SM OU Victini offense (1800+ peak, 20-0 run during suspect)

Victini-victini-27839084-700-356.jpg


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:

victini.png
gallade.png
tapu-koko.png
landorus-therian.png
ferrothorn.png
manaphy.png


Teambuilding process:

victini.png

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.png

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.png

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.png

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.png

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.png

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:

victini.png
gallade.png
tapu-koko.png
landorus-therian.png
ferrothorn.png
manaphy.png

Other options:

buzzwole.png

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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A pretty solid team, that's for sure.

But if you are looking for improvement, u should highly consider getting either a defog or rapid spin user on your team, since any solid stall team that offers proper support to Mega Sableye would easily be able to continuously force you to switch around while slowly but consistently bringing your team down by exaustion, specially because you got a switch core - which is a strategy that gets notably punished by hazards.

For instance, a M-Sableye / SpDef Ferrothorn / Tapu Fini or Rotom-W matchup would easily bring you down by exaustion, having to put much less effort on decision making by simply luring you in circles and continuously forcing you to switch around, slowly making you kill yourself. That's not even considering the rest of the enemy's team. Things get even worse for you if the enemy team has a weather user to further wear Manaphy down. Manaphy also gets effortlessly 1-hit K.Oed by Wild Charge Tapu Koko and Mega Manectric on that note.

I might be wrong though, just showing my point of view. Great team nevertheless, would be a pain to defeat under almost any given circumstances.
 
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Hi mate,

Thanks for the rate. I definitely agree that having hazzard control will always be better than not having it (it would be hard to argue otherwise), but I don't know which Defogger or spinner I could fit on the team, and more importantly, which existing member to sack, because sacking any of them would immediately change the vibe of the team.

The only thing I can think of would be an odd Zapdos set over Manaphy, with Thunderbolt, Taunt, Roost and Defog, because that provides hazzard control and it's still something that puts in a little bit of work against stall in Manaphy's stead.

Another option would be a defensive Excadrill with Leftovers, Mold Breaker, Earthquake, Rapid Spin, Stealth Rocks and Toxic. That way I can always set up rocks against Mega Sableye and Toxic Mega Sableye as well.

zapdos.png


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Taunt
- Roost
- Defog

excadrill.png


Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 248 HP / 8 Def / 252 SpD
- Earthquake
- Rapid Spin
- Stealth Rock
- Toxic
 
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Hi mate,

Thanks for the rate. I definitely agree that having hazzard control will always be better than not having it (it would be hard to argue otherwise), but I don't know which Defogger or spinner I could fit on the team, and more importantly, which existing member to sack, because sacking any of them would immediately change the vibe of the team.

The only thing I can think of would be an odd Zapdos set over Manaphy, with Thunderbolt, Taunt, Roost and Defog, because that provides hazzard control and it's still something that puts in a little bit of work against stall in Manaphy's stead.

Another option would be a defensive Excadrill with Leftovers, Mold Breaker, Earthquake, Rapid Spin, Stealth Rocks and Toxic. That way I can always set up rocks against Mega Sableye and Toxic Mega Sableye as well.

Hey there. There is a problem with Excadrill though: it might contribute for a significant ground type weakness. Maybe Mantine would suit the role better here, being immune to spikes, providing coverage against ground and rock types on Manaphy's stead and consistently walling special attackers.

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 136 Def / 124 SpD
Calm Nature
- Roost
- Scald
- Toxic
- Defog
 
Mantine leaves me with nothing to break stall though, and it also makes the team too passive for what it is.

Another solution would be Tapu Fini. This leaves me with the Fire-Grass-Water core intact, gives me Defog, is a great answer to stall, and a secondary check for Greninja and Rain to relieve Ferrothorn to an extent.

I like that. I shall try it. It does leave me without a Z-move user though, which I don't like.
 
Excadrill isn't a stall breaker, but Mold Breaker does allow me to set up Stealth Rocks against Mega Sableye, as well as Toxic it, whereas Mantine does nothing against stall. And if I change Landorus-T to an offensive variant, I lose a Pokemon that is far too important of a glue and role compressor for the team. I'm definitely not doing that.

I think Tapu Fini is a much better choice, it is much better against stall, still provides Defog, is much less passive, which is good for a team like this, and is still a good check for Greninja and Rain when combined with Ferrothorn.
 
