Other The Next Best Thing - ORAS OU Edition (Discussing Gardevoir sets) Check Post #920

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Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 12 Atk / 64 Def / 128 SpD / 56 Spe
Jolly Nature
- V-create
- Rest
- Sleep Talk
- Bolt Strike / Zen Headbutt / U-Turn / filler

More defensive look on Victini. Its decent typing allows it to act as a great check to Mega Gard, Mega Lopunny and Mega Metagross. While offensive variants also can check the same group, they don't exactly have the recovery to do so especially with Rocks on the field. Rest-Talk fixes that somewhat. V-Create hits very hard even when uninvested.

As far as what it checks/counters, there's a lot. The EVs allow it to dodge the 3HKO from Mega Metagross after Rocks, dodge the 3HKO from Gard after Rocks, outspeed max speed Mega Hera and Mega Scizor, and dump the rest into attack.

252+ Atk Technician Mega Scizor Bug Bite vs. 248 HP / 64 Def Victini: 169-199 (41.9 - 49.3%) -- guaranteed 3HKO after Leftovers recovery

12 Atk Victini V-create vs. 0 HP / 0 Def Mega Scizor: 588-696 (209.2 - 247.6%) -- guaranteed OHKO
---
232 SpA Pixilate Mega Gardevoir Hyper Voice vs. 248 HP / 128 SpD Victini: 99-117 (24.5 - 29%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery

12 Atk Victini V-create vs. 0 HP / 24 Def Mega Gardevoir: 270-318 (97.4 - 114.8%) -- 81.3% chance to OHKO
---
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 248 HP / 64 Def Victini: 99-117 (24.5 - 29%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
252 Atk Mega Metagross Earthquake vs. 248 HP / 64 Def Victini: 222-262 (55 - 65%) -- guaranteed 2HKO after Leftovers recovery

12 Atk Victini V-create vs. 0 HP / 0 Def Mega Metagross: 276-326 (91.6 - 108.3%) -- 50% chance to OHKO
---
252 Atk Mega Lopunny Return vs. 248 HP / 64 Def Victini: 162-192 (40.1 - 47.6%) -- guaranteed 3HKO after Leftovers recovery

12 Atk Victini V-create vs. 0 HP / 4 Def Mega Lopunny: 205-243 (75.6 - 89.6%) -- guaranteed 2HKO
12 Atk Victini Zen Headbutt vs. 0 HP / 4 Def Mega Lopunny: 186-218 (68.6 - 80.4%) -- guaranteed 2HKO
---
252 SpA Mega Charizard Y Fire Blast vs. 248 HP / 128 SpD Victini in Sun: 138-162 (34.2 - 40.1%) -- 40.7% chance to 3HKO after Leftovers recovery

12 Atk Victini Bolt Strike vs. 0 HP / 4 Def Mega Charizard Y: 232-274 (78.1 - 92.2%) -- guaranteed 2HKO


Pretty anti-meta if you ask me.
 
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p2

Banned deucer.
Glaciate Victini

Victini @ Expert Belt
Ability: Victory Star
EVs: 72 HP / 252 Atk / 184 Spe EVs: 40 HP / 252 Atk / 32 SpA / 184 Spe
Naive Nature
- V-create
- Bolt Strike
- Glaciate
- U-turn / Brick Break / Grass Knot

Lures in Lando-T and outspeeds Scarfed 252 Jolly at -1, I didn't bother with any Spa investment since it still 2HKOs Defensive variants. Expert Belt can bluff Band / Scarf. It's pretty cool for hitting some DD'ers which can bring their speed to a more manageable level and can help a team in beating other Scarfers. Brick Break can also be an option in the last slot as it hits TTar and Bisharp with TTar being a pretty common switch in to Victini.

Edit: A spread with 32 Spa can be opted for with Grass Knot as it can net the 2HKO after SR onto 252/0 Mega Slowbro
 
Choice Specs Victini

Victini @ Choice Specs
Ability: Victory Star
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Blue Flare
- Focus Blast / Energy Ball / Thunder
- Psyshock / Dazzling Gleam
- Trick / U-turn
This is the special counterpart to the ever popular Band Victini. Blue Flares hit super hard with a Specs and can even 2HKO on some resisted attackers. Victini also has amazing coverage to display that synergize well with the Fire STAB. Focus Blast hits all Rock types as well as Heatran, Energy Ball hits bulky Waters and can also beat Rock types, Thunder hits the non-Ground bulky Waters along with Talonflame, Mega Charizard Y and Gyarados and hits Heatran and opposing Victini for neutral damage. Psyshock works as a secondary STAB and is one of Victini's best options for beating Chansey with Knock Off support. Dazzling Gleam can be used for beating Dragons like the Latis and Hydreigon, but Psyshock is better most of the time.

