*note: i posted this exact same thread in smogon, so i´ll just paste what i posted there
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

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

@ 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
Whimsicot

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

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

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


@ 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 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