The idea of this team was basically giving Victini actual decent psychic stab and specs victini seemed fun. It also pretty hard and has that surprise factor on mons trying to switch in knowing they can revenge kill after a v-create. I was also incredible sleep deprived and wasn't thinking properly cuz I had been on 2 hours of sleep and orange juice cuz I ran out of Monster. 
So I first started with the 2 mons I wanted to build around, Specs Victini and Lele.
Then I was thinking about an electric immunity and saw Hippowdown. The hippo can set up rocks, toxic, and consistently stay alive with slack off.
The current core was weak to Kartana so I decided to add something that could handle that. I chose skarmory as it can set up spikes, check most physical attackers, and be an annoying piece of shit to alot of mons.
I decided I wanted Ferro removal and decent offensive pressure so I settled with Urshifu. It also serves as my weavile switchin somehow.
I then saw that I had a hippo, so I decided to add a Drill to maybe clean late game and provide speed control
Victini @ Choice Specs
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Expanding Force
- Blue Flare
- Focus Blast
- U-turn
This set was me being tired and bored of playing with standard sets. E-Force hits really hard and provides very good damage. Blue Flare is legit a fucking truck of a move. It 2hkos lando, does 50 to shifu, and even does 40 to Slowbro. Focus Blast hits tran which completely walls this set with flash fire and u-turn brings in drill/shifu/lele to break. It also has the suprise factor as if you expect specs tini you are the most paranoid person ever. There is also the added benefit of Blue Flare's 20% of burning which punishes Shifu or some random shit that tries to switch in. Generally, you use this to break, but if you see a Blaziken, you have to play very aggresively as this is the only decent switchin to Blaziken. Blaziken essentially 6-0s but you can generally play around it as long as you don't misclick and click skarm instead of drill while it boosts.
Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Future Sight
I would like to open this mon's description by sayings its shiny is goated. Moving on, Lele serves as a revenge killer and can possible force blaziken out if it doesn't attack straight up. Future Sight support helps drill+tini to break through cores. Psyshock breaks Blissey and nukes Volcarona+cm fini. Moonblast hits the dark types that are immune to tini+lele's psychic stab and focus blast hits every steel except the ones that have cringe secondary types. Scarf Lele is the actual most slappable mon in this tier as it legit just breaks so easily as long as no scarf kart or some shit faster.
Sahara (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 8 Atk / 248 SpD
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic
Hippo is imo, the best ground imo. Hippo legit just eats shit up. It sets up rocks, heals, spreads toxic for chip, and also just has eq ig. Hippo provides the mandatory electric immunity, and the secondary physical wall. It lives essentially every hit except a kart leafblade or rilla wood hammer. It also provides weather which is useful against rain, sun, and hail/veil teams.
Thorn (Skarmory) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Toxic
- Roost
Skarmory > Corviknight. Skarm sets spikes, hard walls non fire punch dnite if anybody actually runs that, walls kart, switches into lele and checks legit practically every physical attacker. It can punish weavile triple axle with rocky helm and roosts off after the knock. Toxic is used over iron defense cuz toxic spam is goated. It also helps check things that try to setup on it like dnite or rilla or smth.
Urshifu-Rapid-Strike @ Protective Pads
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Thunder Punch
Urshifu serves as a pivot, a tran switch (not a very good one but still), wears down corv for lele+drill, weakens fini into lele range and for shifu lategame, and can do massive damage to ferro. Pads prevents helmet mons, chomp, and ferro from chipping it down with that. It is also my only semi reliable skewda+bandtar switchin if rocks are up. Shifu is in general a good mon that is a sort of swiss army knife.
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Excadrill is the best speed control on the team and late game cleaner. It is also the only hazard removal so you want to keep this if you face any spikestacking cores. It serves as a blaziken revenge killer after a hippo sack, dd pult revenge killer, and basically wins after torn/zapdos/washing machine dies. It is just a general drill, and provides alot of pressure to keep their checks alive which leads to good shit for Victini.
paste: https://pokepast.es/29f0934e58f1ea12
would appreciate some help as it loses to ho moderately easily but I'm not particularly sure what to replace.
Other then that have fun with the team!