Trick and U-turn really complete the set. Trick cripples opposing switch-ins, which can be especially helpful against Stall (but still
very useful against offensive teams as well) while U-turn is a safe move to provide momentum for switches.

A Timid nature can be used on the set, Modest allows for many more 2HKOs and OHKOs that Timid SpecsTini wouldn't get. Opting for more bulk is also an option. 136 HP / 252 SpA / 4 SpD / 116 Spe allows Victini to outspeed Jolly Tyrantrum and Mega T-tar as well as base 70s like Breloom and Bisharp while 80 HP / 252 SpA / 4 SpD / 172 Spe speed creeps SpeedyTran, Jolly Diggersby and Adamant Excadrill.

252+ SpA Choice Specs Victini Blue Flare vs. 0 HP / 4 SpD Latios: 134-158 (44.8 - 52.8%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Blue Flare vs. 72 HP / 0 SpD Latias: 116-137 (36.3 - 42.9%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Choice Specs Victini Blue Flare vs. 252 HP / 0 SpD Mega Sableye: 258-304 (84.8 - 100%) -- 81.3% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Victini Blue Flare vs. 252 HP / 0 SpD Mega Altaria: 140-165 (39.5 - 46.6%) -- 30.5% chance to 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Blue Flare vs. 64 HP / 0 SpD Mega Altaria: 140-165 (45.6 - 53.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Psyshock vs. 64 HP / 0 Def Mega Altaria: 166-196 (54 - 63.8%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Blue Flare vs. 252 HP / 96+ SpD Clefable: 261-307 (66.2 - 77.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Victini Psyshock vs. 252 HP / 160 Def Clefable: 190-225 (48.2 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
252+ SpA Choice Specs Victini Psyshock vs. 248 HP / 0 Def Mega Charizard X: 165-195 (45.9 - 54.3%) -- 50.8% chance to 2HKO
252+ SpA Choice Specs Victini Blue Flare vs. 0 HP / 0- SpD Mega Diancie: 149-176 (61.8 - 73%) -- guaranteed 2HKO
252+ SpA Choice Specs Victini Blue Flare vs. 244 HP / 192+ SpD Gliscor: 268-316 (76.1 - 89.7%) -- 18.8% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Victini Focus Blast vs. 248 HP / 192+ SpD Heatran: 260-308 (67.5 - 80%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Victini Focus Blast vs. 0 HP / 4 SpD Heatran: 340-402 (105.2 - 124.4%) -- guaranteed OHKO
252+ SpA Choice Specs Victini Thunder vs. 0 HP / 4 SpD Heatran: 156-184 (48.2 - 56.9%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Thunder vs. 248 HP / 192+ SpD Heatran: 119-141 (30.9 - 36.6%) -- 67.2% chance to 3HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Victini Blue Flare vs. 252 HP / 8 SpD Landorus-T: 348-409 (91 - 107%) -- guaranteed OHKO after Stealth Rock
252+ SpA Choice Specs Victini Psyshock vs. 248 HP / 0 Def Talonflame: 237-280 (66 - 77.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Victini Thunder vs. 248 HP / 252+ SpD Talonflame: 298-352 (83 - 98%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Victini Blue Flare vs. 120 HP / 0 SpD Talonflame: 197-232 (60.2 - 70.9%) -- guaranteed 2HKO
252+ SpA Choice Specs Victini Blue Flare vs. 252 HP / 0 SpD Mega Slowbro: 175-207 (44.4 - 52.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Victini Thunder vs. 252 HP / 0 SpD Mega Slowbro: 396-466 (100.5 - 118.2%) -- guaranteed OHKO
252+ SpA Choice Specs Victini Energy Ball vs. 252 HP / 0 SpD Mega Slowbro: 324-382 (82.2 - 96.9%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Victini Thunder vs. 252 HP / 240 SpD Mega Slowbro: 304-358 (77.1 - 90.8%) -- 25% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Victini Energy Ball vs. 252 HP / 240 SpD Mega Slowbro: 248-294 (62.9 - 74.6%) -- guaranteed 2HKO after Stealth Rock
 
In general, try not to reserve things as sometimes people forget to do it and it clutters the thread up.
Either write it up on the spot or don't write it up at all. Sorry if this kind of sounded harsh :]
You're still allowed to reserve stuff, but this isn't like the Victim of the week where people are like 1 minute after each other trying to reserve the best possible counters.
 
