Pokémon Victini

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#000 Victini
Type: Psychic/Fire
Ability: Victory Star
This Pokemon and its allies' moves have their accuracy boosted to 1.1x.
Base Stats: 100/100/100/100/100/100
BST: 600
Learnset/Level Up Moves:
Starting Moves:
- Confusion
- Focus Energy
- Incinerate
- Quick Attack
- Searing Shot

Level Up Moves:
Level 9 - Endure
Level 17 - Headbutt
Level 25 - Flame Charge
Level 33 - Reversal
Level 41 - Flame Burst
Level 49 - Zen Headbutt
Level 57 - Inferno
Level 65 - Double-Edge
Level 73 - Flare Blitz
Level 81 - Final Gambit
Level 89 - Stored Power
Level 97 - Overheat

Moves Learned via TM/HM
TM03 - Psyshock
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM20 - Safeguard
TM21- Frustration
TM22 - Solar Beam
TM24 - Thunderbolt
TM25 - Thunder
TM27 - Return
TM29 - Psychic
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM35 - Flamethrower
TM38 - Fire Blast
TM42 - Facade
TM43 - Flame Charge
TM44 - Rest
TM48 - Round
TM50 - Overheat
TM52 - Focus Blast
TM53 - Energy Ball
TM56 - Fling
TM57 - Charge Beam
TM59 - Incinerate
TM61 - Will-o-Wisp
TM63 - Embargo
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM77 - Psych Up
TM86 - Grass Knot
TM87 - Swagger
TM88 - Sleep Talk
TM89 - U-Turn
TM90 - Substitute
TM92 - Trick Room
TM93 - Wild Charge
TM94 - Rock Smash
TM98 - Power-Up Punch
TM99 - Dazzling Gleam
TM100 - Confide

Moves learned via Wi-fi events
- Blue Flare
- Bolt Strike
- Fusion Bolt
- Fusion Flare
- Glaciate
- V-Create
Moves learned via Move Tutor (B2/W2)
- Bounce
- Fire Punch
- Heat Wave
- Helping Hand
- Last Resort
- Magic Coat
- Role Play
- Signal Beam
- Skill Swap
- Sleep Talk
- Snore
- Thunder Punch
- Trick
- Uproar
- Zen Headbutt

Notable Moves
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt
- Blue Flare
- Psychic
Notes:
Victini is strong Pokemon when it comes to its flexibility and strong movepool. Combining its ability and range of hard hitting and low accuracy moves, it makes it a force to be reckoned with. 100 base stats across the board allow you to max out your EVs to any of them, without much repercussion. Having the strongest non-suicidal move as a signature move, V-Create. 180 base power, and 95% accuracy, the latter mitigated by Victory Star. In fact, Victory Star's one of the things that makes Victini so lethal. Boosted accuracy for moves like its STAB Zen Headbutt and V-Create, and for coverage like Focus Blast, Bolt Strike and Thunder. Moves that would generally miss are fixed up by Victory Star. This Pokemon is a flexible wallbreaker, with good movepool, typing and supportive stats.

Movesets
Victini @ Choice Scarf/Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spd
Adamant / Jolly Nature
- V-Create
- U-turn
- Bolt Strike
- Zen Headbutt / Brick Break

Description - Among Victini's common sets, and probably the most effective. The Choice Band ups Victini's attack by an extra 1.5x, making its physical moves, particularly V-Create, heavy hitting. While Victini's 100 base stats may seem rather meh, appropriate EVs and item choice will negate most issues. A banded Bolt Strike guarantees a 2HKO on Rotom-Wash; the #1 most used Pokemon in OU, while a Choice Scarf can outspeed other popular scarfed mons like Genesect. Victini's bulk and defensive stats are also worth mentioning, having 4 EVs in Special Defense leaves you with between 72 and 80% HP after a Hydro Pump from a Rotom-Wash.

