[AAA] Victini

ok
remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Victini is one of the better attackers offensive Pokemon in the tier due to its high-Base (add hyphen) Power moves and unpredictability, (AC) due to being able to attack with both physical and special sets because of and to run multiple viable abilities, such as Desolate Land, Tough Claws, Sheer Force, and Tinted Lens. Though its Attack is average, the boost from its abilities, as well as the high Base Power of its moves, allows it to hit hard. Its bulk is above average (remove hyphen) at best (this makes no sense given the following bits, given those I'd expect its bulk to be good / decent) for an attacker, allowing it to take a hit if need be, along with and a decent typing, which allows it to resist common moves such as Focus Blast, Psyshock, and Pixilate- (add hyphen) or Refrigerate-boosted Normal-type moves. It can lure in standard answers to its more common physical set with a Sheer Force special set if need be.

Despite these resistances, it However, Victini is weak to common Dark-type moves like such as Pursuit and Knock Off, the former of which is problematic due to V-create's stat drops forcing Victini to switch out a lot, and the latter weakening of which weakens Victini by removing its item while still dealing a lot of damage. It also has no reliable way to get around Flash Fire and Primordial Sea users, which are more common than ever. (no time-sensitive stuff) Lastly, because of V-create's stat drops, it has a weakness to entry hazards like Stealth Rock, (this makes no sense) which is a very big problem given Victini switches in and out a lot.

[SET]
name: Physical Attacker
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break
item: Choice Band / Flame Plate
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

V-create is Victini's main STAB move, and hits hitting really hard with the boosts from Choice Band and Desolate Land or Tough Claws, while Bolt Strike is used to get around Water-types like Vaporeon and Suicune, keeping the latter from setting up, while also hitting Flash Fire Skarmory. U-turn can be used to retain momentum if the match-up matchup is poor and also does decent damage to Tyranitar if not using Brick Break, while Trick can be used instead to cripple a wall that Victini just can't break, including Flash Fire users such as Ferrothorn or Primordial Sea users. Brick Break is usable in the last slot to smack Rock-types such as Tyranitar and Flash Fire Steel-types such as Ferrothorn. Zen Headbutt can be used, preferably with Tinted Lens to get a stronger hit on Flash Fire or Primordial Sea users.

Set Details
========

Maximum Attack and Speed EVs capitalize on Victini's wallbreaking capabilities while allowing it to outspeed as much many Pokemon as possible. The last 4 EVs should be anywhere except HP in order to get an odd number to be able to (the spread is correct, but the reasoning isn't, it must only be an odd number for 4x SR weaks, Victini should just have an HP number not divisible by 4) switch into entry hazards an additional time. A Jolly nature is used for as much Speed as possible (RC) and to outspeed everything up to the Pokemon in the fairly crowded base 90-95 Speed tiers, while Adamant can be used for more power. Tough Claws is the ability of choice to boost the power of all of its Victini's moves, while Desolate Land can be used for a Water immunity and giving V-create a massive power boost to V-create. Tinted Lens can also be used if you want to get a harder hit on Steel-types with Flash Fire and break through its traditional checks such as Zygarde and other Dragon-types. Choice Band is the preferred item for more power and because V-create's drop to defenses and speed often mean Victini won't have the time to switch moves, but Flame Plate can be used if you want to switch moves and still boost the Power of V-create; as a bonus, you also bluff a Choice Band.

Usage Tips
========

This Victini is best used as a mid-game wallbreaker, breaking through walls such as all variants of Suicune, some Manaphy variants, and non-Flash Fire variants of Doublade and paving the way for a teammate to sweep, due to being able to break through walls such as all variants of Suicune, some Manaphy variants, non Flash Fire variants of Doublade, and more, allowing it to fire off its powerful attacks much more easily or cripple a potential switch in. It is also usable as a late-game sweeper once its checks and counters are have been weakened or removed or as an early-game pivot due to U-turn. After using V-create, though, it is very weak to priority users such as Gale Wings Braviary and Tough Claws Lucario, so you should U-turn out. (isn't it locked into V-create?) Due to its decent bulk, it can actually switch into (remove space) stuff foes as long as entry hazards aren't up.

Team Options
========

Entry hazard removers, preferably ones with Rapid Spin such as Starmie and Blastoise, (AC) are almost required, but Defoggers such as Skarmory and Zapdos also work. Magic Bounce users can also even deter entry hazards from being placed set up in the first place. Victini might not be able to break through physical walls, but it can weaken them for physical sweepers such as Swords Dance Lucario to clean up. Fighting-types such as Lucario can also come in on Dark-types, especially Choiced ones such as Choice Band Tyranitar, (AC) which tend to Pursuit trap Victini. It Victini needs damage from entry hazards such as Stealth Rock and Spikes to get the KOs on walls such as Ferrothorn. Notable users includes Deoxys-S, who which can be used as a suicide lead almost guaranteed to set up hazards, and Hippowdon, who which can also switch into Rock-type attacks and stick around for a longer time. Bulky Steel-types such as Doublade and Intimidate Skarmory can absorb powerful priority moves like Gale Wings Brave Bird and Tough Claws Extreme Speed. Magnet Pull users such as Heatran and Infernape can remove Flash Fire Steel-types.

