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[OVERVIEW]
A hard hitter backed by a high-Base Power STAB move in V-create, Victini can do lots of damage to the majority of the Doubles metagame. Its solid Speed tier allows it to be a passable Choice Scarf user with access to decent coverage options and pivoting moves as well as the ability to outspeed common fast threats such as Deoxys-A and Choice Scarf Landorus-T. Victini checks sun teams fairly well with its resistance to Fire-type moves and the power it draws from the sunlight; these same traits also allow Victini to perform well on sun-oriented teams. Unfortunately, Victini's main move V-create comes with many drawbacks. It decreases Victini's defenses and Speed, and as a result Victini is left vulnerable after using the attack. Due to its average Attack stat, Victini is forced to bite that bullet or it is left with rather underwhelming power behind its attacks. A weakness to Sucker Punch is another of its downfalls as a Choice Scarf user, as Victini relies on moving first to do its duty. Also, since it doesn't run Protect, Victini is left vulnerable to all forms of speed control. Its bulk isn't anything to write home about either, making it fairly easy to whittle down. This trait is especially problematic considering that Victini needs as much HP as it can get to deal more damage with Final Gambit and act as a reliable emergency button. As a result of these many drawbacks, Victini is left outclassed in most roles by fellow Fire-types such as Heatran, Infernape, and Volcanion, which tend to have more bulk, better resistances, or greater offensive capabilities.
[SET]
name: Choice Scarf
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Final Gambit / Zen Headbutt
item: Choice Scarf
ability: Victory Star
nature: Jolly
evs: 36 HP / 252 Atk / 220 Spe
[SET COMMENTS]
Moves
========
V-create is a super strong STAB attack, and coming from Victini's decent base Attack, it will OHKO or 2HKO all foes that don't resist it save for especially bulky ones such as Porygon2 and Cresselia. Unfortunately, it comes with the downside of lowering Victini's stats, and after only one use, Victini's Choice Scarf boost is canceled out. Bolt Strike provides coverage against Water-types and Flying-types, hitting would-be checks such as Keldeo, Gyarados, and Mega Charizard Y really hard. U-turn allows Victini to pivot out of bad matchups or sticky situations, dealing chip damage and even hitting some threats such as Latios and Hydreigon hard in the process. Final Gambit allows Victini to sacrifice itself in order to instantly remove most threats, provided that it's still decently healthy itself. Zen Headbutt yields a different coverage option, hitting all Fighting-types such as Terrakion and Keldeo and Poison-types such as Gengar super effectively. It also comes with a chance to cause the target to flinch, which can turn a game around in a pinch.
Set Details
========
220 EVs invested in Speed with a Jolly nature and a Choice Scarf allow Victini to outrun Jolly Choice Scarf Landorus-T and Modest Swift Swim Ludicolo while at +0, as well as all neutral-natured base 100 Speed Pokemon after using V-Create once. Maximum Attack investment helps Victini hit as hard as possible. The remainder of the EVs are used for HP, giving Victini both some bulk and some more power behind Final Gambit. Victory Star is particularly helpful, as many of Victini's moves are slightly inaccurate, and this ability makes them more reliable as well as increasing the accuracy of its moves.
Usage Tips
========
Victini works well as a lead due to its high Speed and ability to pivot out of bad matchups using U-turn. Choice Scarf Landorus-T tends to also be a lead, so this gives Victini an opportunity to remove it immediately with Final Gambit. This also works for any other Pokemon that greatly threatens Victini's team, should that threat be chosen as a lead. If possible, bring Victini in after a teammate falls or in any other situation where it won't be taking damage, as Victini needs to keep its health high in order to have a threatening Final Gambit. Most of the time, Victini should be using V-create, since it does so much damage even to targets that resist it. It is best to aim for guaranteed KOs with V-create in order to avoid taking damage, especially as Victini's defenses will be lowered. Victini shouldn't lock itself into moves that could be unhelpful in the long run, so check out the opponent's team first, since whatever move Victini uses is what it's stuck with. Pay attention to the Speed drop from V-create, as after one drop, the Choice Scarf boost is removed, and after two, Victini will be outsped by many different foes, so it may need to switch out.
