Wonder Room is a move that saw little to no use in the previous generation. If you are unfamiliar with Wonder Room it has a very unique effect. This thread will aim to explore its potential uses in the current generation via discussion as it received changes that might make it more viable now.
I'll start by introducing myself. For those thinking they might have missed something I've done in the past, don't be alarmed. I've never posted much here. I like to theorycraft and test stuff on the simulator. I don't really dabble much with laddering and the like. I most like just trying out weird things. Nothing special here.
Except there is something special to discuss, and that is Wonder Room. So let's begin by stating its effect:
Wonder Room will swap the defense and special defense stats of those on the field for 5 turns, counting the turn it was used. In the previous generation it had a priority if -7, making it similar to both Magic Room and Trick Room. It ignores stat boosts such as Iron Defense and the like when making the swap so this is something to consider.
The difference between last generation and now is that the move Wonder Room no longer has a -7 priority. It has a Priority of 0 now, meaning one can outspeed to swap the defenses.
With this in mind it has interesting implications. For example, Sableye can easily fit wonder room on its set and alternate between a Physical and Special wall with ease thanks to prankster. I've tested this out as a proof of concept and it worked flawlessly. Your team slots can condense a special and physical wall into one role with it.
Another thing it can do is throw off your opponent's walls. I've tested and seen situations where pokemon that once walled the pokemon I had out can no longer wall it, nor can they come back in to wall it. They are forced to find something else to wall you with different defenses. An Example being a Mega Aggron I ran into earlier today couldn't tank an earthquake from Salamence, even with filter it took a solid 72%.
An especially interesting implication is how much control it gives you over your opponents moves. If you have a late game physical sweeper that they are saving their best physical wall for they will be forced to bring it out early when it has to play the role of a special wall during Wonder Room's effects. Using wonder room as both an offensive and defensive measure can let you create stronger cores as well as break other cores.
I'll start by introducing myself. For those thinking they might have missed something I've done in the past, don't be alarmed. I've never posted much here. I like to theorycraft and test stuff on the simulator. I don't really dabble much with laddering and the like. I most like just trying out weird things. Nothing special here.
Except there is something special to discuss, and that is Wonder Room. So let's begin by stating its effect:
Wonder Room will swap the defense and special defense stats of those on the field for 5 turns, counting the turn it was used. In the previous generation it had a priority if -7, making it similar to both Magic Room and Trick Room. It ignores stat boosts such as Iron Defense and the like when making the swap so this is something to consider.
The difference between last generation and now is that the move Wonder Room no longer has a -7 priority. It has a Priority of 0 now, meaning one can outspeed to swap the defenses.
With this in mind it has interesting implications. For example, Sableye can easily fit wonder room on its set and alternate between a Physical and Special wall with ease thanks to prankster. I've tested this out as a proof of concept and it worked flawlessly. Your team slots can condense a special and physical wall into one role with it.
Another thing it can do is throw off your opponent's walls. I've tested and seen situations where pokemon that once walled the pokemon I had out can no longer wall it, nor can they come back in to wall it. They are forced to find something else to wall you with different defenses. An Example being a Mega Aggron I ran into earlier today couldn't tank an earthquake from Salamence, even with filter it took a solid 72%.
An especially interesting implication is how much control it gives you over your opponents moves. If you have a late game physical sweeper that they are saving their best physical wall for they will be forced to bring it out early when it has to play the role of a special wall during Wonder Room's effects. Using wonder room as both an offensive and defensive measure can let you create stronger cores as well as break other cores.
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