[SET]
name: Choice Scarf
move 1: V-Create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break / Grass Knot
item: Choice Scarf
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

V-create is Victini's main STAB move, and hits hitting really hard with the boost from Desolate Land or Tough Claws, while Bolt Strike is used to get around Water-types like Vaporeon and Suicune, keeping it from setting up, while also hitting Flash Fire Skarmory. U-turn is used to retain momentum if the match-up matchup is poor and also does decent damage to Tyranitar if not using Brick Break, while Trick can be used instead to cripple a wall that Victini just can't break, including Flash Fire users such as Ferrothorn or and Primordial Sea users. Zen Headbutt can be used with Tinted Lens to get a stronger harder hit on Flash Fire or Primordial Sea users, while Brick Break is usable in the last slot over Trick to smack Rock-types such as Tyranitar and Flash Fire Steel-types such as Ferrothorn. Grass Knot can be used to break through Tyranitar, Intimidate Hippowdon, Zygarde, and Volt Absorb Suicune.

Set Details
========

The item of choice is Choice Scarf, which fixes Victini's biggest flaw, its average Speed. Full investment in Attack allows Victini to hit as hard as possible, while full investment in Speed allows Victini to outrun Gengar, Latias, and Latios. The last 4 EVs shouldn't be in HP to get an odd number and switch into entry hazards an additional time. A Jolly nature is used preferred for as much Speed as possible, while Adamant is usable for more power. Tough Claws is the ability of choice to boost the power of all its Victini's moves, while Desolate Land is also a choice an option for a Water immunity and a massive power boost to V-create, but and Tinted Lens allows can be used to allow Victini to break through its traditional checks and counters such as Zygarde.

Usage Tips
========

It's best to use this Victini as a revenge killer due to the Speed boost from Choice Scarf, being able to revenge kill outspeeding Pokemon in the base 110-125 Speed tiers. It can also usable as a late-game sweeper once its checks and counters are have been weakened or removed, or as an early-game pivot due to U-turn. However, after using V-Create, it's very weak to priority users such as Gale Wings Braviary and Tough Claws Lucario, so you should U-turn out. (you're locked into V-create, so you should probably clarify this) Due to its decent bulk, Victini can actually switch into weaker attacks as long as entry hazards aren't up.

Team Options
========

Entry hazard removers are almost required, preferably ones with Rapid Spin such as Starmie and Blastoise can remove entry hazards, but Defoggers such as Skarmory and Zapdos also work, and Magic Bounce users can deter entry hazards from being placed altogether. Victini might not be able to break through some physical walls, but it can weaken them for physical sweepers such as Swords Dance Lucario to clean up. Fighting-types such as Lucario can also come in on Dark-types, especially Choiced ones such as Choice Band Tyranitar, (AC) which tend to Pursuit trap Victini. Entry hazards such as Stealth Rock and Spikes are even more important to get the KOs on walls such as Ferrothorn due to Victini being somewhat weaker than the Choice Band variant (don't cross-reference) . Notable users includes Deoxys-S, who which can be used as a suicide lead to almost always get hazards up, and Hippowdon, who which can also switch into Rock-type attacks and stick around longer. Bulky Steel-types such as Doublade and Intimidate Skarmory can absorb priority moves like Gale Wings Brave Bird and Tough Claws Extreme Speed. Magnet Pull users such as Heatran and Infernape can remove Flash Fire Steel-types.

[SET]
name: Special Attacker
move 1: Blue Flare
move 2: Thunderbolt / Thunder
move 3: Focus Blast
move 4: Glaciate / U-turn
item: Life Orb
ability: Sheer Force
nature: Timid / Modest
evs: 4 Def / 252 Sp. Atk SpA / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is the STAB move of choice due to the Sheer Force boost and will heavily dent most non-resists Pokemon that don't resist it. Thunderbolt is used to take on Water-types such as Vaporeon and Suicune, but Thunder can be used if you'd rather have a more powerful Electric-type move. Focus Blast is used to damage Flash Fire Steel-types. The last slot is a toss-up between two moves. Glaciate hits Dragon-types such as Latios, Latias, and Zygarde (RC) and Flash Fire Grass-types, while U-turn is used an option to conserve preserve momentum.

Set Details
========

Full Special Attack and Speed investment allows it Victini to hit as hard as possible and Speed investment fallows it to outspeed as much as possible. The last 4 EVs should not be in HP to get an odd number and switch into entry hazards an additional time. A Timid nature is chosen preferred to avoid getting revenge killed by Pokemon in the base 90-95 Speed tier, while but Modest can be used for more power. Sheer Force gives Victini a boost to its attacks with secondary effects, and Life Orb is the item of choice for a free boost to all its such attacks with secondary effects.

Usage Tips
========

This Victini makes for a great lure for physical walls such as Ferrothorn and Skarmory, since as many people expect Victini to be a physical attacker. Keeping entry hazards off the field is a top priority due to the fact that this Victini will be switching in and out a lot. U-turn should be used to conserve momentum against special walls Victini can't beat and to deal decent damage to Tyranitar. It can actually switch in (really vague; do you mean "It can switch into weaker attacks"?) due to its decent bulk as long as entry hazards aren't up.

