Victini (3/3) NOT GP READY

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Taking over from EonX



Overview
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Victini is one of the best offensive mons in the tier, and with good reason. Sporting probably the best offensive move in the tier with V-Create, which is a 180 BP move, which punches holes in anything that doesn't resist it. Victini also has great stats across the board, being able to outspeed a good portion of the tier, as well as having the potential to run a mixed set when considering its great movepool and offensive stats. It also has decent bulk, which lets it switch into resisted hits without taking a large amount of damage. Victini also differentiates itself from the other two Fire-type nukes, Darmanitan and Entei, by having access to Bolt Strike, which lets it deal with bulky Water-types such as Suicune easier. It also has a great ability in Victory Star, which makes the likes of V-Create, Bolt Strike, and Zen Headbutt more accurate. However, Victini is not without its flaws. Due to V-create's stat drops, it is forced to switch out often, which is brutal considering its mediocre defensive typing, making it weak to Stealth Rock and Pursuit, a sizeable flaw due to Victni's hit-and-run nature. However, Victini's flaws are largely mitigated by its positives, making it a premier choice for teams looking for some raw offensive power.

Choice Band
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name: Choice Band
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Zen Headbutt / Flare Blitz / Sleep Talk
item: Choice Band
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
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V-create is used as Victini's main STAB move, and 2HKOs practically anything that doesn't resist it, thanks to its good coverage and massive 180 BP. Bolt Strike goes well with V-create, as it smacks bulky Water-types such as Suicune, Alomomola, and Vaporeon that are looking to switch into V-create. U-turn allows Victini to keep up offensive momentum, and does a little bit of damage to Victini's common switch-ins, such as Swampert. Trick allows Victini to cripple its switch-ins, and lets Victini switch up moves which can help it in some situations. Zen Headbutt and Flare Blitz perform similar roles, which is to clean up late game while having good coverage without the drawbacks of V-create. The choice between them is up to preference, as Zen Headbutt can hit weakened Water- and Fire-types, while Flare Blitz arguably has better coverage, although with the added drawback of recoil. Sleep Talk lets Victini serve as a sleep absorber for offensive teams, while letting it switch up moves and retain the power of Choice Band at the same time.

Set Details
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The EV spread is used to maximize Victini's Attack and Speed. While Adamant seems tempting, Jolly is used to force a tie with opposing base 100s, as well as outspeeding the likes of Haxorus and Hydreigon.

Usage Tips
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Choice Band Victini is generally used as a wallbreaker, so determining what the opposing team will switch into makes it a deadly force. Trying to switch it on a weak resisted hit, such as Florges' Moonblast. It can provide heavy offensive pressure on defensive cores, however, it is prone to being scouted by Protect users, making it easier for physical walls to switch in. Against offensive teams, getting Victini in safely against Grass-types such as Roserade nearly guarantees something will faint, if not take over 50%. It is more reliant on prediction against defensive teams, as it can't switch moves unless it Tricks its Choice Band or it gets Knocked Off, and most defensive teams have something to take every move. You should be using V-Create or Bolt Strike with more caution if they have Pursuit users such as Krookodile on the opposing side.

Team Options
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Considering how Victini works best as a wallbreaker, Pokemon that can clean up late-game work well with it. Choice Scarfed variants of Mienshao, Hydreigon, and Krookodile are all great examples of this. Victini is generally viewed as a hit-and-run Pokemon, so any means of clearing Stealth Rock are a godsend for it. Mega Blastoise can clear hazards with Rapid Spin and hit a lot of Victini's switch-ins hard, while Victini thrashes the likes of Blissey, Florges, and Roserade, who are all problems for Blastoise. Crobat and Mega Aerodactyl work as well, with Crobat forming a nice offensive core thanks to their access to U-turn, however their compounded Stealth Rock Weakness might make their opportunities a bit limited. Victini really hates having its item knocked off, so having Knock Off absorbers such as Mega Ampharos work well with Victini, and Mega Ampharos also serves as a great check to the likes of Alomomola and Crocune. Hazard support is also appreciated, so Pokemon such as Froslass, Azelf, and Forretress are all good partners for it as well, with the latter being able to pivot into Victini nicely.


