About
When it shares the infinite energy it creates, that being’s entire body will be overflowing with power.
- Abilities
-
Increases moves' accuracy to 1.1× for friendly Pokémon.
- Height
- 0.4 m 1′04″
- Weight
- 4.0 kg 8.8 lb
- Gender
Genderless
Base stats
| Stat | Base | Distribution | Range at level 100 |
|---|---|---|---|
| HP | 100 | 310–404 | |
| Attack | 100 | 184–328 | |
| Defense | 100 | 184–328 | |
| Sp. Atk | 100 | 184–328 | |
| Sp. Def | 100 | 184–328 | |
| Speed | 100 | 184–328 | |
| Total | 600 | ||
Ranges assume 0 IVs, 0 EVs and a hindering nature at the low end, and 31 IVs, 252 EVs and a helpful nature at the high end.
Type matchups
Multipliers use the current type chart. Abilities that change damage taken can be applied.
Taking hits
- Weak 2×
- WaterGroundRockGhostDark
- Resists ½×
- FireGrassIceFightingPsychicSteelFairy
Same-type attacks
- Super effective 2×
- GrassIceFightingPoisonBugSteel
Evolution
Victini does not evolve.
Moves
Moves this Pokémon can learn in the selected game. STAB marks attacks that share its type.
| Lv. | Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| 1 | Confusion STAB Has a chance to confuse the target. | Psychic | Special | 50 | 100% | 25 |
| 1 | Flame Charge STAB Inflicts regular damage. Raises the user’s Speed by one stage. | Fire | Physical | 50 | 100% | 20 |
| 1 | Increases the user’s chance to score a critical hit. | Normal | Status | — | — | 30 |
| 1 | Inflicts regular damage with no additional effect. | Normal | Physical | 40 | 100% | 30 |
| 1 | V-create STAB Lowers the user’s Defense, Special Defense, and Speed by one stage each. | Fire | Physical | 180 | 95% | 5 |
| 7 | Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
| 14 | Incinerate STAB Destroys the target’s held berry. | Fire | Special | 60 | 100% | 15 |
| 21 | Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| 28 | Has a chance to make the target flinch. | Normal | Physical | 70 | 100% | 15 |
| 35 | Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| 42 | Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| 49 | Inferno STAB Has a chance to burn the target. | Fire | Special | 100 | 50% | 5 |
| 56 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
| 63 | Searing Shot STAB Has a chance to burn the target. | Fire | Special | 100 | 100% | 5 |
| 70 | User receives 1/3 the damage inflicted in recoil. | Normal | Physical | 120 | 100% | 15 |
| 77 | Flare Blitz STAB User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target. | Fire | Physical | 120 | 100% | 15 |
| 84 | Overheat STAB Lowers the user’s Special Attack by two stages after inflicting damage. | Fire | Special | 130 | 90% | 5 |
| 91 | Inflicts damage equal to the user’s remaining HP. User faints. | Fighting | Special | — | 100% | 5 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
| Allows the trainer to switch out the user and pass effects along to its replacement. | Normal | Status | — | — | 40 |
Blaze Kick STAB Has an increased chance for a critical hit and a chance to burn the target. | Fire | Physical | 85 | 90% | 10 |
| User bounces high into the air, dodging all attacks, and hits next turn. | Flying | Physical | 85 | 85% | 5 |
| Destroys Reflect and Light Screen. | Fighting | Physical | 75 | 100% | 15 |
| Inflicts regular damage with no additional effect. | Fairy | Special | 80 | 100% | 10 |
| Forces the target to repeat its last used move every turn for 2 to 6 turns. | Normal | Status | — | 100% | 5 |
| Prevents the user’s HP from lowering below 1 this turn. | Normal | Status | — | — | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Grass | Special | 90 | 100% | 10 |
| Power doubles if user is burned, paralyzed, or poisoned. | Normal | Physical | 70 | 100% | 20 |
Fire Blast STAB Has a chance to burn the target. | Fire | Special | 110 | 85% | 5 |
Fire Punch STAB Has a chance to burn the target. | Fire | Physical | 75 | 100% | 15 |
Fire Spin STAB Prevents the target from fleeing and inflicts damage for 2-5 turns. | Fire | Special | 35 | 85% | 15 |
Flamethrower STAB Has a chance to burn the target. | Fire | Special | 90 | 100% | 15 |
Flare Blitz STAB User takes 1/3 the damage inflicted in recoil. Has a chance to burn the target. | Fire | Physical | 120 | 100% | 15 |
| Throws held item at the target; power depends on the item. | Dark | Physical | — | 100% | 10 |
| Has a chance to lower the target’s Special Defense by one stage. | Fighting | Special | 120 | 70% | 5 |
