Sableye

Albacore

sludge bomb is better than sludge wave
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[OVERVIEW]
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.
 
Last edited:

Srn

Water (Spirytus - 96%)
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Oughta mention somewhere that sableye is extremely pressured by SR SD lum chomp; if it switches in on an SD it basically loses and the opponent gets up rocks.
**Fairy types** : Fairy types can soak up any hit from Sableye and proceed to deal massive damage in return. Specifically, Clefable and Heal Bell Altaria aren't hampered much by burns and can consistently switch into it thanks to their acces to reliable recovery. Mega-Diancie can easily bounce back Will-O-Wisp making it a good switchin to Sableye, Gardevoir and Azuamrill can check it, but the former can get worn down easily from repetidely switching into Shadow Ball while the ladder latter is disabled by Will-O-Wisp
:P

Also, I think the sdef spread is being underrated a little bit here. With it you can cover LO gengar, non hydro greninja, LO latios (two dracos need max rolls twice to kill), and LO thundurus. Ofc this all IS assuming you keep rocks off the field, which I hope isn't too much to ask considering you're using sabl+tenta :/

252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 252+ SpD Sableye: 110-133 (36.1 - 43.7%) -- guaranteed 3HKO
252 SpA Life Orb Protean Greninja Ice Beam vs. 252 HP / 252+ SpD Sableye: 107-126 (35.1 - 41.4%) -- guaranteed 3HKO
252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 252+ SpD Sableye: 181-214 (59.5 - 70.3%) -- guaranteed 2HKO
-2 252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 252+ SpD Sableye: 91-109 (29.9 - 35.8%) -- 31.2% chance to 3HKO
252 SpA Life Orb Thundurus Thunderbolt vs. 252 HP / 252+ SpD Sableye: 122-146 (40.1 - 48%) -- guaranteed 3HKO
 

Shurtugal

The Enterpriser.
is a Tiering Contributor
Mention Snarl somewhere (most likely utility). It's surprisingly effective against a lot of things, especially common switch ins. (But also good against defensive SpA mons like Heatran or Zapdos.)
 

Jukain

!_!
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snarl is actually cool on cm because it gives you the upper hand against opposing sableyes

mention tg rd manaphy in checks/counters

mention a sdef spread somewhere. 252 hp / 136 def / 124 sdef calm is a good mixed defensive one, avoiding the 2hko from offensive heatran fire blast (98% of the time at least which is fine) and lo gengar shadow ball. if you're not so worried about tran based on team considerations (let's say you're running tenta or starmie) then 252/160/96+ is fine to avoid the 2hko from gengar sball. i don't really like full sdef but it does avoid the 2hko from stuff like thund-i tbolt and greninja hydro so it's worth a mention i suppose.

taunt is kinda bad on utility imo considering you usually want to mega immediately to prevent hazards and foul play/toxic are much better at deterring things like talonflame, zards, etc that normally are problems for mega sableye. would deslash it.
 

Albacore

sludge bomb is better than sludge wave
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idk why i slashed taunt it sucks, fixed.

I also grouped stuff like TG Mana, SD Talon, and SD Gliscor together since all of these fall under the same category of setup mons that don't care about Wisp, which is one of the best way to handle Sableye in general.
 
dump the full ev spread in the utility set altogether and replace it with mixed you mentioned instead. Also remove the information you wrote for the option of taunt because its not in the set anymore.
 
You mention that Gliscor can handle Landorus-I and Mega Heracross, but it cannot handle both at the same time. Also, I would not call Talonflame a powerful wallbreaker, base 81 attack is mediocre and not breaking any walls that are not weak to Fire or Flying attacks anytime soon. Also, mention Cresselia as a teammate to handle Landorus-I, Zard Y, and Keldeo.
 
I feel Sylveon in particular should get a mention in Fairy-types especially as it can break down stall like Gardevoir; also being the only specially-orientated Fairy that's not a Mega.
edit: fuck clefable exists. Still, Sylveon's Specs set allows it to wallbreak other members of Sableye's stall teams like Slowbro.
 