Choice Scarf
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name: Choice Scarf
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Flare Blitz
item: Choice Scarf
evs: 252 Atk / 4 SpD / 252 Spe
nature: Jolly

Moves
========

V-Create is used as a hard hitting STAB move, and when equipped with a Choice Scarf, makes Victini a great revenge killer. Bolt Strike has nice coverage when coupled with V-Create, and while it may not hit bulky Water-types as hard as it would with Choice Band, it keeps them from switching in, and lets Victini revenge kill Mega Aerodactyl if necessary. U-turn is used to scout checks and counters, as well as netting some chip damage on its switch-ins. It also gives Scarf Hydreigon a false sense of security, as most players using it against Victini like to believe it's a Band set. Trick is the primary move used in the last slot, as it can cripple switch-ins to Victini. Flare Blitz is also a good move, as it lets Victini clean up late-game when all resists and faster Choice Scarfers are removed.

Set Details
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The EV spread is used to let Victini have as much Attack and Speed as possible. While it may seem tempting to use an Adamant Nature due to Choice Scarf, Victini needs to use Jolly in order to get the jump on Hydreigon and Darmanitan, as well as forcing ties with opposing Scarf Base 100s, such as opposing Victini and Jirachi.

Usage Tips
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Victini sets itself apart from Darmanitan as a revenge killer thanks to its higher Speed, as well as not being as reliant on Flare Blitz as the main STAB, meaning Victini can stay alive longer. Unless you use the aforementioned Flare Blitz, Victini is strictly a revenge killer. Against offensive teams, unless it can come in on a Grass-type or the opposing Pokemon absolutely needs a power boost to be threatening, it should wait until something is KO'd to come in.

Team Options
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Roserade is a great partner for Victini, as it can make revenge killing easier with Spikes support, and is a great check to the bulky Water-types that Victini despises. As Victini has a tendency to switch out often, hazard control is appreciated. Mega Blastoise and Starmie make for good teammates, as they can spin reliably and provide pressure against defensive cores. Wallbreakers such as Life Orb Hydreigon are good partners for Victini, as it can break down Pokemon such as Swampert and Arcanine, who Victini hates. Pokemon that appreciate the removal of Fairy-types, such as Mienshao and Mega Absol, are great partners for Victini, as they lure in Florges and Aromatisse, who Victini can take care of.

Mixed Attacker
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name: Mixed Attacker
move 1: V-Create
move 2: Psychic / U-turn
move 3: Energy Ball / Thunder
move 4: Dazzling Gleam / Focus Blast / Thunder
item: Expert Belt / Life Orb
ability: Victory Star
evs: 4 Atk / 252 SpA / 252 Spe
nature: Hasty

Moves
========

Psychic is Victini's main STAB move, and unlike Victini's other STAB, doesn't have any drawbacks, barring the Dark immunity. V-create is used somewhat differently than on other sets, however, it lets Victini beat the likes of Blissey and Florges. Energy Ball is used to hit the likes of Swampert, Mega Blastoise, Quagsire, Rhyperior, and Vaporeon. Thunder can also be used as it hits Vaporeon and Mega Blastoise harder, however, it is less accurate, and using it means Victini has a much harder time against Water/Ground-types, and Rhyperior. Dazzling Gleam is used to hit the likes of Dragon-types, such as Hydreigon and Mega Ampharos. Focus Blast retains coverage on Hydreigon, as well as hitting Houndoom and Kyurem. Victini can go with a more physical set, with Bolt Strike, U-turn, and Energy Ball.

Set Details
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The EV spread is used to maximize Victini's Special Attack, while ensuring Victini hits as hard as possible with V-create. Hasty is used to tank special attacks better, helping it break through bulky waters. Naive can be used, however, to tank priority attacks better, especially with Expert Belt. Expert Belt is preferred, as it lets Victini get a boost on its attacks without losing health. Life Orb can be used as well to give Victini a power boost. If you want to run Blue Flare along with V-create for a more reliable STAB, but you should then be using Charcoal over Expert Belt. Shadow Ball also hits opposing Victini and Chandelure for super-effective damage, as well as hitting other Psychic-types harder than any other move barring V-create, which comes with the stat drops.

Usage Tips
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Unlike Choice Band variants, MixTini uses its great coverage to break through defensive cores, rather than raw power. It's good in most cases to open with Psychic so you can smack special walls such as Blissey and Florges with V-create. It finds its place on offensive teams as a wallbreaker with great coverage and enough speed to clean up late-game if needed. Getting Victini in against defensive threats and Grass-types lets it use either of its STAB moves freely.