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Scarf Gambit Victini

Victini @ Choice Scarf
Ability: Victory Star
EVs: 216 HP / 40 Atk / 252 Spe
Jolly Nature
- V-create
- Final Gambit
- U-turn
- Trick / Bolt Strike

The purpose of this set is to lure in Victini's checks and counters and gank them with Final Gambit. With the given EV spread, Victini is able to take anything with 395 HP or less out in a single move, including Slowbro, Heatran, and Landorus-T. V-Create is V-Create. U-Turn lets Victini wear out some of it's tougher counters, such as Hippowdon, Tyranitar, and Azumarill, while also being able to provide offensive momentum on predicted switches. Lastly, Trick makes the match up against Stall and Balance far easier, but Bolt Strike provides some excellent coverage.

The strength of this set is it's dual uses, as both a revenge killer against offensive teams and a lure against defensive ones. Victini's ability to outrun most of the unboosted meta allows it to pick off targets at it's choosing is extremely useful, and it's interesting defensive typing makes it a good switch in against powerful Fairy types like Mega Gardevoir, which offense generally has to sac against. At the same time, it's ability to cripple stall teams by neutering one Pokemon with a Choice Scarf and killing another with Final Gambit makes it a serious contender against stall.

The biggest flaw with this set is the Stealth Rock weakness, since it makes Final Gambit far less effective. Running a Defogger or Rapid Spinner is immensely helpful.
 
"Sun God" Victini

Victini
@ Flame Plate
Ability: Victory Star
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- V-create
- Sunny Day
- U-turn
- Filler
I´m really happy about this 'mon week, not only because victini is amazing as a poke', but also for being one of my favorite gen 5 ones.Alright, onto the set:
Victini has become really good on ORAS because of the new faries 'mons and Mega-Metagross being around, but my problem with the new fairies is that victini can´t K.O. either of them with the choice banded set, so i wanted to try something that can fix that problem, that was Sunny Day, boosting his fire moves to insane levels (almost K.O everything in the meta). U-turn to gain momentum versus things that can´t K.O. and the last moves can be a bunch of things like Status, a fighting move to surprise T-tar and heatran or changing the nature to a brave one so you can use the sun-trick room combo.
252+ Atk Flame Plate Victini V-create vs. 0 HP / 0 Def Mega Diancie in Sun: 223-263 (92.5 - 109.1%) -- guaranteed OHKO after Stealth Rock
252+ Atk Flame Plate Victini V-create vs. 252 HP / 252+ Def Mega Altaria in Sun: 164-193 (46.3 - 54.5%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Flame Plate Victini V-create vs. 248 HP / 216+ Def Rotom-W in Sun: 171-202 (56.4 - 66.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
-1 252+ Atk Flame Plate Victini V-create vs. 252 HP / 240+ Def Landorus-T in Sun: 252-297 (65.9 - 77.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Flame Plate Victini V-create vs. 252 HP / 252+ Def Slowbro in Sun: 164-193 (41.6 - 48.9%) -- 81.6% chance to 2HKO after Stealth Rock!!!


PS: Firehusky, could the next 'mon of the week not be something like Celebi or similar to it; it´s getting a little bit predictable :/​
 
Hmm... Three pixies in a row. I predict Celebi for next week.

Anyways, let's do this!

