ORAS OU Sablenite (M-Sableye Hazard Control)

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So this team originated from the OU Weekly Research where I chose Dragonite as my mon to experiment with. My first idea that I committed to throughout the whole team-building process was to make a hazard control team. Basically keep hazards off my side and on the opposing side. I have spent a lot of time in this team and I really love how it is in battle. I really think the idea of hazard controlling can be really effective. I have worked a lot on switching around mons and I have come to a state where I want outside input. I appreciate anyone reading and if you rate THANK YOU!

The Team at a Glance
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dragonite.png
skarmory.png
starmie.png
thundurus.png
entei.png

To be honest this team has had tons of changes since the beginning and I am only going to explain my final 6 members.

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I started my team off with my team with Dragonite and added Sableye because I needed a reliable Magic Bouncer that didn't get OHKO'd by bulky grounds such as Garchomp or Landorus. Sableye works really well with Dragonite by bouncing away hazards, burning mons, and wearing down things for Dragonite. For Dragonite, I prompted for a more of a wallbreaking set to take advantage of Sableye's ability to be a nuisance for the opposing team.

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Next up is Skarmory. He was my first edition because I realized that I needed a fairy and dragon switch-in which made it defensively strong with the other two mons. It's main job is to get hazards up for the rest of this team. He was what I really needed for my "hazard control" mindset.

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I chose Starmie as it is a premier spinner in the OU tier. I liked how it was able to check threats like Keldeo, Gengar, Diancie, etc and even functioned as a win condition due to it's amazing speed tier.

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Following the theme of the team I wanted a Defiant user. My team was really Slowbro + M-Slowbro weak which prompted me to choose Thundurus over Bisharp. It also helped with good resistances in steel, fighting, and flying which my team appreciates. Thundurus really appreciates rocks being gone which the other members of the team provide.

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I really wanted another wallbreaker to take advantage of the hazard stacking. Entei provided a good answer to things like Scizor and Ferrothorn. The double priority functions really well and can win games alone. Entei is able to function well without having to worry about taking 25%.

The Team

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Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Sableye is chosen as my Magic Bouncer because Diancie one of it's greatest competitors is not as consitent in preventing hazards due to it's weakness to Earthquake. Sableye provides crucial support in preventing Dragonite, Thundurus, and Entei from taking 25%. Sableye is capable of spreading burns that wear down things for the wallbreakers of the team to take down. M-Sableye is a good switchin to a lot of mons due to his typing like Alakazam, Medicham, Breloom, etc and hazard setters like Skarmory and Hippowdon (then preceed to burn them). Sableye prevents rapid spinning and can be a huge trouble to setup sweepers with foul play and Will-O-Wisp.

dragonite.png

Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Iron Head
- Outrage
- Extreme Speed
- Earthquake

Dragonite is a very strong wallbreaker that reaches to an attack of 603. Dragonite has an amazing movepool, but suffers from 4MSS. I opted for Iron Head, Outrage, Extreme Speed, and Earthquake. Dragonite's job is to wallbreak and take advantage of the hazard stacking with E Speed late game. Iron Head is used to hit Fairies like Clefable which does 70-90 damage. Outrage is strong STAB that I can spam against balance after any fairies are gone. Extreme Speed allows Dragonite to out prioritize things like Weavile, Breloom, and Azumarill and KO alot of things when in conjunction with hazard stack. Earthquake is chose over Fire Punch because Skarmory, Ferrothorn and Scizor are dealt with by other members of the team. Adamant for maximum damage output. I chose this as my wallbreaker because Dragonite can function as a psuedo check to things like Charizard-X (lives a single hit), BD Azumarill (after +6), and Gyarados due to Multiscale.

skarmory.png

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Stealth Rock
- Spikes
- Roost
- Iron Head

With the idea of hazard control in mind, I wanted a hazard setter that accounted for the massive fairy weakness the team yielded. Skarmory was chosen because it doesn't get bopped by common coverage moves like Azumarill's Superpower and Gardevoir's Focus Blast. It also provided longetivity and a ground immunity. I chose Rocky Helmet because my two wallbreakers appreciate the extra damage which Skarmory can provide. His job is to switch in to attacks that he resists, roost up, and get hazards off. He provided defensive synergy with Sableye. It has really good resistances the help the team vs. threats like Tornadus.

