Magic Bounce enables Mega Sableye to act as an excellent stallbreaker, entry hazard bouncer, status absorber, and universal stop to both Taunt users and defensive Pokemon. This makes it a true staple on stall teams. Furthermore, Sableye has an excellent typing, giving it immunities to Psychic, Fighting, and Normal as well as a resistance to Poison, while only leaving it weak to Fairy. It also has very solid bulk with access to reliable recovery, enabling it to act as a great wall and beat the majority of Stealth Rock setters with a physically defensive spread. Access to Will-O-Wisp lets it disable most physical attackers, and thanks to Prankster, it can act as an emergency check to a powerful physical sweeper if it hasn't Mega Evolved yet. Unfortunately, Sableye's terrible Speed leaves it very prone to being revenge killed and can leave it overwhelmed by several faster attackers. And while Magic Bounce protects it from direct status moves, it does not prevent secondary effects such as burns from Scald and Lava Plume and poison from Sludge Bomb, which can wear Mega Sableye down tremendously, especially given that its status as a Mega Evolution prevents it from carrying Leftovers. It's also very vulnerable to powerful wallbreakers, which it can often do little to defend itself against.
[SET]
name: Utility
move 1: Knock Off
move 2: Will-O-Wisp
move 3: Recover
move 4: Foul Play / Toxic
item: Sablenite
ability: Prankster
nature: Careful
evs: 252 HP / 112 Def / 144 SpD
[SET COMMENTS]
Moves
========
Knock Off is mainly used for utility purposes, removing items from Pokemon that like to switch into Mega Sableye such as Clefable, Talonflame, and Tentacruel. Will-O-Wisp is also great utility and team support, making a lot of physical attackers a non-factor and also chipping away at switch-ins. Recover acts as reliable recovery, which is needed for Mega Sableye to act as a defensive Pokemon, especially given its lack of Leftovers. Foul Play is the preferred move in the last slot because it stops Talonflame and Mega Charizard X from using Mega Sableye as setup fodder. On the other hand, Toxic cripples Fire-type switch-ins as well as Unaware Clefable lacking Heal Bell. Snatch can be useful to steal recovery moves, enabling Mega Sableye to get its health back all the while wasting the opponent's turn. This is especially helpful when the opposing Pokemon is burned, as it will be unable to recover until it gets KOed from the residual damage. Snatch can also steal setup moves from the likes of Togekiss and Manaphy. However, this requires good prediction to achieve. Metal Burst is a rather niche option on Mega Sableye that fits more on balanced teams than full stall teams; it enables Mega Sableye to weaken a lot of checks such as Landorus and Mega Charizard Y, which in turn can help out a teammate. Finally, Fake Out enables Mega Sableye to Mega Evolve more easily on the first turn when facing a Pokemon that can immediately threaten it, such as Mega Gardevoir, Mega Lopunny, or Volcarona, while getting off some very small chip damage.
Set Details
========
This spread has enough special bulk for Mega Sableye to switch into offensive Heatran variants while conserving enough physical bulk to handle most of the physical attackers Mega Sableye is used as an answer to, such as defensive Landorus-T, Tyranitar and Terrakion. Alternatively, a fully physically defensive spread is still an option if Mega Sableye isn't your answer to offensive Heatran or Gengar and would rather better switch into physical attackers such as Mega Metagross, Landorus-T, Bisharp and Garchomp. A spread of 252 HP / 160 Def / 96 SpD with a Careful nature can be used if you aren't concerned about Heatran and is enough to switch into Gengar. Finally, maximizing Special Defense can be an option too, as it enables Mega Sableye to use Metal Burst more effectively and handle Draco Plate Dragalge better.
Usage Tips
========
You should usually lead with Mega Sableye to scare away Stealth Rock setters, but try to hold off Mega Evolving when facing offense or teams with a physical sweeper your team is weak to, so that you can make use of a priority Will-O-Wisp. If there is a Pokemon on the opposing team that Magic Bounce enables Mega Sableye to disable completely, such as Ferrothorn or Skarmory, Mega Evolve as soon as you can. However, unless Sableye has Fake Out, you should switch out of leads that threaten it. Because Mega Sableye is a very obvious lead, you can take this to your advantage by anti-leading the opponent’s Sableye check. For example, the opponent is likely to lead with Charizard if you have Sableye, so if you have a Latios, it could be a good idea to lead with it instead of Sableye. If Sableye hasn't Mega Evolved yet, try to use double switches in order to do so without enabling the opposing Stealth Rock setter to set up. For example, if your opponent has an offensive Heatran, switch to Sableye if you think it will switch in so that it can Mega Evolve, preventing Heatran from getting up Stealth Rock. Send Mega Sableye in on defensive Pokemon and entry hazard setters that can't 2HKO it, such as Ferrothorn and Tyranitar. Make sure to use Knock Off early on to remove the opponent's items, helping the rest of your team deal with the opponent's. Use Will-O-Wisp when you need to cripple physical attackers, but be careful, as Fire Types like Heatran and Charizard can quite easily switch into Mega Sableye and prompt you to waste a turn. Be very careful to always keep Sableye healthy with Recover at all times. If Mega Sableye is forced out while at relatively low health, it can be very difficult for it to switch back in due to its low Speed, unless the opposing team carries a Pokemon passive enough to be unable to 2HKO it even from that range of health. Make sure Mega Sableye doesn't get worn down by repeated Stealth Rock damage or U-turns and Volt Switches from the likes of Landorus-T and Rotom-W. Be wary of Scald and Lava Plume users, as Mega Sableye gets worn down by burns very easily. If Mega Sableye is running Metal Burst, make sure you only use it when you don't need Mega Sableye for much else, as it will have to take a powerful hit in order to get Metal Burst to KO anything and will likely be left for dead due to its very low Speed preventing it from recovering in time.
