Victini Type: Base Stats HP: 100 Attack: 100 Defense: 100 Special Attack: 100 Special Defense: 100 Speed: 100 Overview: Victini is that new pseudo-legendary that 5th Gen introduced. At first glance it's fairly average. Base 100 stats across the board is nice for bulky attacking, but Victini lacks recovery. It has a decent Special movepool, including its signiture move, Searing Shot, which is a great move with its 100/100 power, but is horrid against stall because of its 5 power points. It's Physical movepool is decent as well. FIre STAB moves, Wild Charge, U-Turn, Zen Headbutt (though Psycho Cut is better), Quick Attack for priority. All in all, Victini is pretty average. Kidding. V-Create is the move that defines Victini. A horrifying 180 Base Power, decent accuracy, and... the drawback isn't even that bad! It drops your Defense, Special Defense, and Speed all 1 stage, which is ok because you can spam it all day in Trick Room, and keep nuking stuff until your PP runs out or they own you with priority. Victini wouldn't even be half as broken as it is today without V-Create. Seriously, anything that doesn't resist it 4x is gonna HATE switching into Nuketini's V-Create. Add a Choice Band, and Sunny Day for good measure, and you'd better hope for low damage roll, because you're gonna get completely destroyed by V-Nuke if you aren't resistant/immune. Sets Choice Band Nuke [SECRET] Victini @ Choice Band Trait: Victory Star EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - V-create - Fusion Bolt - U-turn - Quick Attack / Zen Headbutt I've used this as my lead before, and it usually gets 1-2 kills per game, unless the opponent lacks a check. Then I can end up completely trashing them, just by using V-Create, switching, then using it again. Wild Charge is to hit bulky Water types that will take less damage from V-Create. U-Turn is for scouting, and the last move is filler. Quick Attack for revenge killing, Zen Headbutt for extra STAB against stuff like Poliwrath. [/SECRET] TNT with a Scarf [SECRET] Victini @ Choice Scarf Trait: Victory Star EVs: 4 HP / 252 Atk / 252 Spd Adamant Nature (+Atk, -SAtk) - V-create - Fusion Bolt - U-turn - Zen Headbutt It's about the same thing, but with a Scarf for better revenge killing. This set functions as a more U-Turn oriented lead, due to Choice Scarf allowing you to outspeed most other leads. [/SECRET] And now for something completely different: a bomb with glasses! [SECRET] Victini @ Choice Specs Trait: Victory Star EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Fire Blast - Thunder - Shadow Ball / Psychic / Psyshock - Hidden Power [Ice] / Focus Blast Specstini. It hits less hard, but it's unexpected. Fire Blast is awesome STAB, Thunder is coverage, last two moves are filler. Shadow Ball - Focus Blast grants perfect coverage at the cost of Focus Miss, and Hidden Power [Ice] - [insert Psychic STAB here] will grant you psuedo-BoltBeam, resisted only by Lanturn, but you get a secondary STAB move to hit Lanturn with. [/SECRET] Life Orb Support [SECRET] Victini @ Life Orb Trait: Victory Star EVs: 4 HP / 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - V-create - Fusion Bolt - Brick Break/U-turn/taunt - Zen Headbutt Support / Life Orb set. V-Create is strong STAB, Fusion Bolt is coverage, third move is filler. Zen Headbutt is other STAB. [/SECRET] Final Gambit lead [SECRET] Victini @ Choice Scarf Trait: Victory Star EVs: 252 HP / 4 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - V-create - Fusion Bolt - U-turn - Final Gambit This set utilizes Final Gambit. Pretty much gives you a free KO if pulled off right. Everything else is unnecessary, except U-Turn. [/SECRET] Partners to Victini: Claydol provides the essential move Rapid Spin. Since Victini will be switching out quite often (often when it's KO'd something and the opponent sends in a check to try and revenge kill), entry hazards such as Spikes and Stealth Rock limit Victini's usage greatly. Claydol also provides a resist to Rock moves, and an immunity to the ever-common Earthquake. However, sharing the Psychic type with Victini means you need a different Pokemon to sponge Ghost and Dark moves, as well as Water moves (due to Fire and Ground sharing a Water weakness). Blastoise also provides Rapid Spin, as well as the ability to sponge up Water moves and strike back with its own Special Attacks. V-Create gets trolled by Focus Sash and Sturdy, so you want entry hazards to break that. Spikes and Toxic Spikes are incredibly useful to wear down Water and Rock types that will come in to sponge V-Create. Discuss Victini.