This is my first time posting a team on here after lurking for a while, so I hope you can find some use in this team. This is the most successful team I've ever built.
The idea behind this team is to use pivot moves in order to reliably switch in Banded Victini and wreck havoc. I peaked at around 1650 with an earlier version of this team with Assault Vest Magearna instead of Blissey, and stopped playing this game a bit after. Recently I came back and found that Magearna was banned, rightfully so, and Blissey was the most obvious replacement.
Pokemon:

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
The star of the team, for it's ability to acquire a victory. Banded V-create has little switch ins, the main ones being Heatran, Toxapex, Slowbro, and other bulky water types with defence investment. Bolt Strike acts as a coverage move to threaten these bulky water types, as well as doing decent damage against Heatran and other mons without the speed drop. Trick is mostly used to cripple setup mons, especially defensive ones such as Iron Defence Corviknight and Cosmic Power Clefable/Mew. U-turn is an in-between choice to go for if you don't want to commit to either V-create or Bolt Strike, but you could probably run Glaciate instead if you wanted a more reliable way to punish Landorus-T switching in. Also note that once Victini uses V-Create it becomes a sitting duck, necessitating a strong defensive presence on the team for switching into revenge killers. Finally, for some reason Victini can survive a Foul Play, so you can use that to your advantage.

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Banded-Rillaboom synergises extremely well with Banded-Victini, as it puts additional pressure on bulky water types and acts as bait for mons such as Corviknight and Ferrothorn which Victini eats for breakfast. Grassy Glide provides the team with a nice priority move which can be used to check fast mons and/or be a win condition. U-turn allows Rillaboom to pivot against aforementioned Victini-weak mons such as Ferrothorn and Corviknight and give Victini a free switch in, or just to maintain momentum. Wood hammer allows Rillaboom to threaten defensive mons which don't resist grass, and also do serious damage if the grass resisting mons aren't present. Knock off is mostly just to get rid of Rocky Helmets on defensive mons so Victini has an easier time wallbreaking.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 72 Def / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Toxic
The resident speedy boi of the team. The speed allows Lando to act as a fast pivot early-game and a win condition late-game. 184 speed allows Lando to outspeed Modest Scarf-Kyurem, slow U-turn against other Scarf-Landos and also have some defence investment, but I'm not sure how useful this really is. U-turn allows Lando to be a fast pivot, fitting with the Volt-Turn theme of this team, and Earthquake needs no explanation. Stone Edge allows Lando to hit Earthquake immune mons as well as significantly damage Kyurem. Stone Edge also provides an alternate way for Lando to be a win condition in specific situations. Toxic is used to for chip damage on opposing Landos and an emergency way to deal with setup sweepers, most notably Dragonite. You might notice a lack of Stealth Rocks on this Lando, or on the rest of the team for that matter. I chose to not run Stealth Rocks because opposing Stealth Rocks became crippling for Victini and Assault Vest Magearna when it was still on the team, as well as Dragonite if it got knocked off. Because of this, it was important to constantly defog to prevent Stealth Rocks from doing any serious damage. As a side effect, when I was able to put up my own Stealth Rocks, they never stayed up for long. However, with Heavy-Duty Boots Blissey replacing Magearna, I think Stealth Rocks may be a viable option over Stone Edge or Toxic. I also think that Scarf-Dragapult could be a good option over Scarf-Lando, which I haven't tested. This is because it's a speedy boi able to outspeed and kill many things that Scarf-Lando can't, such as Timid Scarf-Kyurem and +1 speed Garchomp, as well as a somewhat reliable way to deal with substitute. However, you would lose the defensive utility that Lando has, specifically against Kartana and boosting mons, as well as lose Lando's ability to threaten Heatran and Earthquake's raw power.

