ORAS OU M-Sableye Stall Team

So usually I like to run balanced teams, but I decided to try it out because almost every time my previous balanced team faced mega sableye I lost, even when I added a fairy type to the mix. So I slapped together a team with mega sableye and some fairy checks, + pokemon to cover those pokemon's weaknesses. Its gone 6 and 0 so far, so pretty great, but I'm just looking for people to slap me in the face with any gaping weaknesses I may be missing. I've spent the past few weeks messing around with a bunch of different team configurations from CM+Stored Power Latias to Rain M-Pert, and so my ladder and ranking stuff is kind of crap, and I've decided I like this one the most. I want to know what weaknesses are going to exploited when I get into the upper parts of the ladder.



Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Recover
- Will-O-Wisp
- Confuse Ray
- Knock Off

The unofficial king of stall. between getting off that prankster on the mega evolve, fantastic bulk, access to a great utility movepool, and awesome typing, this thing is just indestructable if you arent a wall breaker or a fairy. I know the calm mind dark pulse set is pretty popular, but this set lets me force some switches more effectively with confuse ray, along with play off some hax and cripple pokemon with knock off. The bulk means most mons can only 3hko him at best so recover is bueno. he relies a lot on willo+confusion to get any real damage in, but he also just doesnt die, so.....

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Seismic Toss
- Heal Bell

Every OU stall team demands the presence of a pink blob, and chansey is obviously a spectacular cleric and wish passer, which is incredibly useful for a stall team. I sometimes miss having toxic, but I really did need the clerical support so I opted for that and it comes in handy. She also has great defensive synergy with sableye, but then again, so does everything.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Protect

Figured clefable fits well on stall teams, and this gives me a way to fend off guts conk so that sableye doesnt have to burn him. Pretty standard set, gets walled by steel types obviously but whatever I'm over it. If anybody seems something they would like to change, this is the pokemon that I would be most okay with giving up/changing as it never seems to do much but switch into fighting types, which I have a much better answer to anyways in m-sableye.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Protect
- Gyro Ball

Setting up hazards, check. Fairy wall, check. Ferrothorn is just a staple of a lot of my OU teams and never fails me. Iron barb+rocky helmet is good and was chosen specifically because sableye has an immunity to fighting type moves, so physical threats will go for ice punch or something and ferrothorn switches right in and soaks up the hit and punishes them hard for it. Then if they're stupid, I can just switch back to sableye for the fighting hit immunity. If not, that's fine. But yeah, again, awesome defensive synergy with sableye.

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Defog
- Foul Play
- Toxic
- Roost

Because stall is so reliant on switching into walls, hazard support is obviously essential. My team isn't very reliant on setting up rocks all the time so defog is fine, and the only good rapid spinner available would be like forretress or excadrill, which don't really fit into this team. Again, pretty bulky, and is my ground type immunity that heatran so desperately covets in its teammates.

Heatran @ Assault Vest
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Flash Cannon
- Ancient Power
- Lava Plume
- Earth Power

He's a bit undiscovered, but I recently received a recommendation to try him and I'm just loving assault vest heatran. Switchines into fairies that sableye fears just so effectively, and sableye and mandibuzz switch into the fighting and ground types (respectively) that heatran wants to avoid. Heatran is ironically also the most offensive pokemon on this entire team lol. 8 speed evs to beat opposing heatran by speed creep and get that odd hp stat, because otherwise opposing heatrans actually wall my team pretty hard.
 
Sableye Foul Play > CRay
Clefable Unaware > MGuard Wish > SoftBoiled

Heatran Leftovers
Ability: Flash Fire
Nature: Calm
Evs: 248 HP 220 Spdef 40 Speed
- Lava Plume
- Toxic
- Taunt
- Protect/Flashcannon
 
Unaware clefable or quaqsire does seem like a good option that I had completely forgotten about. But I really don't know about foul play instead of C-Ray on sableye because confuse ray does end up being pretty darn helpful. I'd appreciate a couple more opinions on this matter.

And also spdef heatran? idk I like what I'm using right now a lot. On both of these issues I'd like a few more opinions with some solid reasoning before making a switch.
 
Hey Krakenation... nice team you have here...

Since your more of a balanced user... why not take the following suggestions under advisement with regards to trying to make the team a little more balanced.

1. Remove Ferrothorn and Mandibuzz: Yes they provide much needed Stealth Rock and Defog support to any team. However, for the sake of trying to add some level of offensive presence lets try the following members:

Garchomp @ Rocky Helmet
EV: 248 HP / 252 Def / 8 Atk
Ability: Rough Skin
Lax Nature / Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast / Toxic

Skarmory @ Shed Shell
EV: 248 HP / 252 Def / 8 SpD
Ability: Sturdy
Impish Nature
- Defog
- Whirlwind
- Roost
- Drill Peck / Brave Bird

Im just going to bullet-point the benefits of these teammates:

Skarmory

- Skarmory > Ferrothorn as it isn't Magnet Pull'd by Magnezone thanks to Shed Shell
- Provides Phazing so that peope don't try to set up on Skarmory
- Sturdy is an AWESOME ability guaranteeing, at least, one move (barring Mold Breaker users)

Garchomp

- Rough Skin + Rocky Helmet duplicates the masochistic tendencies of Ferrothorn whil providing offensive presence in the form of EQ
- Dragon Tail provides shuffling for SR damage and prevents set-up as well
- Toxic for faster accumulated damage OR Fire Blast to lure in and crush opposing Ferrothorn / Skarmory (Lax Nature for Fire Blast as it provides additional power to guarantee a 2HKO on Skarmory after leftovers recovery.

With the addition of these two you maintain everything you wanted from Ferro and Mandi while able to avoid being set-up fodder... which is the one BIF negative of these two.

Let me know what you think.

2. Change Clefable's ability to Unaware since you have a clerice in Chansey to heal burn / poison.

Otherwise like the team alot... especially the little gremlin for your mega ^_^

Let me know what you think...
 
Hm those are actually some really cool ideas. I will definitly try them out, because I just had a game that went 180 turns and I'm not looking to repeat that.

I recently replaced clefable with unaware physically defensive quagmire, running toxic+recover+eq+scald. While I would want to try out these pokemon, do you have any alterations you would make considering this change to my team?

Also, I switched my heatran to a specially defensive+ leftovers variant running toxic+taunt+lavaplume+flash cannon (had to keep this on here to fight fairies). Adding some offense to my team after I got rid of my one offensive-oriented pokemon is vital, so this might work especially well under said circumstances.
 
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I tried it and the lack of reliable healing without wish-passing on Garchomp ended up being really hard to work with unfortunately :/
 
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