After browsing through the viable megas, I came across M-Sableye. Since I do not enjoy playing stall, I was yet to use M-Sableye, so I decided to instead build a balance team around him. The team is a hazard stacking team to wear down the opposing team for a late game Bisharp or M-Sableye sweep. It performed relatively well, but I feel like some changes and improvements could be done to make it better.
The Team
Sableye (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Recover
- Will-O-Wisp
Role: M-Sableye is the star of the team and as a result plays a number of crucial roles. Magic Bounce is an amazing ability and allows me to safeguard my team from hazards, status and other miscellaneous non-damaging moves. In conjunction with Calm Mind, it can sweep unprepared teams and is often the win-condition against defensive teams. Its Ghost typing helps keep hazards on the other side of the field since it can spinblock well with its high defensive stats. Prankster before MEVO is also very helpful against offensive teams as it can quickly burn things or CM to take less damage and recover the damage.
Moves and EVs: CM and Shadow Ball allow it to sweep late game and against unprepared teams. Will-O-Wisp lessens damage early game and annoys physical attackers, and Recover for recovery. Max HP and Defense helps Sab take hits better since SpDef is boosted by CM.
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Role: Landorus-Therian is another important member of the team. With Intimidate, it serves as a check to many physical attackers, and provides a much needed Ground immunity. It also sets up rocks and creates momentum with U-Turn. Yache Berry allows Landorus to lure dangerous electric types by taking a HP Ice and OHKOing with the suitable coverage move, and also allows it to take an Ice Punch from M-Lopunny.
Moves and EVs: Moves are standard, EQ for STAB and Stone Edge for coverage. 8 Spe allows it to outspeed Modest Magnezone, and the rest is put into HP and Defense to take hits better.
Klefki (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Role: Klefki's unique typing gives it a number of resistances which are greatly appreciated for the team. It is able to check Latios, M-Gardevoir, M-Diancie and Weavile. With Prankster, it can easily set up Spikes to quickly wear down the opposition. It can stop set-up sweepers such as M-Gyarados or M-Pinsir with a priority Thunder Wave. Key threats such as Serperior and Gengar are also stopped cold with a T-Wave.
Moves and EVs: Thunder Wave stops sweepers and Spikes to wear down the opponent. Magnet Rise provides a temporary Ground immunity so that it can set up layers of Spikes against a larger range of threats. Flash Cannon kills M-Diancie and other fairies. Max HP and SpDef gives it more longevity with Leftovers giving passive recovery.
Volcanion @
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Sludge Wave
- Hidden Power [Grass]
Role: Volcanion not only has great synergy with M-Sableye, but it is also an incredible wall-breaker with its great STABs. Its Fire/Water helps check things that trouble M-Sableye such as Azumarill and Clefable. Steam Eruption hits very hard off a 130 Sp Attack, and has an added effect of a 30% to burn. Volcanion also beats opposing M-Sableye, who can be annoying otherwise. Choice Scarf allows it outspeed various fast threats such as Serperior and Weavile, and swiftly remove them.
Moves and EVs: Flamethrower for a consistent STAB, while Sludge Wave hits Fairies and HP Grass hits Waters. Max Sp Attack to hit as hard as possible, and the rest is put into Speed.
Rotom-Wash @ Leftovers (suggested by BreloomMyHomie)
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Role: Rotom-W's great typing allows it to check a number of threats to the team. These include Sand Rush Excadrill, Talonflame and Bisharp. It also has fantastic synergy with Landorus-T, forming a bulky VoltTurn core. Rotom-W is my only answer to rain teams, M-Swampert in particular, which would otherwise maul my team.
Moves and EVs: Hydro Pump is its only water type STAB. Volt Switch provides momentum, while Will-O-Wisp cripples physical attackers. Albeit unreliable, Pain Split gives it a form of recovery aside from Leftovers. Max HP and Defence to take hits as well as possible.
Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Roost
Role: Latios is a strong special attacker with a good speed tier. Its typing allows it to check Keldeo, Char-Y and Volcanion, which are all big threats to the team. Latios is capable of dealing great damage with Life Orb and its high 130 Sp Attack.
Moves and EVs: Draco Meteor is its hardest hitting move, while Psyshock hits special walls on its weaker Defence stat. Earthquake lures in Heatran and also hits other Ground-weak pokemon after switching in to a Draco. Roost allows its to check the aforementioned threats longer. EVs are self-explanatory.
Conclusion
Thanks for reading, and any help or suggestions are appreciated.
Importable:
Sableye (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Shadow Ball
- Recover
- Will-O-Wisp
Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge
Klefki (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Sludge Wave
- Hidden Power [Grass]
Bisharp (M) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Latios @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Psyshock
- Earthquake
- Roost
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