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Soft-Boiled
- Toxic
- Seismic Toss
As mentioned before, Blissey is the replacement for Assault-Vest Mag, which I used as a slow pivot and special sponge which could also deal damage with Fleur Cannon. However, with Magearna banned, Blissey was the obvious choice to fill the gaping special sponge hole. Because Blissey is the newest addition to the team, I am not fully confident with Blissey's role and moveset, but here is what I currently use. Teleport fits into the Volt-Turn theme of the team, Soft-Boiled allows Blissey to stay healthy in front of special attackers and Toxic and Seismic Toss allow Blissey to deal damage. It might be a good idea to run some other move like Stealth Rocks instead of doubling up on Toxic and Seismic Toss. Another thing to note about Blissey is that I'm pretty sure it would get screwed by Sub-DD Dragapult, even though I haven't encountered any yet after replacing Magearna with Blissey. Another reason to run Scarf-Dragapult I suppose.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Roost
The stock standard DD Dragonite. Dragonite provides the team with a reliable win condition as well as a check to Kartana, Rillaboom and Heatran. Dragon Dance allows Dragonite to set up for a sweep, or to increase it's breaking ability. Dual Wingbeat is the main damage dealing move, and is also the primary way for this team to deal with Substitute. Earthquake is for coverage and avoiding Rocky Helmet damage. Roost allows Dragonite to keep healthy with Multiscale while checking the aforementioned mons. One issue that Dragonite faces is that Kartana and Rillaboom, for which this mon is basically the dedicated switch in, love to use Knock-Off to get rid of Boots. When this happens, Dragonite becomes crippled as a defensive mon by Stealth Rocks as Multiscale stops being useful, increasing the importance of keeping Stealth Rocks off the field. Another thing to note is that similarly to Rillaboom, Dragonite can act as bait for mons such as Corviknight and Ferrothorn, allowing you to double into Victini and pick up a kill.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Defog
- Hydro Pump
- Pain Split
Lastly, Rotom-Wash is the Defogger of the team. Rotom-Wash works very well as it can switch into and threaten the common Stealth Rock users Heatran and Lando. The EV spread is max defence invetment, as Rotom-Wash can act as a soft defensive check to mons such as Dragonite and Urshifu, and I don't really see the need for Rotom to outspeed anything. Leftovers gives Rotom some passive recovery, but with the amount that Rotom switches into Stealth Rocks, it might be better to run Heavy-Duty Boots instead. Defog and Volt Switch on this set need no explanation at this point. Hydro Pump allows Rotom to threaten Heatran and Lando, and Pain Split allows Rotom to recover health against defensive switch-ins. Overall, I don't see Pain Split getting much use, so it might be better to run your choice of status move, or Discharge for Corviknight.
Main OU Threats:
Stealth Rocks
Stealth Rocks severely compromise Victini's survivability, as suddenly it has a limited amount of times it can switch in and can't take hits. You can kind of mitigate Victini's weakness through Grassy Terrain, but it's not too effective. A knocked off Dragonite also becomes prey to Stealth Rocks, as it can't switch in as reliably as a defensive mon. Try not to let Stealth Rocks get up on your side, and if they do, try and find the first opportunity to Defog.
Corviknight

Corviknight stonewalls this team without Victini. In games against Corviknight, it's 100% necessary to keep Victini alive and with plenty of pp on it's moves, because Victini killing Corviknight is literally the only way Corviknight will die. Yet, this is not too much of a weakness as I mentioned before, as Corviknight really likes switching in to the majority of mons in this team, allowing Victini to come in and fire off an attack.
Defensive fire immunity + Defensive electric immunity

There will always be teams that Victini has trouble breaking through, but the worst is when you come up against a defensive pairing of a fire immunity and an electric immunity. This makes any time you decide to use Victini a 50/50 with really bad consequences if you guess wrong, and usually only a small payoff if you guess right. For example; bulky Heatran usually lives 2 Bolt Strikes, and Landorus can punish a -1 speed Victini after a V-Create. Be careful playing against these pairings.
Dragapult

