Victini

talkingtree

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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.
 
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Yoda2798

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Overview
  • Mention that's Victini's "decent speed tier" allows it to outspeed most common Pokemon, including Deoxys-Attack and Choice Scarf Landorus-T. Outspeeding Lando-T is definitely one of Victini's most notable traits IMO.
  • Victini resists Fire-boosted moves in the sun, not the sun itself :P.
  • Expand a little on V-Create's "many drawbacks".
Moves
  • Mention Gyarados as another target of Bolt Strike, especially since it will want to switch in on V-Creates and for Intimidate
  • Mention Keldeo again under Zen Headbutt IMO, just incase a reader gets confused about ponymon getting hit by Fusion Bolt but not Zen Headbutt.
Set Details
  • Mention that that this Speed allows it to also outspeed Modest Ludicolo under rain.
  • Mention that Victory Star also raises Victini's teammate's accuracy, if it is on the field.
Usage Tips
  • Mention that being used as a lead gives Victini an opportunity to snipe Landorus-T turn 1 with Final Gambit, or another Pokemon which greatly threatens your team.
  • "Hit things hard when they're gonna die" - clarify what you mean please :P.
  • "Don't lock into dumb moves, check out the opponent's team first" - I'm sure you can guess that "dumb" probably isn't a good word to use when you look back :B.
Team Options
  • Mention Mega Kangaskhan, as it appreciates Victini hitting Landorus-T, Amoonguss, Ferrothorn, and Fighting-types.
  • Mention Fighting-types such as Keldeo and Terrakion, to take care of Sucker Punch users such as Mega Kangaskhan and Bisharp.
  • Mention Kyurem-B (before you think "What? They hit the same things offensively!" hear me out), Kyurem-B takes on Pokemon such as Rotom formes, Suicune, and Thundurus, as well as kind of Talonflame, Bisharp, and Hydreigon. And of course, the main selling point, Kyurem-B well versus rain for Victini, while Victini does well versus sun in return.
Other Options
  • Remove Amoonguss from Trick please, I'm sure just using V-Create is better for obvious reasons :P.
  • Mention Flare Blitz as a secondary Fire STAB option without the drops, but that it's far weaker than V-Create.
  • Mention a Choice Band set for nuking absolutely everything, but this is way more speed control dependent.
Checks and Counters
  • Mention Rock-types such as Mega Diancie under Typing Advantage.
  • Specify the "other forms of speed control" please :B, and say that speed control is annoying since Victini relies on going first. Also I think a clearer term than "scalpel" could be used to express what you mean.
  • Give examples of possible Intimidate users.
Do this for 1/3, good work! n_n
 
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talkingtree

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Implemented right as you logged off for the night (at 4:14am you rebel)

Wondering about the Intimidate users though - Victini kinda beats all of them except Salamence so should I still mention specifics?
 

Idyll

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Well you do get slammed by most of them because of the Speed drop after using a V-Create so yeah you should. Generally speaking though, the Intimidate tag is more about actually lowering the attacking power, not beating them 1v1 (though if they do win 1v1 they should be highlighted more!)
 

Bughouse

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can confirm KyubTini is great combo. Fuck Heatran. Fuck Rotom-W. Fuck Politoed.
 
good analysis smogon dot com mod talkingtree

Few things:
  • (overview) Saying Victini doesn't have staying power isn't the most accurate, I don't think. You can either play it as an early game nuke with V-Creates and Final Gambits or save it for the end and using it as a "scout" with U-turn, and it can be different based on the matchup. I'd just say V-Create leaves it very vulnerable or something like that.
  • (set) I'd consider slashing ZHB with Final Gambit instead of Bolt Strike. I wouldn't ever go use a Victini without Bolt Strike and dropping Final Gambit can be OK on teams with enough Lando-T checks/lures/whatevs. If you're unsure on this one, talk with other QC bc I don't feel very strongly about this
  • (usage tips) The last two bullets use second person so reword those
  • (other options) Mention Blue Flare with the special lure stuff
  • (other options) Remove Flare Blitz, it's awful and like you'd never ever ever use it
  • (other options) Add Helping Hand because it's cool on non choice sets

2/3 when this is done !_!
 

Checkmater

It’s just us kittens left, and the rain is coming
is a Tiering Contributor
Take this as lay-comments/suggestions or get a qc member to stamp if you want this to be a check n_n

[OVERVIEW]

"..Victini can do lots of damage to the entirety of the Doubles metagame.."
  • I feel this isn't really true... lots of things wall Victini, while Kang hard-stops it pretty well. Poor matchups (Tran, Dragons, Kang) that resist coverage are something I'd put in an overview, while also mentioning how choice-locking can hurt. Trust your own judgement, cuz, like sure you can Final Gambit anything but I would say that's something that can be specified rather than making a blanket "Victini beats everything" kind of statement. I know you talk about it in team options/Checks and Counters but flaws with Victini bear at least a brief mention in overview imo.
  • Weakness to Speed Control merits a mention here. Anything not running protect isn't having a fun time when tailwind/tr come out

Team Options
========

".. allowing +0 V Create to OHKO Landorus-T.. "
  • is this supposed to be -1? Pretty sure this is -1. Also, specify sun please
Tree edit: The sentence starts "With Sun Support from Mega Charizard Y..." so I think the specification is good enough. Also: -1 252 Atk Victini V-create vs. 4 HP / 0 Def Landorus-T in Sun: 268-316 (83.7 - 98.7%) -- guaranteed 2HKO. So maybe Adamant should be an option because that gets a 50% roll, but with the listed spread it can't have an Intimidate drop.

check edit: mfw fancy colors :O anyways yeah ok I was just checking if the calc was right... I guess it was. I could've sworn I saw you use -1 atk vic to ohko lando... idk



