ORAS OU A WTF Team! - Wonder Trio Force (Peaked 1883)

Wonder Trio Force

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Since I am bad with banners, enjoy this synergy Diagram Like-a-preschool Made-in-paint.

Introduction and Build Process:

The team was born days ago, I was thinking in building something around the Wonder Trio, so when Zapdos was proposed in OU Teambuilding Competition, I realized that Zapdos + Wonder Trio have an interesting synergy, adding Pressure and Hazard control, especially against Rocks + Thunder Wave Clefable.
Alomomola provides an excellent pivot with Eject Button, working well with Dugtrio against Heatran and Tyranitar. Chansey is the essential healer status and special wall.
So after testing and evaluate weaknesses, I made some changes and get this final result.
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Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 Spd / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA
- Discharge
- Roost
- Defog
- Hidden Power [Grass] [Ice]

Common spread, but 68 EVs in spd, to resist a little better a Clefable Moonblast and others special moves, Discharge because paralyzes, Hidden Power Grass instead of Heat Wave to lure Water / Ground mons that are really annoying for the team.
Hidden Power Ice helps cover Landorus-T, Garchomp and Gliscor, reducing wear on Mega Sableye.
An interesting PP control against Stealth Rock that Mega Sableye can not stop, as Clefable and Excadrill.
Zapdos gets highlighted by being able to defend Togekiss, Mega Pinsir (without suffering Magnet Pull) and Tornadus-T, Pokémon that are hard to stall.


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Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 228 Def / 32 spd
impish Nature
- Fake Out
- Knock Off
- Recover
- Foul Play Will-O-Wisp

A Mega Sableye without Will-O-Wisp, the main switches for this Pokémon are Heatran, Talonflame and Clefable. While Knock Off, Foul Play and Fake Out are all necessary, which made me conclude that Will-O-Wisp is not required.
Even if in some cases Will-O-Wisp is not used, the pressure of an extra status inducer helps against the opposing team.
32 EVs SpD allows to survive a Critical Moonblast 0 EVs Clefable, and then remove Leftovers with Knock Off. Fake Out free mega evolves, Foul Play punishes setuppers because the team does not have a Unaware.
Be able to control Ferrothorn, Chansey and other mon is very comfortable, preventing Hazards and Leech Seed, Shedinja appreciates a lot.


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Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 spd
- Earthquake
- Screech
- Reversal
- Aerial Ace / Stone Edge / Pursuit

The trapper. Screech to Chansey, STAB Earthquake, Reversal and the latest move is really a matter of personal coverage.
Aerial Ace helps against Breloom and Mega Heracross weakened, Stone Edge defeat Volcarona, Charizard Y and takes a good damage Thundurus. But Pursuit eliminates a Shedinja opponent.
The niche that Dugrio removes is considerably large, making some very favorable matchup.
Tyranitar Sandstream affect Shedinja? Pursuit press Chansey?
Heatran press with Lava Plume, Taunt, Rocks or Magma Storm?
Excadrill Mold Breaker press with Toxic and Rocks?
Just enjoy Eject Button Alomomola and safely switch to Dugtrio to remove these common threats.
Keeping Focus Sash untouched and full HP, Dugtrio can survive a hit and KO Mega Lopunny and Weavile with Reversal.
21 IVs HP to 201 in the stat, Nature and defensive IVs to minimize the defenses and explore Reversal.


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Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 Def / 0 spd
- Baton Pass
- Shadow Sneak
- Protect
- Will-O-Wisp

The *wall* annoying. With the help of Dugtrio, Shedinja becomes even more annoying, being totally immune to the most common sets of Manaphy, Mega Lopunny, Mega Medicham, Thundurus without Knock Off, and others.
The spread is totally based on the original Wonder Trio team, minimal defense to Transform / Imposter, speed to be slower than Clefable by 1 point.
Protect to scout, Baton Pass to momentum, Shadow Sneak Priority, WoW because it burns.
Extremely important to keep Sash against Azumarill (and hope not miss WoW).
64 PP Baton Pass is great, a slower Passer against Clefable and Suicune, switching to Dugtrio after Shedinja get a hit, forcing the opponent to use another PP since it can not change against Dugtrio, then a simple switch to Shedinja and restart the process.