Although Blissey sits on special variants, Dragapult can take advantage of Blissey with U-turn and physical sets, especially Sub-DD. If you struggle against Sub-DD Dragapult, you could consider running your own max speed Scarf-Dragapult and hope they aren't running max speed.
Urshifu-Rapid-Strike

This team doesn't really have any switch ins to Urshifu. Most of the time it comes down to a sac or a 50/50, where if it uses Close Combat you can switch into Lando, and if it uses Surging Strikes you switch into Rotom or Rillaboom. Grassy Glide with Rillaboom is the main way to check Urshifu.
Tapu Lele

With Blissey being the most reliable switch-in, a Tapu Lele with Psyshock can easily take out Blissey. Victini doesn't get 2hkod by anything Specs-Lele can throw at it as long as Victini is at full health, so you can reliably switch in once if Stealth Rocks aren't up.
Hawlucha

Once a Hawlucha becomes unburdened and gets a Swords dance up, it's nearly impossible to stop with this team. Your best bet is to go into Dragonite and use Dual Wingbeat, which is not a guarenteed Ohko if Hawlucha used a Grassy Seed, and always has the chance to miss.
Kartana

While Dragonite can easily take a Sacred Sword or a Leaf Blade, Smart Strike leaves Dragonite in a tough position, as it get 3hkod and cannot Ohko Kartana back without several Dragon Dance boosts. Dragonite also doesn't appreciate Knock Off, as suddenly with Stealth Rocks up, Dragonite can't switch in to Smart Strike. Victini is also another defensive check, but can't switch in to Knock Off. If the Kartana ends up being a non-choice variant, it can easily sweep through the team. Choice varients can also easily sweep once the right mons have been taken care of. Another potential reason to use Scarf Dragapult, as it can revenge kill Kartana?
Ok I really want to try out Scarf Dragapult now. Also let me know any feedback or suggestions you might have.
Importable:
https://pokepast.es/71411bfd295e69d4
The idea behind this team is to use pivot moves in order to reliably switch in Banded Victini and wreck havoc. I peaked at around 1650 with an earlier version of this team with Assault Vest Magearna instead of Blissey, and stopped playing this game a bit after. Recently I came back and found that Magearna was banned, rightfully so, and Blissey was the most obvious replacement.
Pokemon:

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
The star of the team, for it's ability to acquire a victory. Banded V-create has little switch ins, the main ones being Heatran, Toxapex, Slowbro, and other bulky water types with defence investment. Bolt Strike acts as a coverage move to threaten these bulky water types, as well as doing decent damage against Heatran and other mons without the speed drop. Trick is mostly used to cripple setup mons, especially defensive ones such as Iron Defence Corviknight and Cosmic Power Clefable/Mew. U-turn is an in-between choice to go for if you don't want to commit to either V-create or Bolt Strike, but you could probably run Glaciate instead if you wanted a more reliable way to punish Landorus-T switching in. Also note that once Victini uses V-Create it becomes a sitting duck, necessitating a strong defensive presence on the team for switching into revenge killers. Finally, for some reason Victini can survive a Foul Play, so you can use that to your advantage.

Rillaboom @ Choice Band
Ability: Grassy Surge
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Grassy Glide
- U-turn
- Knock Off
- Wood Hammer
Banded-Rillaboom synergises extremely well with Banded-Victini, as it puts additional pressure on bulky water types and acts as bait for mons such as Corviknight and Ferrothorn which Victini eats for breakfast. Grassy Glide provides the team with a nice priority move which can be used to check fast mons and/or be a win condition. U-turn allows Rillaboom to pivot against aforementioned Victini-weak mons such as Ferrothorn and Corviknight and give Victini a free switch in, or just to maintain momentum. Wood hammer allows Rillaboom to threaten defensive mons which don't resist grass, and also do serious damage if the grass resisting mons aren't present. Knock off is mostly just to get rid of Rocky Helmets on defensive mons so Victini has an easier time wallbreaking.

