Ok, so this is my first team here and also the first team I've made in about 6 months. And so far, I've only started running into problems around the high 1300's. As the title suggests, the basic premise of the team is to use a Victini + Tapu Koko core as the two do synergize well together (explained below).
The Team:
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit
Victini is an underrated mon imo since V-create is hard to switch into since it can deal heavy amounts of damage to most non-bulky resists. Heatran is the biggest problem to this, but Tran switches are pretty predictable, allowing for a free switch into Shifu/Bliss. Usually, Victini sets run Glaciate to deal with Lando/Chomp but I've seen that Chomp isn't very common and V-create still does more damage on Lando, so I've replaced it with Final Gambit. Adamant nature allows it to break problematic walls, especially with SR/Spikes support while not really sacrificing that much in terms of speed, since 299 speed + scarf still outspeeds common speed control mons I've encountered like Scarf Fini, Scarf Wash/Heat, and Modest Scarf Lele. Additionally, its decent 100/100/100 defenses allow it to take most resisted hits pretty well (which will come in later). I generally consider Victini to be my speed control mon, but it can also be a semi-successful wallbreaker/cleaner.
Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Thunderbolt
- U-turn
- Roost
Just your standard Offensive Pivot Koko set. It has great synergy with Victini as it counters some of the common mons that wall it and can boost its Bolt Strike to deal with bulky waters through terrain. Most notably, it hard-checks Slowbro and soft-checks Chomp and Zapdos. In late game, it can also serve as a pretty good cleaner primarily because of terrain boosted Tbolts and high speed. Its typing is also pretty useful, allowing it to switch into fighting/flying/electric/dragon type moves (which are all fairly common) and absorb Knock Offs (since HDB isn't really important for this mon).
Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Aqua Jet
Since Victini doesn't really reliably break many walls, there is Shifu. It hits incredibly hard and provides useful fighting coverage while also still having U-turn. It can also consistently switch into Tran's fire moves (except plume) and consequently get a free hit on another mon on the switch or get a free switch through U-turn. I also use it a lot to combat suicide leads of HO teams as it can hit past screens and sash/sturdy because of Surging Strikes. It also provides utility in its priority move Aqua Jet, being able to finish off weakened scarf/speed control mons.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Knock Off
- Spikes
- Protect
Ferro because of its high physical defenses and iron barbs forms the defensive backbone of the team alongside Blissey. Leech Seed + Leftovers serve as decent recovery and can cripple common switchins like Tran since it does not have reliable recovery. Protect doubles this recovery and allows for scouting of commonly choice-locked switch-ins like Blacephalon, Pult, Rotom-H, and Kart. Knock Off over Gyro/Whip to add extra utility, especially since Tran is the most common switch-in (according to my experience). Spikes are also needed to chip walls into OHKO/2HKO range for Koko/Tini. Moves used to counter it (fighting/fire type moves), are resisted and tanked by Shifu, Tini, Koko and Torn all of which can strike back afterward.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Teleport
The blob here is used just as a catch-all special wall/status absorber. Toxic is replaced with SR to provide support to Victini and Koko (since I couldn't fit it anywhere else), though that does comes at the cost of being unable to reliably check Volcarona/other setup sweepers. It can switch into almost every common special attack except for Focus Blast which can be tanked by Tini/Koko/Torn. Teleport provides opportunities for Shifu/Koko/Victini to come in but at the same time, when not using teleport, common switch-ins can still be used to create momentum as fighting is resisted by Koko, Tini and Torn, while physical moves are handled by Ferro. Lastly, it can also check Tran, even though it does take quite a beating vs taunt stallbreaker sets.
Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Taunt
- U-turn
- Defog
Lastly, Torn was chosen because of its great typing which gives the team a much-needed Lando counter and Earthquake immunity. I have been debating replacing it with Lando, but in the end, I've still chosen Torn because of special coverage, taunt and its superior longevity due to regenerator. Although having Torn instead of Lando does come at the cost of having to put SR on Bliss, having no ground type and losing Intimidate pivoting. However, taunt is especially valuable imo as it can shut down setup sweepers, HO leads and stall which my team does stuggle with.
Problematic Matchups:
These are some of the problems that I have seen but cannot think of a solution to due to said solutions sacrificing the synergy of the team (at least I think).
- setup sweepers, especially seed Lucha as my main walls are pretty passive since Bliss doesn't have Toxic
- weather because neither Bliss nor Thorn can tank hits from weather abusers (especially Skewda and the Zolts)
- speed control in general is a problem since mons like Scarf Kart can still outspeed Tini even at max speed + scarf and wreak havoc on switch-ins.
- the lack of ground types is another one of this team's glaring flaws since it does lose a lot of defensive utility because of it.
And that's all! Again, take this with a grain of salt since I'm a dirty low ladder noob, so I'm may be overlooking some major flaws.
[Gen 8] OU replay: Tetedebois vs. VortexOverdrive - Pokémon Showdown (pokemonshowdown.com)
The Team:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Final Gambit
Victini is an underrated mon imo since V-create is hard to switch into since it can deal heavy amounts of damage to most non-bulky resists. Heatran is the biggest problem to this, but Tran switches are pretty predictable, allowing for a free switch into Shifu/Bliss. Usually, Victini sets run Glaciate to deal with Lando/Chomp but I've seen that Chomp isn't very common and V-create still does more damage on Lando, so I've replaced it with Final Gambit. Adamant nature allows it to break problematic walls, especially with SR/Spikes support while not really sacrificing that much in terms of speed, since 299 speed + scarf still outspeeds common speed control mons I've encountered like Scarf Fini, Scarf Wash/Heat, and Modest Scarf Lele. Additionally, its decent 100/100/100 defenses allow it to take most resisted hits pretty well (which will come in later). I generally consider Victini to be my speed control mon, but it can also be a semi-successful wallbreaker/cleaner.