Team Options
========
Anything that struggles with Grass-types such as Amoonguss and Ferrothorn or faster threats such as Choice Scarf Landorus-T can partner well with Victini. Sun support from Mega Charizard Y makes V-create hit way harder, allowing +0 V-create to OHKO Landorus-T, one of the biggest threats to Mega Charizard Y. Mega Diancie appreciates the removal of many of Victini's targets and puts many threats into KO range with its powerful Diamond Storm while also beating Dragon-types such as Hydreigon and Salamence that deter Victini from doing its job. Mega Kangaskhan is benefitted by Victini's removal of Landorus-T, Amoonguss, Ferrothorn, and Fighting-types, all of which give it trouble. In return, Mega Kangaskhan can knock many threats into KO range or use Sucker Punch to snipe threats that outspeed Victini once its Speed is low due to V-create. Fighting-types such as Keldeo and Terrakion can remove Mega Kangaskhan and Bisharp for Victini, both of which would otherwise threaten it with their powerful Sucker Punch. A partner to remove Water-types, such as Venusaur or Thundurus, helps clear Victini's path. Victini also appreciates a teammate that can remove Thundurus, which can paralyze it. One such option is Kyurem-B, which also benefits from Victini performing well against sun teams and itself performs well against rain. Wide Guard users protect Victini from super effective Earthquakes and Rock Slides, with Aegislash probably being the best partner due to its ability to beat opposing Psychic-, Rock-, and Ghost-types for Victini.
[STRATEGY COMMENTS]
Other Options
=============
Trick allows Victini to mess up supporting Pokemon such as Cresselia and Clefairy by locking them into one move. Choice Band could be another item option for Victini, which would allow it to hit even harder, but this loses the benefits of Choice Scarf Victini's blazing Speed. Will-O-Wisp cripples physical attackers, but it is best used either on a non-Choiced set or a set with Trick, since Victini doesn't appreciate being locked into Will-O-Wisp. A Trick Room setter set using Safety Goggles takes advantage of the Speed drops from V-create and allows Victini to invest more in its decent defensive stats. Special lures using Blue Flare, Energy Ball, or Glaciate can be used to beat certain threats more reliably. Hidden Power Ground can be run to hit Heatran, which normally switches in for free, although it doesn't hit much else. A Substitute set allows Victini to avoid status effects and works particularly well under Trick Room as an attacker. Taunt disrupts the foes' strategy, whether it be Trick Room, Tailwind, status effects, or a Taunt of their own. However, Victini thrives due to its excellent coverage and generally doesn't have room for Taunt. Helping Hand is also a nice option on non-Choiced sets.
Checks and Counters
===================
**Water-type Pokemon**: Despite being weak to Fusion Bolt, bulky Water-types serve as strong answers to Victini due to their resistance to V-create, which will be the move Victini uses nine times out of ten. Notable examples include Suicune, Rotom-W, and Jellicent.
**Rock-type Pokemon**: Rock-types such as Mega Diancie and Rhydon are primarily considered answers to Victini due to their resistance to V-create, but they also tend to avoid being hit super effectively by its coverage moves. Rhydon also carries Lightning Rod as its ability to protect anything Victini may wish to hit with a Fusion Bolt.
**Fire-type Pokemon**: Rotom-H, Heatran, and other Fire-type Pokemon can easily take any of Victini's attacks, although some, such as Mega Charizard Y, must be cautious of a Fusion Bolt. Talonflame uses Gale Wings to attack Victini before it can move, and if Victini has even one V-create drop, it has a chance to be OHKOed by a Brave Bird.
**Paralysis, Tailwind, and Trick Room**: If Victini is paralyzed, it can't do its job as a quick removal specialist and becomes close to deadweight. Therefore, Victini needs to watch out for Thunder Wave from Pokemon such as Thundurus and Rotom-W, as well as other forms of speed control such as Icy Wind and Tailwind that can screw with its plans. Since it cannot effectively run Protect, Victini is unable to stall out Tailwind or Trick Room, leaving it even more vulnerable to these than other fast Pokemon.
**Intimidate**: As it isn't able to run a boosting nature, Victini needs all the Attack that it can get; ending up at -1 or -2 Attack due to Intimidate from Salamence, Landorus-T, or Scrafty severely lowers its potential.
