Pokédex Entry: #494 Victini

#494 Victini

ビクティニ ()
Victory Pokémon
Psychic / Fire
Ability: Victory Star
Height: 0.4m
Weight: 4kg
Male: 0%
Female: 0%
Egg Group: No Eggs
Steps required to hatch: 30600

Family:


Does not evolve

Movesets:

Attack Level Power Accuracy PP Type Damage Effect
Searing Shot 1 100 100 5 Has a 30% chance to burn the target.
Focus Energy 1 0 -- 30 Increases the user's chance to score a critical hit.
Confusion 1 50 100 25 Has a 10% chance to confuse the target.
Incinerate 1 30 100 15 Destroys the target's held berry.
Quick Attack 1 40 100 30 Inflicts regular damage with no additional effect.
Flame Charge 25 50 100 20 Inflicts regular damage. Raises the user's Speed by one stage.
Reversal 33 1 100 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Flame Burst 41 70 100 15 Deals splash damage to Pokémon next to the target.
Zen Headbutt 49 80 90 15 Has a 20% chance to make the target flinch.
Inferno 57 100 50 5 Has a 100% chance to burn the target.
Flare Blitz 73 120 100 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to burn the target.
Final Gambit 81 1 100 5 Inflicts damage equal to the user's remaining HP. User faints.
Stored Power 89 20 100 10 Power is higher the more the user's stats have been raised, to a maximum of 31×.
Overheat 97 140 90 5 Lowers the user's Special Attack by two stages after inflicting damage.
Machine Number Attack Power Accuracy PP Type Damage Effect
TM03 Psyshock 80 100 10 Inflicts damage based on the target's Defense, not Special Defense.
TM06 Toxic 0 90 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 1 100 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day 0 -- 5 Changes the weather to sunny for five turns.
TM12 Taunt 0 100 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam 150 90 5 User foregoes its next turn to recharge.
TM16 Light Screen 0 -- 30 Reduces damage from special attacks by 50% for five turns..
TM17 Protect 0 -- 10 Prevents any moves from hitting the user this turn.
TM19 Telekinesis 0 -- 15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard 0 -- 25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration 1 100 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 SolarBeam 120 100 10 Requires a turn to charge before attacking.
TM24 Thunderbolt 95 100 15 Has a 10% chance to paralyze the target.
TM25 Thunder 120 70 10 Has a 30% chance to paralyze the target.
TM27 Return 1 100 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic 90 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball 80 100 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM31 Brick Break 75 100 15 Destroys Reflect and Light Screen.
TM32 Double Team 0 -- 15 Raises the user's evasion by one stage.
TM35 Flamethrower 95 100 15 Has a 10% chance to burn the target.
TM38 Fire Blast 120 85 5 Has a 10% chance to burn the target.
TM42 Facade 70 100 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Flame Charge 50 100 20 Inflicts regular damage. Raises the user's Speed by one stage.
TM44 Rest 0 -- 10 User sleeps for two turns, completely healing itself.
TM48 Round 60 100 15 Has double power if it's used more than once per turn.
TM50 Overheat 140 90 5 Lowers the user's Special Attack by two stages after inflicting damage.
TM52 Focus Blast 120 70 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball 80 100 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling 1 100 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam 50 90 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM59 Incinerate 30 100 15 Destroys the target's held berry.
TM61 Will-O-Wisp 0 75 15 Burns the target.
TM63 Embargo 0 100 15 Target cannot use held items.
TM68 Giga Impact 150 90 5 User foregoes its next turn to recharge.
TM70 Flash 0 100 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave 0 100 20 Paralyzes the target.
TM77 Psych Up 0 -- 10 Discards the user's stat changes and copies the target's.
TM83 Work Up 0 -- 30 Raises the user's Attack and Special Attack by one stage each.
TM86 Grass Knot 1 100 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger 0 90 15 Raises the target's Attack by two stages and confuses the target.
TM89 U-turn 70 100 20 User must switch out after attacking.
TM90 Substitute 0 -- 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.
TM92 Trick Room 0 -- 5 For five turns, slower Pokémon will act before faster Pokémon.
TM93 Wild Charge 90 100 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Rock Smash 40 100 15 Has a 50% chance to lower the target's Defense by one stage.

Stats:

Base Stats: IV EV Actual at Lv. EV Yield
HP: 100
 
404 3
Top Average: 80
 
Attack: 100
 
299 0
Top Average: 90
 
Defense: 100
 
299 0
Top Average: 83
 
Sp Attack: 100
 
299 0
Top Average: 83
 
Sp Defense: 100
 
299 0
Top Average: 83
 
Speed: 100
 
299 0
Top Average: 78
 
Base Stat Total: 600
 
Top Average: 500
 
(Note: Some stat changes will not display any effect if the level is very low, the IV hasn't changed enough or if the EV is not divisible by 4.)
Averages reflect the average stats for fully evolved Pokémon. Red stats mean below average, green stats mean above average.
Keep up to-date with the latest changes and updates to the Pokedex with the Changelog.