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Alomomola @ Eject Button
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 Spd
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Mixed wall Alomomola is very difficult to KO. Regenerator is great for a sponge and scout several mon.
Eject Button is a cancer thing when combined with Dugtrio. Switch safely in Heatran, Mega Diancie, Infernape and others to Dugtrio kill.
Regenerator also allows you to recover 1/3 of HP while making this safe return. Unfortunately Knock Off does not activate Eject Button.
Wish support is great, restore the HP Dugtrio if it has removed Chansey and lost 200 HP with 2 Seismic Toss, but without losing the item Focus Sash. Thankful to Regenerator you can recover Alomomola and other mon in the same turn with Wish, making Alomomola the best Wisher's metagame.


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Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 Spd
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell

A special barrier.
Char Y switch, Rocks and Heal Bell Support. Natural Cure to absorb Scald / Toxic without the need to use the precious PP Heal Bell.
High defenses, recovery, support, rocks, she's just fat.

Each mon is well known, so I will not fill lines with obvious things at this point of the metagame.



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Without HP Grass Zapdos, this is annoying if Refresh / Rest.
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Serperior: Mostly SubSeed set, I can try to drop the PP with Zapdos and wall with Chansey, but eventually will defeat me.

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Breloom: Rock Tomb set takes Shedinja and without Aerial Ace in Dugtrio is even more dangerous.

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Thundurus: Mixed Knock + Superpower rip.

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Garchomp: SD + Rocks mainly.

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Kyurem-B: Shedinja is my immunity dragon then Teravolt rip. Physical mixed sets are dangerous, I can avenge with Dugtrio, but need to keep Sash intact.

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Tyranitar: Sandstream to be more correct, Dugtrio need work quickly.

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Azumarill: CB and AV are manageable, but BD is difficult.

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Bisharp: Alomomola must burn with Scald or make a sacrifice to Dugtrio can remove.

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Original Wonder Trio: Zapdos is effective if Dugtrio remove Shedinja, but if the opposite Dugtrio remove Chansey rip.

http://replay.pokemonshowdown.com/ou-456658962 The peak.
http://replay.pokemonshowdown.com/ou-456632651 Against VenuTar solid team.
http://replay.pokemonshowdown.com/ou-452260782 Dugtrio defeat 2/6 of the team, with the support Eject Button. Competitive.
http://replay.pokemonshowdown.com/ou-451905830 HP Grass Zapdos surprise.
http://replay.pokemonshowdown.com/ou-451271426 Zapdos controls Clefable.
http://replay.pokemonshowdown.com/ou-450966598 Eject Button.

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Shedinja and Mega Sableye are very restrictive, while Dugtrio eliminates several of his threats and does not allow counterplay.
The core Pressure + Regenerator + Natural Cure is great to weaken the opponent.
People will want his death or that you have cancer if you use this team.


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpD / 16 Spe
Bold Nature
IVs: 0 Atk / 30 SpA
- Discharge
- Roost
- Defog
- Hidden Power [Ice]

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 228 Def / 32 SpD
Impish Nature
- Fake Out
- Knock Off
- Recover
- Will-O-Wisp

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Reversal
- Aerial Ace

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 156 Spe
Lonely Nature
IVs: 0 Def / 0 SpD
- Baton Pass
- Shadow Sneak
- Protect
- Will-O-Wisp

Alomomola @ Eject Button
Ability: Regenerator
EVs: 40 HP / 252 Def / 216 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Soft-Boiled
- Heal Bell
 