Specially scarfed Victini



Victini @ Choice Scarf
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Blue Flare
- Thunder
- Glaciate / Focus Blast / Energy Ball / Psychic / filler
- U-turn

This scarf variant uses special attacks instead of physical ones to lure in its common checks/counters (Tyranitar, Heatran, Landorus-T, Zard-X, etc.) before OHKO/2HKOing them on the switch and for general revenge killing purposes. Blue Flare is Victini's strongest special STAB and its accuracy is boosted to 93.5% due to its ability Victory Star. Thunder also has its accuracy boosted to 77% and complements Blue Flare quite well as it hits Water-types super effectively while Blue Flare do so to Grass-types. U-turn helps Victini to keep momentum and chip away some HP from its checks. The last move depends on what you want to deal with. Glaciate takes care of Dragon-types, Gliscor, both Landorus formes and can cripple switch-ins by lowering their speed by 1 stage. Focus Blast has a more reliable accuracy of 77% and 2HKOes both support Tyranitar (small chance to OHKO after SR while scarf variants are OHKOed after SR) and specially defensive Heatran (after SR). Energy Ball is mainly for Rotom-W and the numerous Water/Ground-types. Psychic hits Zard-X harder than any other move. Many other options are available for the third move such as Grass Knot to hit Hippowdon harder, Dazzling Gleam to deal with Dragon-types that don't have a x4 weakness to ice, etc.

The given nature and EV spread are to maximize Victini's offensive capabilities and speed to revenge kill as best as it can. A modest nature is preferred over a timid one for the reason that timid doesn't really outspeed anything relevant it can't deal with and also, the power a modest nature provides is much needed.
 
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Oh look its me
494.gif

This is Offensive Trick room (OTR) Victini
TrickTini (Victini) @ Flame Plate
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- V-create
- Bolt Strike
- U-turn / Power-Up-Punch / Brick Break

This set is a great asset for trick room teams, setting up trick room well with its decent bulk and typing, and gradually getting "faster" with V-Creates speed drops. It hits very hard with a flame plate attached as well, nothing really wants to switch in except heatran, who can be worn down over time with hazards and U-Turn/Brick Break. EVs are simple, max attack, max hp with a sr number reached, and 8 evs in defence to round out your impressive bulk, flame plate is the chosen item for powering up V-Create, as well as not sacrificing longevity like lo does. Moves are simple too, Trick Room as this is the sets main goal, V-Create for dropping bombs on the opponents team, bolt strike for those pesky water types and talonflames, and the last slot is a toss up between U-turn for bringing in other dangerous TR sweepers safely, PuP for getting a nice boost, or brick break to deal some decent damage to heatran and tyranitar, two of Victini's biggest counters. Trick room is a really under-rated play-style atm, and this victini set thrives on offensive trick room teams.
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Specially Defensive Victini - bane to all fairies in existence

Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk* (Use 31 with V-create)
- Will-O-Wisp
- Taunt
- U-turn
- Blue Flare / V-Create

This spdef variant focuses on Victinis stellar typing, which lets it check many prominent threats in the metagame such as Mega Metagross, Gardevoir, non-EQ altaria and Clefable. WoW lets Victini cripple Dark type switch ins such as Tyranitar as well as a whole spectrum of physical attackers in OU. Taunt turns Victini into a decent stallbreaker, shutting down the likes of Chansey and Clefable. U-turn gains momentum on the switches Victini forces. Lastly, Blue Flare could be used as Victinis STAB move and doesn't have recoil or stat drops like Flare Blitz / V-create has. However, V-create allows Victini to get past Volcarona and Gardevoir much easier, though the stat drops may hinder Victinis ability to wall things.

The EVs let Victini switch 5 times into SR whilst also reducing passive damage. 108 speed outspeeds Jolly Bisharp and Breloom and everything slower than that. The rest of the EVs is dumped into spdef for walling power. Alternatively, a spread of 248 HP / 152 Def / 108 Spe with Bold/Impish nature makes Victini a solid check to Mega Metagross.
 
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Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Specially Defensive Victini - bane to all fairies in existence

Victini @ Leftovers
Ability: Victory Star
EVs: 248 HP / 152 SpD / 108 Spe
Calm Nature
IVs: 0 Atk* (Use 31 with V-create)
- Will-O-Wisp
- Taunt
- U-turn
- Blue Flare / V-Create

This spdef variant focuses on Victinis stellar typing, which lets it check many prominent threats in the metagame such as Mega Metagross, Gardevoir, non-EQ altaria and Clefable. WoW lets Victini cripple Dark type switch ins such as Bisharp and Tyranitar as well as a whole spectrum of physical attackers in OU. Taunt turns Victini into a decent stallbreaker, shutting down the likes of Chansey and Clefable. U-turn gains momentum on the switches Victini forces. Lastly, Blue Flare could be used as Victinis STAB move and doesn't have recoil or stat drops like Flare Blitz / V-create has. However, V-create allows Victini to get past Volcarona and Gardevoir much easier, though the stat drops may hinder Victinis ability to wall things.