Excadrill isn't a stall breaker, but Mold Breaker does allow me to set up Stealth Rocks against Mega Sableye, as well as Toxic it, whereas Mantine does nothing against stall. And if I change Landorus-T to an offensive variant, I lose a Pokemon that is far too important of a glue and role compressor for the team. I'm definitely not doing that.

I think Tapu Fini is a much better choice, it is much better against stall, still provides Defog, is much less passive, which is good for a team like this, and is still a good check for Greninja and Rain when combined with Ferrothorn.
Fini would certainly be a good choice. It can also further support your team through Misty Terrain, allowing Gallade not to fear being statused. It is an idea worth testing.
 
That's fair, also i noticed u using ice punch on gallade but the thing that gives gallade its niche is that it can break past mew which mmedi cant so i'd suggest using knock otherwise it is just completely outclassed by mmedi.

I thought about it, and I think Knock Off is indeed a better pick in general, but on this particular team, I prefer using Ice Punch, because Mega Gallade doesn't need to deal with Mew. Every time Mew comes in, my Victini comes in for free. The team works based on the offensive core pressuring the same checks. The biggest checks to Scarfed Victini and Specs Tapu Koko are ground types, which is why Ice Punch is very useful.

Also, I wouldn't say the only thing that Mega Gallade has over Mega Medicham is Knock Off. There are four other factors that work in Mega Gallade's favor. First of all, its speed tier is much better than Mega Medicham's. Secondly, its bulk on the special side becomes a factor very often. Thirdly, it has access to Swords Dance as opposed to Mega Medicham, and lastly, it is a good switch into Knock Off.

But I do agree your proposal makes sense. I just think considering Victini gets to come in for free against Mew, Knock Off is not needed on Mega Gallade on this particular team.

Usually what happens with the Landorus-T/Mew teams, I have Mega Gallade on the field, I go for Swords Dance as they switch into Landorus-T, they fear the Ice Punch so they go into Mew on the Ice Punch, and I get to bring Victini in for free. Then their Landorus-T is forced to take a V-create. The second time around, the Landorus-T dies and now Mew is their only defensive option for my physical attackers, which just gets overwhelmed.
 
heey, your team is amazing but I have some suggestions to make it work even better.

Stall matchup is horrible...
Need hazard control

SPEdef Excadril --> lando-T this is with gastrodon the best koko counter and gives you a spinner + rocker. To give you a better match up against stall i would recommend this manaphy set.

Manaphy @ Leftovers
Ability: Hydration
EVs: 240 HP / 28 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Psychic
- Substitute
- Tail Glow


The speed evs will let you outspeed common mew's and tapu fini
the HP ev's let chansey don't brake your sub and give you a far better match up against stall. you wont have to switch that often because. this set wil only let you weak against unaware clef and quag.

the following set wil always let your sub survive one hit from quag. scald wil do around 40%

Manaphy @ Leftovers
Ability: Hydration
EVs: 240 HP / 120 Def / 28 SpA / 120 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Psychic
- Substitute
- Tail Glow

I'm personally not a big fan of this set because of the low speed tier.
my other suggestion is runnig electrium-z tapu koko. this set can one hit pretty hard too. like you mentioned tapu koko is meant to weakon mons not to kill.

Tapu Koko @ Electrium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

This set let you run psychic on manaphy. If you bluf the choice scarf/specs you can lure quag and ohko it with grass knot. It also hits mega Swampert (without rain) and gastrodon realy hard those to are one of the best swith ins atm for koko.

some calcs

252 SpA Tapu Koko Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 400-472 (101.5 - 119.7%) -- guaranteed OHKO

252 SpA Tapu Koko Grass Knot (80 BP) vs. 0 HP / 0 SpD Swampert: 308-364 (90.3 - 106.7%) -- 81.3% chance to OHKO after Stealth Rock

Gigavolt havic in electric terrain.

252 SpA Tapu Koko Gigavolt Havoc (175 BP) vs. 248 HP / 8 SpD Clefable in Electric Terrain: 373-441 (94.9 - 112.2%) -- guaranteed OHKO after Stealth Rock

If you want a better zygarde counter you can run av tangrowth but thats up to you... I think you can handle it pretty well atm,

The team I recommend:

Gallade-Mega

Tapu Koko @ electrium-z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- u-turn
- grass knot
- Hidden Power [Ice]

Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Rapid Spin
- Toxic

Ferrothorn

Victini

Manaphy @ Leftovers
Ability: Hydration
EVs: 240 HP / 28 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Psychic
- Substitute
- Tail Glow

Good luck
 
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