DEV - [Perfect Pokemon] Scarlet & Violet | Buy Sell Trade 6iv Forum

Pokedex

Victini Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Victini, a Psychic/Fire type creature first seen in Generation 5. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Victini #0494
Victory Pokémon
Pokemon Profile
Pokédex Data
National No. #0494
Type psychic fire
Species Victory Pokémon
Height 0.4 m (1'36")
Weight 4.0 kg (8.8 lbs)
Abilities Victory star
Color Yellow
Introduced in Generation 5
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 100 17%
Attack 100 17%
Defense 100 17%
Sp. Atk 100 17%
Sp. Def 100 17%
Speed 100 17%
Total 600
Evolution

Victini does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Victini learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
17 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
65 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
1 Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Normal 40 100 30
1 Focus Energy The user takes a deep breath and focuses so that critical hits land more easily. Status Normal 0 0 30
33 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
9 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
97 Overheat The user attacks the target at full power. The attack’s recoil harshly lowers the user’s Sp. Atk stat. Special Fire 130 90 5
73 Flare Blitz The user cloaks itself in fire and charges the target. This also damages the user quite a lot. This may leave the target with a burn. Physical Fire 120 100 15
49 Zen Headbutt The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Physical Psychic 80 90 15
41 Flame Burst The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well. Special Fire 70 100 15
25 Flame Charge Cloaking itself in flame, the user attacks. Then, building up more power, the user raises its Speed stat. Physical Fire 50 100 20
89 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
1 Incinerate The user attacks opposing Pokémon with fire. If a Pokémon is holding a certain item, such as a Berry, the item becomes burned up and unusable. Special Fire 60 100 15
81 Final Gambit The user risks everything to attack its target. The user faints but does damage equal to its HP. Special Fighting 0 100 5
57 Inferno The user attacks by engulfing the target in an intense fire. This leaves the target with a burn. Special Fire 100 50 5
1 Searing Shot The user torches everything around it with an inferno of scarlet flames. This may also leave those hit with a burn. Special Fire 100 100 5
1 V Create With a hot flame on its forehead, the user hurls itself at its target. This lowers the user’s Defense, Sp. Def, and Speed stats. Physical Fire 180 95 5

Victini Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. Special Fire 90 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Solar Beam A two-turn attack. The user gathers light, then blasts a bundled beam on the next turn. Special Grass 120 100 10
0 Fire Spin The target becomes trapped within a fierce vortex of fire that rages for four to five turns. Special Fire 35 85 15
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Fire Blast The target is attacked with an intense blast of all-consuming fire. This may also leave the target with a burn. Special Fire 110 85 5
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
0 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
0 Will O Wisp The user shoots a sinister, bluish-white flame at the target to inflict a burn. Status Fire 0 85 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Brick Break The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect. Physical Fighting 75 100 15
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Blaze Kick The user launches a kick that lands a critical hit more easily. This may also leave the target with a burn. Physical Fire 85 90 10
0 U Turn After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Physical Bug 70 100 20
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
0 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Work Up The user is roused, and its Attack and Sp. Atk stats increase. Status Normal 0 0 30
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Mystical Fire The user attacks by breathing a special, hot fire. This also lowers the target’s Sp. Atk stat. Special Fire 75 100 10
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Power Up Punch Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat. Physical Fighting 40 100 20
0 Speed Swap The user exchanges Speed stats with the target. Status Psychic 0 0 10

Victini User Comments


Top