Checks and Counters
===================

**Speed Control**: " ...such as Icy Wind or Tailwind that .. "
  • Specify how not having protect makes you unable to stall field conditions

**Intimidate**: "..Salamence, Landorus-T, or Gyarados.."
  • Maybe add Scrafty to this list? idk

Tree edit: I'll implement all of these because they're good suggestions, but I'm hesitant to let an am check be 3/3. If next QC member could weigh in on slashing Adamant that would be much appreciated.

checkedit: yeah just take them as lay suggestions :)
also could put somewhere that you're running scarf and not life orb so you get a significant drop in power? Whille yes victini is powerful AF it's really not THAT powerful without a life orb and when you get -atk
 
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Idyll

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Overview: You kinda oversell Victini a bit. There's a reason this thing is just Tier 4 in the VRanks, right? Although it's a hard hitter, it depends on a high-drawback move to have some offensive presence at all as its Attack is average. There's also the fact that it's typically outclassed by other Fires in the metagame due to either bulk, Speed, and / or actually reliable offensive capabilities. Restructure this in order to make it look a bit more shit, add those points, and you're gold (y)

Moves: When you mention p2 and Cress on V-Create's part, generalize first that it's "very bulky things" like those stuff.

Usage Tips:
- "Victini should try to avoid taking damage after dealing it since V-create causes Defense and Special Defense drops, so attacking for a guaranteed OHKO is preferred." - you should reword this to something like "it is best to get guaranteed KOs with V-Create in order to avoid damage, especially as Victini's defense will be lowered" or something. When I read that Victini should try to avoid taking damage, I was like "bro this is common sense."
- "Pivot out of bad matchups with U-turn" - that sentence alone there feels wrong or something lol. Beef that up or make it flow with another sentence.

3/3 after implementing. I trust you enough to get this right :pimp:
 

Sobi

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hi hi amcheck add remove [comment]

[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, [rc] 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, [rc] V-create, [rc] [technically this isn't wrong but it's really weird for the reader to stop at this word] comes with many drawbacks. It decreases Victini's defenses and Speed, and as a result, [ac] Victini is left vulnerable after using the attack. Due to its average Attack stat, Victini is forced to bite that the 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 special to write home about [a few idioms here, kinda ambiguous really & would fit in articles more] 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; [rsc] 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, will OHKO or 2HKO all non-resisted foes 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 in the process 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 allows 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 helps Victini hit as hard as possible. The remainder of the EVs are used for HP, giving Victini both some bulk and some 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 its teammates's accuracy.

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 allows 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 lots of health 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 resisted targets. It is best to aim for guaranteed KOes with V-create in order to avoid damage, especially as Victini's defenses will be lowered. Victini shouldn't lock 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 speed drops, as after one drop the Choice Scarf 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 es 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 appreicates the removal of many of Victini's targets and also puts many threats into 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 range or Sucker Punch 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 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 Victini. 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-[ah]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 loses the benefits of Choice Scarf Victini's blazing Speed. Will-O-Wisp cripples physical attackers, but 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 in 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 foe's 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-types 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-types 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-types 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. So Therefore, Victini needs to watch out for Thunder Wave users such as Thundurus and Rotom-W, as well as other forms of speed control such as Icy Wind or Tailwind that can screw with Victini's plans. Since it doesn't 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 weakens its potential.
:toast:
 

Lumari

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GP 1/2
[OVERVIEW]

A hard hitter backed by a high-Base Power (AH) 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, [rc] with access to decent coverage options and pivoting moves (RC) 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, [rc] V-create, [rc] [technically this isn't wrong but it's really weird for the reader to stop at this word] comes with many drawbacks. It decreases Victini's defenses and Speed, and as a result, [ac] Victini is left vulnerable after using the attack. Due to its average Attack stat, Victini is forced to bite that the ("bite that bullet" is better to keep that demonstrative cuz that's important, and if that is too awkward, just use a different wording altogether) 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 special to write home about [a few idioms here, kinda ambiguous really & would fit in articles more] ("to write home about" is fine, analyses are pseudo-formal, not scientific)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; [rsc] (change it to a comma) 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 non-resisted 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 in the process and even hitting some threats such as Latios and Hydreigon hard in the process. (keep this) 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 allows 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 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 its teammates's accuracy.

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 allows 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 lots of 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 resisted targets. It is best to aim for guaranteed KOes KOs with V-create in order to avoid damage, especially as Victini's defenses will be lowered. Victini shouldn't lock into moves that could be unhelpful in the long run, so check out the opponent's team first, (AC) since whatever move Victini uses is what it's stuck with. Pay attention to the Speed drop from V-create speed drops, as after one drop, (AC) the Choice Scarf scarf boost is removed, (AC) 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 es 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 appreicates appreciates the removal of many of Victini's targets and also puts many threats into KO range with its powerful Diamond Storm (RC) 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, (AC) helps clear Victini's path. Victini also appreciates a teammate that can remove Thundurus, (AC) which can paralyze Victini 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-[ah]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, (AC) 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 in using Blue Flare, Energy Ball, (AC) 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 (RC) and works particularly well under Trick Room as an attacker. Taunt disrupts the foe's 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-types Pokemon**: (unnecessary) 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-types 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-types 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 (RC) and becomes close to deadweight. So Therefore, Victini needs to watch out for Thunder Wave users from Pokemon such as Thundurus and Rotom-W, as well as other forms of speed control such as Icy Wind or and Tailwind that can screw with Victini's its plans. Since it doesn't ("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 weakens lowers its potential.
 
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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 in the process 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 accuracy.

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 allows 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 resisted targets. 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 foe's foes' (you use their later in the sentence so i assume you refer to both of the opposing pokemon) 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.

2/2
 
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