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin


Starmie is my spinner of choice because I really liked the speed that it provides being able to check threats like Keldeo, Diancie, Gengar. It also really helps vs. bulky rockers like Garchomp, Landorus, Hippowdon, and Heatran. Spinning support functions well with the team due to a huge stealth rock weakness. I chose it over Excadrill because the team really struggled to beat common stealth rockers within the tier. Hydro Pump and Psyshock are for strong STAB that helps Starmie beat what it's supposed to beat. Ice beam is to OHKO Garchomps and Landos etc. since Ice Type is amazing.

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Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Knock Off


With everything in the team so far I needed something to pressure Defoggers. I chose Thundurus because my team was really weak to M-Slowbro (It still is). Thundurus's job is to switch-in to Defogs and cause as much damage to help the wallbreakers sweep. It also has some nice resistances to priority such as Bullet Punch, Mach Punch, and Flying Priority from Pinsir and Talonflame.

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Entei @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpA
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze


Entei is the second wallbreaker of the team. Entei was added to deal with things like Sableye, Ferrothorn, and Scizor. Another reason I chose it was because it's access to Extreme Speed. I saw potential in double Extreme Speed wallbreakers added with hazard stacking. Entei checks Heatran which like to switch into Sableye because of Bulldoze. It functions well with Sableye since it won't have to face hazards which can really wear it down because of being grounded and taking 25% from rocks. Sacred Fire is such a great move that when you do get burns it really wears down the enemy's mons when in pair with hazards. Adamant for max power.

Threatlist:


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Bulky waters such as Slowbro, Gastrodon, and stuff like that are difficult to deal with

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I really don't know what my stall matchup is like lol. I don't face it much.

Final Words:
I think the team has some issues vs. fat stuff and needs a solid win condition. I have no setup mons either. Thundurus is the most splashable mon on the team. I think a boosting mon could fit the place of Thundurus. I want to see what you guys come up with. Thanks! Pls keep dragonite and sableye


Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Iron Head
- Outrage
- Extreme Speed
- Earthquake

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Stealth Rock
- Spikes
- Roost
- Iron Head

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin

Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Hidden Power [Ice]
- Superpower
- Knock Off

Entei @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 252 Spe
Adamant Nature
IVs: 0 SpA
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze

Started a new account so it is low ladder lOL

http://replay.pokemonshowdown.com/ou-350407319 (played endgame kinda wierd)
http://replay.pokemonshowdown.com/ou-350693429 (haxed clefable but it was 2HKO and Dragonite didn't do anything after so)
http://replay.pokemonshowdown.com/ou-350728963
http://replay.pokemonshowdown.com/ou-350731589 (low ladder things)
http://replay.pokemonshowdown.com/ou-350760543 (Tons of hax, good chance to win)
http://replay.pokemonshowdown.com/ou-350769648 (luck agen, good chance to win)
 
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While your team does have some issues with fat stuff, I think the most important thing for this team is to fix that glaring Electric weakness it has. I agree with you that Thundurus is the most disposable member of the team, and Hippowdon would be a better fit on this team. If you are only willing to make one change, please make this one. Hippowdon also gives you a better check to Charizard-X than Thundurus, which can heavily damage your team even without boosting as you don't have a switch-in. Hippowdon also provides Stealth Rock, so you can free up a moveslot on Skarmory for Whirlwind, which is very effective on hazard stacking teams.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Next, I would replace Entei with Keldeo. This slot is much harder to pick, but you need a check to Mega Sableye, as well as a Dark-type resist, or Hoopa-U is going to be collecting kills all over your team. Having Keldeo, even if it doesn't switch-in super comfortably, gives you a lot of breathing room to play around it, as it can't just spam Dark Pulse willy-nilly, and lets you revenge it. Other options I looked at include Tyranitar and Clefable in this slot, but Tyranitar gets burned by Mega Sableye trying to switch in, and I just didn't like how passive your team was leaning towards in general, but feel free to try it. Keldeo also helps you revenge Kyurem-B as well as lure in Starmie, which can be a huge problem for the team, though Clefable switches in better if you want to go with that.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

Some people hate Choice Specs HP Electric, and think that it can only be used on Scarf sets (not without merit, it can only revenge +1 Gyarados this way) but Gyarados is not a huge issue when you have Skarmory, and you heavily weaken Starmie and Slowbro with Choice Specs in comparison. It also weakens the opposing team much faster to set Dragonite up. Choice Specs also helps you with stall teams, as trying to handle scald burns gets annoying after a while.