Team Options
========

Entry hazard removal is a top priority, preferably ones that use from Rapid Spin users like Starmie and Blastoise, but Defoggers like Skarmory and Zapdos can also remove entry hazards work well. Magnet Pull users such as Infernape and Heatran can trap and remove Flash Fire Steel-types. Also Similarly, Adaptability Tyranitar can trap and kill KO special walls like Goodra and Meloetta with Pursuit. Physical attackers like Doublade and Skarmory greatly benefit from the removal of lured physical walls. Entry hazard setters like Hippowdon, who is a reliable Rock-type switch-in which can reliably switch into Rock-types and can get entry hazards up multiple times, (AC) and Deoxys-S, who which is almost guaranteed to get entry hazards up, work well with Victini. Fighting-types such as Lucario can come in on Choiced Dark-types such as Choice Band Tyranitar, (AC) who which will Pursuit trap Victini given the chance.

[STRATEGY COMMENTS]
Other Options
=============

Victini has multiple other viable abilities and moves that can be used. A No Guard set is plausible to use low-accuracy moves. If you opt to use this ability, then a set of Inferno, Thunder, Focus Blast, and Taunt is your best bet, with Taunt being used to get around RegenVest users and passive walls. A stallbreaker set with the ability being Magic Bounce as ability (RC) and a moveset of Taunt, Will-O-Wisp, V-create, and Bolt Strike is usable to break stall. Magic Guard is an option to negate Victini's biggest vulnerability, entry hazard damage, (AC) and, if you want to use Life Orb on a set, the as well as Life Orb recoil, while still getting giving a power boost to all of Victini's moves, but not without locking you it into one move. Mold Breaker is usable as a last-resort (add hyphen) option against Flash Fire users, while Drought can be used over Desolate Land if you'd rather support the team. Download is viable if you'd want to run a mixed set. Adaptability is another option to give a huge power boost to V-create. However, the lack of power boost to other moves makes this a somewhat subpar (remove hyphen) option.

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

**Flash Fire and Primordial Sea Steel-types**: Flash Fire users such as Doublade, who which takes very little from Bolt Strike (RC) and can set up to +2 and OHKO Victini with Shadow Claw, and Ferrothorn, who which can switch in and use Victini to set up entry hazards.

**Other Primordial Sea Users**: While not as common as Steel-types, other users of Primordial Sea such as Suicune, both formes of Tornadus, and Raikou can easily switch in, be immune to take no damage from V-create, and hit hard with boosted Water-type moves, Hurricane, and Water-type Weather Ball, respectively.

**Dragon-types**: Goodra can function as a decent stop to the physical set and completely shuts down the special set, can take a hit from both, and can phaze out Victini with Dragon Tail. Latios and Latias can decimate Victini with an Adaptability-boosted (add hyphen) Draco Meteor. Zygarde can boost with Coil to soften Victini's onslaught attacks, (or "withstand its onslaught" or something) recover health with Poison Heal, and hit it hard with Outrage or phaze it with Dragon Tail.

**Dark-Types**: Tyranitar can hit a fleeing Victini with Pursuit after V-create's defense drops, while Honchkrow can trap Victini entirely with Adaptability or Gale Wings Brave Bird if Victini stays in and Pursuit if Victini tries to flee.

**Motor Drive Manaphy**: Motor Drive Manaphy can easily switch in on Bolt Strike and use Victini as setup fodder, possibly countersweeping. It has trouble switching in, however, as it will take a lot of damage from V-create.

**Rock-types**: Rock-type Pokemon such as Regenerator Regirock and Poison Heal Rhyperior can switch into the physical set and hit it hard with STAB Stone Edge.

**Priority Users**: Due to Victini's fairly only average bulk, Gale Wings users such as Skarmory, Staraptor, or and Braviary can easily deal heavy damage with Brave Bird. Tough Claws Extreme Speed users such as Lucario and Genesect also suffice; however, both are fairly shaky checks due to their Steel typing, (remove hyphen) which means they can be dealt with if it uses Victini can deal with them by using a Fire-type move as they switch in.

**Residual Damage**: Entry hazards can cause Victini a lot of problems due to switching its tendency to switch in and out a lot and can bring lower its health low enough to the point where priority will finish it off.

**Faster Pokemon**: Due to Victini's average Speed, faster Pokemon who are faster, such as Gengar, Deoxys-S, and Thundurus, etc. can outspeed it and deal a lot of damage with their STAB moves. However, most of these are crippled by Trick.
please don't c/p sections !_! i get that it's a lot, but it looks really unprofessional, and that's not the way we want to come off to folks reading our dex
 
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[OVERVIEW]

Victini is one of the better offensive Pokemon in the tier due to its high-Base Power moves and unpredictability, being able to attack with both physical and special sets and to run multiple viable abilities, such as Desolate Land, Tough Claws, Sheer Force, and Tinted Lens. Though its Attack is average, the boost from its abilities, as well as the high Base Power of its moves, allows it to hit hard. Its bulk is decent enough for an attacker, allowing it to take a hit if need be, and it has a decent defensive typing, which that allows it to resist switch into (flows better and is still very much correct) common moves such as Focus Blast, Psyshock, and Pixilate- or Refrigerate-boosted Normal-type moves. It can also lure in standard answers to its more common physical set with a Sheer Force special set if need be.

However, Victini is weak to common Dark-type moves such as Pursuit and Knock Off, the former of which is problematic due to V-create's stat drops forcing Victini to switch out a lot, and the latter of which weakens Victini by removing its item while still dealing a lot of damage. It also has no reliable way to get around Flash Fire and Primordial Sea users. Lastly, it has a weakness to entry hazards like Stealth Rock and is vulnerable to all other entry hazards, which is a very big problem given V-create's stat drops causes Victini switches in and out a lot for the same reasons as Pursuit (repetition).

