Foul Play actually works nicely whilst the opponent is burned, the amount of pokemon who Swords Dance to neutralise the burn and then are KO'd by Foul Play (coming off their boosted and already higher than average attack) is astonishing. Even if they don't Swords Dance you still usually get the KO because their attack is so high. Knock Off is also good, especially when facing something dependent on its item like Chansey, but it seems a bit more niche to me and inferior to Trick or Switcheroo support if you have it.
Not so, silfan. Priority Will-O-Wisp lets you run more specially defensive. There aren't a lot of viable physical Fire-type attackers (Darmanitan, Victini, and Megazard X are the only I can think of) so anything that wants to switch in runs the risk of getting burnt. Agreed with Leftovers, because the instant Sableye stops running Choice Trick or Lagging Tail Trick is the day I sleep easier at night.
If you look at Double Electric's post on the first page he makes a pretty strong case for physically defensive. I run it currently, and I have to agree with him - Sableye doesn't really have the bulk to tank many SpAtk hits so there's not much point unless you wanted to run it SAtk lowering moves.
Actually, that sounds like a pretty good set:
Sableye @ Leftovers / Maranga Berry
Ability: Prankster
EVs: 252 SDef / 252 HP / 4 Def
Calm Nature
IVs: 0 Atk
- Taunt / WoW / Captivate
- Recover
- Snarl
- Toxic
Snarl gives you SpAtk drops so long as you're not up against a faster Fairy (and can tank the initial hit). WoW allows you to stall out physical attackers, Captivate gives you another semi-reliable method of lowering SpAtk (doesn't work against the same gender or ghosts) and Taunt means you yourself can't be taunted. The EVs are just placeholders, you might me able to fiddle them so you can take a good balance of physical and special hits (or outspeed uninvested slow fairies with Snarl). a Maranga berry gives higher SpDef at the expense of Leftovers recovery as long as you don't switch out again so it might be useful in some cases. For example it's the only thing that would let you handle a modest LO Espeon with Dazzling Gleam:
252+ SpA Life Orb Espeon Dazzling Gleam vs. 252 HP / 252+ SpD Sableye: 234-278 (76.9 - 91.4%) -- guaranteed 2HKO
Then on the second turn when you priority Recover:
-1 252+ SpA Life Orb Espeon Dazzling Gleam vs. +1 252 HP / 252+ SpD Sableye: 104-125 (34.2 - 41.1%) -- guaranteed 3HKO
It would take a few Recovers to get yourself in a position where you can use Toxic, but fending off a Dazzling Gleam from something with the SpAtk of Espeon is a worse case scenario.