hi me and Gomi are hosting this now
huge thanks to Egor and Mister Tim for keeping this project alive for years!
Voting has concluded, and the winner of this cycle is Taunt by... me! The submission will be added to the Hall of Fame soon!
Cycle Fifty - Victini Our next subject is Victini, a potent wallbreaker in OU thanks to its high Base Power V-create and wide coverage that lets it choose its checks and counters. It can also offer some unique defensive utility to offense teams because of its Fire typing, letting it switch into Tapu Lele, Kyurem, and Clefable. Its extensive movepool has let it become notoriously customizable, and it is one of the most flexible wallbreakers in the tier!
I'm going to give a bit less time for this cycle to get on a specific schedule. Therefore, The deadline for this cycle is Monday, August 16. Good luck!
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
- Bolt Strike
- U-turn/Final Gambit
- Trick/Final Gambit
This thing is an absolute nuke. Mostly used in Sun, a x2 resist is not enough to be safe from v create, unless you're one of the bulkiest mons in the game. Bolt strike does well vs bulky waters lacking a ground typing. U-Turn chips everything while getting ttar into range. Trick eases prediction pressure but makes it weaker, Final Gambit can be used with perhaps some hp investment to put an end to something like Heatran that's usually a nuisance for sun.
252 Atk Choice Band Victini V-create vs. 252 HP / 200 Def Garchomp in Sun: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO
252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Toxapex in Sun: 147-173 (48.3 - 56.9%) -- 90.2% chance to 2HKO
252 Atk Choice Band Victini V-create vs. 252 HP / 4 Def Swampert in Sun: 300-353 (74.2 - 87.3%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Slowbro in Sun: 186-219 (47.2 - 55.5%) -- 74.2% chance to 2HKO
252 Atk Choice Band Victini U-turn vs. 252 HP / 252+ Def Slowbro: 130-154 (32.9 - 39%) -- 99.8% chance to 3HKO (Because u turn does that much, you can break the regenerator chain without giving up momentum)
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 252+ Def Slowbro: 238-282 (60.4 - 71.5%) -- guaranteed 2HKO
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 252+ Def Toxapex: 190-224 (62.5 - 73.6%) -- guaranteed 2HKO after Stealth Rock
This set isn't meant for every team tho, it needs reliable defog support or rapid spin.
@ Choice Scarf
Ability: Victory Star
EVs: 252 HP / 4 Atk / 252 Spe
- Final Gambit
Want to dispose of any pesky walls one way or another? Nuke yourself and take them with you. If you want to conserve your nuke button just click Trick instead and do the classic ScarfTrick strat. Possibly able to cripple 1 pokemon, and demolish another. Also used to threaten the classics like Ferrothorn and the metal birds to swap, then U-turn instead to save your nuke for another time. Even if your HP is low and you dont have your scarf, nuking yourself while doing some small chip for an easy pivot that prevents the opponent from pivoting with U-turn, Flip Turn, or Volt Switch can always be useful! Full HP over Full Attack to really hit the walls where it hurts:
Victini Final Gambit vs. 252 HP Clefable: 404-404 (102.5 - 102.5%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Toxapex: 404-404 (132.8 - 132.8%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Heatran: 404-404 (104.6 - 104.6%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Hippowdon: 404-404 (96.1 - 96.1%) -- guaranteed OHKO after Stealth Rock
Victini Final Gambit vs. 252 HP Slowbro: 404-404 (102.5 - 102.5%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Tapu Fini: 404-404 (117.4 - 117.4%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Dragonite: 404-404 (104.6 - 104.6%) -- guaranteed OHKO
Victini Final Gambit vs. 252 HP Swampert: 404-404 (100 - 100%) -- guaranteed OHKO
Aint it fun how almost all the walls in the meta have exactly or less than 100 Base HP, seemed too easy to take advantage of.
While base 100 Speed is usually too high for Trick Room, the Speed drops of V-create mean that Victini can use it somewhat well, and with the given spread, you move before uninvested Heatran in Trick Room. The attacking moves are all straightforward choices. With maximum HP, Victini can survive some surprisingly powerful hits, making it an effective Weakness Policy user, or you can use Heavy-Duty Boots to be able to pivot in and out more easily.
252 Atk Garchomp Earthquake vs. 252 HP / 0 Def Victini: 326-386 (80.6 - 95.5%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Victini: 326-386 (80.6 - 95.5%) -- guaranteed 2HKO
Cripplertini can help vs Tapu Lele, especially Calm Mind Tapu Lele with lowering its SpA stat by 1 with Mystical Fire and it can dish out a Toxic onto it, to cripple it down. Furthermore its helpful to lure in bulky Ground-types with a Toxic to wear them down over the turns, such bulky Grounds include Hippowdon, Landorus-T, Swampert, and Garchomp. Toxic also allows Victini to hit most targets in the metagame and wearing them down like Tornadus-T, Slowking, Slowbro, and Dragonite, which can be really helpful for the rest of the teammates.
Mystical Fire is here to help against setup sweepers, as the aforementioned Calm Mind Tapu Lele, Calm Mind Tapu Fini, the even tho rare Calm Mind Tapu Koko, and it can cripple down Nasty Plot Tornadus-T. This Victini set is also able to scout with Protect what Choice locked Pokemon might lock into to achieve some momentum in counterplaying.