[SET]
name: Physical Attacker
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break
item: Choice Band / Flame Plate
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

V-create is Victini's main STAB move, hitting really hard with the boosts from Choice Band and Desolate Land or Tough Claws. (period), while Bolt Strike is used to get around Water-types like such as Vaporeon and Suicune, keeping the latter from setting up, while also hitting Flash Fire Skarmory. U-turn can be is used to retain momentum if the matchup is poor and also does decent damage to Tyranitar if not using Brick Break. (period), while Trick can be used instead (Trick isn't slashed with U-turn) to cripple a wall that Victini just can't break, including Flash Fire users such as Ferrothorn or as well as Primordial Sea users (such as?). Brick Break is usable in the last slot to smack Rock-types such as Tyranitar and Flash Fire Steel-types such as Ferrothorn. Zen Headbutt can be used as well, preferably with Tinted Lens to get a stronger hit on Flash Fire or and Primordial Sea users.

Set Details
========

Maximum Attack and Speed EVs capitalize on Victini's wallbreaking capabilities while allowing it to outspeed as many Pokemon as possible. The last 4 EVs should be placed anywhere except HP in order to be able to switch into entry hazards an additional time. A Jolly nature is used for as much Speed as possible, and to outspeed everything up to the Pokemon in the fairly crowded base 90-95 Speed tiers, while though Adamant can be used instead for more power. Tough Claws is the ability of choice to boosts the power of all of Victini's moves. Alternatively, while Desolate Land can be used for to give Victini a Water immunity and giving a massive power boost to V-create. Tinted Lens can also be used if you want Victini to get a harder hit on Steel-types with Flash Fire and break through its traditional checks such as Zygarde and other Dragon-types. Choice Band is the preferred item for more maximum power, especially considering that and because V-create's stat drops to defenses and speed often mean that Victini won't have the time to switch moves, but Flame Plate can be used if you want to allow Victini switch moves and still boost the Power of V-create; as a bonus, you it can also bluff a Choice Band.

Usage Tips
========

This Victini is best used as a mid-game wallbreaker, breaking through walls such as all variants of Suicune, some Manaphy variants, and non-(AH)Flash Fire variants of Doublade paving the way for a teammate to sweep. It is also usable as a late-game sweeper once its checks and counters have been weakened or removed, (AC) or as an early-game pivot due to with U-turn. After using V-Create V-create, though, it is very weak vulnerable to priority users such as Gale Wings Braviary and Tough Claws Lucario, so you should switch Victini out after using the move. Due to its decent bulk, it can actually switch into some foes as long as entry hazards aren't up.

Team Options
========

Entry hazard removers, preferably ones with Rapid Spin (why?) such as Starmie and (Mega?) Blastoise, are almost required (why?), but Defoggers such as Skarmory and Zapdos can also work. Magic Bounce users (such as?) can even also be used to deter entry hazards from being set up in the first place. Victini might not be able to break through physical walls, (What? You literally just called this set a wallbreaker in Usage Tips.) but it can weaken them for physical sweepers such as Swords Dance Lucario to clean up. Fighting-types such as Lucario (you just mentioned Luke; pick something different) can also come in on Dark-types, especially Choice-locked ones such as Choice Band Tyranitar, which tends to Pursuit trap Victini. Entry hazard setters such as Deoxys-S, which can be used as a suicide lead to all but guarantee the setup of entry hazards, and Hippowdon, which can switch into Rock-type moves and has good longevity, can help Victini needs damage from entry hazards such as Stealth Rock and Spikes to get the attain (OH?)KOs on walls such as Ferrothorn. Notable users includes Deoxys-S, which can be used as a suicide lead almost guaranteed to set up hazards, and Hippowdon, which can also switch into Rock-type attacks and stick around for a longer time. Bulky Steel-types such as Doublade and Intimidate Skarmory can absorb powerful priority moves like Gale Wings Brave Bird and Tough Claws Extreme Speed. Magnet Pull users such as Heatran and Infernape can remove Flash Fire Steel-types.

[SET]
name: Choice Scarf
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break / Grass Knot
item: Choice Scarf
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

V-create is Victini's main STAB move, hitting really hard with the boost from Desolate Land or Tough Claws, while Bolt Strike is used to get around Water-types like Vaporeon and Suicune, keeping it from setting up, while also hitting Flash Fire Skarmory. U-turn is used to retain momentum if the matchup is poor and also does decent damage to Tyranitar if not using Brick Break, while Trick can be used instead to cripple a wall that Victini just can't break, including Flash Fire users such as Ferrothorn and Primordial Sea users. Zen Headbutt can be used with Tinted Lens to get a harder hit on Flash Fire or Primordial Sea users, while Brick Break is usable in the last slot over Trick to smack Rock-types such as Tyranitar and Flash Fire Steel-types such as Ferrothorn. (I have a right mind to make you rewrite this whole thing. Do not, under any circumstances, copy/paste entire sections like this.) Alternatively, Grass Knot can be used to break through Tyranitar, Intimidate Hippowdon, Zygarde, and Volt Absorb Suicune.

Set Details
========

The item of choice is Choice Scarf, which fixes Victini's biggest flaw, (RC) in its average Speed. Full investment in Attack and Speed allows Victini to hit as hard as possible and to outrun outspeed Gengar, Latias, and Latios. The last 4 EVs shouldn't be placed in any stat other than HP to let Victini switch into entry hazards an additional time. A Jolly nature is preferred for as much speed Speed as possible, but Adamant is usable for more power. Tough Claws is the ability of choice to boost the power of all Victini's moves, while Desolate Land is also an option for a Water immunity and a massive power boost to V-create, and Tinted Lens can be used to allow Victini to break through its traditional checks and counters such as Zygarde. (Come on man. Don't be lazy.)