Team Options
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Physical sweepers such as Mienshao, Mega Aerodactyl, Krookodile, and Mega Absol are all good partners, as they can all appreciate the likes of Swampert, Quagsire, and Florges removed. Choice Scarf Hydreigon, Nidoqueen, and Nidoking are also good partners as they appreciate Umbreon being weakened, or outright KO'd. Hazard control is a must for most teams with Victini, as taking Stealth Rock damage is a pain for it. Mega Blastoise, Starmie, Empoleon, Crobat, and Mega Aerodactyl can all clean hazards for Victini. Pokemon that can tank Knock Offs are also appreciated; Mega Ampharos, Florges, and Chesnaught fit this role.

Other Options
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A specially oriented Scarf set can be used, however Victini lacks the nuke of V-Create, and can't really fit U-turn in. A physically-based mixed attacking set can be used, but Victini's movepool on the physical side isn't as good as it is on the special side. Choice Specs seems like a good nuke, but it lacks the power of V-create. A Trick Room Weakness Policy set can be used, taking advantage of Victini's good bulk and turning it into a powerhouse. Taunt can be used to prevent opposing set up, but Victini has better things to be doing. Magic Coat can be used to prevent Stealth Rock, Thunder Wave, and other status moves from being used, but Victini usually doesn't have a reason to run it. A Bulky Will-O-Wisp set can be used, as it can provide a more defensive role for Victini, but Victini's mediocre defensive typing troubles it, as well as a lack of recovery. Thunder Wave can be used to cripple common checks to Victini such as Mega Aerodactyl, but Victini doesn't have the room to run it.

Checks & Counters
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**Bulky Dragon-types**: Dragon-types with good physical bulk, such as Mega Ampharos and Druddigon, are great answers to Victini, with the former being able to switch into V-Create multiple times and heal off any damage with Rest, and the latter punishing Victini with Rough Skin damage, as well as Druddigon's ability to tank any hit and check it. They both must be wary of Dazzling Gleam, however.

**Water / Ground-types**: The likes of Swampert and Quagsire can switch into Choice Banded and Scarfed variants of Victini multiple times, with the latter being able to recover off any health with Recover. Swampert can get worn down fairly easily, however, and both must be wary of Energy Ball.

**Pursuit users**: Victini can be checked fairly easily due to its Dark-weakness, meaning if the likes of Krookodile and Mega Aerodactyl can get in safely, and Victini is -1 or has taken Stealth Rock damage, then it's practically guaranteed to faint to Pursuit.

**Stealth Rock**: Victini is generally viewed as a hit-and-run Pokemon, meaning it will switch in and out many times, making it hard to switch in safely when Stealth Rock is up thanks to its weakness to it.

**Dugtrio**: Dugtrio can trap Victini and OHKO it with a STAB Earthquake, although it must be wary of Choice Scarf variants.

**Arcanine**: Arcanine can switch into nearly every variant of Victini, and heal off any damage with Morning Sun. However, it usually cannot do much in return.

**Revenge Killers**: Victini can get revenge killed fairly easily when not running a Scarf set by common opposing Scarfers, such as Krookodile and Hydreigon. When Victini is -1, it can also get revenge killed by other Pokemon, such as Mega Blastoise and Nidoqueen.

**Flash Fire Pokemon**: Choice locked Victini can get threatened massively by common Flash Fire users such as Chandelure and Houndoom. However, they can't switch in safely from a Bolt Strike, or even a U-turn in Houndoom's case.

**Diancie** Diancie can switch into Victini's attacks multiple times, thanks to its Rock/Fairy typing. However, it gets worn down easily thanks to lack of recovery.
 
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KM

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the mixed set should include the option of u-turn over psychic, should allow the option of grass knot + thunder, this can be a lot more useful. also IMO expert belt should be slashed before life orb because the entire point of running mixtini is as a lure and it's kind of a shit lure when you v-create on their swampert and they see the LO damage or whatever

in my eyes trick room weakness policy should be a fourth set of its own but i'm very biased and it is pretty gimmicky so idk

on band, I might consider slashing trick or flare blitz (which needs to be added somewhere at any rate) before zen headbutt, i just find it a lot more useful than locking yourself into a move that's pretty easily taken advantage of. like it's nice to be a (really slow) late game cleaner and having spammability but it's just sort of a shit move, and trick is really really useful for crippling stuff.
 

kokoloko

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sleep talk is probably a better filler than anything else on the cb set, tbh. thats what i use when i have no sleep absorbers.
 