The EVs let Victini switch 5 times into SR whilst also reducing passive damage. 108 speed outspeeds Jolly Bisharp and Breloom and everything slower than that. The rest of the EVs is dumped into spdef for walling power. Alternatively, a spread of 248 HP / 152 Def / 108 Spe with Bold/Impish nature makes Victini a solid check to Mega Metagross.
Minor nitpick, but Bisharp is almost never switching in (you can burn it if it comes in to revenge, but only if you didn't use V-Create). Otherwise this is a pretty cool looking set.
 
Anti lead Victini

Victini @ Flame Plate
Ability: Victory Star
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Magic Coat
- V-create
- Final Gambit
- U-turn/Taunt/Will-o-Wisp

Hi everyone. I'm here to present an antilead victini. This set is intended to be used on HO teams. Despite what it seems this can actually work. Magic coat is here for preventing the enemy to setup hazard which is a very important thing on hyper offense. V-create, even uninvested, is able to do huge damages to common hazard stacker such as ferrothorn, skarmory, jirachi, clefable, celebi. Other hazard setter who don't actually care of v-create such as rocky chomp or hippo are destroyed by final gambit. A removal of hippo can open up a sweep from your Lopunny for example. Defensive landorus-t is also ohko from final gambit and victini can force a switch against the popular choice scarf set if played as a lead because the opponent may be scared of a scarf variant. In the fourth slot you can use whatever you want. I choose u-turn for momentum grabbing, a thing very appreciated in HO teams, but taunt or will-o-wisp are both really really good option for this victini. It's basically up to your preferences. U-turn is for momentum, Taunt is for a total prevention of hazard from my side of the field and will-o-wisp to cripple some annoying pokemon such as Scarf Lando-t

When i was looking for a cool set of Victini I asked myself if someone else is already doing this kind of job, and, of course, the first mon who come to mind was Azelf. I asked myself is this has something over Azelf and if the use is justified and the answer was yes. Final gambit is a great lure for those phis def pokemon who maybe think to face the common band Victini. The removal of one of this mon can really open huge holes in the enemy teams for a phisically offensive oriented HO team.

Finally this set can be played against every playstyle. It's a good antilead against HO thanks to magic coat, it's good against balance and stall thanks to the raw power of v-create, final gambit and the momentum given by u-turn.



Have a good day people, hope you enjoyed!

EDIT: I was actually trying to build something for let you guys see what this is capable of and here it is (and don't mind some bad play on my part, it's what victini does that matters i suppose :P) http://replay.pokemonshowdown.com/ou-217018750
 
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Choice Scarf Victini is already a set that is standard.
To be fair, the EV spread for Tressed's set is very different since the focus is on spamming Final Gambit as opposed to just using it as coverage, and General Lao's focuses on Special attacks, not physical attacks. This is just my opinion, but I think both sets are different enough to merit letting in if you weren't already going to do so.
 
To be fair, the EV spread for Tressed's set is very different since the focus is on spamming Final Gambit as opposed to just using it as coverage, and General Lao's focuses on Special attacks, not physical attacks. This is just my opinion, but I think both sets are different enough to merit letting in if you weren't already going to do so.
You can't really spam Final Gambit. General Lao's set is fine, because it's focused on the special side as you said, but final gambit + choice scarf is already a thing.
edit: also Teeny Victory that OTR set is a set from BW I think, and it's straight off the analysis.
 
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You can't really spam Final Gambit. General Lao's set is fine, because it's focused on the special side as you said, but final gambit + choice scarf is already a thing.
edit: also Teeny Victory that OTR set is a set from BW I think, and it's straight off the analysis.
Oh really? Lol I just thought of it on the spot. But I still think it qualifies here's it is a very rare set that is not seen much in this meta
 
SubSalac Victini:

Victini @ Salac Berry
Ability: Victory Star
EVs: 72 HP, 252 atk, 184 spe

- Substitute
- Power-Up-Punch
- Bolt Strike
- V-Create

An odd set I just thought up. Come in on something non threatening, sub, boost attack and repeat until Salac activates. Then spam Bolt Strike, and anything bolt sttike can't beat that V-Create can, you sod the speed drop and V-Create. You can go max HP with the rest dumped in attack for S-Toss if you wish.
 
