Closest to Inmortal (legal Wondertomb)

Greetings. Right after 5th gen appeared in japan, with new attacks and stuff, i realized an strategy that was thought as impossible in 4th gen, but i got to make it. I played Japanese version so i could test it out and worked, so let me show you my own version of "Wondertomb"


the team is this:

Shedinja
Shedinja_NB_variocolor.gif

@ Focus Sash/Lum berry
Trait: Wonder Guard
EVs: 252 Attack / 252 Speed
Adamant Narute (+Atk, -Sp.Atk)
- X-Scissor
- Shadow Sneak
- Mimic
- Endure/ Protect

*this is one of the main 3 pokes in my team. i can elaborate the original strategy of wondertomb or i can just use Soak on it, make sure no electric/grass pokemon stands long, and the battle is almost surely won.


Lopunny
lopunny.gif

@ Red Card/Sitrus Berry/No item
Trait: Klutz
EVs: 252 HP / 252 Speed / 6 SDef
Jolly Nature (+Speed, -SAtk)
- Circle Throw
- Entrainment
- Mirror Coat
- After You

ît`s only use is to make Shedinja mimics its move Entrainment. After that it can wall some Sp. attackers with mirror coat, force to switch bulky pokemon, or just lending its speed to its ally with After You

Whimsicot
547.gif

@ Red Card/ Big Root
Trait: Prankster
EVs: 252 SAtk / 252 Speed / 6 HP
Timid Nature (+Speed, -Atk)
- Safeguard
- Giga Drain
- Hurricane
- Taunt

*second key in the team. With this cotton friend i use safeguard so no stat-ailment affect my wondertom, plus it uses taunt to avoid my foe to use tailwind, trick room, or taunt one of my pokemon. i left hurricane to support on Grass-killing and giga drain to regain some healt with the ever-present terakion

Seaking
119.gif

@ Rindo Berry (not tested yet)
Trait: Lightningrod
EVs: 252 Atk / 252 Speed / 6 HP
Adamant Nature (+Atk, -SAtk)
- Waterfall
- Megahorn
- Agility
- Soak

*well, since this is my second possible leader, it can attempt to increase its speed so it can become quicker than most pokes with Agility, and a surprise attack, Soak, which is my second main strategy, after killing most grass-move-users on my foe`s side, switching its partner for Shedinja, and using Soak on it at the same time. that way, i`ll just need to eliminate Electric pokemon.

Infernape
Infernape_NB.gif

@ Life Orb
Trait: Blaze
EVs: 252 Speed / 252 SAtk / 6 SDef
Timid Nature (+SATK, -Atk)
- Heat Wave
- Hidden Power (Ice)
- Fake Out
- Vacuum Wave

*this is like the team`s bodyguard. as possible second lead, im ensuring to eliminate grass pokemon before they can be a threat for my second main strategy, plus being a great sweeper to most DDmence and annoying Whimsicott

Spiritomb
447.png
Spiritomb_NB.gif

@ Expert Belt/ Lum Berry
Trait: Pressure
EVs: 252 HP / 252 SAtk / 6 Speed
Modest Nature (+SDef, -Atk)
- Dark Pulse
- Shock Wave
- Hidden Power (Fire)
- Nasty Plot

*The third main key, which after gaining the treat Wonder Guard, it can spam Nasty Plot till reaching the top of its sp. attack, then sweeping my foes team with OHKO`s or 2HKOS, ensuring a quick victory after everything is set


The main idea is to make both Lopunny and Shedinja be together at the same moment on the field, so the strategy can go on.

ok, the deal`s this. I have 2 different Leads, Seaking and Infernape, in which i can use infernape as a support for Seaking to make it use agility to be faster than most pokes. right after that, if i get to rise my speed, i would switch infernape with Shedinja after killing or weaken the Grass enemy poke, meanwhile i use Soak on my partner. after this, i would keep sweeping or switch seaking for lopunny with Red card so when it get hit, force the foe to switch, and Shedinja using endure.