AM

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Albacore how's this looking? Implement the above especially Henry's points and we'll take a look after.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Mention that Tentacruel doesn't like getting burned either, since its only recovery is Lefties and will eventually need to switch out to a Cleric to remove it. It can also just be worn down by attacking it as it switches in (especially if you're lucky enough to get a SpD drop from Shadow Ball).
 

Albacore

sludge bomb is better than sludge wave
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Oh yeah forgot about this, sorry about that. I'm not really a fan of the SpD spread because it can't switch into Lando-T as well and is 2HKOed by Garchomp and Metagross but I made it the main spread for the time being.

Also I was thinking of switching round the 2 sets, CM is still very good but the metagame is prepared for it to the point where the utility set is more useful from my experience. Knocking off a Manaphy or a Clefable has more potential to win you the game more than CM does.
 

Srn

Water (Spirytus - 96%)
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Mention that Tentacruel doesn't like getting burned either, since its only recovery is Lefties and will eventually need to switch out to a Cleric to remove it. It can also just be worn down by attacking it as it switches in (especially if you're lucky enough to get a SpD drop from Shadow Ball).
gotta keep in mind that acid spray variants force you out tho. you cannot consistently spinblock tenta.
 
This thing is annoying af, along with these stall teams which run MSab, Chansey, Skarm, Quag and other mons. Does this thing deserve a test before MGross?
 

AM

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Can abuse Prankster WoW before Mega-Evolving.
+ Has an array of utility options including Knock Off, Taunt, Torment, Disable, etc.
Mention Recover or any relevant utility move as well. For the second point don't mention Torment and Disable since they don't even warrant any usage. Mention stuff like Toxic instead.

Team options you need to elaborate and include Scald absorbers such as Celebi and Natural Cure Starmie. M-Sableye is very prone to offensive Water types as well so make some mentions of more valid team-mates based on what it's usually hindered by.

Alright so for the utility set I usually run the 252 HP / 136 Def / 124 SpD spread as mentioned above for the norm now. In practice I think it plays out much better than a more physically inclined spread because of how much you're able to actually check from a defensive standpoint. You have Calm nature on M-Sableye when it should be Careful nature. Sure it's a Utility set but it doesn't change the fact you still want to do some sort of damage through Knock Off on switch ins.

Team options on this set needs a lot of information. You're missing a lot of stuff and the partners for CM aren't always going to be the same as the ones for Utility. You want to mention wall-breakers and sweepers that appreciate the utility support M-Sableye provides such as Lando-I and Volcarona. Mention relevant checks to what threatens M-Sableye that are found on both Balanced and Stall builds such as Quagsire for Charizard-X and Rotom-W for Talonflame as just two examples. Overall beef this up because there's a good amount of team options that are associated with this set and realize this set is a support asset to pave the way for other team-mates to function more effectively, so keep this in mind as you implement team options. That's all I can say for now I'll check back in later today.
 

Srn

Water (Spirytus - 96%)
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Mention Mega Absol in Checks and Counters. It can setup SDs for days and nothing Sableye can do can hurt it. Then M-Absol uses Play Rough.
252 Atk Mega Absol Play Rough vs. 252 HP / 252+ Def Mega Sableye: 136-160 (44.7 - 52.6%) -- 22.7% chance to 2HKO
0- Atk Mega Sableye Foul Play vs. 0 HP / 0 Def Mega Absol: 131-154 (48.3 - 56.8%) -- 90.6% chance to 2HKO

eeeeeehhh
 

AM

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Mention trappers such as Tyranitar and Gothitelle in team options. M-Sableye teams by nature are anti-hazard teams and as such they're reliant on the usage of their own hazards while not only discouraging the use of hazards, but also discouraging the use of hazard removal. In order to make this more easily accomplished M-Sableye is usually paired with trappers depending on the archetype of the team, especially for hazard stacking M-Sableye teams. Mention relevant spinners in general under your team options because Tentacruel isn't the only good spinner available that works well with M-Sableye, and also include a bit how what they provide outside of spinning for M-Sableye's benefit. Tentacruel for checking Clefable and defensive set up sweepers, Starmie for Scald absorption with its Defensive set, Excadrill on Balanced M-Sableye teams as part of a sand core and to remove Fairy types, anything relevant really. Do all this and afterwards consider it QC 1/3.
 