KM

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make sure you remove mention of grass knot if you're not mentioning it in moves. (also your order is still weird imo i'd do Sleep Talk / Trick / Flare Blitz / Zen Headbutt)
 
-Mention Pursuit trapping in C&C, stuff like CB krook can come in after it's popped the V and pursuit trap it for the KO
-C&C needs sorting out but i'll assume you're going to fix that
-You literally run Victini on every team so I can trust you have some sort of idea about it

Yeah just makes those changes and remove mentions of Slowbro, Mew, Hera etc then QC 2/3
 

Meru

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I would also change all mentions of Grass Knot to Energy Ball, as now that Vaporeon is in the tier, Energy Ball is the superior option.
 
I would suggest using Energy Ball for more consistency over Grass Knot. Not every time you use Grass Knot are you hitting something for SE if the opponent scouts accordingly. For example, if you grass knot vs Crobat you are worse off than Energy Ball, though both situations suck, choose the lesser of the two evils.

In addition, for the Scarf Set, instead of Trick or Flare Blitz, Zen Headbutt is a pretty good option for cleaning up slower teams with offensive pressure, for example the enemy has Nidoking and Scarfed Chandy left, Zen Headbutt would be your only viable option.

Just my two cents.
 

Royalty

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I know it's not as common as mapmh but druddigon is still a good check to any tini not running dazzling gleam.

Shadow Ball probably deserves a mention in oo, or in the set details of mix tini, as it does reliably hit psychics/chand 100% accurately with more damage than anything but v-create, which does come with those stat drops.
 
You have Hasty slashed but no special move slash (and Naive in the comment), nice discrepancy imo.

In the mixed set, you say Hasty is preferred to give Download users an Attack boost, but Download ducks aren't that common. Instead you can say that it allows you to tank some special hits better—which helps in breaking bulky Water-types. Naive should still be mentioned tho because it allows you to tank some priority moves, especially useful with Expert Belt:
+2 252+ Atk Life Orb Lucario Extreme Speed vs. 0 HP / 0 Def Victini: 221-261 (64.8 - 76.5%) -- 12.5% chance to OHKO after Stealth Rock
252 Atk Mega Absol Sucker Punch vs. 0 HP / 0 Def Victini: 290-344 (85 - 100.8%) -- 6.3% chance to OHKO,
which means that you can both rk Luke more reliably and prevent Absol from rk'ing you assuming they haven't mega'd before. Also in the Blue Flare mention you can say that it can be used along with V-create for a more reliable STAB (and V-create-less Victini is pretty ugly imo :o), in which case Charcoal > Expert Belt.

Also js, unless it's on a kill it's very hard to bluff a Choice item when your physical attacks are doing so much less damage due to no investment, instead say that E-belt allows you to get a boost on your attacks when SE while not losing health, helping you tank hits better if needed.
 
Sub Power up punch set is a really good wallbreaker, definitely deserves a set. Here is the set straight from OU analysis
Substitute
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name: Substitute
move 1: Substitute
move 2: V-create
move 3: Bolt Strike
move 4: Power-Up Punch
item: Leftovers
evs: 96 HP / 252 Atk / 160 Spe
nature: Adamant
 

KM

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This looks very good. Only a couple of minor things --

On the choice scarf set, you mention that good partners for Victini are those who don't like Fairy-types, as victini can get rid of them "very easily".

252 Atk Victini V-create vs. 252 HP / 200+ Def Aromatisse: 229-270 (56.4 - 66.5%) -- guaranteed 2HKO
-1 252 Atk Victini V-create vs. 252 HP / 232+ Def Granbull: 144-171 (37.5 - 44.5%) -- guaranteed 3HKO after Leftovers recovery

tweak that line to be a little more accurate, maybe. Sure, most fairies can't switch in, but that doesn't mean it has the same threat that bandtini does.

On the mixed set, maybe in the moves, you might want to mention that Victini can go mixed LO and focus more on the Physical side with Bolt Strike, U-turn, and then Energy Ball.


incredible job overall


EDIT: QC 3/3
 
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