A hard hitter backed by a high-Base Power STAB move in V-create, Victini can do lots of damage to the majority of the Doubles metagame. Its solid Speed tier allows it to be a passable Choice Scarf user with access to decent coverage options and pivoting moves as well as the ability to outspeed common fast threats such as Deoxys-A and Choice Scarf Landorus-T. Victini checks sun teams fairly well with its resistance to Fire-type moves and the power it draws from the sunlight; these same traits also allow Victini to perform well on sun-oriented teams. Unfortunately, Victini's main move V-create comes with many drawbacks. It decreases Victini's defenses and Speed, and as a result Victini is left vulnerable after using the attack. Due to its average Attack stat, Victini is forced to bite that bullet or it is left with rather underwhelming power behind its attacks. A weakness to Sucker Punch is another of its downfalls as a Choice Scarf user, as Victini relies on moving first to do its duty. Also, since it doesn't run Protect, Victini is left vulnerable to all forms of speed control. Its bulk isn't anything to write home about either, making it fairly easy to whittle down. This trait is especially problematic considering that Victini needs as much HP as it can get to deal more damage with Final Gambit and act as a reliable emergency button. As a result of these many drawbacks, Victini is left outclassed in most roles by fellow Fire-types such as Heatran, Infernape, and Volcanion, which tend to have more bulk, better resistances, or greater offensive capabilities.
[SET]
name: Choice Scarf
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Final Gambit / Zen Headbutt
item: Choice Scarf
ability: Victory Star
nature: Jolly
evs: 36 HP / 252 Atk / 220 Spe
[SET COMMENTS]
Moves
========
V-create is a super strong STAB attack, and coming from Victini's decent base Attack, it will OHKO or 2HKO all foes that don't resist it save for especially bulky ones such as Porygon2 and Cresselia. Unfortunately, it comes with the downside of lowering Victini's stats, and after only one use, Victini's Choice Scarf boost is canceled out. Bolt Strike provides coverage against Water-types and Flying-types, hitting would-be checks such as Keldeo, Gyarados, and Mega Charizard Y really hard. U-turn allows Victini to pivot out of bad matchups or sticky situations, dealing chip damage and even hitting some threats such as Latios and Hydreigon hard in the process. Final Gambit allows Victini to sacrifice itself in order to instantly remove most threats, provided that it's still decently healthy itself. Zen Headbutt yields a different coverage option, hitting all Fighting-types such as Terrakion and Keldeo and Poison-types such as Gengar super effectively. It also comes with a chance to cause the target to flinch, which can turn a game around in a pinch.
Set Details
========
220 EVs invested in Speed with a Jolly nature and a Choice Scarf allow Victini to outrun Jolly Choice Scarf Landorus-T and Modest Swift Swim Ludicolo while at +0, as well as all neutral-natured base 100 Speed Pokemon after using V-Create once. Maximum Attack investment helps Victini hit as hard as possible. The remainder of the EVs are used for HP, giving Victini both some bulk and some more power behind Final Gambit. Victory Star is particularly helpful, as many of Victini's moves are slightly inaccurate, and this ability makes them more reliable as well as increasing the accuracy of its moves.
Usage Tips
========
Victini works well as a lead due to its high Speed and ability to pivot out of bad matchups using U-turn. Choice Scarf Landorus-T tends to also be a lead, so this gives Victini an opportunity to remove it immediately with Final Gambit. This also works for any other Pokemon that greatly threatens Victini's team, should that threat be chosen as a lead. If possible, bring Victini in after a teammate falls or in any other situation where it won't be taking damage, as Victini needs to keep its health high in order to have a threatening Final Gambit. Most of the time, Victini should be using V-create, since it does so much damage even to targets that resist it. It is best to aim for guaranteed KOs with V-create in order to avoid taking damage, especially as Victini's defenses will be lowered. Victini shouldn't lock itself into moves that could be unhelpful in the long run, so check out the opponent's team first, since whatever move Victini uses is what it's stuck with. Pay attention to the Speed drop from V-create, as after one drop, the Choice Scarf boost is removed, and after two, Victini will be outsped by many different foes, so it may need to switch out.