Tapu Koko @ Heavy-Duty Boots
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Thunderbolt
- U-turn
- Roost
Just your standard Offensive Pivot Koko set. It has great synergy with Victini as it counters some of the common mons that wall it and can boost its Bolt Strike to deal with bulky waters through terrain. Most notably, it hard-checks Slowbro and soft-checks Chomp and Zapdos. In late game, it can also serve as a pretty good cleaner primarily because of terrain boosted Tbolts and high speed. Its typing is also pretty useful, allowing it to switch into fighting/flying/electric/dragon type moves (which are all fairly common) and absorb Knock Offs (since HDB isn't really important for this mon).

Urshifu-Rapid-Strike @ Choice Band
Ability: Unseen Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Surging Strikes
- Close Combat
- U-turn
- Aqua Jet
Since Victini doesn't really reliably break many walls, there is Shifu. It hits incredibly hard and provides useful fighting coverage while also still having U-turn. It can also consistently switch into Tran's fire moves (except plume) and consequently get a free hit on another mon on the switch or get a free switch through U-turn. I also use it a lot to combat suicide leads of HO teams as it can hit past screens and sash/sturdy because of Surging Strikes. It also provides utility in its priority move Aqua Jet, being able to finish off weakened scarf/speed control mons.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Knock Off
- Spikes
- Protect
Ferro because of its high physical defenses and iron barbs forms the defensive backbone of the team alongside Blissey. Leech Seed + Leftovers serve as decent recovery and can cripple common switchins like Tran since it does not have reliable recovery. Protect doubles this recovery and allows for scouting of commonly choice-locked switch-ins like Blacephalon, Pult, Rotom-H, and Kart. Knock Off over Gyro/Whip to add extra utility, especially since Tran is the most common switch-in (according to my experience). Spikes are also needed to chip walls into OHKO/2HKO range for Koko/Tini. Moves used to counter it (fighting/fire type moves), are resisted and tanked by Shifu, Tini, Koko and Torn all of which can strike back afterward.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Seismic Toss
- Teleport
The blob here is used just as a catch-all special wall/status absorber. Toxic is replaced with SR to provide support to Victini and Koko (since I couldn't fit it anywhere else), though that does comes at the cost of being unable to reliably check Volcarona/other setup sweepers. It can switch into almost every common special attack except for Focus Blast which can be tanked by Tini/Koko/Torn. Teleport provides opportunities for Shifu/Koko/Victini to come in but at the same time, when not using teleport, common switch-ins can still be used to create momentum as fighting is resisted by Koko, Tini and Torn, while physical moves are handled by Ferro. Lastly, it can also check Tran, even though it does take quite a beating vs taunt stallbreaker sets.

Tornadus-Therian (M) @ Heavy-Duty Boots
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Hurricane
- Taunt
- U-turn
- Defog
Lastly, Torn was chosen because of its great typing which gives the team a much-needed Lando counter and Earthquake immunity. I have been debating replacing it with Lando, but in the end, I've still chosen Torn because of special coverage, taunt and its superior longevity due to regenerator. Although having Torn instead of Lando does come at the cost of having to put SR on Bliss, having no ground type and losing Intimidate pivoting. However, taunt is especially valuable imo as it can shut down setup sweepers, HO leads and stall which my team does stuggle with.
Problematic Matchups:
These are some of the problems that I have seen but cannot think of a solution to due to said solutions sacrificing the synergy of the team (at least I think).
- setup sweepers, especially seed Lucha as my main walls are pretty passive since Bliss doesn't have Toxic
- weather because neither Bliss nor Thorn can tank hits from weather abusers (especially Skewda and the Zolts)
- speed control in general is a problem since mons like Scarf Kart can still outspeed Tini even at max speed + scarf and wreak havoc on switch-ins.
- the lack of ground types is another one of this team's glaring flaws since it does lose a lot of defensive utility because of it.
And that's all! Again, take this with a grain of salt since I'm a dirty low ladder noob, so I'm may be overlooking some major flaws.
[Gen 8] OU replay: Tetedebois vs. VortexOverdrive - Pokémon Showdown (pokemonshowdown.com)
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