Damage Calculations.
How Victini does with attacks:
252 SpA Gengar Shadow Ball vs. 0 HP / 4 SpD Victini: 260-308 (76.2 - 90.3%) -- guaranteed 2HKO
4 SpA Rotom-W Hydro Pump vs. 0 HP / 4 SpD Victini: 248-294 (72.7 - 86.2%) -- guaranteed 2HKO

Damage output of attacks.
252 Atk Choice Band Victini U-turn vs. 4 HP / 0 Def Greninja: 264-312 (92.3 - 109%) -- 56.3% chance to OHKO
252 Atk Choice Band Victini V-create vs. 4 HP / 0 Def Greninja: 255-300 (89.1 - 104.8%) -- 31.3% chance to OHKO
252 Atk Choice Band Victini Bolt Strike vs. 252 HP / 0 Def Rotom-W: 167-197 (54.9 - 64.8%) -- guaranteed 2HKO after Leftovers recovery

Checks and Counters
Tyranitar's defensive typing and stats let it take Victini's hits easily. V-create and Bolt Strike barely touching the rock monster, while U-turn rarely 2HKO's. Rotom-Wash takes Vic's hits quite well, Scarf Victini 3HKOs with Bolt Strike, while Band 2HKO's, in which it can Volt Switch and switch into something that can take it down.

Victini's signature move drops its Defense, Special Defense and Speed, which means after use, it'll be left weakened. This leaves it with a middling base 218 speed after being used (assuming it's band set), in which a Pokemon such as Dragonite can either switch in, take the next V-create and set up, or hit back with Earthquake.
252+ Atk Dragonite Earthquake vs. -1 0 HP / 0 Def Victini: 368-434 (107.9 - 127.2%) -- guaranteed OHKO.

Gliscor's physical bulk allows it to take most of Vic's moves with ease, V-create being its only worthy option of attack. Gliscor is immune to Bolt Strike, and resists U-turn, Zen Headbutt doesn't do enough damage, either. The speed and defense drop in V-create can also allow Gliscor to either Roost off the damage and then Earthquake, or Earthquake immediately after.


Do tell if anything needs to be added~!
 
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Hi Miik.
In Checks & Counters, add the fact that it can trap non U-Turn variants.

"A banded Bolt Strike guarantees a 2HKO on Rotom-Wash; one of OU's most used Pokemon"

Change to "currently most used Pokemon". According to current usage statistics, it's #1.

Also, IMO, it's a bit more useful to use 4 Def due to Genesect. Too lazy to calc, but iirc unboosted 4 Atk Genesect won't OHKO.

<3
- Lucy H.
 
You can also make LO Trick Room Victini:

Victini @ Life Orb
Ability: Victory Star
EVs: 252 Atk / 200 Def / 56 SDef
Adamant Nature
- Trick Room
- V-create
- Bolt Strike / Fusion Bolt
- Zen Headbutt / U-turn

Adding Defensive stats so that Victini receives minimal damage from Priority move users.
 
Shouldn't victini be brave with 0 IVs on the TR set as to not risk speed ties with other uninvested base 100s? And i think the potential for victini to have an absolute field day this gen is 110% there. With it's biggest counter T-tar, locked up in a higher tier, and it's best friend ninetales yet to get kicked into BL(please don't do it) Victini should have much less problems firing off huge, sun boosted V-Creates. Sun no longer being perma isn't as bad for victini as you'd think. Band/Scarfed sets were more hit and run/clean up if i remember correctly while assuming you get victini in directly after sun comes out(not that easy, but very possible), Trick Room would run out before heat rock sun does. Here some calcs as for victini's most common switch ins that are in UU range:

Jolly 252 Banded V-Create vs 252/252+ Jellicent=40.8-48.2%(7.4% chance of 2HKO after SR and Lefties)
Adamant 252+ Banded V-Create vs 252/252+ Jellicent=44.8-52.7%(85.5% chance to 2HKO after SR and Lefties)
Jolly 252 Banded Sun Boosted V-Create vs 252/252+ Jellicent=61.3-72.2%(Guarnteed 2HKO)
Jolly 252 Banded Sun Boosted V-Create vs 252/252+ Vaporeon=58.4-68.7%(Guarnteed 2HKO)

Just a demo to remind us of banded Victini's power, especially under sun. Would post blastoise/megastoise calcs but i don't know how much evs it runs in any set.