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 72 Def / 184 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Toxic
The resident speedy boi of the team. The speed allows Lando to act as a fast pivot early-game and a win condition late-game. 184 speed allows Lando to outspeed Modest Scarf-Kyurem, slow U-turn against other Scarf-Landos and also have some defence investment, but I'm not sure how useful this really is. U-turn allows Lando to be a fast pivot, fitting with the Volt-Turn theme of this team, and Earthquake needs no explanation. Stone Edge allows Lando to hit Earthquake immune mons as well as significantly damage Kyurem. Stone Edge also provides an alternate way for Lando to be a win condition in specific situations. Toxic is used to for chip damage on opposing Landos and an emergency way to deal with setup sweepers, most notably Dragonite. You might notice a lack of Stealth Rocks on this Lando, or on the rest of the team for that matter. I chose to not run Stealth Rocks because opposing Stealth Rocks became crippling for Victini and Assault Vest Magearna when it was still on the team, as well as Dragonite if it got knocked off. Because of this, it was important to constantly defog to prevent Stealth Rocks from doing any serious damage. As a side effect, when I was able to put up my own Stealth Rocks, they never stayed up for long. However, with Heavy-Duty Boots Blissey replacing Magearna, I think Stealth Rocks may be a viable option over Stone Edge or Toxic. I also think that Scarf-Dragapult could be a good option over Scarf-Lando, which I haven't tested. This is because it's a speedy boi able to outspeed and kill many things that Scarf-Lando can't, such as Timid Scarf-Kyurem and +1 speed Garchomp, as well as a somewhat reliable way to deal with substitute. However, you would lose the defensive utility that Lando has, specifically against Kartana and boosting mons, as well as lose Lando's ability to threaten Heatran and Earthquake's raw power.

Blissey (F) @ Heavy-Duty Boots
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Teleport
- Soft-Boiled
- Toxic
- Seismic Toss
As mentioned before, Blissey is the replacement for Assault-Vest Mag, which I used as a slow pivot and special sponge which could also deal damage with Fleur Cannon. However, with Magearna banned, Blissey was the obvious choice to fill the gaping special sponge hole. Because Blissey is the newest addition to the team, I am not fully confident with Blissey's role and moveset, but here is what I currently use. Teleport fits into the Volt-Turn theme of the team, Soft-Boiled allows Blissey to stay healthy in front of special attackers and Toxic and Seismic Toss allow Blissey to deal damage. It might be a good idea to run some other move like Stealth Rocks instead of doubling up on Toxic and Seismic Toss. Another thing to note about Blissey is that I'm pretty sure it would get screwed by Sub-DD Dragapult, even though I haven't encountered any yet after replacing Magearna with Blissey. Another reason to run Scarf-Dragapult I suppose.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Dual Wingbeat
- Earthquake
- Roost
The stock standard DD Dragonite. Dragonite provides the team with a reliable win condition as well as a check to Kartana, Rillaboom and Heatran. Dragon Dance allows Dragonite to set up for a sweep, or to increase it's breaking ability. Dual Wingbeat is the main damage dealing move, and is also the primary way for this team to deal with Substitute. Earthquake is for coverage and avoiding Rocky Helmet damage. Roost allows Dragonite to keep healthy with Multiscale while checking the aforementioned mons. One issue that Dragonite faces is that Kartana and Rillaboom, for which this mon is basically the dedicated switch in, love to use Knock-Off to get rid of Boots. When this happens, Dragonite becomes crippled as a defensive mon by Stealth Rocks as Multiscale stops being useful, increasing the importance of keeping Stealth Rocks off the field. Another thing to note is that similarly to Rillaboom, Dragonite can act as bait for mons such as Corviknight and Ferrothorn, allowing you to double into Victini and pick up a kill.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Defog
- Hydro Pump
- Pain Split
Lastly, Rotom-Wash is the Defogger of the team. Rotom-Wash works very well as it can switch into and threaten the common Stealth Rock users Heatran and Lando. The EV spread is max defence invetment, as Rotom-Wash can act as a soft defensive check to mons such as Dragonite and Urshifu, and I don't really see the need for Rotom to outspeed anything. Leftovers gives Rotom some passive recovery, but with the amount that Rotom switches into Stealth Rocks, it might be better to run Heavy-Duty Boots instead. Defog and Volt Switch on this set need no explanation at this point. Hydro Pump allows Rotom to threaten Heatran and Lando, and Pain Split allows Rotom to recover health against defensive switch-ins. Overall, I don't see Pain Split getting much use, so it might be better to run your choice of status move, or Discharge for Corviknight.
Main OU Threats:
Stealth Rocks
Stealth Rocks severely compromise Victini's survivability, as suddenly it has a limited amount of times it can switch in and can't take hits. You can kind of mitigate Victini's weakness through Grassy Terrain, but it's not too effective. A knocked off Dragonite also becomes prey to Stealth Rocks, as it can't switch in as reliably as a defensive mon. Try not to let Stealth Rocks get up on your side, and if they do, try and find the first opportunity to Defog.
Corviknight

