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Victini Moves & Learnsetin Pokémon Heart & Soul

psychicfire61 total moves

Complete moveset and learnset for Victini in Pokémon Heart & Soul. Learn which moves Victini can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

17
Level Up
44
TM/HM
0
Move Tutor
0
Egg Moves
61
Total

Level Up Moves (17)

Moves that Victini learns naturally as it levels up.

Searing ShotLevel: 1fire
1001005
Scarlet flames torch everything around the user.
Focus EnergyLevel: 1normal
0030
Focuses power to raise the critical-hit ratio.
ConfusionLevel: 1psychic
5010025
A psychic attack that may cause confusion.
IncinerateLevel: 1fire
010015
Burns up Berries and Gems preventing their use.
Quick AttackLevel: 1normal
4010030
An extremely fast attack that always strikes first.
EndureLevel: 9normal
0010
Endures any attack for 1 turn, leaving at least 1HP.
HeadbuttLevel: 17normal
7010015
A ramming attack that may cause flinching.
Flame ChargeLevel: 25fire
5010020
Attacks in a cloak of flames. Raises Speed.
ReversalLevel: 33fighting
110015
Inflicts more damage when the user's HP is down.
Flame BurstLevel: 41fire
7010015
A bursting flame that does damage to all foes.
Zen HeadbuttLevel: 49psychic
809015
Hits with a strong head- butt. May cause flinching.
InfernoLevel: 57fire
100505
Powerful and sure to inflict a burn, but inaccurate.
Double EdgeLevel: 65normal
010015
A life-risking tackle that also hurts the user.
Flare BlitzLevel: 73fire
12010015
A charge that may burn the foe. Also hurts the user.
Final GambitLevel: 81fighting
11005
The user faints to damage the foe equal to its HP.
Stored PowerLevel: 89psychic
2010010
The higher the user's stats the more damage caused.
OverheatLevel: 97fire
0905
Allows a full-power attack, but sharply lowers Sp. Atk.

TM/HM Moves (44)

Moves that Victini can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Hyper Beamnormal
150905TM15
Leaves the user immobile if target is not KO'd.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Safeguardnormal
0025TM20
Protects allies from status problems for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Solar Beamgrass
12010010TM22
Absorbs light in one turn, then attacks next turn.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Psychicpsychic
9010010TM29
A powerful psychic attack that may lower Sp. Def.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Flamethrowerfire
010015TM35
A powerful fire attack that may inflict a burn.
Fire Blastfire
0855TM38
Incinerates everything it strikes. May cause a burn.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Skill Swappsychic
0010TM48
The user swaps special abilities with the target.
Overheatfire
0905TM50
Allows a full-power attack, but sharply lowers Sp. Atk.
Focus Blastfighting
120705TM52
Attacks at full power. May lower Sp. Def.
Energy Ballgrass
010010TM53
Draws power from nature to attack. May lower Sp. Def.
Flingdark
110010TM56
The effectiveness varies with the held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Will O Wispfire
0015TM61
Inflicts a burn on the foe with intense fire.
Embargodark
010015TM63
Prevents the foe from using any items.
Giga Impactnormal
150905TM68
Leaves the user immobile if target is not KO'd.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
U Turnbug
7010020TM89
Does damage then switches out the user.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Trick Roompsychic
005TM92
Slower Pokémon get to move first for 5 turns.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.
Rock Smashfighting
010015HM06
A rock-crushing attack that may lower Defense.