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Victini

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Victini in Pokémon Black & White

#0 in the Unova Pokédex • Victory Pokémon

Victini in the National Pokédex
Victini sprite

Normal

Shiny Victini sprite

Shiny

Pokédex entries

Pokémon Black

This Pokémon brings victory. It is said that Trainers with Victini always win, regardless of the type of encounter.

Pokémon White

It creates an unlimited supply of energy inside its body, which it shares with those who touch it.

Pokémon details

Types

PsychicFire

Category

Victory Pokémon

Abilities

Height

0.4 m (1'04")

Weight

4 kg (8.8 lbs)

National Pokédex

#0494

Pokédex

#0

Victini in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

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 are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Victini, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #0
EV yield
3 HP
Catch rate
3
Base Exp.
270

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
Genderless
Egg cycles
120

Evolution requirements shown in a compact table or chain view.
Victini

Victini

#0

No evolutions

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Liberty Garden

Lighthouse Basement

Static encounter, only one chance15100%

Requires a Liberty Pass from a historical distribution; ordinary official distribution has ended

Historical event gifts

Eind Victini (Japan)

Historical event / import50-

Historical Japanese movie-ticket distribution; English-game trade import, distinct from Liberty Garden; 2011-04-16 to 2011-08-31; distribution has ended, Level shown is the original distribution level; a traded import may have gained levels

White
LocationMethodLevelChanceConditions

Liberty Garden

Lighthouse Basement

Static encounter, only one chance15100%

Requires a Liberty Pass from a historical distribution; ordinary official distribution has ended

Historical event gifts

Eind Victini (Japan)

Historical event / import50-

Historical Japanese movie-ticket distribution; English-game trade import, distinct from Liberty Garden; 2011-04-16 to 2011-08-31; distribution has ended, Level shown is the original distribution level; a traded import may have gained levels

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartConfusion

The target is hit by a weak telekinetic force. It may also leave the target confused.

Psychic5010025
StartQuick Attack

The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.

Normal4010030
StartFocus Energy

The user takes a deep breath and focuses so that critical hits land more easily.

Normal--30
StartIncinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
StartSearing Shot

An inferno of scarlet flames torches everything around the user. It may leave targets with a burn.

Fire1001005
9Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
17Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015
25Flame Charge

The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

Fire5010020
33Reversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015
41Flame Burst

The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well.

Fire7010015
49Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015
57Inferno

The user attacks by engulfing the target in an intense fire. It leaves the target with a burn.

Fire100505
65Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015
73Flare Blitz

The user cloaks itself in fire and charges at the target. The user sustains serious damage and may leave the target burned.

Fire12010015
81Final Gambit

The user risks everything to attack its target. The user faints but does damage equal to the user’s HP.

Fighting-1005
89Stored Power

The user attacks the target with stored power. The more the user’s stats are raised, the greater the damage.

Psychic2010010
97Overheat

The user attacks the target at full power. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

Fire140905

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM22Solar Beam

A two-turn attack. The user gathers light, then blasts a bundled beam on the second turn.

Grass12010010
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM35Flamethrower

The target is scorched with an intense blast of fire. It may also leave the target with a burn.

Fire9510015
TM38Fire Blast

The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn.

Fire120855
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM43Flame Charge

The user cloaks itself with flame and attacks. Building up more power, it raises the user’s Speed stat.

Fire5010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM50Overheat

The user attacks the target at full power. The attack’s recoil harshly reduces the user’s Sp. Atk stat.

Fire140905
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM59Incinerate

The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.

Fire3010015
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM89U-turn

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Bug7010020
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Blue Flare

The user attacks by engulfing the target in an intense, yet beautiful, blue flame. It may leave the target with a burn.

Fire130855

Historical Japanese Pokémon Center Tohoku Victini gift; import/trade (Lv. 100)

Bolt Strike

The user charges its target, surrounding itself with a great amount of electricity. It may leave the target with paralysis.

Electric130855

Historical Japanese Pokémon Center Tohoku Victini gift; import/trade (Lv. 100)

Bounce

The user bounces up high, then drops on the target on the second turn. It may also leave the target with paralysis.

Flying85855

Trade from Black 2 or White 2

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

Trade from Black 2 or White 2

Fusion Bolt

The user throws down a giant thunderbolt. This attack does greater damage when influenced by an enormous flame.

Electric1001005

Historical Movie 14 Victini gift (Black/White) (Lv. 50)

Fusion Flare

The user brings down a giant flame. This attack does greater damage when influenced by an enormous thunderbolt.

Fire1001005

Historical Movie 14 Victini gift (Black/White) (Lv. 50)

Glaciate

The user attacks by blowing freezing cold air at opposing Pokémon. This attack reduces the targets’ Speed stat.

Ice659510

Historical Japanese Pokémon Center Tohoku Victini gift; import/trade (Lv. 100)

Heat Wave

The user attacks by exhaling hot breath on the opposing team. It may also leave targets with a burn.

Fire1009010

Trade from Black 2 or White 2

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

Trade from Black 2 or White 2

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

Trade from Black 2 or White 2

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Trade from Black 2 or White 2

Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

Trade from Black 2 or White 2

V-create

With a hot flame on its forehead, the user hurls itself at its target. It lowers the user's Defense, Sp. Def, and Speed stats.

Fire180955

Historical Movie 14 Victini gift (Black/White) (Lv. 50)

Ability options available to this Pokémon in this game.

Victory Star

Ability Slot 1

Boosts the accuracy of its allies and itself.

Increases moves' accuracy to 1.1× for friendly Pokémon.

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