Project Victim of the Week


Check . . . while it can normally switch in on Sableye all day, it only gets 2 switchins guaranteed if Stealth Rock is up :/ Though it's good at breaking the stall teams that Sableye is usually on, so maybe 2 switchins is all you'll need.

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 SpD / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Fire Blast
- Nasty Plot
- Destiny Bond / filler

Mega Houndoom comes in on anything Sableye can do. Bonus points if it's not mega'd yet and comes in on will-o-wisp, since that activates Flash Fire. Shadow Ball is super weak, it maxes out at 16% damage unboosted.

After that, Mega Houndoom can boost faster than Sableye using Nasty Plot, then kill it after one or two boosts, depending on how much Sableye used Calm Mind during that time. Generally, Houndoom can 2HKO Sableye reliably once it has more Special attack boosts than Sableye's Special Defense boosts.

The last slot is a choice between 4 moves (only Destiny Bond might have any use against Mega Sableye, so just pick based on the rest of your team / personal preference):
  • Taunt beats Chansey and SDef Heatran more easily. Use it with 40 HP / 244 SpA / 224 Spe , since that lets Houndoom survive 3 Seismic Tosses (you'll need to set up a lot on Chansey to get through her), while still outspeeding Thundurus.
  • Will-o-wisp screws with some common switchins. Tyranitar, Azumarill, Mega Gyarados, some Mega Altaria, and a few more random pieces of stuff.
  • Destiny Bond does what it always does. Houndoom is fast enough to pull it off pretty well, and it's a rare enough option on a rare pokemon that it can be a nice surprise too.
  • Sludge Bomb hits fairies hard. Mega Altaria and Azumarill mainly. But also Sylveon and Clefable with SDef EVs, where a +2 Sludge Bomb might guarantee the KO that Fire Blast could only get on a high roll + successful accuracy check.
 
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Check




Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Iron Head
- Toxic
- Rapid Spin

Spdef Excadrill is very anti-meta at the moment, and this set demonstrates Excadrill's capabilities beyond its offensive sets. Dual stab is all Excadrill needs to KO most of what it switches into, including Mega Gardevoir, Mega Diancie, Magnezone, Bulky Rotom-W (watch out for wisp), Clefable, Gengar (for scouting), Latios/Latias, Raikou, non-offensive Zapdos and Specs Sylveon. Toxic allows Excadrill to stop Mega Sableye with help from its ability Mold Breaker ignoring Magic Bounce, and it's also useful for inflicting status on obvious Lando-T switch-ins among other things. Mega Gardevoir and Mega Diancie have difficulty KOing Excadrill with Focus Blast and Earth Power respectively (save for two high rolls from Gardevoir) if you switch in on any of their STAB moves. Without attack investment, Excadrill can still OHKO back and deal serious damage to most of the tier.

Listed as a check because it doesn't like taking Will-O-Wisp, and thus works best with Heal Bell support. Def Clefable has pretty good defensive synergy with this Excadrill set, and since Excadrill is providing spin support you can run something like mono-attacking Unaware CM Clef with Heal Bell. There really isn't much more I can say about dealing with Mega Sableye, since Mold Breaker Toxic is all you really need (from this set) to prevent it from setting up.
 
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Name : Volcarona
Status :Check

Volcarona @ Life Orb
Ability: Flame Body
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power Ground

As long as Stealth Rock is off the field, Volcarona can come in on any of Mega Sableye's moves and threaten a sweep with Quiver Dance. Fire Blast is Volcarona's strongest STAB move and will OHKO Mega Sableye after a boost. Giga Drain is used to allow Volcarona to hit water types that try to ruin its day such as Keldeo, Rotom-W, Gyarados-M and Quagsire. Hidden Power Ground is used in the last slot to hit Heatran and Tentacruel which are often paired with Mega Sableye and walls Volcarona otherwise.

