ORAS Ubers Mega Sableye Balance

Wings of Night

I COULD BE BANNED!
Hey guys, it's me. This time with a serious rmt n_n

I started with Mega Sableye because I wanted to build balance and Mega Sableye is one of the best Megas in it
Ho-Oh appreciates Mega Sableye's ability to bounce hazards back from stuff like Deo-A, Mega-Aero, Bronzong, Tyranitar etc and checks stuff eg Xerneas, Darkrai which threaten Mega Sableye
I don't think I need to explain why I chose this. It just does so much for every team. It's my stealth rock setter, primary Kyogre/Xern check etc
It's really good on balance because of all the stuff it checks like Mega Diancie, Ho-Oh, Rayquaza, Mega Salamence and SD Groundceus which all threaten the 3 previous members
Dual Dance Primal Groudon was really threatening, I needed a defoger, opposing Waterceus were kinda annoying and Latios also acts as my second Primal Kyogre check
Xerneas was added as the last Member because I felt like I needed an offensive Yveltal check and a cleric was also nice because of opposing waterceus



Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out

The set is pretty standard but I run toxic over will-o-wisp because I think it's more important to hit Ho-Oh or Primal Groudon with toxic than hitting things like Klefki with WoW and I don't really see myself clicking WoW often anyways. Mega Sableye acts as a switch in to things like Ekiller, Deo-A, MMX and many hazard setters. Fake out so I can get a free Mega Evolution against everything.


Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake

Like I said Ho-oh synergizes pretty well with Mega Sableye because it checks things like Xerneas, CM Arceus (except Arceus-Rock) and Darkrai while Mega Sableye comes in on various stealth rock setters. The spread allows Ho-Oh to live a +2 Thunder from Xerneas and outspeed max speed Diancie before megaevolving although you could run a bit more speed to creep things like defensive Primal Groudon which also run a bit speed. Earthquake destroys Diancie and does really solid damage to Arceus-Rock and Tyranitar while Sleep Talk allows it to check Darkrai.


Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar/Dragon Tail
- Thunder Wave

Primal Groudon fits on almost every Team for a reason. It acts as my primary Primal Kyogre and Xerneas check while being the stealth rock setter. I chose the spdef spread because surviving a hit from +2 ekiller is not necessary at all while checking Xerneas (+2 Moonblast doesn't 2HKO if it's full) is really important. Precipice blades is the obligatory stab move which 2HKOs standard Geoxern although I hate the accuracy (has lost me some games against geoxern too) which is why I run Roar too. Thunder Wave to cripple Lati as they switch in on Pdon.


Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam

Due to it's pure water typing and solid defenses it can check many threats like Mega Salamence, Ho-Oh, RP Pdon, Rayquaza, SD Groundceus and Mega Diancie. Ice Beam + Judgment obviously hits all of them while toxic is nice for Latis/Primal Kyogre and primary you don't want to be complete Primal Groudon fodder. You could also run 248 HP/204 Def/56 speed which still outspeeds adamant Rayquaza but I like to outspeed offensive Yveltal so I can stall it out if it lacks taunt if needed.


Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot/ Psyshock
- Draco Meteor
- Roost
- Defog

I chose Latios as my fifth member so I don't get destroyed by Dual Dance Primal Groudon and have hazard removal for Ho-Oh. Having a secondary Primal Kyogre switch in is also nice. I am really unsure about grass knot or psyshock tho. Grass Knot 2HKOs TTar and prevents arceus water from beating me 1v1 if Latios is toxic'd while Psyshock prevents Ho-Oh (draco does a ton but still doesn't 2HKO) and Klefki from getting free switchins. What do you think?


Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]

Geomancy Turn 1, game ends.
Jk but having Xerneas as an offensive Lati/Yveltal check + cleric is really nice as aromatherapy really helps in long battles vs Waterceus. I don't really see a reason to run thunder in this metagame because roar Kyogre is pretty uncommon and HP Rock hits Ho-Oh even better and also doesn't miss. With this spread it speedcreeps other standard Geoxern and prevents Genesect from getting an atk boost while also outspeeding scarf genesect.

A well played Ho-Oh can be really annoying if it burns waterceus which happens sooner or later but it's not like it 6-0s.
The defensive set doesn't do anything vs my team but I don't really have switchins for offensive variants especially if they run knock off or taunt.
CM/Defog variants can't really beat Ho-Oh but SD variants can really get a problem if they can setup for free. Primal Groudon and Arceus-Water are the only things which can take a +2 Sforce.
Latias isn't as threatening as Latios because it lacks the power to break some things but Latios 2HKOs everything on my team and can literally spam psyshock because Mega Sableye isn't a lati switch in at all. Fortunately they don't really get free switch ins.
If your opponent gets up rocks, darkrai has thunder or haxes with sleep talk rolls/dark pulse flinches the team gets pretty much destroyed.