Substitute can make this Victini set even more annoying, as the opposition has to break the Substitute first and in the meantime Victini can dish out a Toxic. It is also able to stall out more turns, to allow maximum Toxic turns with Sub + Protect in combination.
Great to see the thread returning! Victini is mainly known for the raw physical power offered by V-create, while its special movepool is often overlooked. This set seeks to capitalise on that by luring in physical walls such as Slowbro and Hippowdon and decimating them with powerful special hits. Blue Flare is Victini’s most powerful special STAB-while not quite as strong as V-create, it’s still a very powerful move that swaps a lowering of the user’s stats for a 20% burn chance, meaning Specs Victini can’t be forced out by slower threats like Band Victini can after a V-create. Psyshock allows Victini to hit special walls such as Blissey and Glowking, enabling it to continue breaking after your opponent realizes you’re Specs. Thunderbolt hits bulky waters and a few other mons. The final slot is more open-U-turn can be valuable for pivoting, Scorching Sands can be used to massacre Heatran, and Trick is another good option for utility. While Specs lacks the raw power of Banded V-create, it makes up with it for it with fewer drawbacks and surprise factor.
252 SpA Choice Specs Victini Blue Flare vs. 252 HP / 252+ SpD Hippowdon: 235-277 (55.9 - 65.9%) -- guaranteed 2HKO
252 SpA Choice Specs Victini Blue Flare vs. 252 HP / 224 SpD Landorus-Therian: 249-294 (65.1 - 76.9%) -- guaranteed 2HKO
252 SpA Choice Specs Victini Psyshock vs. 252 HP / 0 Def Slowking-Galar: 196-232 (49.7 - 58.8%) -- 99.6% chance to 2HKO
This is similar to the HDB Victini set in the OP but with a couple key differences. The first, which is most obvious, is the use of Will-O-Wisp, which is meant to cripple fat Ground-types like Glaciate does while being much more detrimental to Swampert, Tyranitar, Urshifu-R, and (physical) Dragapult. I also tweaked the ability and EV spread to have a more optimal balance between speed and bulk while retaining power. 136 Speed outruns Adamant Rillaboom and the rest goes into HP for better defensive utility against Clef, Lele, Volcarona, etc. Even Zapdos can no longer* 3HKO it with Discharge. With this speed drop it is possible to use an Adamant Nature, which means V-Create and Bolt Strike hit obscenely hard; the latter 2HKOs Physdef Pex after rocks.
Pair this with a very sturdy Heatran check (mandatory), status abusers such as Melmetal and Hex Dragapult, hazard stack, and Steel-baiting mons like Lando-T and Rillaboom.
Victini @ Heavy-Duty Boots
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
- Work Up
- Blue Flare
- Bolt Strike
- Glaciate / Expanding Force
So I looked at victini's movepool and I thought "man this thing can't boost its stats outside of flame charge and charge beam" and, even though I had considered flame charge, tini doesn't have enough power to break common offensive pokemon that are hard to chip down like zera, koko or pult without boosts and v-create can't be used with flame charge for obvious reasons. charge beam can have some use alongside a substitute set, but I don't really like sub in a meta with pult and shifu and vic is weak to both and +1 charge beam is hella weak.
Then I realised that victini is a gen 5 pokèmon, the generation that introduced the best boosting move in the game, shell smashquiver dance work up. scrolling down the list of moves I found work up at the bottom and I though that this would be a good way to use victini. in a true gen 5 themed fashion, the moveset is composed of signature moves for the three unova dragons.
blue flare is the most powerful stab attack that fits a work up set and deals a good amount of damage to switch ins and comes with a nasty 20% burn chance. bolt strike is good complementary coverage against bulky water types that resist blue flare. this set doesn't pack the most powerful bolt strike, but victini can use it to soften up early game for itself or boost in front of them thanks to its great bulk and weaken a bulky water for a teammate. glaciate rounds out the set thanks to its ability to just drop certain ground and dragonite. for reference, standard spdef lando (252/160+/96) gets dropped at +1 after stealth rock and gets put into +1 blue flare range by an unboosted blue flare. glaciate also deals with faster mons on the switch like pult and bring them into ko range and is also the strongest hit against garchomp.
expanding force is a fantastic move when used with lele, which is a great idea since victini is weak to aqua jets and sucker punches + expanding force is an ohko on every pex at +1 and every urshifu-r. other than these two cases, it acts as a powerful neutral coverage move that can overpower sturdier defensive walls. energy ball is another potential move with very specific targets in gastrodon and quagsire, but expanding force can drop them with proper chip.
the item choice is up to preference. hdb makes victini less support reliant but makes it so that you can't run power-boosting or longevity items. life orb, wise glasses, expert belt (only with glaciate), leftovers etc. other fun options include kasib berry with some minor ev tweaking to bait and smash pult and blacephalon, colbur berry for weavile, or shuca berry with glaciate to ruin ground types like lando and chomp.
THOUGHTS ON VICTINI
In general, if you want some heat with victini, I would try some expanding force shenaninganry alongside lele or a beautiful ground lure alongside things like bu zeraora with an all-out-attacking shuca berry (or expert belt, but shuca is a lot more reliable) set with both energy ball/gknot (gastrodon and quag / hippo) and glaciate for lando, chomp and dnite. cb in sun is always broken. I can also see some sub-taunt-wisp with 101 hp sub stuff to toy with fatter teams or just a bulky-ish protox/wisp mystical fire scorching sands set since victini has decent resistances and bulk.