My other Lead is Lopunny and Shedinja at once after being sure that the strategy can be done with no problems. From here on, both leads works for the next step

First, Lopunny uses Entrainment on one of my foe`s pokemon for two reasons, first, to make its item useless, and second, to make Shedinja use Mimic(only 3G Tutor) on Lopunny and copy Entrainment.
*I had to undust my old Emerald version in which i had a shedinj already. I just used the tutor for Mimic and migrated it to 5th gen)

Luckily, both will survive the next turn, and here i`ve got 2 different choices:
one is to make Lopunny use After You on Shedinja, so it can use Lopunny`s speed to use Entrainment on the same Lopunny, making it Wonder Guard trait, then switching shedinja or Lopunny depending on the situation, sending out spiritomb, and make the other pokemon use Entrainment on it.
The other option is, that if i`m sure that shedinja wont be harmed that turn, switch Lopunny for Spiritomb, and use Entrainment, so it can have Wonder Guard trait.

After i reach my goal, i switch Spiritomb´s partner for Whimsicot, and make it use Safeguard, meanwhile Spiritomb, now with Wonder Guard Trait, spam Nasty Plot to get its Sp.Attack to the very top and inmune to stat ailments.

once this is done, the other trainer has only 2 choices:
giving up for not having stat-damaging moves, or try to resist most of the carnage and make spiritomb the last standing.




i love this strategy for two reason. first, because it is totally invented by me and as far as i know nobody else uses it as i do, and the other reason is because you get acces to a team that is the closest to Invincible (if not invincible already)

in my oppinion, this is how i rate it

Pros:
*Acces to wondertomb, a pokemon believed as a "legend" or "fairy tale" in legal gameplay
*The probability to win a match after getting the moves done is 99% if everything is in favor, otherwise 95%
*Works in both doubles and triples

Cons:
*Takes certain time to be done (3-6 turns in doubles, 2-4 turns in triples) and leave many opens meanwhile
*Succeptible to some taunts
*Mostly Sp.Attack Based
*Not recommended for tournaments since it depends on too many probabilities



I tested this strategy lots of times in the past, and yes, this is the ONLY way to make a Wondertomb in legal ways. i´m not planning to change most of the team structure since it has worked for me at least 85% of the times. just wanna know if you consider this team something good or not.

*i would thank you if you do not "copy" my team as it is, just the main idea cause i dislike trainees who "steal" teams and call themselves pro.

thx beforehand for rating ;)
 
first off where have you tested this out at besides just against other friends that let you pull off your desired ending point. And finally can you elaborate more on each individule pokemon so I can give an actual rate. Now I am no mod so do what you want but I would like more info so I can see more of what the role is of each character.
 
There is a time limit on VGC matches, and if they have more Pokemon left at the end, they win. Even if you manage to get Wonder Guard on Spiritomb, they will easily have gotten a lead on you (because you aren't attacking), and they just need to stall out the timer to win. And that's a lot easier to do than you think, especially with sandstorm or hail. Which you have no way of stopping, but don't think for a second that slapping Sunny Day or Rain Dance on a team member will make this team any good.
 
first off where have you tested this out at besides just against other friends that let you pull off your desired ending point. And finally can you elaborate more on each individule pokemon so I can give an actual rate. Now I am no mod so do what you want but I would like more info so I can see more of what the role is of each character.

sure i have and worked all along. the thing is that i cannot always do it cause of some circumstances
hmmm, ok, i`ll specify what poke does what in the team, but lemme type it first n.n :P

Takes 3-6 turns to work...