Calculations:
0 SpA Sableye Shadow Ball vs. 96 HP / 0 SpD Volcarona: 73-87 (21.7 - 25.9%) -- 2.3% chance to 4HKO
+1 252+ SpA Life Orb Volcarona Fire Blast vs. 252 HP / 4 SpD Sableye: 351-413 (115.4 - 135.8%) -- guaranteed OHKO
+1 252+ SpA Life Orb Volcarona Hidden Power Ground vs. 248 HP / 220+ SpD Heatran: 411-484 (106.7 - 125.7%) -- guaranteed OHKO
+1 252+ SpA Life Orb Volcarona Hidden Power Ground vs. 240 HP / 0 SpD Tentacruel: 247-291 (68.4 - 80.6%) -- guaranteed 2HKO after Black Sludge recovery
 
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Spdef Excadrill: Check
Excadrill @ Leftovers
Ability: Mold Breaker
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Iron Head
- Toxic
- Rapid Spin

(quoted from creative sets thread)
Spdef Excadrill is very anti-meta atm, and this set demonstrates Excadrill's capabilities beyond its pure offensive sets. Dual stab is all Excadrill needs to KO most of what it switches into, including Mega Gardevoir, Mega Diancie, Magnezone, Bulky Rotom-W (watch out for wisp), Clefable, Gengar (for scouting), Latios/Latias, Raikou, non-offensive Zapdos and Specs Sylveon. Toxic allows Excadrill to stop Mega Sableye with help from its ability Mold Breaker ignoring Magic Bounce, and it's also useful for inflicting status on obvious Lando-T switch-ins among other things. Mega Gardevoir and Mega Diancie have difficulty KOing Excadrill with Focus Blast and Earth Power respectively (save for two high rolls from Gardevoir) if you switch in on any of their STAB moves. Without attack investment, Excadrill can still OHKO back and deal serious damage to most of the tier.

Listed as a check because it doesn't like taking Will-O-Wisp, and thus works best with Heal Bell support. Def Clefable has pretty good defensive synergy with this Excadrill set, and since Excadrill is providing spin support you can run something like mono-attacking Unaware CM Clef with Heal Bell.
Yeah, but...

0 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 252+ Def Sableye: 87-103 (28.6 - 33.8%) -- 0.9% chance to 3HKO

This Exca set is (and probably all Exca sets are) just burn/setup bait for Sableye.
 
Name : Talonflame
Status : Check

(I'll add a bit more to this once my dad gets his ass of the computer lol)

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Talonflame is free to switch in against Sableye as long as there are no rocks on the field. Shadow Ball does, at most 37%, so unless your opponent gets a crit, Talonflame will be able to freely switch in against a predicted Will-O-Wisp and safely set up a Swords Dance. Talonflame can also stall out Shadow Ball with priority Roost if it comes down to it. However, you have to be careful of Special Defense drops, which can completely screw you over if you aren't careful. Talonflame can only 2HKO it with out Rocks, so having that priority Roost is a god send. However, Talonflame cannot switch in if Sableye has already set up a Calm Mind.

Calcs:
+2 252 Atk Sharp Beak Talonflame Brave Bird vs. 252 HP / 252+ Def Sableye: 211-249 (69.4 - 81.9%) -- guaranteed 2HKO


0 SpA Sableye Shadow Ball vs. 120 HP / 0 SpD Talonflame: 102-121 (31.1 - 37%) -- 77.4% chance to 3HKO
 
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It's a shaky check if you leave it in after using Toxic, because then you're needlessly letting Excadrill get worn down. Nonetheless I would still consider it a check and a good answer to Mega Sableye for balanced and stall teams. Dealing with Sableye isn't hard as long as you have something to prevent it from setting up and sweeping.

Idk how else I would classify the set, but it was worth mentioning because it works.


Recreant: You might have to be careful about stalling out the Shadow Balls. You're more than likely going to get at least a couple Spdef drops.
 
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Name: Togekiss
status: Counter

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Roost
- Nasty Plot
- Dazzling Gleam
- Air Slash / Heal Bell / Aura Sphere

Basically, Togekiss can come in on anything, set up a Nasty Plot, and proceed to do this:
252+ SpA Togekiss Dazzling Gleam vs. 252 HP / 4 SpD Sableye: 240-284 (78.9 - 93.4%) -- guaranteed 2HKO

And the best Mega Sableye can do is:
+2 0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Togekiss: 135-159 (43.4 - 51.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

In other words, even if it comes in on Calm Mind, there's very little Mega Sableye can do in the long run. Admittedly, this set is pretty much outclassed by Mega Gardevoir, but it's a nice option if you want to use a different Mega. It should also be noted that the traditional set usually uses Heal Bell or Aura Sphere over Dazzling Gleam, so it's a little sub-optimal (more prone to status and easier to wall with Steels). You could drop Air Slash, but that hax...
 