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I'm not liking that set. While it's interesting, I can't see it doing very well. Since you have max HP(for S-toss ik), your Reversal gets only 85 BP, which is only 10 BP stronger than Brick Break, plus your weaker to SR. And if you go 248 HP, you still fail to get the necessary KOs you could with other moves. For example, at +1, you can't reliably KO Keldeo, same with Manaphy. And things that switch into Victini are things that can generally break its sub and pressure it. Plus your Speed EVs are wrong. Jolly Victini with that much speed hits 481/482, while Jolly Scarf Landorus-T hits 463/464 max.
 
I'm not liking that set. While it's interesting, I can't see it doing very well. Since you have max HP(for S-toss ik), your Reversal gets only 85 BP, which is only 10 BP stronger than Brick Break, plus your weaker to SR. And if you go 248 HP, you still fail to get the necessary KOs you could with other moves. For example, at +1, you can't reliably KO Keldeo, same with Manaphy. And things that switch into Victini are things that can generally break its sub and pressure it. Plus your Speed EVs are wrong. Jolly Victini with that much speed hits 481/482, while Jolly Scarf Landorus-T hits 463/464 max.
You're right about the speed, I was going off 95 base for some reason. I'll edit that. Also, this Victini is meant to clean weakened teams, not sweep when full health checks like Keldeo are around. Actually, sod S-Toss, I'm going to change the EVs for more power.
 
SubSalac Victini:

Victini @ Salac Berry
Ability: Victory Star
EVs: 72 HP, 252 atk, 184 spe

- Substitute
- Power-Up-Punch
- Reversal
- V-Create

An odd set I just thought up. Come in on something non threatening, sub, boost attack and repeat until Salac activates. Then spam reversal, and use V-Create as a last resort if Reversal won't beat the opponent. The EVs, while unable to safely sub on Chansey, get the most reversal power + can outspeed Lando-T at +1. The HP EVs let you sub 5 times, hitting a lower HP%, so a higher Reversal power.
Don't really understand why you need Reversal. Bolt Strike just seems much better to me unless I'm missing something; Heatran doesn't like Power Up Punch and probably can't even break your sub unless Earth Power, while Bolt Strike can 2HKO. Chansey's not much of a problem, V-create does tons to it and it's basically mindgames whether you'll go with PuP or Sub depending on whether Chansey goes S toss or Toxic / T wave. Tbh, Bolt Strike is a lot more important than Reversal, hitting bulkier water-types that are otherwise annoying to deal with, while also hitting resists and neutral mons for decent damage.
Unless I'm missing something, remove Reversal and replace it with bolt strike, edit your post / description accordingly, and I'll add it.

edit: And teeny victory, I'm sorry, even if you thought of it on the spot, it's just way too similar to the on site analysis, which I can't allow. I would definitely prefer it if you could think of another set.
 
Custap Victini

Victini @ Custap Berry
Ability: Victory Star
EVs: 252 Attack / 4 Def / 252 Speed
Jolly Nature
- V-create
- Bolt Strike
- Endure
- Reversal

This set aims to take advantage of the fact that many opponents will switch something into Victini that can take advantage of its -1 Speed and weakened defenses, either to revenge it or force it out so the opponent can set up. At first, you should play it like a normal Victini, perhaps bluffing a Scarf and weaving it in and out of battle. But the last two slots are this set's trump card: after a V-Create, you can choose to Endure, then demolish the opponent with a priority V-Create or near max-power Reversal, depending on the opponent's switch-in. This set really rewards good prediction, as if you know what Victini can survive at -1, you can do crazy and hilarious things like V-Create to KO an opponent, then hold off on Endure and V-Create again if you predict the opponent to set up on your weakened Speed and Defenses. Oh, and though this set is supposed to be like a last-ditch one-time suicide nuke, you can use hazard removal to really squeeze the most out of this set, because if you're at 1 HP, you can still switch out to abuse that V-Create and Reversal combo at a later time.
 
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