Edit: Dammit. Drought apparently just got the boot to BL. That sucks
 
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One of my favorite sets last year was Sun TR Victini


Victini @ Flame Plate
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
- Trick Room
- V-Create
- Fusion Bolt
- Brick Break / U-Turn

Essentially this thing just wrecks (getting +1 speed every time it uses v-create)

252+ Atk Flame Plate Victini V-create vs. 0 HP / 0 Def Latios in sun: 291-342 (96.67 - 113.62%) -- 81.25% chance to OHKO
-1 252+ Atk Flame Plate Victini V-create vs. 248 HP / 172 Def Landorus-T in sun: 295-348 (77.42 - 91.33%)
252+ Atk Flame Plate Victini V-create vs. 232 HP / 0 Def Rotom-W in sun: 229-270 (76.58 - 90.3%) -- guaranteed 2HKO

It also beats other weather starters barring Hippowdon:

252+ Atk Victini Brick Break vs. 252 HP / 0 Def Tyranitar: 276-328 (68.31 - 81.18%) -- guaranteed 2HKO
252+ Atk Victini Bolt Strike vs. 252 HP / 252+ Def Politoed: 226-266 (58.85 - 69.27%) -- guaranteed 2HKO

Unfortunately with the weather nerf, it's a lot harder to set up both sun and TR, so this set is definitely less viable than last gen
 
Vicitni Choice Scarf
252 atk / 252 spe / 4 sp. def
Jolly
-V-Create
-Bolt Stricke
-Zen Headbutt
-U-turn

With a scarf victini can get off (at least) 2 V-creates (arguably the best attacking move in the game) and rely on the other 3 moves for coverage and STAB! All in all this is the set on victini that Iv'e loved the most.
 
A Sub + 3 Attacks E-Belt set seems interesting to try this gen, since Victini is able to do heavy damage to several top threats which are able to also hit Victini back equally as hard. It'd just be a matter of predicting a switch, getting a sub up and hitting said switch using Victini's coverage moves.
 

Anty

let's drop
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A Sub + 3 Attacks E-Belt set seems interesting to try this gen, since Victini is able to do heavy damage to several top threats which are able to also hit Victini back equally as hard. It'd just be a matter of predicting a switch, getting a sub up and hitting said switch using Victini's coverage moves.
Sub + 3 attacks is very good, especcially with specially offensive:

Victini @ Leftovers
Ability: Victory Star
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Blue Flare
- Substitute
- Thunder / Dazzling Gleam / Focus Blast / Psyshock
- Energy Ball / Dazzling Gleam / Focus Blast / Psyshock

Blue flare and sub should always be there, the last 2 spots should be filled with the next 5. Energy ball> grass knot, it does more on rotom-w, it also is strong and hits rock/ground types. Thunder isnt neccessary but with victory star it can hit outside of rain! It is also good with waters and ohkos talonflame. Focus blast hits ttar, tran and bisharp, those overwise wall it. Dazzling gleam can hurt latwins and goodra, but it isnt too helpful overwise. Lastly, psyshock is STAB.

Best coverage imo, is blue flare, focus blast, thunder, but thats my opinion (this set it walled by latwins)
 
I agree that for the Sub + 3 Attacks Blue Flare is better than V-Create. But I don't think there's a reason to use Victini if not for V-Create. It's just too fucking strong to pass on. And outside of that, Victini is outclassed by other mons, IMO.
 

Monte Cristo

Banned deucer.
ok so, while I do love victini and I do love this thread in certain ways, I do feel it's a bit sketched out and, well, incomplete, so here are my contributions The Shadow Lugia :

first of all, real smogonites use XY sprites for mons so here's victinis'-


Second of all- replace the option to use zen heabutt or brick break and put on trick, trick beats heatran 1v1 (while banded b. strike does 2HKO regardless) and cripples it from checking other things on your team such as chandelure, charizard megas, venusaur mega, victini itself, talonflame and more at worst case please put it as an option (preferably the first otion right infront of zen heabutt)

Third- Add the special set from last gne- you know what, I'll do it for you:

Victini @ Life Orb / Expert Belt / Assault Vest
Ability: Victory Star
EVs: 164 HP / 252 SpA / 92 Spe
or
EVs: 252 SpA / 4 Sdef / 252 Spe
Modest / Timid Nature
- Blue Flare
- U-turn / Psychic / Psyshock
- Energy Ball / Thunder / Thunderbolt
- Glaciate / Dazzling Gleam / Focus Blast

This is personally one of victini's scarier sets due to it's unpredictability and un stat dropping raw power and amazing coverage. The first EV spread lets victini always live manaphy surf and azumarill CB adamant aqua jet after stealth rocks, however the latter spread can be used to optimize the very key 100 speed tier victini is in. Now the moves are quite exchangeable. Blue flare is the only mandatory one for obvious reasons: it's a 130 BP STAB special fire attack with no drawbacks with ~90+ accuracy due to victory star, it's good. On the 2nd slot you can use a toss up, u-turn lets you get momentum which is very nice in this meta, psychic is great psychic STAB while psyshock is an alternative to hit on the physical side- this psychic/shock argument is most prominent in which variant of rotom you want to hit- physical def or sdef but I reccomend psyshock use thunder + hazards damage wears down rotom just fine. the 3rd slot really depends which water types you want to hit, energy ball hits rotom-w hard and should always be used over grass knot since grass knot only hits ttar much harder which uturn lets you get out of. Thunder or thunderbolt is really power v accuracy, thunder 2HKOs rotom-w after hazards sometimes but only has ~77% accuracy after victory star, but what's key is that it's only 8% from fire blast accuracy, and heck, it's better than focus miss! The last slot is in between hitting dragons weaker and lower speed or hitting dragons & darks harder than glaciate with perfect accu but no side effect or just.. focus blast. Focus Blast hits heatran and ttar so hard it's not ignorable, glaciate is very key on low speed EV variants to net some outspeeds, but unless you NEED that speed, just run focus miss or dazzling gleam. The item is in between the 3: Life Orb is the standard ,letting you hit hard and switch up moves, expert belt can be used for recoil haters and choice bluffers and AV can be used for brute tanking power along with the first EV spread.


Damage Calculations

AV Tanking power:
252 SpA Keldeo Surf vs. 164 HP / 0 SpD Assault Vest Victini: 198-234 (51.8 - 61.2%) -- guaranteed 2HKO
4 SpA Rotom-W Hydro Pump vs. 164 HP / 0 SpD Assault Vest Victini: 168-198 (43.9 - 51.8%) -- 9.4% chance to 2HKO
+1 252 SpA Life Orb Genesect Bug Buzz vs. 164 HP / 0 SpD Assault Vest Victini: 181-214 (47.3 - 56%) -- 80.1% chance to 2HKO
252 SpA Life Orb Genesect Bug Buzz vs. 164 HP / 4 SpD Assault Vest Victini: 121-144 (31.6 - 37.6%) -- 89.1% chance to 3HKO
etc will add more when more time

Life Orb Hitting Power:

252 SpA Life Orb Victini Psychic vs. 252 HP / 0 SpD Rotom-W: 152-179 (50 - 58.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Victini Psyshock vs. 252 HP / 0 Def Rotom-W: 134-160 (44 - 52.6%) -- 76.6% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Victini Thunder vs. 252 HP / 0 SpD Rotom-W: 123-146 (40.4 - 48%) -- 4.7% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Victini Thunder vs. 0 HP / 4 SpD Manaphy: 260-307 (76.2 - 90%) -- 18.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Victini Thunder vs. 252 HP / 4 SpD Manaphy: 260-307 (64.3 - 75.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Victini Psychic vs. 4 HP / 0 SpD Garchomp: 183-216 (51.1 - 60.3%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Victini Blue Flare vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 153-181 (51.3 - 60.7%) -- guaranteed OHKO after Stealth Rock
252 SpA Life Orb Victini Blue Flare vs. 252 HP / 252+ SpD Thick Fat Mega Venusaur: 148-174 (40.6 - 47.8%) -- 55.9% chance to 2HKO after Stealth Rock
252 SpA Life Orb Victini Psychic vs. 252 HP / 252+ SpD Mega Venusaur: 203-242 (55.7 - 66.4%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Victini Psyshock vs. 252 HP / 0 Def Mega Venusaur: 242-283 (66.4 - 77.7%) -- guaranteed 2HKO after Stealth Rock
252 SpA Life Orb Victini Blue Flare vs. 252 HP / 0 SpD Sylveon: 185-218 (46.9 - 55.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Victini Psyshock vs. 252 HP / 0 Def Sylveon: 203-239 (51.5 - 60.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
etc.
 