So I first started with the 2 mons I wanted to build around, Specs Victini and Lele.


Then I was thinking about an electric immunity and saw Hippowdown. The hippo can set up rocks, toxic, and consistently stay alive with slack off.



The current core was weak to Kartana so I decided to add something that could handle that. I chose skarmory as it can set up spikes, check most physical attackers, and be an annoying piece of shit to alot of mons.




I decided I wanted Ferro removal and decent offensive pressure so I settled with Urshifu. It also serves as my weavile switchin somehow.





I then saw that I had a hippo, so I decided to add a Drill to maybe clean late game and provide speed control






Victini @ Choice Specs
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Expanding Force
- Blue Flare
- Focus Blast
- U-turn
This set was me being tired and bored of playing with standard sets. E-Force hits really hard and provides very good damage. Blue Flare is legit a fucking truck of a move. It 2hkos lando, does 50 to shifu, and even does 40 to Slowbro. Focus Blast hits tran which completely walls this set with flash fire and u-turn brings in drill/shifu/lele to break. It also has the suprise factor as if you expect specs tini you are the most paranoid person ever. There is also the added benefit of Blue Flare's 20% of burning which punishes Shifu or some random shit that tries to switch in. Generally, you use this to break, but if you see a Blaziken, you have to play very aggresively as this is the only decent switchin to Blaziken. Blaziken essentially 6-0s but you can generally play around it as long as you don't misclick and click skarm instead of drill while it boosts.

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Focus Blast
- Future Sight
I would like to open this mon's description by sayings its shiny is goated. Moving on, Lele serves as a revenge killer and can possible force blaziken out if it doesn't attack straight up. Future Sight support helps drill+tini to break through cores. Psyshock breaks Blissey and nukes Volcarona+cm fini. Moonblast hits the dark types that are immune to tini+lele's psychic stab and focus blast hits every steel except the ones that have cringe secondary types. Scarf Lele is the actual most slappable mon in this tier as it legit just breaks so easily as long as no scarf kart or some shit faster.
Sahara (Hippowdon) (F) @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 8 Atk / 248 SpD
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic
Hippo is imo, the best ground imo. Hippo legit just eats shit up. It sets up rocks, heals, spreads toxic for chip, and also just has eq ig. Hippo provides the mandatory electric immunity, and the secondary physical wall. It lives essentially every hit except a kart leafblade or rilla wood hammer. It also provides weather which is useful against rain, sun, and hail/veil teams.
Thorn (Skarmory) @ Rocky Helmet
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Body Press
- Spikes
- Toxic
- Roost
Skarmory > Corviknight. Skarm sets spikes, hard walls non fire punch dnite if anybody actually runs that, walls kart, switches into lele and checks legit practically every physical attacker. It can punish weavile triple axle with rocky helm and roosts off after the knock. Toxic is used over iron defense cuz toxic spam is goated. It also helps check things that try to setup on it like dnite or rilla or smth.
Urshifu-Rapid-Strike @ Protective Pads
Ability: Unseen Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Thunder Punch
Urshifu serves as a pivot, a tran switch (not a very good one but still), wears down corv for lele+drill, weakens fini into lele range and for shifu lategame, and can do massive damage to ferro. Pads prevents helmet mons, chomp, and ferro from chipping it down with that. It is also my only semi reliable skewda+bandtar switchin if rocks are up. Shifu is in general a good mon that is a sort of swiss army knife.
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin
Excadrill is the best speed control on the team and late game cleaner. It is also the only hazard removal so you want to keep this if you face any spikestacking cores. It serves as a blaziken revenge killer after a hippo sack, dd pult revenge killer, and basically wins after torn/zapdos/washing machine dies. It is just a general drill, and provides alot of pressure to keep their checks alive which leads to good shit for Victini.
paste: https://pokepast.es/29f0934e58f1ea12
would appreciate some help as it loses to ho moderately easily but I'm not particularly sure what to replace.
Other then that have fun with the team!