252 Atk Mega Absol Play Rough vs. 252 HP / 252+ Def Mega Sableye: 136-160 (44.7 - 52.6%) -- 22.7% chance to 2HKO
0- Atk Mega Sableye Foul Play vs. 0 HP / 0 Def Mega Absol: 131-154 (48.3 - 56.8%) -- 90.6% chance to 2HKO

eeeeeehhh
Hard counters the CM Set; can setup on the Utility set.
 
In checks and counters, I'd suggest you mention SD Gliscor and SubCM Keldeo which have had a large increase in usage. Tflame and ZardX probably belong more under fire-types. The 'Wallbreakers' section isn't really necessary because they get worn down by Will-O and and I think Keld gets setup on by CM anyway. Lando-I is an important mention, but it's already mentioned under stealth rock setters that beat it 1v1. The only set you would switch in on it, in my opinion, is the CM set which belongs elsewhere. Regular Heracross is a cool check as well, but I'm not sure if QC has deemed it viable. Also, Tentacruel doesn't look like a something you can switch into MegaEye to me. It gets worn down by Will-O and Knock Off and I'm pretty sure Sableye can outlast Heal Bell's measly 8 PP.

'Setup Pokemon that aren't stopped by Will-O-Wisp' seems too general. I'd split it up into something like **Status Evasion** (includes Lum Berry, Poison Heal and Substitute) and **Specially Based Setup Sweepers** (i.e. Manaphy, Serperior, etc). Mega Absol is a hard counter so it might deserve its own section.

This is my opinion; feel free to disagree.
 
In checks and counters, I'd suggest you mention SD Gliscor and SubCM Keldeo which have had a large increase in usage. Tflame and ZardX probably belong more under fire-types. The 'Wallbreakers' section isn't really necessary because they get worn down by Will-O and and I think Keld gets setup on by CM anyway. Lando-I is an important mention, but it's already mentioned under stealth rock setters that beat it 1v1. The only set you would switch in on it, in my opinion, is the CM set which belongs elsewhere. Regular Heracross is a cool check as well, but I'm not sure if QC has deemed it viable. Also, Tentacruel doesn't look like a something you can switch into MegaEye to me. It gets worn down by Will-O and Knock Off and I'm pretty sure Sableye can outlast Heal Bell's measly 8 PP.

'Setup Pokemon that aren't stopped by Will-O-Wisp' seems too general. I'd split it up into something like **Status Evasion** (includes Lum Berry, Poison Heal and Substitute) and **Specially Based Setup Sweepers** (i.e. Manaphy, Serperior, etc). Mega Absol is a hard counter so it might deserve its own section.

This is my opinion; feel free to disagree.
SD Gliscor is OK but SubCM Keld gets 1v1ed by M-Sableye if it is the CM set, which is the most common set, as Keldeos bulk, even after CM, is not that great. Also, it cannot switch in on a M-Sableye that has already has setup, and loss of leftovers from the utility sets Knock Off limits the amount of subs which allows it to get worn down easily by M-Sableye's partners this means he loses the 1v1 i tested it out(mobiling, no replays).
 
SD Gliscor is OK but SubCM Keld gets 1v1ed by M-Sableye if it is the CM set, which is the most common set, as Keldeos bulk, even after CM, is not that great. Also, it cannot switch in on a M-Sableye that has already has setup, and loss of leftovers from the utility sets Knock Off limits the amount of subs which allows it to get worn down easily by M-Sableye's partners this means he loses the 1v1 i tested it out(mobiling, no replays).
For Keldeo, I'm mostly talking about Dark Pulse variants, but SubCM Keldeo is still one of the better checks to Sableye just because it has utility other than its aforementioned role and is easy to fit on teams. I know Sableye can still technically wear it down, but Keldeo allows you to somewhat deal with Sableye without resorting to a dedicated counter by burning and weakening it.
 

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