Team Options
========
This set is very useful as entry hazard control on stall and balanced teams. It fits particularly well on hazard-stacking balanced teams as a way of deterring opposing hazards while spinblocking and wearing down the opposing team considerably with Knock Off and Will-O-Wisp. As such, Spikes setters such as Klefki and Ferrothorn and Toxic Spikes setters such as Tentacruel and Dragalge make for good partners, especially given their ability to threaten Fairy-types. Because this set is not very self-reliant, it needs something that can consistently deal with its checks, not just a solid check to Fairy-types and setup sweepers but also answers to Calm Mind users such as Keldeo, Mega Slowbro, and Celebi, checks to powerful special attackers such as Landorus that Mega Sableye cannot muscle past, such as Latias and Tornadus-T, and answers to a few physical attackers like Landorus-T that are able to beat it due to its mixed defensive spread, such as Hippowdon or Slowbro. Your team also needs a very good check to opposing Mega Sableye, which, if it runs Calm Mind, will always beat this particular set, so Clefable and Sylveon are good partners too. Offensive Water-types such as Keldeo, Manaphy, and Azumarill are often tough for Sableye to deal with, so it's a good idea to carry a bulky Grass-type such as Ferrothorn or Amoonguss or a bulky Water-type such as Slowbro or Gyarados, especially because the latter twoare able to handle Fire-types, which also threaten Mega Sableye. Fire-types such as Talonflame, Volcarona, and Victini pair up well with Mega Sableye, as it can prevent Stealth Rock from going up and they in return are able to switch into the Fairy- and Fire-type moves that threaten Mega Sableye. Mega Sableye provides good support for Pokemon that are vulnerable to entry hazards, such as Kyurem-B, as well as Pokemon that appreciate common Mega Sableye checks having their item Knocked Off, such as Clefable, which appreciates Heatran's Leftovers being removed, or outright KOed by Metal Burst, such as specially defensive Excadrill, which appreciates the removal of Landorus and Mega Charizard Y from play.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Shadow Ball
move 3: Recover
move 4: Will-O-Wisp
item: Sablenite
ability: Prankster
nature: Bold
evs: 252 HP / 252 Def / 4 SpD
[SET COMMENTS]
Moves
========
Calm Mind turns Mega Sableye into a dangerous bulky sweeper that is able to stall out most special attackers after one boost. Shadow Ball is Mega Sableye's main and only offensive move; it's boosted by Calm Mind and has excellent neutral coverage, with most Pokemon that resist Ghost being heavily crippled by Will-O-Wisp already. Snarl might seem odd, but it lets Mega Sableye set up more easily against opposing special attackers thanks to its added effect and enables Mega Sableye to win one-on-one against opposing Mega Sableye, at the expense of immediate power. Dark Pulse can be used if you don't want Chansey and Porygon2 to drain Mega Sableye of its PP, but Mega Sableye can still beat them without Dark Pulse by PP stalling them. Dark Pulse is generally inferior to Shadow Ball because it hits Fairy-type switch-ins, particularly Gardevoir, less hard and leaves Mega Sableye more easily checked by Substitute + Calm Mind Keldeo. Recover is absolutely mandatory for obvious reasons, as it gives Mega Sableye some longevity and lets it actually sweep and wall threats. Will-O-Wisp is a must for Sableye; it's great for disabling physical attackers and makes it much easier for Mega Sableye to set up on them. It also helps wear down defensive Pokemon and certain special attackers such as Keldeo or Landorus.
Set Details
========
Prankster makes Sableye very useful before Mega Evolving thanks to Will-O-Wisp, Calm Mind, and Recover. HP and Defense are maxed out in order to to wall Stealth Rock setters such as Terrakion, Mamoswine, Landorus-T, and Garchomp. Because of Calm Mind, there isn't too much need for extra special bulk; however, a spread of 252 HP / 160 Def / 96 SpD with a Calm nature can be used to take on Gengar, while a spread of 252 HP / 112 Def / 144 SpD with a Calm nature allows Mega Sableye to take on offensive Heatran variants.
