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Victini

In-battle formes

HP:100
Attack:100
Defense:100
Sp. Atk:100
Sp. Def:100
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Monotype
Choice Band (Fire)328
Choice Scarf (Fire)328
Heavy-Duty Boots (Psychic)328
Choice Band (Psychic)328

Strategies

Written by Rio Vidal and Neko

Overview

Fire

Choice Band Victini is a fantastic sun wallbreaker on Fire teams due to its STAB V-create, which is near impossible to switch into and 2HKOes Fire-resistant walls like Toxapex and Slowbro in sun. Its threat is bolstered by Victini's decent natural Speed, allowing it to threaten nearly all defensive Pokemon. With Bolt Strike, Victini helps Fire in Flying and Water matchups, dealing with slower Flying- and Water-type Pokemon that can handle V-create outside of sun such as Moltres, Mantine, Toxapex, and Slowbro. Victini's ability to generate momentum with U-turn is yet another asset for Fire teams. However, a ton of offensive threats such as Terrakion, Blacephalon, and Zygarde-10% can outspeed and OHKO Victini with their STAB attacks. While V-create is a powerful STAB attack, its resulting stat drops make Victini vulnerable to even more threats such as Mamoswine, Tapu Lele, and Choice Specs Zapdos.

Choice Band (Fire)

Move 1
  • V-create
    Lowers the user's Defense, Sp. Def, Speed by 1.
    TypeFire
    CategoryPhysical
    Power180 BP
    Accuracy95%
Move 2
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Trick
    User switches its held item with the target's.
    TypePsychic
    Accuracy100%

V-create is capable of 2HKOing nearly every Pokemon in the metagame, with the exception of bulky Fire-resistant Pokemon such as Toxapex, Slowbro, and Swampert. However, even they have difficulty switching into it when sun boosted. Bolt Strike targets Water-type Pokemon that resist V-create. U-turn generates momentum for teammates. Trick cripples walls such as Gastrodon by locking them into an attack. Maximum Speed investment alongside a Jolly nature allows Victini to outspeed key threats such as Urshifu-R, Kyurem, and Tapu Lele.

Torkoal powers V-create up with Drought, supports the team with Stealth Rock and Rapid Spin, forces switches for Victini to exploit with Yawn, and uses its physical bulk to check Pokemon like Mimikyu, Weavile, and Zeraora. Cinderace can use High Jump Kick and Sucker Punch to get rid of Rock- and Ghost-types like Tyranitar and Dragapult for Victini, and the pair can wear down shared checks such as Swampert and Rotom-W. Volcarona can break through checks to Victini such as Toxapex, Hippowdon, and Swampert with its Psychic and Giga Drain. Victini can threaten special walls such as Blissey in return. Rotom-H beats Mantine on Flying teams to give Victini freedom to spam V-create, switches into strong Electric-types such as Regieleki and Tapu Koko, and provides support in Defog and dual screens. Heatran uses its Rock neutrality and Dragon resistance to check threats to Victini such as Nihilego and Latias. Choice Scarf Blacephalon appreciates Victini's wallbreaking, allowing it to easily clean late-game. In return, Choice Scarf Blacephalon can take on troublesome Ghost- and Psychic-type Pokemon such as Spectrier, Slowbro, and Choice Specs Latios. Volcanion is a powerful special wallbreaker that can break past physical walls such as Mandibuzz and Toxapex as well as check Azumarill for Victini. Parting Shot Incineroar can form a momentum-generating core with Victini, allowing Fire teams to always keep momentum on their side. Incineroar can also remove items such as Toxapex's Black Sludge with Knock Off and deal with Psychic- and Ghost-type Pokemon. Lightning Rod Alolan Marowak can be used as an emergency source of Electric immunity to prevent threats like Choice Specs Tapu Koko and Regieleki from steamrolling through the type.

Choice Scarf (Fire)

Move 1
  • V-create
    Lowers the user's Defense, Sp. Def, Speed by 1.
    TypeFire
    CategoryPhysical
    Power180 BP
    Accuracy95%
Move 2
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4

This is a sample set while we work on analyses. Stay tuned!