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Alright im here, this team is super similar to an old one based on the same core of Sable + Shedinja + Dugtrio. I like the idea of Eject Bottom on a bulky water to take advantage and safely switch into dugtrio, however this is only a-one-thing-chance so you gotta execute it quickly and force those kind of mons to attack you, because Alomo is crucial in taking physical hits, so this Eject bottom strat could be affected. Also i think u have to consider running Safety Googles on Shedinja this will relieve a bit of pressure in Dugtrio, either way Shedinja most of the time clicks Baton Pass. Id would to suggest some moves that might help you with the threat list.
  • Zapdos with Hidden power grass is so matchup dependent and ToxicMola is enough to handle this type of pokemons, i suggest replace HP Ice > Hp Grass this would let you hit Garchomp and dont rely on alomo to take it on, also let you put pressure on serperior and breloom.
  • 3 attacks Sableye is a waste of utility pokemon tbh, so i would let you a set down below, this set would help you against LO Gengar and still maintain enough bulk to take some other mons combined with Will o Wisp.
  • I really dont know how usefull Screech could be, but if you have some problems maintaining the sash intact on Doggy you can use Endure > Screech, prolly only help to hit harder some Kyub. And you definitely need to run Aerial Ace on last slot.
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off / Foul Play
- Will-O-Wisp
- Recover
- Fake Out
hope i help you, Buena Suerte :D
 
I've been testing the suggestions these days and then comment on.

Hidden Power Grass really ended up being restrictive only for Seismitoad Refresh / Rest, the others could be handle by Alomomola Toxic.
Hidden Power Ice Zapdos removes part of the weight in M-Sableye and Alomomola, it works best against Gliscor, Lando and Chomp, so Foul Play Sableye ends up being less necessary, Will-O-Wisp provides greater status pressure.
Safety Goggles Shed is very interesting and allows handle Keldeo and M-Lopunny under sand, but handle BD Azumarill and SD Crawdaunt is much more difficult, but do not let considering an interesting option.
Dugtrio Aerial Ace really is the most appropriate unless I make sure to face another Shedinja.

To take advantage of the post, Heal Block would be very interesting if Shedinja not needed so much from the other four moves, definitely ruins the Wish support and Chansey Soft.

DennisEG very grateful for the rate and suggestions, certainly helped the team. Gracias.
 
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Hi nice modifications to the standard Sheddy team, I'd just add to the threat list Weavile plus CM Clef. If Sheddy is pursuit trapped after a kill or on a double, it's GG, likewise if CM Clef gets in before you have a chance to Defog it becomes hard to get out of the matchup with Zapdos healthy and rocks down (such that the next time rocks go up it dies on entry).

Furthermore CM Flamethrower Clefable doesn't need any support to lead and 6-0, and the extra attacking move lets it beat Chansey a bit easier in the PP war. I might be missing something here but without Taunt Talon I don't see any counterplay.

http://replay.pokemonshowdown.com/ou-457458105

I have a replay of the effect of rocks Clef against this team (I can only assume he had Weavile over Duggie for the matchup vs opposing Wonder Trios? Idk). My point here is not actually that CM wins, because rocks CM was a really niche set I was using at the time, but that in general the fact that it forces out Sableye and isn't really scared of the defogger is a definite issue.

With that said my suggestion is Roar > HP Ice on Zapdos and Foul Play > Knock Off on Sableye. Losing HP Ice makes the team really vulnerable to SD Stallbreaker Gliscor, but I think the change to Foul Play gives you just enough counterplay, especially with your spread that is more phys def than usual. Roar lets you handle CM Clef and if you keep Sheddy alive until the endgame they cannot go for the last mon sweep, unless carrying Fire coverage.

I think changing that Zapdos set probably makes changing the EV spread to a more sp def variant logical. One that makes sense given the above argument would avoid a 2hko after rocks from +1 Moonblast, such that it can come in with Rocks up on a CM, Defog, and then Roar.

+1 0 SpA Clefable Moonblast vs. 248 HP / 104+ SpD Zapdos: 130-154 (33.9 - 40.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

This spread always achieves that quality which may be considered a worthwhile change if Roar is chosen, given that the list of physical threats dealt with by Zapdos is much diminished.

Hope these thoughts are of use :)
 
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