Why not...
Victini@Leftovers/Life Orb
ability:Victory Star
EV's:252 HP/252Spa/4 speed or 252 in speed(your choice)
-Work Up
-Fusion Flare
-Psychic
-Heat Wave? IDK
_______________
Work Up is it's main boosting moves, as it can set uup really easily.The 252 HP is for bulk, and after you get that boost, spam Fusion Flare.It wrecks like a truck, most pokemon will either be 2HKOed or OHKOed.It has worked greatly for me.
The problem here is that even with 252 Ev's in HP I really can't see Victini lasting long enough for Work Up to be worth it. Things are getting faster and hitting harder and Victini's defenses (in my opinion) don't cut it. They can switch in Rotom-W or something similar and you're screwed. Any faster attacker that hits SE (Terrakion, Landorus-I) and you can't really do much.

For me, Victini's main selling point is V-Create. If you're not using it then I don't see a reason to include it in a spot that Charizard-X/Y, Talonflame, Entei, or even Infernape can take.
 

Monte Cristo

Banned deucer.
The problem here is that even with 252 Ev's in HP I really can't see Victini lasting long enough for Work Up to be worth it. Things are getting faster and hitting harder and Victini's defenses (in my opinion) don't cut it. They can switch in Rotom-W or something similar and you're screwed. Any faster attacker that hits SE (Terrakion, Landorus-I) and you can't really do much.

For me, Victini's main selling point is V-Create. If you're not using it then I don't see a reason to include it in a spot that Charizard-X/Y, Talonflame, Entei, or even Infernape can take.
see my post on special victini for that last remark ;)
 
Seeing that perma Sun is gone and victini pretty much has to switch out after each v create, I'd say that if used as a Sun sweeper, special victini seems the better choice, especially with choice scarf. With the nerf to special attacks, a victini spamming blue flare is basically equivalent to the post nerf overheat, without drawbacks, and with a better accuracy to boot (93.5). With a scarf we are having something sitting at +1 base 100; spamming what is pretty much a 292 bp attack. Even if it is not as absurd as that insane 405 bp v create, the fact that it can be spammed is definitely a selling point.
 
The problem here is that even with 252 Ev's in HP I really can't see Victini lasting long enough for Work Up to be worth it. Things are getting faster and hitting harder and Victini's defenses (in my opinion) don't cut it. They can switch in Rotom-W or something similar and you're screwed. Any faster attacker that hits SE (Terrakion, Landorus-I) and you can't really do much.

For me, Victini's main selling point is V-Create. If you're not using it then I don't see a reason to include it in a spot that Charizard-X/Y, Talonflame, Entei, or even Infernape can take.
Still, it isn't as frail as Infernape, and can take 3/2 hits to attempt a sweep.252's speed helps sweep, 186hp/64 speed.Also Terra and Landorious isn't common in the meta now,unless you're running a sand team
 
What about a Brave Max Attack and HP Victini with 0 IV's in Speed with Trick Room and WP, seems gimmicky but it's very deadly and can take Scalds with it's natural bulky defenses. At +2 Attack it has the same power as Adamant Choice Band Victini in the sun.

Edit: Also survives things like Shadow Ball from 252 SpA Gengar, Hydro Pump from 4 SpA Rotom-W, Earthquake from 0 Atk Hippowdon.
 
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For me, Victini's main role is as some kind of revenge killer with Choice Scarf:

Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- V-create
- Bolt Strike
- Zen Headbutt
- U-turn / Trick

If you can manage to couple it with a Zard-Y it can more than just "revenge". Pretty much anything not named Heatran will get severely dented by V-Create. You can also go sassy and toss a Trick as your last move just so you can cripple random walls. Just thought about it, haven't tested it yet.
 