Aren't VGC matches approximately that long?

not necesarily, it deppends on whats on the game and how well i develop my strategy. otherwise this team wouldnt stand 3 turns


This is way to gimmicky, if one thing goes wrong you're screwed. 'Nuff Said.

that`s why i`ve got 2 different leads, just in case i need a different aproach

There is a time limit on VGC matches, and if they have more Pokemon left at the end, they win. Even if you manage to get Wonder Guard on Spiritomb, they will easily have gotten a lead on you (because you aren't attacking), and they just need to stall out the timer to win. And that's a lot easier to do than you think, especially with sandstorm or hail. Which you have no way of stopping, but don't think for a second that slapping Sunny Day or Rain Dance on a team member will make this team any good.

well, spiritom has that movepool for something. after being invulnerable to attacks, it`ll just overpower with nasty plot and easy-kill most of my foe`s team. besides, deppending on the situation is how im playing the turns, dont ever think im moving like a COM all the same along the battle xD lol
and dont worry, i didnt add any weather cause it can turn the game against me though hail is barely seen and sandstorm is rarely used nowdays.


I define "good" as being viable in tournaments so...

well, im planning to use it in friendly matches via wifi, that`s why i`m rating it bro ;) however, too bad you think so
 
Foresight+CloseCombot Hitmontop beats WonderTomb. Automatically means you will fail at Regionals if you use this team. Some people without access to Sucker Punch will do some crazy stuff.
 
i didnt add any weather cause it can turn the game against me though hail is barely seen and sandstorm is rarely used nowdays.


What VGC have you been playing that lacks sandstorm and hail teams? As of January 8th Abomasnow is the 11th most common Pokemon used in VGC. And also only having 2 viable leads is nowhere near enough.
 
I thought this thread would've died but err this rmt is not even playable. You may forget your opponent can still attack you. Your pokemon are frail as crap, and if you have a bad match-up you pretty much lost. No one woulld even allow you to set-up. So yea not the best idea even if its wondertomb.
 
You don't seem to have much of a plan for Trick Room and Tailwind teams.


for trick room i do not need to do much different moves since spiritomb is hell slow, and tailwind, well, i cannot cover all the aspects at the time bro, jsut the most seen, and TR is seen more often that tailwind, so...




and for those who think i wont attack even though of the circumsnances, i repeat, I AM NOT A COM e.e i will move differently deppending on the match and who im fighting with, besides most teams in VGC are TR or weather, not much tailwind without a terakion with it. im not planning to go to tournaments, just play some friendly matches around, so i would thnk not to tell me bout "it wont stand in tournaments so it sucks so bad" cause im not even in america/europe/japan/etc. i play mostly friendly matches and some wifi toruneys, but with teams i already trust and deal greatly against TR, tailwind and some weathers.

again, thx 4 the comments
 
Have you tested this out? Like other people mentioned on time how long does this take to set up? Correct me but aren't vgc matches like 15 minutes ?
 
*Not recommended for tournaments since it depends on too many probabilities
The Title of the Thread said:
(VGC) Closest to Inmortal (legal Wondertomb)
So your thread is labled for use in the VGC environment (a tournament) but you specifically mention not to use it in a tournament ?_?

You have a very poor perception of the VGC environment. Hail, sandstorm, and weather in general is extremely common. Your first strategy relying on Lopunny and Shedinja takes ages to set up and is countered by almost any other form of setting up (forms which are usually much quicker and much more effective). Your second relies on your opponent not being able to overwhelm your Seaking (an easy feat) and lacking Electric or Grass attacks (both are common attacks for coverage). Both are pretty much instantly countered by the previously mention hail or sand. Team archetypes like Zapchomp, Rain, Sun, Tailwind, and Trick Room all have a field day with your team.

Your "not playing like a computer" argument" doesn't really have anything backing it either considering you've explained your strategy with a grand total of one alternative option and no answers to "what if?" scenarios against common threats in the metagame. Please try to play test your team next time and ask for a rate if you want serious competitive advice. If you don't want to play competitively then there's not much point in sharing it with a competitive battling website asking for advice on how to make it more competitive.
 
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