Usage Tips
========
This set is preferably used as a lead to dissuade the opponent from setting up Stealth Rock on turn 1, but Mega Sableye shouldn't Mega Evolve too early against offensive teams because a fast Will-O-Wisp really helps in that matchup. Feel free to Mega Evolve almost immediately against balanced/stall teams. Don't Mega Evolve if there is a physical attacker on the opposing team that your own team is very weak to, so that you can potentially burn it with Prankster Will-O-Wisp. If the opponent leads off with a moderately powerful special attacker such as Landorus or Keldeo, Sableye can Calm Mind on the first turn and Mega Evolve while not taking too much damage. Just use Will-O-Wisp and Recover for most of the battle in order to wear down the opposition. When you find an opening to sweep with Calm Mind, go for it. Mega Sableye can Calm Mind early-game, but in a more defensive manner as opposed to an offensive one so that it can avoid the 2HKO from certain special attackers. If you can, try to Mega Evolve and Calm Mind on the same turn: not only does Sableye get priority on Calm Mind, but it also gains the added bulk of the Mega Evolution.
Team Options
========
Entry hazard removal is highly recommended to give Sableye the flexibility of not having to Mega Evolve immediately. Tentacruel has good synergy with Mega Sableye because it deals with Clefable and Heatran, two hazard setters Mega Sableye struggles against. Starmie is also a good partner for Mega Sableye, as it can switch in on Scalds and Lava Plumes. Excadrill works on more balanced teams for checking Fairy-types. Jirachi is a good option for handling Fairies in general, specifically Mega Gardevoir and Clefable. Pack switch-ins to powerful wallbreakers and setup sweepers that are immune to burns such as Chansey for Mega Charizard Y, Gliscor for Mega Heracross, Heatran or Rotom-W for Talonflame, and Quagsire or Slowbro for Mega Charizard X. Pokemon that can easily switch into Scalds and Lava Plumes such as Starmie, Celebi, and Gliscor are very helpful teammates because Mega Sableye gets worn down very easily by burns. Trappers such as Tyranitar and Gothitelle are often used on Mega Sableye teams because they can dissuade hazard removal and give the team total hazard control. This is especially relevant to hazard-stacking teams that use Pokemon like Toxic Spikes Tentacruel and Spikes Chesnaught.
[STRATEGY COMMENTS]
Other Options
=============
Taunt speeds up the stallbreaking process and holds some good utility before Sableye Mega Evolves, but Mega Sableye's low Speed makes it very inefficient afterwards. Protect, much like Fake Out, enables Sableye to Mega Evolve early, and unlike Fake Out it can also scout Choice-locked Pokemon and what movesets the opposing Pokemon are running. However it can give the opponent a free turn to boost, set up a Substitute, or use Recover. Sucker Punch can pick off weakened targets, but Mega Sableye is rather weak offensively, so it should not be relied upon. You can run non-Mega Sableye as a stallbreaker if you already use a Mega Pokemon, but otherwise there is little to no reason to use regular Sableye.
Checks and Counters
===================
**Fairy-types**: Fairy-types can soak up any hit from Mega Sableye and proceed to deal massive damage in return. Specifically, Clefable and Heal Bell Mega Altaria aren't hampered much by burns and can consistently switch into Mega Sableye thanks to their access to reliable recovery. Mega Diancie can easily bounce back Will-O-Wisp, making it a good switch-in to Mega Sableye; Gardevoir, Sylveon, and Azumarill can check Mega Sableye very well, but the former two can get worn down easily from repeatedly switching into Shadow Ball, while the latter is disabled by Will-O-Wisp.
**Special Setup Sweepers**: Special setup Pokemon such as Manaphy, Togekiss, Substitute + Calm Mind Keldeo, Mega Houndoom, and Serperior can break past Mega Sableye. However, in many cases they can be worn down by Will-O-Wisp if they have no way to avoid status. It is preferable for these Pokemon to run Nasty Plot or Tail Glow as opposed to Calm Mind, in order to win the boosting war with Calm Mind Mega Sableye.
**Physical Setup Sweepers**: Mega Sableye can be taken advantage of by physically offensive Pokemon that can set up without fearing a burn, be they Fire-types such as Mega Charizard X and Talonflame, Poison Heal Pokemon such as Breloom and Gliscor, Substitute users such as Gyarados and Mega Heracross, Lum berry carriers such as Bisharp and Garchomp, or Mega Absol, which avoid burns thanks to Magic Bounce. However, they need to be wary of Foul Play, which can deal a lot of damage to them after a boost. Bulk Up Talonflame, however, can avoid this by boosting its Defense alongside its Attack, preventing Foul Play from dealing significant damage to it.
**Fire-types**: Offensive Fire-types such as Mega Charizard Y and Entei do not care about Will-O-Wisp at all and can either set up on Mega Sableye or outright KO it.
**Wallbreakers**: Powerful wallbreakers such as Landorus and Keldeo can threaten to 2HKO Mega Sableye, in some cases even after a Calm Mind boost. Earth Plate Landorus-T deserves a special mention because, although it does not counter or even check Mega Sableye well, it can lure it in, as Mega Sableye is often tempted to switch into Landorus-T to potentially bounce Stealth Rock back.
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