Usage Tips
========

It's best to use this Victini as a revenge killer due to the Speed boost from Choice Scarf, outspeeding Pokemon in the base 110-125 Speed tiers. It can also usable as a late-game sweeper once its checks and counters have been weakened or removed, or as an early-game pivot due to with U-turn. However, after using V-create, it's very weak to priority users such as Gale Wings Braviary and Tough Claws Lucario, so you should switch out. Due to its decent bulk, Victini can actually switch into weaker attacks as long as entry hazards aren't up. (smh)

Team Options
========

Entry hazard removers are almost required, preferably ones with Rapid Spin such as Starmie and Blastoise, but Defoggers such as Skarmory and Zapdos also work, and Magic Bounce users can deter entry hazards from being placed altogether. Victini might not be able to break through some physical walls, but it can weaken them for physical sweepers such as Swords Dance Lucario to clean up. Fighting-types such as Lucario can also come in on Dark-types, especially Choiced ones such as Choice Band Tyranitar, which tend to Pursuit trap Victini. Entry hazards such as Stealth Rock and Spikes are even more important to get the KOs on walls such as Ferrothorn due to Victini being somewhat weaker. Notable users includes Deoxys-S, which can be used as a suicide lead to almost always get hazards up, and Hippowdon, which can also switch into Rock-type attacks and stick around longer. Bulky Steel-types such as Doublade and Intimidate Skarmory can absorb priority moves like Gale Wings Brave Bird and Tough Claws Extreme Speed. Magnet Pull users such as Heatran and Infernape can remove Flash Fire Steel-types. (Just... no. It's also an entirely different set from the first one, so I'd be very surprised if the exact same teammates and nothing more or less apply here.)

[SET]
name: Special Attacker
move 1: Blue Flare
move 2: Thunderbolt / Thunder
move 3: Focus Blast
move 4: Glaciate / U-turn
item: Life Orb
ability: Sheer Force
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========

Blue Flare is the Victini's primary STAB move of choice due to the Sheer Force boost and will heavily dent most Pokemon that don't resist it thanks to the Sheer Force boost. Thunderbolt is used to take on Water-types such as Vaporeon and Suicune, but Thunder can be used if you'd rather have give Victini a more powerful Electric-type move. Focus Blast is used to heavily damage Flash Fire Steel-types. The last slot is a toss-up between two moves. Glaciate hits Dragon-types such as Latios, Latias, (AC) and Zygarde and as well as Flash Fire Grass-types, while U-turn is an option to preserve momentum.

Set Details
========

Full Special Attack and Speed investment allows Victini to hit as hard as possible and to outspeed as much many Pokemon as possible. The last 4 EVs should not be in HP to let Victini switch into entry hazards an one additional time. A Timid nature is preferred to avoid getting revenge killed by Pokemon in the base 90-95 Speed tier, but Modest can be used for more power. Sheer Force gives Victini a boost to its attacks with secondary effects, and Life Orb is the item of choice for provides an additional, recoil-free boost to all such attacks.

Usage Tips
========

This Victini makes for a great lure for physical walls such as Ferrothorn and Skarmory, as many people expect Victini to be a physical attacker. Keeping entry hazards off the field is a top priority due to the fact that this Victini will be switching in and out a lot. U-turn should be used to conserve momentum against special walls Victini can't beat and to deal decent damage to Tyranitar. It Victini can switch into weaker attacks due to its decent bulk as long as entry hazards aren't up.

Team Options
========

Entry hazard removal is a top priority (again, why?), preferably from Rapid Spin users such as Starmie and Blastoise, (again, why?) but Defoggers such as Skarmory and Zapdos can also work well. Magnet Pull users such as Infernape and Heatran can trap and remove Flash Fire Steel-types. Similarly, Adaptability Tyranitar can trap and KO special walls like such as Goodra and Meloetta with Pursuit. Physical attackers like such as Doublade and Skarmory greatly benefit from the luring and removal of lured physical walls. Entry hazard setters like Hippowdon, which can reliably switch into Rock-types and can get set entry hazards up multiple times, (AC) and Deoxys-S, which is almost guaranteed to get set up entry hazards up thanks to its blistering Speed, work well with Victini (why?). Fighting-types such as Lucario can come in on Choice-locked Dark-types such as Choice Band Tyranitar, which will Pursuit trap Victini when given the chance.

[STRATEGY COMMENTS]
Other Options
=============

Victini has multiple other viable abilities and moves that can be used. A No Guard set is plausible to use alongside low-accuracy moves. If you opt to use this ability, a set of such as Inferno, Thunder, and Focus Blast, and as well as Taunt is your best bet, with Taunt being used to get around RegenVest users and passive walls. A set with Magic Bounce as ability and a moveset of with Taunt, Will-O-Wisp, V-create, and Bolt Strike is usable to break stall. Magic Guard is an option to negate two of Victini's biggest vulnerability, roadblocks in (idk what the right word is but it's certainly not "vulnerability") entry hazard damage, as well as and Life Orb recoil, giving a power boost to all of Victini's moves, without locking it into one move. Mold Breaker is usable as a last-resort option against Flash Fire users, while Drought can be used over Desolate Land if you'd rather have Victini support the team. Download is viable if you'd want to running a mixed set. Adaptability is another option to give a huge power boost to V-create. However, the lack of a power boost to Victini's other relevant moves makes this Adaptability a somewhat subpar option.