Next, I suggest that you replace Dragonite with a Dragon Dance variant. After weakening the opposing teams with spikes, I think that DD will help your goal more, rather than trying to break walls which are already super annoyed by Mega Sableye (heh). Another moveset change would be to replace Psyshock on Starmie with Thunderbolt, which helps you hit Gyarados, as well as lure in Slowbro, Manaphy, and Suicune, which typically check Starmie. Bulky waters in general. I am not entirely sure I agree with offensive Starmie on a defensive build like this, so you can try a defensive variant, but I can see how Ice Beam + ExtremeSpeed could be your only way of handling Serperior at all, so I am not going to push for it. Just something to keep in mind. Whirlwind on Skarmory, as Stealth Rock can be moved to Hippowdon.

Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Earthquake

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Whirlwind
- Spikes
- Roost
- Iron Head

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
 
While your team does have some issues with fat stuff, I think the most important thing for this team is to fix that glaring Electric weakness it has. I agree with you that Thundurus is the most disposable member of the team, and Hippowdon would be a better fit on this team. If you are only willing to make one change, please make this one. Hippowdon also gives you a better check to Charizard-X than Thundurus, which can heavily damage your team even without boosting as you don't have a switch-in. Hippowdon also provides Stealth Rock, so you can free up a moveslot on Skarmory for Whirlwind, which is very effective on hazard stacking teams.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Next, I would replace Entei with Keldeo. This slot is much harder to pick, but you need a check to Mega Sableye, as well as a Dark-type resist, or Hoopa-U is going to be collecting kills all over your team. Having Keldeo, even if it doesn't switch-in super comfortably, gives you a lot of breathing room to play around it, as it can't just spam Dark Pulse willy-nilly, and lets you revenge it. Other options I looked at include Tyranitar and Clefable in this slot, but Tyranitar gets burned by Mega Sableye trying to switch in, and I just didn't like how passive your team was leaning towards in general, but feel free to try it. Keldeo also helps you revenge Kyurem-B as well as lure in Starmie, which can be a huge problem for the team, though Clefable switches in better if you want to go with that.

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

Some people hate Choice Specs HP Electric, and think that it can only be used on Scarf sets (not without merit, it can only revenge +1 Gyarados this way) but Gyarados is not a huge issue when you have Skarmory, and you heavily weaken Starmie and Slowbro with Choice Specs in comparison. It also weakens the opposing team much faster to set Dragonite up. Choice Specs also helps you with stall teams, as trying to handle scald burns gets annoying after a while.

Next, I suggest that you replace Dragonite with a Dragon Dance variant. After weakening the opposing teams with spikes, I think that DD will help your goal more, rather than trying to break walls which are already super annoyed by Mega Sableye (heh). Another moveset change would be to replace Psyshock on Starmie with Thunderbolt, which helps you hit Gyarados, as well as lure in Slowbro, Manaphy, and Suicune, which typically check Starmie. Bulky waters in general. I am not entirely sure I agree with offensive Starmie on a defensive build like this, so you can try a defensive variant, but I can see how Ice Beam + ExtremeSpeed could be your only way of handling Serperior at all, so I am not going to push for it. Just something to keep in mind. Whirlwind on Skarmory, as Stealth Rock can be moved to Hippowdon.

Sableye-Mega (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
IVs: 0 SpA
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Dragon Claw
- Extreme Speed
- Earthquake

Skarmory (M) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 SpA
- Whirlwind
- Spikes
- Roost
- Iron Head

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Thank you for changing my team to work well vs the current meta. Whirlwind on Skarm can really help me vs. those Swords Dance Landos so yeah. I agree with Keldeo being much better than Entei since it can't be foul played like Entei. I chose offensive Starmie because I wanted some offensive pressure. What kind of set would u reccomend? At first it was DD so i will change. thank you :D
 
Thank you for changing my team to work well vs the current meta. Whirlwind on Skarm can really help me vs. those Swords Dance Landos so yeah. I agree with Keldeo being much better than Entei since it can't be foul played like Entei. I chose offensive Starmie because I wanted some offensive pressure. What kind of set would u reccomend? At first it was DD so i will change. thank you :D
I thought you could try a defensive set with Scald, Rapid Spin, Recover, Thunderbolt, but it is not strictly necessary, and does leave you quite a bit weaker to Serperior.
 
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