This is the first serious team I have made. It is aimed to be a stall team (please dont try to change that) and I have reached 1509 points in the ladder with it.
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Will-O-Wisp
- Snarl
- Recover
- Calm Mind
I chose M- Sableye because of the two wonderful abilites it has access to: prankster (before mega-evolving) and magic bounce. It cripples physical attackers with willo wisp, and special attackers with snarl. It heals with recover and can even set up with calm mind. It bounces status, taunt and hazards.
Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Seismic Toss
- Soft-Boiled
- Heal Bell
Its my special wall, and it can also cleric with heal bell( very useful for clefable). Toxic is mandatory to actually do some damage, and seismic toss is to avoid being taunt bait.
Soft boiled to heal, although i would like to use wish(again to cleric) but i would need to have protect then and i dont want to drop toxic or seismic toss
Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Moonlight
- Flamethrower
- Cosmic Power
- Stored Power
I needed a way to stop set-up sweepers and unaware gave me the solution. Its not a calm mind one because i want it to wall physical sweepers too. Flamethrower is to surprise scizors and other steel types (bar heatran) if they try to switch in. I would like to have soft-boiled instead of moonlight but its incompatible with another move.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Protect
- Stealth Rock
- Knock Off
- Roost
Its my physical wall and stealth rock setter. It also absorbs status if sableye is weak to switch in (or just dead). Protect allows me to scout ice beams and switch out if necessary. The two final moves are one of the few things i havent clear: i have used earthquake and roost, fling and acrobatics...I may change it to swords dance earthquake, but I dont know. With one attack, it always misses something.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Spikes
- Gyro Ball
I chose Ferrothorn for the team after testing a few pokemon, like umbreon and registeel, but none of them gave me anything I didnt have. I realize that having a spikes setter and a way to punish physical attackers. Gyro ball punishes fairy types and power whip tries to deal with manaphy. Leech seed helps to heal ferro.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sleep Talk
- Rest
- Scald
- Calm Mind
The classical Suicune set, designed to sponge physical hits and spread burns and cripple physical attackers, as Sableye cannot do everything on its own. It can set up if the opponent lets him and proceed to destroy their team if they dont have the luck to crit him. I recently realized that pressure can be useful sometimes, if the opponent has a supereffective attack with low pp. The problem with this set is that sleep talk is not reliable
Manaphy gives a lot of problems, mainly the scald-rain dance-tail glow version, as it can 2hko chansey and it is not stopped by clefable because moonlight heals less on rain, and even suicune isnt a safe counter.
Mega-Heracross and Hoopa-U are also problematic if sableye has megaevolved. Kyurem-black can be a huge problem if it carries iron head
Needless to say that crits can destroy the team too if they come in the wrong moment

Ability: Prankster
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
- Will-O-Wisp
- Snarl
- Recover
- Calm Mind
I chose M- Sableye because of the two wonderful abilites it has access to: prankster (before mega-evolving) and magic bounce. It cripples physical attackers with willo wisp, and special attackers with snarl. It heals with recover and can even set up with calm mind. It bounces status, taunt and hazards.

Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Toxic
- Seismic Toss
- Soft-Boiled
- Heal Bell
Its my special wall, and it can also cleric with heal bell( very useful for clefable). Toxic is mandatory to actually do some damage, and seismic toss is to avoid being taunt bait.
Soft boiled to heal, although i would like to use wish(again to cleric) but i would need to have protect then and i dont want to drop toxic or seismic toss

Ability: Unaware
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Moonlight
- Flamethrower
- Cosmic Power
- Stored Power
I needed a way to stop set-up sweepers and unaware gave me the solution. Its not a calm mind one because i want it to wall physical sweepers too. Flamethrower is to surprise scizors and other steel types (bar heatran) if they try to switch in. I would like to have soft-boiled instead of moonlight but its incompatible with another move.

Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Protect
- Stealth Rock
- Knock Off
- Roost
Its my physical wall and stealth rock setter. It also absorbs status if sableye is weak to switch in (or just dead). Protect allows me to scout ice beams and switch out if necessary. The two final moves are one of the few things i havent clear: i have used earthquake and roost, fling and acrobatics...I may change it to swords dance earthquake, but I dont know. With one attack, it always misses something.

Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Spikes
- Gyro Ball
I chose Ferrothorn for the team after testing a few pokemon, like umbreon and registeel, but none of them gave me anything I didnt have. I realize that having a spikes setter and a way to punish physical attackers. Gyro ball punishes fairy types and power whip tries to deal with manaphy. Leech seed helps to heal ferro.

Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Sleep Talk
- Rest
- Scald
- Calm Mind
The classical Suicune set, designed to sponge physical hits and spread burns and cripple physical attackers, as Sableye cannot do everything on its own. It can set up if the opponent lets him and proceed to destroy their team if they dont have the luck to crit him. I recently realized that pressure can be useful sometimes, if the opponent has a supereffective attack with low pp. The problem with this set is that sleep talk is not reliable
Manaphy gives a lot of problems, mainly the scald-rain dance-tail glow version, as it can 2hko chansey and it is not stopped by clefable because moonlight heals less on rain, and even suicune isnt a safe counter.
Mega-Heracross and Hoopa-U are also problematic if sableye has megaevolved. Kyurem-black can be a huge problem if it carries iron head
Needless to say that crits can destroy the team too if they come in the wrong moment