
Hi guys, my name is Yukik000 and I've been around Pokemon Showdown for a few years now. I usually average in the top 100, sometimes higher sometimes lower, depending on how much proteins I take. Victini is my favourite Pokemon and I believe it is immensely potent in the current metagame. There are very few teams prepared for it, with the most common switch-in being Landorus-T, which can only switch into it once before getting killed the second time. So with that in mind, I decided to make an OU team around Victini. As you'll see later on, the overall gameplan for this team is to allow Victini to grab most of the kills, while keeping momentum and pressuring its common switch-ins with other Pokemon on the team that usually warrant the exact same switch-ins as Victini, thus pressuring them and getting them out of the way. Let's get started!
The team:






Teambuilding process:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn
Scarfed Victini is the star of the team, so he is the first member. The reason why I decided to build around Victini is two-fold. First of all, because it's my favourite competitive Pokemon, and second, because I think it goes largely unchecked in the current metagame, with most teams only having the following switch-ins: Landorus-T, Zygarde, Tapu Fini, Toxapex. 90% of the time, those are going to be the only Pokemon that the opponent is going to have to switch into your Victini. With that said, Landorus-T dies to V-create the second time it switches into Victini, Toxapex dies to Zen Headbutt the moment you get rid of the dark type on the opponent's team, and Tapu Fini dies to Bolt Strike the moment you get rid of the ground type on the opponent's team. In other words, out of the common Pokemon, Zygard is the only Pokemon that can sort of switch into Victini, especially if it's the bulky Leftovers with Substitute and Protect variant. But due to entry hazzards and lack of reliable recovery, even that switch-in doesn't stand for very long.

Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Ice Punch
- Swords Dance
Next up we have Mega Gallade. With a speed tier of 350, which is amazing in the current metagame, Gallade goes largely unchecked as well. Between Close Combat, Zen Headbutt and Ice Punch, there is barely anything that can switch into Mega Gallade. If the opponent has a Landorus-T, you Swords Dance and kill it with Ice Punch. Same goes for Garchomp. If the opponent has Tapu Fini, you Swords Dance and do 90% to it with Zen Headbutt. If the opponent has a defensive Tangrowth or a Tapu Bulu, you Swords Dance and kill them with Close Combat and Zen Headbutt respectively. Likewise, Zygarde, Toxapex, Skarmory, etc., all lose to Mega Gallade. In short, it has the same switch-ins as Victini, but it can either kill them or severely cripple them for Victini. This core has great synergy. When combined with the fact that Victini's U-turn can bring Gallade in, they are extremely hard to guard against.

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Next up we have Specs Tapu Koko. This completes our offensive trio. Tapu Koko also has a great synergy with the above Pokemon. Common switch-ins include Landorus-T, Zygarde, Tapu Bulu and Tangrowth. The latter two get Volt Switched on which brings in Victini to kill them. The former two run the risk of getting caught by Hidden Power Ice and Dazzling Gleam respectively, which kills them. You have no idea how many times I killed the opponent's Landorus-T on the first turn because they think I'm a Wild Charge variant that cannot OHKO and will switch out fearing Earthquake. By the way, if the opponent's team has Landorus-T, always lead with Tapu Koko to find out if it is a Scarfed Landorus-T based on whether Intimidate or Electric Terrain goes first. It completes the Volt-Turn combo with Victini.

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock
Next we have the defensive core. Landorus-T is the most common Pokemon in SM OU, so it needs no explanation. It is a fully defensive Rocky Helmet variant. This is a great glue for the team, because it is a necessary ground resistance that covers Victini's and Tapu Koko's ground weaknesses, it forms a three-way Volt-Turn combo with Victini and Tapu Koko, it can often get rid of or cripple the opponent's Landorus-T with a Hidden Power Ice exchange (which opens up a lot of potential for Victini and Tapu Koko), and it provides Stealth Rocks and passive damage with Rocky Helmet.

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Power Whip
- Leech Seed
- Protect
- Spikes
I like to have my defensive backbone consist of a physically defensive ground type and a specially defensive Ferrothorn. This completes my defensive core. It is another great glue for the team and serves as a switch-in to Greninja, a secondary switch-in to Tapu Lele (I like to use my Victini as a primary Tapu Lele switch-in because it doesn't risk Hidden Power Fire and it provides more offensive pressure), Spikes, Leech Seed and Protect shenanigans, it is great against Rain and it often gets rid of or cripples Tapu Fini with Power Whip while the Tapu Fini is going for Taunt or Defog. A dead or crippled Tapu Fini allows Victini to click V-create easier.

Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Psychic
- Tail Glow
- Rain Dance
Manaphy completes the Fire-Grass-Water core and is a ferocious win con. The reason why I love Manaphy so much is because this version can break any playstyle. It is a Surf, Psychic, Tail Glow and Rain Dance variant with Waterium Z. If the opponent runs a slower, bulkier team, or even stall, you can destroy them once you've boosted to 6. Surf, at 6, in the rain, kills Chansey. Z-Hydro Vortex allows you to muscle past Unaware Clefable. Pyschic, at 6, kills Toxapex. And in the meantime, they can't status you due to rain. If the opponent runs a faster, frailer team, then instead of Z-Hydro Vortex, you use Z-Rain Dance to outspeed everything and kill with Surf under the rain, boosting to 3 if necessary.
So that was the teambuilding process.
The logic of the team: It is pretty much simple. Allow Victini to sweep. Lure and cripple Landorus-T, Zygarde and Garchomp with Tapu Koko or your own Landorus-T's Hidden Power Ice, lure and cripple Tapu Fini with Mega Gallade after Swords Dance with Zen Headbutt, and that's pretty much all that stands in its way. Other soft checks die to coverage.
Tips: If the opponent has a Landorus-T, they will most-likely lead with it, so lead with your Tapu Koko to find out if the Landorus-T is scarfed. If your Electric Terrain goes before their Intimidate, you are faster. Most people will fail to notice that and stay in, dying to Hidden Power Ice on the first turn. If the opponent is running Rain, Ferrothorn must be kept healthy at all costs. Always click Protect to waste Rain turns and get Leftovers recovery, don't rush it. The way to play around Mega Swampert is to switch Landorus-T on the waterfall, let it take Rocky Helmet damage, then switch into Ferrothorn because they will not go for Earthquake, that way they take Barbs damage, then go for Leech Seed on their Earthquake. If they have Rain with Tapu Koko and Hawlucha, keep in mind that your Tapu Koko needs to stay healthy for Hawlucha, because your Landorus-T will get weakened or killed dealing with Mega Swampert. There is no hazzard control on the team, so if the opponent starts putting up hazzards, you need to put your own Spikes layers up to force them to Defog. If they have a spinner, then you will need to play much better and keep the momentum so they don't have time to set up hazzards. If you see a Greninja and a spinner on the same team, they will likely lead with Sash Greninja to set up Spikes and Toxic Spikes, so lead with Tapu Koko. You outspeed, bring it down to sash with Volt Switch while they get one hazzard up, and you bring in Scarfed Victini to outspeed and kill with U-turn. That way, only one hazzard goes up, which is a good scenario.
The team:






Other options:

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Lunge
- Hammer Arm
- Toxic
- Roost
You can replace Landorus-T with a Buzzwole. This still handles other Landorus-T, Zygarde, Garchomp, etc., it handles Mega Swampert much better, handles Tapu Bulu and Kartana better, and it's a physical wall with more reliable recovery. It can also Toxic stall, and it is a potent sweeper. Once the opponent's special attackers are dead, this thing can pretty much come in and sweep. One thing to keep in mind is if the opponent is running Rain with Tapu Koko and Hawlucha, you need to keep your Tapu Koko extremely healthy to handle Hawlucha, because you no longer have a Landorus-T to kill Hawlucha with. Another thing to keep in mind if you're going to change Landorus-T for Buzzwole is to replace Spikes with Stealth Rocks on Ferrothorn, because you no longer have a rocker in Landorus-T.
Threats:
Sun teams are scary, especially if the opponent has a Torkoal. The gameplan is to play smart with Manaphy and upset their Sun with your Rain, as well as eventually sweep with Manaphy. Otherwise, it's very hard.
Set-up sweepers can be quite annoying, I've often wished I could fit a Ditto on the team, but I can't.
Importable:
Gallade-Mega @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Ice Punch
- Swords Dance
Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Dazzling Gleam
- Hidden Power [Ice]
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- U-turn
- Hidden Power [Ice]
- Stealth Rock
Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Power Whip
- Leech Seed
- Protect
- Spikes
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Surf
- Psychic
- Tail Glow
- Rain Dance
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