Heavy-Duty Boots (Psychic)

Move 1
  • V-create
    Lowers the user's Defense, Sp. Def, Speed by 1.
    TypeFire
    CategoryPhysical
    Power180 BP
    Accuracy95%
Move 2
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal

Victini is the cornerstone of all Psychic teams as an excellent physical attacker that can deal with Steel-types such as Celesteela and Ferrothorn, which Psychic teams struggle with. V-create deals with all Steel-types except Heatran and dents switch-ins such as Landorus-T that aim to take on Victini's coverage moves. Bolt Strike threatens Water-types such as Toxapex and Mantine, and it also chips down Heatran, which helps Victini eventually overpower Steel teams. U-turn allows Victini to pivot out of switch-ins such as Swampert and Slowbro, allowing it to gain momentum for its teammates. Toxic cripples switch-ins such as Swampert and Hippowdon, while Substitute lets Victini take advantage of forced switches and avoid status, allowing it to wear down its checks such as Heatran and become harder to revenge kill. Heavy-Duty Boots gives Victini longevity, especially helping it threaten bulkier types such as Steel and Poison. Maximum Speed EVs with a Jolly nature allow Victini to outspeed and pivot out of threats such as Mimikyu, Landorus-T, and Kyurem.

Slowbro is a great partner for Victini, as it deals with faster Water- and Ground-types such as Barraskewda and Choice Scarf Excadrill that threaten Victini, as well as pivots it in with Teleport. Calm Mind Latios breaks through bulky physical walls such as Hippowdon, Toxapex, and Slowbro for Victini, and it appreciates Victini pressuring Steel-types such as Heatran and Jirachi, which Latios struggles with. Choice Scarf Tapu Lele sets Psychic Terrain to neutralize priority users such as Azumarill and Bisharp, and it also threatens Dark- and Dragon-types such as non-Choice Scarf Weavile and Hydreigon. Hatterene benefits from Victini's ability to remove Steel-types that wall it, and in turn it checks Dark- and Dragon-types such as Galarian Moltes and Kyurem for Victini. Jirachi sets Stealth Rock and slows down the opposing team for Victini with Thunder Wave. Galarian Slowking is a great special wall that can deal with faster threats such as Choice Scarf Blacephalon and Volcarona. Cosmic Power Mew benefits from Victini pressuring Steel-types such as Bisharp and Aegislash, and it acts as a good late-game wincon in matchups such as Ground and Water, which Victini struggles with.

Choice Band (Psychic)

Move 1
  • V-create
    Lowers the user's Defense, Sp. Def, Speed by 1.
    TypeFire
    CategoryPhysical
    Power180 BP
    Accuracy95%
Move 2
  • Bolt Strike
    20% chance to paralyze the target.
    TypeElectric
    CategoryPhysical
    Power130 BP
    Accuracy85%
Move 3
  • U-turn
    User switches out after damaging the target.
    TypeBug
    CategoryPhysical
    Power70 BP
    Accuracy100%
Move 4
  • Trick
    User switches its held item with the target's.
    TypePsychic
    Accuracy100%

With a Choice Band, Victini turns into an effective wallbreaker due to its excellent coverage and Speed tier, 2HKOing even the bulkiest walls in the metagame such as Hippowdon, Toxapex, and Slowbro. V-create is an extremely strong nuke that obliterates all Steel-types except Heatran, and it hits anything that doesn't resist it hard. Bolt Strike threatens switch-ins to V-create such as Heatran, Mantine, and Toxapex, and it OHKOes bulkier variants of Galarian Moltres. U-turn allows Victini to escape unfavorable matchups from switch-ins such as Slowbro and Gastrodon. Trick cripples the aforementioned physical walls, defensive Pokemon such as Heatran and Aegislash, and bulky setup sweepers such as Cosmic Power Mew once Victini's wallbreaking prowess is unneeded.

Choice Band Victini is prone to getting worn down by entry hazards, so teammates that provide entry hazard control such as Latias and Hatterene are greatly appreciated. Latias also deals with faster threats, such as Garchomp, for Victini and provides Healing Wish to give it a second chance to wallbreak. Hatterene can devastate faster teams such as rain Water, Dark, and Electric, which Victini cannot handle, and appreciates Victini's ability to obliterate Steel-types such as Melmetal. Victini paves the way for Choice Scarf Tapu Lele to clean opposing teams late-game, and Tapu Lele also provides Psychic Terrain to neutralize priority users such as Bisharp and Azumarill for it. Galarian Slowking is a strong specially defensive pivot and can support Victini's wallbreaking prowess with Future Sight, heavily pressuring possible switch-ins such as Swampert and Toxapex. Mew and Jirachi provide Spikes and/or Stealth Rock to wear down the opposing team for Victini, and they cripple the opposing team with Will-O-Wisp and Thunder Wave.