Corviknight stonewalls this team without Victini. In games against Corviknight, it's 100% necessary to keep Victini alive and with plenty of pp on it's moves, because Victini killing Corviknight is literally the only way Corviknight will die. Yet, this is not too much of a weakness as I mentioned before, as Corviknight really likes switching in to the majority of mons in this team, allowing Victini to come in and fire off an attack.
Defensive fire immunity + Defensive electric immunity


There will always be teams that Victini has trouble breaking through, but the worst is when you come up against a defensive pairing of a fire immunity and an electric immunity. This makes any time you decide to use Victini a 50/50 with really bad consequences if you guess wrong, and usually only a small payoff if you guess right. For example; bulky Heatran usually lives 2 Bolt Strikes, and Landorus can punish a -1 speed Victini after a V-Create. Be careful playing against these pairings.
Dragapult

Although Blissey sits on special variants, Dragapult can take advantage of Blissey with U-turn and physical sets, especially Sub-DD. If you struggle against Sub-DD Dragapult, you could consider running your own max speed Scarf-Dragapult and hope they aren't running max speed.
Urshifu-Rapid-Strike

This team doesn't really have any switch ins to Urshifu. Most of the time it comes down to a sac or a 50/50, where if it uses Close Combat you can switch into Lando, and if it uses Surging Strikes you switch into Rotom or Rillaboom. Grassy Glide with Rillaboom is the main way to check Urshifu.
Tapu Lele

With Blissey being the most reliable switch-in, a Tapu Lele with Psyshock can easily take out Blissey. Victini doesn't get 2hkod by anything Specs-Lele can throw at it as long as Victini is at full health, so you can reliably switch in once if Stealth Rocks aren't up.
Hawlucha

Once a Hawlucha becomes unburdened and gets a Swords dance up, it's nearly impossible to stop with this team. Your best bet is to go into Dragonite and use Dual Wingbeat, which is not a guarenteed Ohko if Hawlucha used a Grassy Seed, and always has the chance to miss.
Kartana

While Dragonite can easily take a Sacred Sword or a Leaf Blade, Smart Strike leaves Dragonite in a tough position, as it get 3hkod and cannot Ohko Kartana back without several Dragon Dance boosts. Dragonite also doesn't appreciate Knock Off, as suddenly with Stealth Rocks up, Dragonite can't switch in to Smart Strike. Victini is also another defensive check, but can't switch in to Knock Off. If the Kartana ends up being a non-choice variant, it can easily sweep through the team. Choice varients can also easily sweep once the right mons have been taken care of. Another potential reason to use Scarf Dragapult, as it can revenge kill Kartana?
Ok I really want to try out Scarf Dragapult now. Also let me know any feedback or suggestions you might have.
Importable:
https://pokepast.es/71411bfd295e69d4