Team Options
========
Anything that struggles with Grass-types such as Amoonguss and Ferrothorn or faster threats such as Choice Scarf Landorus-T can partner well with Victini. Sun support from Mega Charizard Y makes V-create hit way harder, allowing +0 V-create to OHKO Landorus-T, one of the biggest threats to Mega Charizard Y. Mega Diancie appreciates the removal of many of Victini's targets and puts many threats into KO range with its powerful Diamond Storm while also beating Dragon-types such as Hydreigon and Salamence that deter Victini from doing its job. Mega Kangaskhan is benefitted by Victini's removal of Landorus-T, Amoonguss, Ferrothorn, and Fighting-types, all of which give it trouble. In return, Mega Kangaskhan can knock many threats into KO range or use Sucker Punch to snipe threats that outspeed Victini once its Speed is low due to V-create. Fighting-types such as Keldeo and Terrakion can remove Mega Kangaskhan and Bisharp for Victini, both of which would otherwise threaten it with their powerful Sucker Punch. A partner to remove Water-types, such as Venusaur or Thundurus, helps clear Victini's path. Victini also appreciates a teammate that can remove Thundurus, which can paralyze it. One such option is Kyurem-B, which also benefits from Victini performing well against sun teams and itself performs well against rain. Wide Guard users protect Victini from super effective Earthquakes and Rock Slides, with Aegislash probably being the best partner due to its ability to beat opposing Psychic-, Rock-, and Ghost-types for Victini.
[STRATEGY COMMENTS]
Other Options
=============
Trick allows Victini to mess up supporting Pokemon such as Cresselia and Clefairy by locking them into one move. Choice Band could be another item option for Victini, which would allow it to hit even harder, but this loses the benefits of Choice Scarf Victini's blazing Speed. Will-O-Wisp cripples physical attackers, but it is best used either on a non-Choiced set or a set with Trick, since Victini doesn't appreciate being locked into Will-O-Wisp. A Trick Room setter set using Safety Goggles takes advantage of the Speed drops from V-create and allows Victini to invest more in its decent defensive stats. Special lures using Blue Flare, Energy Ball, or Glaciate can be used to beat certain threats more reliably. Hidden Power Ground can be run to hit Heatran, which normally switches in for free, although it doesn't hit much else. A Substitute set allows Victini to avoid status effects and works particularly well under Trick Room as an attacker. Taunt disrupts the foes' strategy, whether it be Trick Room, Tailwind, status effects, or a Taunt of their own. However, Victini thrives due to its excellent coverage and generally doesn't have room for Taunt. Helping Hand is also a nice option on non-Choiced sets.
Checks and Counters
===================
**Water-type Pokemon**: Despite being weak to Fusion Bolt, bulky Water-types serve as strong answers to Victini due to their resistance to V-create, which will be the move Victini uses nine times out of ten. Notable examples include Suicune, Rotom-W, and Jellicent.
**Rock-type Pokemon**: Rock-types such as Mega Diancie and Rhydon are primarily considered answers to Victini due to their resistance to V-create, but they also tend to avoid being hit super effectively by its coverage moves. Rhydon also carries Lightning Rod as its ability to protect anything Victini may wish to hit with a Fusion Bolt.
**Fire-type Pokemon**: Rotom-H, Heatran, and other Fire-type Pokemon can easily take any of Victini's attacks, although some, such as Mega Charizard Y, must be cautious of a Fusion Bolt. Talonflame uses Gale Wings to attack Victini before it can move, and if Victini has even one V-create drop, it has a chance to be OHKOed by a Brave Bird.
**Paralysis, Tailwind, and Trick Room**: If Victini is paralyzed, it can't do its job as a quick removal specialist and becomes close to deadweight. Therefore, Victini needs to watch out for Thunder Wave from Pokemon such as Thundurus and Rotom-W, as well as other forms of speed control such as Icy Wind and Tailwind that can screw with its plans. Since it cannot effectively run Protect, Victini is unable to stall out Tailwind or Trick Room, leaving it even more vulnerable to these than other fast Pokemon.
**Intimidate**: As it isn't able to run a boosting nature, Victini needs all the Attack that it can get; ending up at -1 or -2 Attack due to Intimidate from Salamence, Landorus-T, or Scrafty severely lowers its potential.
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