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

**Flash Fire and Primordial Sea Steel-types**: Flash Fire users such as Doublade, which takes very little from Bolt Strike and can set up to +2 and subsequently OHKO Victini with Shadow Claw, and Ferrothorn, which can switch in and use Victini to set up entry hazards, are prime answers to Victini.

**Other Primordial Sea Users**: While not as common as Steel-types, other users of Primordial Sea such as Suicune, both formes of Tornadus, Tornadus-T, and Raikou can easily switch into Victini,(space)take no damage from V-create, and hit it hard with boosted Water-type moves, Hurricane, and Water-type Weather Ball, respectively.

**Dragon-types**: Goodra can function as a decent stop to the physical set, (AC) and completely shuts down the special set, can take a hit from both, (redundant) and can phaze Victini with Dragon Tail. Latios and Latias can decimate Victini with an their Adaptability-boosted Draco Meteor. Zygarde can boost with Coil to withstand Victini's onslaught, recover health with Poison Heal, and hit it hard with Outrage or phaze it with Dragon Tail.

**Dark-Types Dark-types**: Tyranitar and Honchkrow can hit a fleeing Victini with Pursuit, OHKOing it after V-create's defense drops, while Honchkrow can trap Victini entirely with Adaptability or Gale Wings Brave Bird if and both can nail Victini with their STAB moves should it stays in and Pursuit if Victini tries to flee. (More accurate imo)

**Motor Drive Manaphy**: Motor Drive Manaphy can easily switch in on Bolt Strike and use Victini as setup fodder, possibly counter(space)sweeping your team. It has trouble switching in, however, as it will take a lot of damage from V-create.

**Rock-types**: Rock-type Pokemon such as Regenerator Regirock and Poison Heal Rhyperior can switch into the Victini's physical set and hit it hard with STAB Stone Edge.

**Priority Users**: Due to Victini's only average bulk, Gale Wings users such as Skarmory, Staraptor, and Braviary can easily deal heavy damage to it with Brave Bird before it can move. Tough Claws Extreme Speed users such as Lucario and Genesect can also suffice do this; however, both are fairly shaky checks due to their Steel typing, which means that Victini can deal with them by using a Fire-type move as they switch in.

**Residual Damage**: Entry hazards can cause Victini a lot of problems due to its tendency to switch in and out a lot and can lower its health to the point where a priority move will finish it off.

**Faster Pokemon**: Due to Victini's average speed Speed, faster Pokemon, (RC) such as Gengar, Deoxys-S, and Thundurus can outspeed it and deal a lot of damage to it with their STAB moves. However, most of these them are crippled by Trick.
I'm not gonna give this 2/2 yet. Address my comments and rewrite the copy/pasted stuff, and then I'll give it a second look.
 
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Same colors.
[OVERVIEW]

Victini is one of the better offensive Pokemon in the tier due to its high-Base Power moves and unpredictability, being able to attack with both physical and special sets and to run multiple viable abilities, such as Desolate Land, Tough Claws, Sheer Force, and Tinted Lens. Though its Attack is average, the boost from its abilities, as well as the high Base Power of its moves, allows it to hit hard. Its bulk is decent enough for an attacker, allowing it to take a hit if need be, and it has a decent typing that allows it to switch into common moves such as Focus Blast, Psyshock, and Pixilate- or Refrigerate-boosted Normal-type moves. It can lure in standard answers to its more common physical set with a Sheer Force special set if need be.

However, Victini is weak to common Dark-type moves such as Pursuit and Knock Off, the former of which is problematic due to V-create's stat drops forcing Victini to switch out a lot, and the latter of which weakens Victini by removing its item while still dealing a lot of damage. It also has no reliable way to get around Flash Fire and Primordial Sea users. Lastly, it has a weakness to Stealth Rock and is vulnerable to all other entry hazards, which is a very big problem for the same reasons as Pursuit.

[SET]
name: Physical Attacker
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break
item: Choice Band / Flame Plate
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

V-create is Victini's main STAB move, hitting really hard with the boosts from Choice Band and Desolate Land or Tough Claws. Bolt Strike is used to get around Water-types such as Vaporeon and Suicune, keeping the latter from setting up, while also hitting Flash Fire Skarmory. U-turn is used to retain momentum if the matchup is poor and also does decent damage to Tyranitar if not using Brick Break. Trick can be used to cripple a wall that Victini just can't break, including Flash Fire users such as Ferrothorn as well as Primordial Sea users such as Scizor, Zapdos, and Raikou. Brick Break is usable in the last slot to smack Rock-types such as Tyranitar and Flash Fire Steel-types such as Ferrothorn. Zen Headbutt can be used as well, preferably with Tinted Lens to get a stronger hit on Flash Fire or Primordial Sea users.

