal. You decide.)
    Earthquake
    Eruption
    Fire Blast
    Dig
    
    It should also have the power to K.O. Jirachi in one hit
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    8c. Battle Strategy Using Deoxys
    
    This strategy applies to both normal and double battles, as Deoxys is powerful
    enough so that it doesnt matter who its partner is.
    
    Deoxys @ Leftovers
    Hyper Beam
    Recover
    Psycho Boost
    Shadow Ball
    
    Have Deoxys open with Psycho Boost. It may reduce its SP ATK, but its
    other moves rely on ATK. As for Recover, it always restores half of
    Deoxys' max HP. If by some.....MIRACLE......your foe lives after that,
    Either Shadow Ball (if your foe is Ghost or Psychic-type) or Hyper Beam
    (If it's anything else-type) it. The only time you should have to Recover
    is if you use Hyper Beam and the foe has more Pokemon. When their next
    Pokemon comes out, it has an opportunity to damage you, and Deoxys' DEF
    leaves something to be desired.
    
    Battle Example:
    
    Move 1(Deoxys): Psycho Boost
    Move 1(foe): (if it didnt die) unless it heavily damages you, dont worry.
    Move 2(Deoxys): Depending on the situation, any move except Recover or 
    Psycho Boost.
    And thats all you should have to do.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    8d. Battle Strategy Against Deoxys
    If you are unfortunate enough to battle a well-trained Deoxys, may
    the Force be with you. This is your best bet though:
    
    Sableye @ Spell Tag
    Astonish
    Faint Attack
    Shadow Ball
    Knock Off
    
    Sableye is immune to Hyper Beam and Psycho Boost. Also, Shadow Ball
    is only normal effective against it. You should be able to live through
    the 1st move to use Shadow Ball on Deoxys. That should do it in. If it doesnt,
    use Astonish next turn.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    9. Contest Guide for Jirachi
    
    NOTE: The Jirachi you enter in a contest should be a seperate one from your
    battle Jirachi.
    
    First, make sure that Jirachi's nature is any of these 4:
    -Calm
    -Gentle
    -Careful
    -Sassy
    
    Now, get its SMART stat up to max with the correct Pokeblocks. Go to the 
    Pokemon Fan Club in Slateport City with Jirachi as your lead Pokemon 
    (SMART stat maxed) and talk to the guy behind the big table. He'll give you 
    a Green Scarf. Put it on Jirachi so that it's SMART stat reaches its 
    absolute limit.
    
    Now teach it the following moves:
    
    Jirachi @ Green Scarf
    Confusion
    Calm Mind
    Psychic
    Future Sight
    
    Heres what to do:
    NOTE: This works best if you go first on the first 4 appeals
    
    Appeal 1: Calm Mind
    Appeal 2: Future Sight
    Appeal 3: Calm Mind
    Appeal 4: Confusion
    Appeal 5: Psychic
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    9a. Contest Guide for Deoxys
    
    Your Contest Deoxys can be the same as your battle Deoxys.
    Just tech it Calm Mind to replace Hyper Beam, then after you are
    done, teach it Hyper Beam again. Do the same thing as you would do 
    with Jirachi, Pokeblocks and the Green Scarf.
    
    Deoxys @ Green Scarf
    Calm Mind
    Shadow Ball
    Recover
    Psycho Boost
    
    Appeal 1: Calm Mind
    Appeal 2: Psycho Boost
    Appeal 3: Calm Mind
    Appeal 4: Psycho Boost
    Appeal 5: Shadow Ball
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    10. EVs and Stats for Jirachi
    
    This is a list of Jirachi's max stats, and my advice on EVs.
    
    Key: 
    <= with a nature that increases that particular stat
    >= with a nature with decreases that particular stat
    ^= with a nature that does nothing to that particular stat
    
            <            >            ^
    HP     404          404          404
    ATK.   328          269          299
    DEF.   328          269          299
    SP
    ATK.   328          269          299
    SP
    DEF.   328          269          299
    SPEED  328          269          299
    
    Dan's EV advice: Build up Jirachi's SP ATK. and SP DEF.
    Dan's other advice: Use whatever money you don't need to buy
    stat boosters for Jirachi
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    10a. EVs and Stats for Deoxys
    
    This is a list of Deoxys' max stats and my EV advice.
    
    Key: 
    <= with a nature that increases that particular stat
    >= with a nature with decreases that particular stat
    ^= with a nature that does nothing to that particular stat
    
            <            >            ^
    HP     304          304          304
    ATK.   438          359          399
    DEF.   218          179          199
    SP
    ATK.   438          359          399
    SP
    DEF.   218          179          199
    SPEED  438          359          399
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    11. How to get Jirachi
    
    By now, you are probably thinking to yourself, "Man! Jirachi is the stuff!
    I want it! Dan, please tell me how to get it!" Ok. I will.
    There are 4 known ways to obtain Jirachi in R/S:
    
    *The first way is by having in your possession a Pokemon: Colosseum Bonus
    Disc. You can get Jirachi from it. (you'll need a GBA-Gamecube link, and of
    course, a Gamecube)
    
    *The second way is this: If you have a European or Australian Pokemon Channel,
    you can download Jirachi from it after completing the game.
    
    *The 3rd way is by obtaining it from a Nintendo event. (I hate it when they
    do this. The event, of course, already happened)
    
    *the 4th, easiest, and fastest way to get Jirachi (This is the way I used,
    as i am getting one from my friends bonus Disc, but needed it to write this
    guide) is to use a Gameshark or Action Replay.  Here i have listed the
    Gameshark SP and action replay codes for it.
    
    Gameshark SP-
    Pokemon Ruby Master code-0000B13000AB
    1003A82A0007
    Pokemon Sapphire Master code-000056D0000A
    1003A82A0007
    
    The Jirachi code- 83007D220199
    
    Action Replay-
    Pokemon Sapphire Master code-
    A2E564FE 0FB58A54
    B4564EFE 23F44BF2
    Pokemon Ruby Master code-
    A2E564FE 0FB58A54
    530823D9 16558191
    
    The Jirachi code- 
    89CF0941 3F293D81
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    11a. How to get Deoxys
    
    And by now you probably want Deoxys like you want a million dollars.
    There are 3 ways to get Deoxys, and only one is currently available,
    and 1 will never be available again.
    
    *Nintendo Event (it already happened)
    *Trade it to Ruby/Sapphire from FireRed/LeafGreen (not out yet)
    *Gameshark/Action Replay
    
    Gameshark SP-
    Pokemon Ruby Master code-0000B13000AB
    1003A82A0007
    Pokemon Sapphire Master code-000056D0000A
    1003A82A0007
    
    The Deoxys code- 83007D22019A
    
    Action Replay-
    Pokemon Sapphire Master code-
    A2E564FE 0FB58A54
    B4564EFE 23F44BF2
    Pokemon Ruby Master code-
    A2E564FE 0FB58A54
    530823D9 16558191
    
    The Deoxys Code-
    88F7CB8E EE360350
    
    ...........And thats how to get Jirachi and Deoxys. This is the end of my guide,
    and I hope you liked it,
    
    Dan
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================
    
    12. Legal Stuff
    I do not own Pokemon, Jirachi, Deoxys or Rayquaza.  All rights belong to
    Satoshi Taijiri, in assosciation with Nintendo and Game Freaks. This
    guide however, is mine, and as of now can ONLY be used on the sites listed
    at the top of this guide.
    
    --------------------------(Jirachi)--------------------------------
    ==========================[Deoxys]=================================