Hope u guys enjoyed. If you have any suggestions drop them if you want :]

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Sleep Talk
- Earthquake

Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Toxic
- Ice Beam

Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Foul Play
- Recover
- Toxic
- Fake Out

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 176 HP / 28 Def / 252 SpA / 52 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Hidden Power [Rock]

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Precipice Blades
- Stealth Rock
- Roar
- Thunder Wave

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Draco Meteor
- Roost
- Defog
 
Last edited:
Definitely I would use your team it's a pretty solid balance. Great job, as you said special sweepers like cm rock ceus can give you problems. Also, you are right is a bit annoyin' deal with others Ho-Oh.
If I can change something in your team I could run into Pdon Lava Plume over Thunder Wave, one fire attack is important when you are using his support moveset. I'm not expert but balance is one of my favorites playstyles. :heart:
 

Wings of Night

I COULD BE BANNED!
Thx for your reply :)
But I don't really know about lava plume on Pdon because it's really risky against either Lati or Xerneas (depending on if I run dragon tail or roar) and I don't think it's needed as waterceus is already annoyed by thunder wave/skarm is walled by Mega Sab and Ho-Oh already spreads burns :/
 

Minority

Numquam Vincar
is a Tiering Contributoris a Top Contributoris a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
This team is solid enough for a Arceus-Water balance, but the quirks in the build structure cause some unwanted results.

Lack of Klefki leaves this team needing additional help versus Darkrai and your solution to that is running CB Sleep Talk Ho-Oh. This is acceptable, but the build really wants to be running a fast Life Orb Ho-Oh instead while you're still left more susceptible to Thunder variants. With so many Geo Xern sets finally catching on to using HP Rock, the team only has one solid check for this threat while opposing Xern can potentially setup on half the team. With aroma variants also being popular, you're sort of forced to run Roar on SpD P Don. In combination with more niche threats like Zekrom and arbitrary Steels it's not hard to imagine P Don getting a bit overloaded. You may want to run the SpD set of Lava Plume / Roar / Sleep Talk / Rest which prevents P Don from being worn down and helps matchup against stall.

Lack of Klefki and Lugia also leaves the team worse off against Mega Salamence, although to be fair it can only setup on two Pokemon. There is also a lack of a direct way of handling SD Arceus-Ghost. Counterplay options against Jolly Rayquaza and Stone Edge Mega Lucario are also lacking. The former outspeeds and 2HKOs every switch-in you have and the only mon you have that is faster can't switch in at all (also takes tons from Extreme Speed). The later can setup on half the team (albeit taking about 75% on setup) but from there you have no way to revenge it and nothing that can survive a boosted attack. The team also struggles a lot against niche sets like Toxic Mega Diancie and HP Rock Shaymin-S. You can run more Speed on Arceus-Water to moderate the Rayquaza issue, although this comes at the cost of much needed physical bulk.

You can somewhat mitigate these weaknesses without incurring heavy restructure to your team by running Will-O-Wisp and Substitute on Mega Sableye. The first eliminates one of the Pokemon Mega Salamence and Mega Lucario could have potentially setup on while the second gives you a much better chance against SD Arceus-Ghost while also retaining a method of being able to safely Mega. In regards to Grass Knot vs. Psyshock on Latios it's basically either you've got some better options against ttar + Ogre teams or you give more breathing room to opposing Ho-Oh and Blissey. You're running Timid on Latios so I just want you to be aware that all this really does is ensure you're faster than unboosted Adamant Mega Salamence, 96+ Arceus, tie opposing Lati and confirm you beat the irrelevant Palkia. You can potentially run Scarf Xerneas as your primary Darkrai answer so that you can run a fast Life Orb Ho-Oh (also gives a method of revenging Stone Edge Mega Lucario and Jolly Rayquaza). This greatly helps against the offense matchup, although you do lose some potency against defensive teams.

Summary:
- Run Will-O-Wisp over Toxic on Mega Sableye and consider Substitute over Fake Out
- Consider running Lava Plume / Roar / Sleep Talk / Rest on Primal Groudon
- Consider running enough Speed on Arceus-Water for Jolly Rayquaza
- Consider running Scarf Xern over Geo Xern and then running fast Life Orb Ho-Oh
 

Wings of Night

I COULD BE BANNED!
Yea thx really much Minority Suspect for the rate. I will definitely try out most of these changes like Scarf Xern, Fast Ho-oh and WoW on Mega Sableye. I would rather run fast sub roost Ho-Oh than Sub Mega Sableye, do you think that would work on this team too? I will probably keep the Groudon set as Roar/Twave/Pblades/Rocks tho because Lati would be really threatening and I would lose Rocks
 

Minority

Numquam Vincar
is a Tiering Contributoris a Top Contributoris a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
I would rather run fast sub roost Ho-Oh than Sub Mega Sableye, do you think that would work on this team too?
Yes, that's part of the benefit of doing that. Good luck.
 
Yea i agree with minority, darkrai with nasty plot and thunder is a huge threat.Hooh cant take a +2 thunder even with spdef investment. Groudon can take a dark pulse but sleep chance and lack of recovery and flinch chance makes it very risky, same goes for xerneas. Also Specs Yveltal is a huge threat, it switches in on majority of this team and kills with almost every hit or two. Klefki would go really well with this team. Solid Team BTW :]
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top