Set Details
========

Maximum Attack and Speed EVs capitalize on Victini's wallbreaking capabilities while allowing it to outspeed as many Pokemon as possible. The last 4 EVs should be placed anywhere except HP in order to be able to switch into entry hazards an additional time. A Jolly nature is used to outspeed everything up to the Pokemon in the fairly crowded base 90-95 Speed tiers, though Adamant can be used instead for more power. Tough Claws boosts the power of all of Victini's moves. Alternatively, Desolate Land can be used to give Victini a Water immunity and a massive power boost to V-create. Tinted Lens can also be used if you want Victini to get a harder hit on Steel-types with Flash Fire and break through its traditional checks such as Zygarde and other Dragon-types. Choice Band is the preferred item for maximum power, especially considering that V-create's stat drops often mean that Victini won't have the time to switch moves, but Flame Plate can be used if you want to allow Victini to switch moves and still boost the Power of V-create; as a bonus, it can also bluff Choice Band.

Usage Tips
========

This Victini is best used as a mid-game wallbreaker, breaking through walls such as all variants of Suicune, some Manaphy variants and-non Flash Fire variants of Doublade paving the way for a teammate to sweep. It is also usable as a late-game sweeper once its checks and counters have been weakened or removed, or as an early-game pivot with U-turn. After using V-create, though, it is very vulnerable to priority users such as Gale Wings Braviary and Tough Claws Lucario, so you should switch Victini out after using the move. Due to its decent bulk, it can actually switch into some foes as long as entry hazards aren't up.

Team Options
========

Entry hazard removers, preferably ones with Rapid Spin due to Victini needing entry hazards up to attain OHKOs such as Starmie, Mega Blastoise, are almost required because Victini is weak to Stealth Rock and will switch in and out a lot. Because it needs entry hazards to attain certain OHKOs, spinners such as Starmie and Mega Blastoise are optimal, but Defoggers such as Skarmory and Zapdos can also work. Magic Bounce users such as Mandibuzz, Cresselia, and Mega Diancie can even deter entry hazards from being set up in the first place. Physical sweepers such as Swords Dance Lucario appreciate walls being weakened so they can come in and clean up. Fighting-types such as Heracross can also come in on Dark-types, especially Choice-locked ones such as Choice Band Tyranitar, which tends to Pursuit trap Victini. Entry hazard setters such as Deoxys-S, which can be used as a suicide lead to all but guarantee the setup of entry hazards, and Hippowdon, who can switch into Rock-type moves and has good longevity, can help Victini attain OHKOs on walls such as Ferrothorn. Bulky Steel-types such as Doublade and Intimidate Skarmory can absorb powerful priority moves such as Gale Wings Brave Bird and Tough Claws Extreme Speed. Magnet Pull users such as Heatran and Infernape can remove Flash Fire Steel-types.

[SET]
name: Choice Scarf
move 1: V-create
move 2: Bolt Strike
move 3: U-turn
move 4: Trick / Brick Break / Grass Knot
item: Choice Scarf
ability: Tough Claws / Desolate Land / Tinted Lens
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

V-create is the Victini's main STAB move on this set, as and due to the boosts from Tough Claws or Desolate Land, it hits any Pokemon that doesn't resist it very hard. Bolt Strike is a good way to get around Water-(AH)types such as Manaphy, Suicune, and Vaporeon. U-turn is a way to switch out of walls you that Victini can't beat and to deal good damage to Tyanitar if not using Brick Break. Trick can be used to cripple something foes that can take Victini's attacks, including Dragon-types such as Zygarde, Latias, and Goodra. Brick Break can be used over Trick to hit Tyranitar and get a stronger hit on Flash Fire and Primordial Sea Steel-types. Alternatively, Grass Knot can be used to break through Tyranitar, Intimidate Hippowdon, Zygarde, and Volt Absorb Suicune.

Set Details
========
Choice Scarf fixes Victini's biggest flaw in its average Speed. Full investment in Attack and Speed allows Victini to hit as hard as possible and outspeed Gengar, Latias, and Latios. The last 4 EVs should be placed in any stat other than HP to switch into entry hazards an additional time. A Jolly nature is preferred for as much speed as possible, but Adamant is usable for more power. Tough Claws gives a good boost in power boost to Victini's moves, making up for the lack of power its average Attack, while Desolate Land is used usable for a much-needed Water immunity and a huge boost to just V-create. Tinted Lens gives Victini is a way to break past its checks and counters.

Usage Tips
========
It's best to use this Victini as a revenge killer due to the Speed boost from Choice Scarf, outspeeding Pokemon in the base 110-125 Speed tiers. It can also usable as a late-game sweeper once its checks and counters have been weakened or removed, or as an early-game pivot with U-turn. Make sure Victini takes as little damage as possible in order to revenge kill effectively as often as it needs to (I think this is what you meant?), so bring it in after a teammate faints or on weak or resisted attacks.

Team Options
========
This set requires a bit more support. Wallbreakers such as Heracross, Latios, and Gengar can weaken the opposing team so that this Victini can clean up. Slow pivots such as Zapdos can bring in Victini safely with a slow Volt Switch. As a bonus, Zapdos can also deter entry hazards from being set up in the first place with magic bounce Magic Bounce or remove them with Defog. Rapid Spinners work as well, such as Mega Blastoise and Starmie, and they both of which can wallbreak if needed.

[SET]
name: Special Attacker
move 1: Blue Flare
move 2: Thunderbolt / Thunder
move 3: Focus Blast
move 4: Glaciate / U-turn
item: Life Orb
ability: Sheer Force
nature: Timid / Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
Blue Flare is Victini's primary STAB move and will heavily dent most Pokemon that don't resist it thanks to the Sheer Force boost. Thunderbolt is used to take on Water-types such as Vaporeon and Suicune, but Thunder can be used if you'd rather give Victini a more powerful Electric-type move. Focus Blast is used to heavily damage Flash Fire Steel-types. The last slot is a toss-up between two moves. Glaciate hits Dragon-types such as Latios, Latias, Zygarde as well as Flash Fire Grass-types, while U-turn is an option to preserve momentum.