Other Options

Fire

Victini can run a Choice Scarf to outspeed threats such as Latios, Zeraora, Choice Band Weavile, and Tapu Koko at the expense of power. It can also use Final Gambit over Trick to catch a Pokemon such as Dragonite off guard. Shuca Berry may be considered in conjunction with Glaciate, as this allows Victini to lure and defeat Dragon Dance Dragonite and Garchomp in a one-on-one, while also defeating threats such as Choice Scarf Galarian Darmanitan and Landorus-T.

Psychic

Choice Scarf allows Victini to deal with threats such as Choice Scarf Galarian Darmanitan, non-Choice Scarf Zarude, and Tapu Koko. Heavy-Duty Boots Victini can run a variety of moves over U-turn or Substitute to improve its matchup against certain types. Scorching Sands snipes Heatran, and Will-O-Wisp cripples Sucker Punch users such as Bisharp and switch-ins such as Landorus-T and Hippowdon. Encore locks Pokemon such as Toxapex and Ferrothorn into undesirable moves. Glaciate allows Victini to threaten Flying and Ground teams better due it beating checks such as Landorus-T and Garchomp, Expanding Force threatens Toxapex, and Energy Ball heavily damages Gastrodon and Swampert, allowing Victini to use its coverage to threaten Water teams more freely. However, these more situational options worsen Victini's performance in other matchups. Blue Flare may be used over V-create to circumvent the latter's Speed drop, letting Victini sweep Steel teams much more easily, but Psychic teams highly value V-create due to its physical nature. Brick Break may be used over U-turn on Choice item sets to remove dual screens from types such as Dark and Fairy, as well as 2HKOing Heatran after Stealth Rock damage. However, U-turn is generally preferred.

Checks and Counters

Fire

Super Effective Attacks: Choice Scarf Hydreigon, Gengar, Garchomp, Terrakion, and Barraskewda are examples of Pokemon that outspeed and easily OHKO Victini.

Fire-resistant Pokemon: Since Victini primarily wallbreaks with V-create, Pokemon that resist Fire such as Gastrodon can switch into Victini. However, Victini can always use U-turn to bring in a teammate to deal with them. Pokemon such as Toxapex and Slowbro also can't switch into Bolt Strike or a sun-boosted V-create.

Revenge Killers: Faster strong attackers such as Zeraora, Excadrill in sand, Barraskewda, and Choice Scarf Landorus-T can revenge kill Victini.

Status: Paralysis prevents Victini from outspeeding threats such as Choice Band Urshifu-R and Galarian Moltres, while Toxic poison limits the time Victini has to wallbreak.

Credits

Moves

 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
85
Accuracy
90%
PP
10
High critical hit ratio. 10% chance to burn.
 
Power
130
Accuracy
85%
PP
5
20% chance to burn the target.
 
Power
130
Accuracy
85%
PP
5
20% chance to paralyze the target.
 
Power
85
Accuracy
85%
PP
5
Bounces turn 1. Hits turn 2. 30% paralyze.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
User on Psychic Terrain: 1.5x power, hits foes.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
5
Does damage equal to the user's HP. User faints.
 
Power
110
Accuracy
85%
PP
5
10% chance to burn the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
90
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil. 10% chance to burn. Thaws user.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
30
Raises the user's critical hit ratio by 2.
 
Power
100
Accuracy
100%
PP
5
Power doubles if used after Fusion Flare this turn.
 
Power
100
Accuracy
100%
PP
5
Power doubles if used after Fusion Bolt this turn.
 
Power
120
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
95%
PP
10
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
90%
PP
10
10% chance to burn the foe(s).
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
100
Accuracy
50%
PP
5
100% chance to burn the target.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
Power
140
Accuracy
100%
PP
5
Fails unless each known move has been used.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
75
Accuracy
100%
PP
10
100% chance to lower the target's Sp. Atk by 1.
 
Power
130
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
10
Swaps Attack and Sp. Atk stat stages with target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
10
30% chance to burn the target. Thaws target.
 
Power
100
Accuracy
100%
PP
5
30% chance to burn adjacent Pokemon.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
Swaps Speed stat with target.
 
Power
20
Accuracy
100%
PP
10
+ 20 power for each of the user's stat boosts.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
90
Accuracy
100%
PP
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
180
Accuracy
95%
PP
5
Lowers the user's Defense, Sp. Def, Speed by 1.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
30
Raises the user's Attack and Sp. Atk by 1.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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