| Increases the user’s chance to score a critical hit. | Normal | Status | — | — | 30 |
Future Sight STAB Hits the target two turns later. | Psychic | Special | 120 | 100% | 10 |
| User foregoes its next turn to recharge. | Normal | Physical | 150 | 90% | 5 |
| Inflicts more damage to heavier targets, with a maximum of 120 power. | Grass | Special | — | 100% | 20 |
| User swaps Defense and Special Defense changes with the target. | Psychic | Status | — | — | 10 |
Heat Wave STAB Has a chance to burn the target. | Fire | Special | 95 | 90% | 10 |
| Ally’s next move inflicts half more damage. | Normal | Status | — | — | 20 |
| User foregoes its next turn to recharge. | Normal | Special | 150 | 90% | 5 |
| Reduces damage from special attacks by 50% for five turns. | Psychic | Status | — | — | 30 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 120 | 75% | 5 |
| Inflicts regular damage with no additional effect. | Normal | Physical | 80 | 85% | 20 |
Mystical Fire STAB Has a chance to lower the target’s Special Attack by one stage. | Fire | Special | 75 | 100% | 10 |
Overheat STAB Lowers the user’s Special Attack by two stages after inflicting damage. | Fire | Special | 130 | 90% | 5 |
| User swaps Attack and Special Attack changes with the target. | Psychic | Status | — | — | 10 |
| Prevents any moves from hitting the user this turn. | Normal | Status | — | — | 10 |
Psychic STAB Has a chance to lower the target’s Special Defense by one stage. | Psychic | Special | 90 | 100% | 10 |
Psyshock STAB Inflicts damage based on the target’s Defense, not Special Defense. | Psychic | Special | 80 | 100% | 10 |
| User sleeps for two turns, completely healing itself. | Psychic | Status | — | — | 5 |
| Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. | Fighting | Physical | — | 100% | 15 |
| Has double power if it’s used more than once per turn. | Normal | Special | 60 | 100% | 15 |
| Protects the user’s field from major status ailments and confusion for five turns. | Normal | Status | — | — | 25 |
| Has a chance to lower the target’s Special Defense by one stage. | Ghost | Special | 80 | 100% | 15 |
| User and target swap abilities. | Psychic | Status | — | — | 10 |
| Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | Normal | Status | — | — | 10 |
| Has a chance to make the target flinch. Only works if the user is sleeping. | Normal | Special | 50 | 100% | 15 |
| Requires a turn to charge before attacking. | Grass | Special | 120 | 100% | 10 |
| Exchanges the user’s Speed with the target’s. | Psychic | Status | — | — | 10 |
Stored Power STAB Power is higher the more the user’s stats have been raised, to a maximum of 31×. | Psychic | Special | 20 | 100% | 10 |
| Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | Normal | Status | — | — | 10 |
| Changes the weather to sunny for five turns. | Fire | Status | — | — | 5 |
| Never misses. | Normal | Special | 60 | — | 20 |
| For the next few turns, the target can only use damaging moves. | Dark | Status | — | 100% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 110 | 70% | 10 |
| Has a chance to paralyze the target. | Electric | Physical | 75 | 100% | 15 |
| Paralyzes the target. | Electric | Status | — | 90% | 20 |
| Has a chance to paralyze the target. | Electric | Special | 90 | 100% | 15 |
| User and target swap items. | Psychic | Status | — | 100% | 10 |
| For five turns, slower Pokémon will act before faster Pokémon. | Psychic | Status | — | — | 5 |
| User must switch out after attacking. | Bug | Physical | 70 | 100% | 20 |
| Forced to use this move for several turns. Pokémon cannot fall asleep in that time. | Normal | Special | 90 | 100% | 10 |
| User receives 1/4 the damage it inflicts in recoil. | Electric | Physical | 90 | 100% | 15 |
| Burns the target. | Fire | Status | — | 85% | 15 |
| Raises the user’s Attack and Special Attack by one stage each. | Normal | Status | — | — | 30 |
Zen Headbutt STAB Has a chance to make the target flinch. | Psychic | Physical | 80 | 90% | 15 |
| Move | Type | Category | Power | Acc. | PP |
|---|---|---|---|---|---|
Expanding Force STAB If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | Psychic | Special | 80 | 100% | 10 |
| Has a chance to burn the target. | Ground | Special | 70 | 100% | 10 |
Training and breeding
Training
- EV yield
- 3 HP
- Catch rate
- 3
- Base friendship
- 100
- Base experience
- 270
- Growth rate
- Slow
Breeding
- Egg groups
- No Eggs
- Egg cycles
- 120 (about 30,840 steps)