Set Details
========
Full Special Attack and Speed investment allows Victini to hit as hard as possible and outspeed as many Pokemon as possible. The last 4 EVs should not be in HP to let Victini switch into entry hazards one additional time. A Timid nature is preferred to avoid getting revenge killed by Pokemon in the base 90-95 Speed tier, but Modest can be used for more power. Sheer Force gives Victini a boost to its attacks with secondary effects, and Life Orb provides an additional, recoil-free boost to all such attacks.

Usage Tips
========
This Victini makes for a great lure for physical walls such as Ferrothorn and Skarmory, as many people expect Victini to be a physical attacker. Keeping entry hazards off the field is a top priority due to the fact that Victini will be switching in and out a lot. U-turn should be used to conserve momentum against special walls Victini can't beat and to deal decent damage to Tyranitar. Victini can switch into weaker attacks due to its decent bulk as long as entry hazards aren't up.

Team Options
========
Entry hazard removal is a top priority due to Victini's massive entry hazard weakness, preferably from Rapid Spin users such as Starmie and Blastoise because Victini needs entry hazard damage to attain OHKOs. However, but Defoggers such as Skarmory and Zapdos also work well. Magnet Pull users such as Infernape and Heatran can trap and remove Flash Fire Steel-types. Similarly, Adaptability Tyranitar can trap and KO special walls such as Goodra and Meloetta with Pursuit. Physical attackers such as Doublade and Skarmory greatly benefit from the luring and removal of physical walls. Entry hazard setters such as Hippowdon, which can reliably switch into Rock-types and can set up entry hazards multiple times and Deoxys-S, which is almost guaranteed to set up entry hazards thanks to its blistering Speed, work well with Victini to help it attain OHKOs it normally wouldn't. Fighting-types such as Lucario can come in on Choiced Dark-types such as Choice Band Tyranitar, which will Pursuit trap Victini when given the chance.

[STRATEGY COMMENTS]
Other Options
=============
No Guard is plausible alongside low-accuracy moves such as Inferno, Thunder, Focus Blast, as well as Taunt to get around RegenVest users and passive walls. Magic Bounce with a set Taunt, Will-O-Wisp, V-create, and Bolt Strike is usable to break stall. Magic Guard is an option to negate two of Victini's biggest roadblocks in entry hazard damage, and Life Orb recoil, giving a power boost to all of Victini's moves, without locking it into one move. Mold Breaker is usable as a last-resort option against Flash Fire users, while Drought can be used over Desolate Land if you'd rather have Victini support the team. Download is viable if running a mixed set. Adaptability is another option to give a huge power boost to V-create. However, the lack of a power boost to Victini's other relevant moves makes Adaptability a somewhat subpar option.

Checks and Counters
===================
**Flash Fire and Primordial Sea Steel-types**: Flash Fire users such as Doublade, which takes very little from Bolt Strike and can set up to +2 and subsequently OHKO Victini with Shadow Claw, and Ferrothorn, which can switch in and use Victini to set up entry hazards, are prime answers to Victini.

**Other Primordial Sea Users**: While not as common as Steel-types, other users of Primordial Sea such as Suicune, Tornadus, Tornadus-T, and Raikou can easily switch into Victini, take no damage from V-create, and hit it hard with boosted Water-type moves, Hurricane, and Water-type Weather Ball, respectively.

**Dragon-types**: Goodra can function as a decent stop to the physical set, completely shuts down the special set, and can phaze Victini with Dragon Tail. Latios and Latias can decimate Victini with their Adaptability-boosted Draco Meteor. Zygarde can boost with Coil to withstand Victini's onslaught, recover health with Poison Heal, and hit it hard with Outrage or phaze it with Dragon Tail.

**Dark-types**: Tyranitar and Honchkrow can hit a fleeing Victini with Pursuit, OHKOing it after V-create's defense drops, and both can nail Victini with their STAB moves should it stay in.

**Motor Drive Manaphy**: Motor Drive Manaphy can easily switch in on Bolt Strike and use Victini as setup fodder, possibly counter sweeping your team. It has trouble switching in, however, as it will take a lot of damage from V-create.

**Rock-types**: Rock-type Pokemon such as Regenerator Regirock and Poison Heal Rhyperior can switch into Victini's physical set and hit it hard with STAB Stone Edge.

**Priority Users**: Due to Victini's only average bulk, Gale Wings users such as Skarmory, Staraptor, and Braviary can easily deal heavy damage to it with Brave Bird before it can move. Tough Claws Extreme Speed users such as Lucario and Genesect can also do this; however, both are fairly shaky checks due to their Steel typing, which means that Victini can deal with them by using a Fire-type move as they switch in.

**Residual Damage**: Entry hazards can cause Victini a lot of problems due to its tendency to switch in and out a lot and can lower its health to the point where a priority move will finish it off.

**Faster Pokemon**: Due to Victini's average Speed, faster Pokemon such as Gengar, Deoxys-S, and Thundurus can outspeed it and deal a lot of damage to it with their STAB moves. However, most of them are crippled by Trick.
GP 2/2
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