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Mega Altaria
Status: Counter


Altaria @ Altariaite
Ability: Natural Cure
EVs: 64 HP / 192 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Refresh
- Roost

Altaria can come in on all of mega sableye's moves, proceed to set up a DD or 2, and then wreck house with pixilate + STAB boosted return. Refresh is so you can heal burns and paralyzes, and roost keeps altaria constantly healthy.
Calcs:
192+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 252-296 (82.8 - 97.3%) -- guaranteed 2HKO
0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 73-87 (25 - 29.8%) -- guaranteed 4HKO
 
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Mega Altaria
Status: Counter


Altaria @ Altariaite
Ability: Natural Cure
EVs: 64 HP / 192 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Refresh
- Roost

Altaria can come in on all of mega sableye's moves, proceed to set up a DD or 2, and then wreck house with pixilate + STAB boosted return. Refresh is so you can heal burns and paralyzes, and roost keeps altaria constantly healthy.
Calcs:
192+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 168-198 (55.2 - 65.1%) -- guaranteed 2HKO
0 SpA Sableye Shadow Ball vs. 0 HP / 0 SpD Altaria: 73-87 (25 - 29.8%) -- guaranteed 4HKO
I know this is VOTW but Heal Bell is definitely more useful than Refresh unless you plan on getting status'd more than 8 times
 

looiiyut

GIOVANE AUTISMOTTA
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Reserving mega lopunny

Mega Lopunny - Check



Lopunny @ Lopunnyite
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick/Drain Punch
- Return
- Fake out/Substitute/Healing wish
- Ice Punch

Great check to mega sableye thanks to his new ability. Mega Lopunny can come in all moves bar wow and OhKOed sableye with fake out+HJK.
High Jump Kick is a staple for the set and is an absolute nuke. Return is the secondary STAB move that nails Fighting-resistant Pokemon. Ice Punch hits Gliscor, lando as well as Dragon-types hard and Substitute can be used to avoid status moves or take advantage of an opponent's switch.

252 Atk Lopunny High Jump Kick vs. 252 HP / 252+ Def Sableye: 270-320 (88.8 - 105.2%) -- 31.3% chance to OHKO
252 Atk Lopunny Fake Out vs. 252 HP / 252+ Def Sableye: 42-51 (13.8 - 16.7%) -- possible 9HKO after Leftovers recovery
 
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Clone

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Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Calm Mind
- Moonblast
- Wish
- Protect

Doesn't give a fuck about anything bar a burn, but even then Clef wins easily while Sab uselessly Calm minds up and gets bopped by a +2 Moonblast. I'd say more, but this is really self explanatory.

Counter.
 

looiiyut

GIOVANE AUTISMOTTA
is a Tiering Contributor Alumnus
Will-o-wisp has more than 8 PP...
You can use heal bell if you want, but to counter mega sableye, refresh is probably better.
192+ Atk Pixilate Altaria Return vs. 252 HP / 252+ Def Sableye: 252-296 (82.8 - 97.3%) -- guaranteed 2HKO

I can setup one DD, use heal bell, return, game over!
 
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Hogg

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COUNTER

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw / Earthquake
- Roost

Bulky Char-X isn't afraid of anything Sableye can do, and in fact uses Sableye as set-up bait. Being immune to Will-o-Wisp and taking only 30% from Shadow Ball on the high end, Char-X can strike back hard with Flare Blitz, which 2HKOs unboosted, or can use DD/Roost to get up to two Dragon Dances and have a guaranteed OHKO and a pretty good chance of sweeping. (Actually, even just one DD gives you a 20% chance to OHKO with Flare Blitz, or a 94% chance if MSableye took rocks damage.)

The only way Sableye can beat Mega-CharX is if Charizard is unevolved, rocks are up and Sableye has a CM under his belt and either CMs again on the switch or gets a SpDf drop with Shadow Ball.
  • 0 SpA Sableye Shadow Ball vs. 144 HP / 0 SpD Mega Charizard X: 87-103 (26.1 - 30.9%) -- guaranteed 4HKO
  • 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Sableye: 178-210 (58.5 - 69%) -- guaranteed 2HKO
  • +2 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Sableye: 354-417 (116.4 - 137.1%) -- guaranteed OHKO
  • +1 252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 252+ Def Sableye: 265-313 (87.1 - 102.9%) -- 93.8% chance to OHKO after Stealth Rock
It's also worth noting that this set counters both Shadow Ball and Dark Pulse versions of Sableye, so you do not have to wait until his set is revealed before bringing him in.
 
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