>>52123201Lots of questions, and I'll answer them all.
>Ice Beam and Iron HeadIce Beam is correct for all the different Luck values. However, Iron Head is only correct in the 20 and 0 Luck values. You should be subtracting 5% of its base 30% chance per single drop in Luck. As a general rule, a base 10 Luck will have half the odds of a base 20 Luck, because you are subtracting 50% of the initial value. Percentages of percentages fucking sucks to work with. 40 Luck would have a 60% chance to flinch, and 60 Luck would have a 90% chance to flinch, per the same scaling. 40 Luck has double the odds of 20 Luck, and 60 Luck has triple the 20 Luck odds. 63 Luck would have a 94.5% chance to make the Opponent flinch if they used Iron Head.
>Serene Grace and its fuckerySerene grace doubles the chances of secondary effects. This works after Luck applies its bonuses, much like how Kings Rock is affected by SG.
Jirachi, as a mythical, will indeed have a Luck of base 30, and so will, before SG, have a 45% chance to cause flinching using Iron Head. After SG, that chance will be 90%, without any investment. As a maximum, Luck will always have a cap of 63 for the stat, and so Jirachi could make something flinch 189% of the time after investment and SG.
>Baby PokemonYes, their evolutions have a base Luck of 20.
>Critical HitsYes, critical hits are influenced by Luck. In Gen 8, a base 20 Luck Pokemon, aka normal odds, would have a 1/24 chance to land a crit. At max investment, your Nidoking would have just over a 1/6 chance to Crit. Thats not a bad trade off, if you are more interested in outright KOing opponents over afflicting them.
>Super LuckSuper Luck changes the odds of a crit to 1/8, and that will also be affected by Luck. 40 Luck + SL will have 1/4, and Max Luck will have over 1/2 odds to crit.
I hope these answers were satisfactory