The first thing that jumps out at me when I read this OP is the calc for banded V-create against Greninja. I thought this move was supposed to wreck stuff but no guaranteed OHKO on a quite frail pokemon is slightly disappointing.
 
The first thing that jumps out at me when I read this OP is the calc for banded V-create against Greninja. I thought this move was supposed to wreck stuff but no guaranteed OHKO on a quite frail pokemon is slightly disappointing.
Yeah, but keep in mind this is still an OHKO after LO recoil or any hazards, so worst case scenario, they're killing each other. And with Y-zard running around, that's an OHKO regardless.

And here's for the guy who was wondering how much it does to M-Blastoise:
252+ Atk Choice Band Victini Bolt Strike vs. 252 HP / 0 Def Mega Blastoise: 332-392 (91.7 - 108.2%) -- 50% chance to OHKO
 
The Victini vs Greninja situation, wouldn't Greninja OHKO Victini either way? w. Victinit running Band, it won't be able to outspeed and Greninja will be able to OHKO w. Hydro Pump.

252 SpA Life Orb Greninja Hydro Pump vs. 0 HP / 4 SpD Victini: 398-468 (116.7 - 137.2%) -- guaranteed OHKO
 

aVocado

@ Everstone
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Victini @ Life Orb / Expert Belt / Assault Vest
Ability: Victory Star
EVs: 164 HP / 252 SpA / 92 Spe
or
EVs: 252 SpA / 4 Sdef / 252 Spe
Modest / Timid Nature
- Blue Flare
- U-turn / Psychic / Psyshock
- Energy Ball / Thunder / Thunderbolt
- Glaciate / Dazzling Gleam / Focus Blast
Imo you should also slash Flare Plate, Zap Plate, Leftovers, Quick Claw and Brightpowder. There aren't enough item slashes on that set.
 
While it is true that banded v-create from vicitni fails to OHKO Greninja, you should also keep in mind that a +6 aqua jet from a bellyjet azumarill fails to do the same.
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Greninja: 220-259 (76.9 - 90.5%) -- guaranteed 2HKO
Greninja is frail, but he isn't that frail.
 
this poke is praticly like manaphy. same stats. though its very hard to get good IVs on this poke. it takes a lot of work to get an actual good moveset/functioning victini. he has a nice fire moveset. he gets STAB for both fire and psychic which is usefull for coverage. he can withstand most water types like keldeo and wash rotom. one counter is heatran though.
 

haunter

Banned deucer.
While it is true that banded v-create from vicitni fails to OHKO Greninja, you should also keep in mind that a +6 aqua jet from a bellyjet azumarill fails to do the same.
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Greninja: 220-259 (76.9 - 90.5%) -- guaranteed 2HKO
Greninja is frail, but he isn't that frail.
Actually, 252+ Atk Choice Band Victini V-create vs. 4 HP / 0 Def Greninja: 279-329 (97.5 - 115%) -- 81.3% chance to OHKO. Do note that even jolly Victini has a guaranteed OHKO against Greninja with V-create, even though you'll need SR damage in that scenario to ensure the kill. Greninja is really frail and CB V-create hits like a truck.
 
Yea that is true but most people usually run a jolly nature with a band to try to balance out power and speed. And yea assuming no hazard damage...

252 Atk Choice Band Victini V-create vs. 4 HP / 0 Def Greninja: 255-300 (89.1 - 104.8%) -- 31.3% chance to OHKO

True there is a chance,
but it's pretty low and you shouldn't count on it. In turn as seen above Greninja can easily grab the OHKO.
 

Monte Cristo

Banned deucer.
Yea that is true but most people usually run a jolly nature with a band to try to balance out power and speed. And yea assuming no hazard damage...

252 Atk Choice Band Victini V-create vs. 4 HP / 0 Def Greninja: 255-300 (89.1 - 104.8%) -- 31.3% chance to OHKO
True there is a chance,
but it's pretty low and you shouldn't count on it. In turn as seen above Greninja can easily grab the OHKO.
Running Jolly on CB Victini is really wasting your speed imo, V-create is a speed trap that you can never get out of unless you just spam bolt strike the entire game so it's better just to get off that 1 vcreate with adamant
 
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