Alright, I've been wanting to build a team around this guy for ages, and I think I've found a good team to build around it, or rather, built a team and let M-Sableye do what it does.
Teambuilding process/quick glance at the team:
I started off with this guy, since I wanted to build a team around it's amazing ability to shut down every lead in the game; it's incredibly satisfying and puts you on the offensive from round 1, stealing momentum straight off. I then looked for partners for Sable: Bisharp is a great partner since they both switch into each other's weaknesses with impunity (except for Mega Lopunny). Since M-Lop is a huge threat to these two, I needed a good switch in and a spot of utility never hurt anyone: Enter Latias. Providing a check to lopunny, hazard removal (though with M-Sable there should never be hazards around) and a great check to Keldeo too since it has slightly better bulk than it's twin means it earns a place in my squad. Next, since Weavile and Bish are popular in their pursuit trapping roles, and I also needed a check for ferrothorn/skarmory stalls, an offensive Heatran provides great fire pressure while it's natural bulk is great for shutting down the annoying fire birds. Since my team is now x4 weak to fighting and ground, I needed a good counter for both: Rotom-W gives me ground immunity along with Latias, a good counter to ground types in general with a strong hydro pump and good momentum with Volt Switch. Azumarill rounds off the team, giving me another good fighting counter and a final great check to ground types, with a much harder hitting waterfall/aqua jet combo.
So that's the team! I'm leaving the import code below, feel free to use the team and trial it out if you like. I'm gonna welcome all suggestions, but if you do suggest anything try and make sure it's relative to the mon's role; i.e. a replacement for Bisharp would help me greatly if it's physical too. Have a look through and give me your 2 cent's worth.
Teambuilding process/quick glance at the team:






In Depth analysis:
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Sableye
Item: Sablenite
Ability: Prankster -> Magic Bounce
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
- Taunt
- Recover
- Will-O-Wisp
- Knock Off
Sableye is the main man of this team. It's immensely satisfying to be able to run such an effective anti-lead. I used to get annoyed at Sableye, but I guess if you can't beat them, join them, right? He's actually really fun to use, having to balance priority recovery to Mega utility. I'm running Taunt on this set, but I'm open for another option; my reasoning was that I could run it alongside magic bounce to keep the mega in my back pocket for when I need it; priority WoW is great for shutting down physical sweepers, but I'm open to suggestions. Standard moveset after that - recover for, well, recovery, WoW for burn hax and to stop physical sweepers from doing their thing, and knock off for some damage and even more utility. EVs are there to maximse bulk really - I opted for a mixed spread since I'll likely be switching into an array of attacks.
Bisharp
Item: Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pursuit
- Iron Head
- Sucker Punch
Bisharp is such a great parner for Sableye, as it can switch into everything that Sableye is weak to, and Sableye can switch into predicted fighting attacks and can tank special fire attacks, especially with priority recovery after it. He also serves as my physical sweeper and a win-con with swords dance - a life orb swords dance boosted sucker punch hits like a complete train, while pursuit is used for the chance to trap mons, since my Sable carries knock off on his set. Pursuit easily ohkos Lati@s and any frail psychic on the switch, while also denting Reuniclus. Iron head goes through everything weak to steel, giving me an ohko to mega gardevoir, a 2hko to Clefable, an ohko to mega Aerodactyl and goes right through Sylveon and Mega Diancie, though I need to be careful with Diancie since it can ohko me with earth power; I'm considering an assault vest build for this reason; with the ability to boost with SD I don't need the attack right from the off, and I'll be able to survive way more hits. With enough boosts, it'll go right through everything, but the prominent targets it can take out are frial psychics like Mega Alakazam and every fairy in the game, which is huge pressure, and is a great weight off Sableye's mind.
Latias
Item: Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Latias is up next as my prime Mega Lopunny counter, since it's the only mon to go right through both of my first mons and will pretty much ohko them with no trouble; although, with enough SD boosts, Bish will go through it, but I need a decent check to it. Latias also gives me a perfect Keldeo switch in as well as tricky mons like Conkeldurr and Breloom. EV spread is for max speed, hitting the contested 350 tier while having enough damage to ohko the aforementioned threats as well as killing everything weak to psychic and ohking Fat Chomp, though it has to hit Draco Meteor to achieve this. Defog is incase my Sableye pressure falls off to keep my mons healthy, and roost is there for some longevity.
Heatran
Item: Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Ancient Power
- Stealth Rock
- Earth Power
I needed to be able to keep talonflame off my team since it can wreck me with Brave Bird/Flare blitz, killing Bish outright, and 2hkoing Latias. Heatran also gives me great steel type pressure, smashing through Ferro/Skarmory stalls, and providing me with a safe way of combating rocky helmet mons. I opted for an offensive spread since I wanted really good fire control; this also lets me ohko Scizor (immo, every team should have a counter to Scizor, he's just too good). I ran with an air balloon to try and sponge a first turn ground attack, since I shouldn't ever have hazards to break the balloon, but I can go lefties/life orb instead. Heatran also becomes my prime Lati@s counter, since the only variants that can beat it carry surf/EQ, and it'll look obvious if they switch into it. Standard offensive moveset; Flamethrower, ancient power and earth power for reliable damage and coverage, and stealth rocks incase I get the chance to set them up.
Rotom-Wash
Item: Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Shadow Ball/WoW
Scrotom-Wash is next up as my second counter to flying types, namely T-flame, Char-X and M-Pinsir, being able to take every hit off all of them and either hit back or sponge for teammates. Since my team is x4 weak to ground, he also serves to counter them with his ability, and can hit back with hydro pump. I went with full defensive EVs and HP to better sponge those attacks off the flying types that rampage OU. Standard moveset for Rotom except the Shadow Ball. I just wanted something other than WoW since I'm running it on Sableye, but to be honest I might run it on this too; that way it can really shut down these physical attackers. Rotom just rounds off the defensive backbone of the team.
Azumarill
Item: Choice Band
Ability: Huge Power/ Assault Vest
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
Finally, my boy Azumarill. I wanted to pick something that could switch into ground types, keeping them off my Bish and Heatran, and I settled on Azumarill as it also has the god send typing to deal with Garchomp as well as every fighting mon, keeping them off my team's back, while also serving to destory fire/fyling. I'm undecided about the item, though: Choice band gives me massive damage, but it leaves me weaker to Char-Y, while assault vest drops it's solarbeam damage down to 63%, while I hit 64 / 32% on waterfall / aqua jet, pulling off either an ohko/2hko after rocks/on the switch, or at least letting my team revenge kill really easily, and assault vest lets me kill unboosted Thundurus and also lets me change my attack accordingly, rather than having to pick aqua jet in the hope I can get a second attack off if I need it with the choice band set. Regardless, Azumarill rounds off the team nicely, filling in the blanks and giving me a devastating wall breaker.
Conclusion:

Sableye
Item: Sablenite
Ability: Prankster -> Magic Bounce
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
- Taunt
- Recover
- Will-O-Wisp
- Knock Off
Sableye is the main man of this team. It's immensely satisfying to be able to run such an effective anti-lead. I used to get annoyed at Sableye, but I guess if you can't beat them, join them, right? He's actually really fun to use, having to balance priority recovery to Mega utility. I'm running Taunt on this set, but I'm open for another option; my reasoning was that I could run it alongside magic bounce to keep the mega in my back pocket for when I need it; priority WoW is great for shutting down physical sweepers, but I'm open to suggestions. Standard moveset after that - recover for, well, recovery, WoW for burn hax and to stop physical sweepers from doing their thing, and knock off for some damage and even more utility. EVs are there to maximse bulk really - I opted for a mixed spread since I'll likely be switching into an array of attacks.

Bisharp
Item: Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pursuit
- Iron Head
- Sucker Punch
Bisharp is such a great parner for Sableye, as it can switch into everything that Sableye is weak to, and Sableye can switch into predicted fighting attacks and can tank special fire attacks, especially with priority recovery after it. He also serves as my physical sweeper and a win-con with swords dance - a life orb swords dance boosted sucker punch hits like a complete train, while pursuit is used for the chance to trap mons, since my Sable carries knock off on his set. Pursuit easily ohkos Lati@s and any frail psychic on the switch, while also denting Reuniclus. Iron head goes through everything weak to steel, giving me an ohko to mega gardevoir, a 2hko to Clefable, an ohko to mega Aerodactyl and goes right through Sylveon and Mega Diancie, though I need to be careful with Diancie since it can ohko me with earth power; I'm considering an assault vest build for this reason; with the ability to boost with SD I don't need the attack right from the off, and I'll be able to survive way more hits. With enough boosts, it'll go right through everything, but the prominent targets it can take out are frial psychics like Mega Alakazam and every fairy in the game, which is huge pressure, and is a great weight off Sableye's mind.

Latias
Item: Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Latias is up next as my prime Mega Lopunny counter, since it's the only mon to go right through both of my first mons and will pretty much ohko them with no trouble; although, with enough SD boosts, Bish will go through it, but I need a decent check to it. Latias also gives me a perfect Keldeo switch in as well as tricky mons like Conkeldurr and Breloom. EV spread is for max speed, hitting the contested 350 tier while having enough damage to ohko the aforementioned threats as well as killing everything weak to psychic and ohking Fat Chomp, though it has to hit Draco Meteor to achieve this. Defog is incase my Sableye pressure falls off to keep my mons healthy, and roost is there for some longevity.

Heatran
Item: Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Ancient Power
- Stealth Rock
- Earth Power
I needed to be able to keep talonflame off my team since it can wreck me with Brave Bird/Flare blitz, killing Bish outright, and 2hkoing Latias. Heatran also gives me great steel type pressure, smashing through Ferro/Skarmory stalls, and providing me with a safe way of combating rocky helmet mons. I opted for an offensive spread since I wanted really good fire control; this also lets me ohko Scizor (immo, every team should have a counter to Scizor, he's just too good). I ran with an air balloon to try and sponge a first turn ground attack, since I shouldn't ever have hazards to break the balloon, but I can go lefties/life orb instead. Heatran also becomes my prime Lati@s counter, since the only variants that can beat it carry surf/EQ, and it'll look obvious if they switch into it. Standard offensive moveset; Flamethrower, ancient power and earth power for reliable damage and coverage, and stealth rocks incase I get the chance to set them up.

Rotom-Wash
Item: Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Shadow Ball/WoW
Scrotom-Wash is next up as my second counter to flying types, namely T-flame, Char-X and M-Pinsir, being able to take every hit off all of them and either hit back or sponge for teammates. Since my team is x4 weak to ground, he also serves to counter them with his ability, and can hit back with hydro pump. I went with full defensive EVs and HP to better sponge those attacks off the flying types that rampage OU. Standard moveset for Rotom except the Shadow Ball. I just wanted something other than WoW since I'm running it on Sableye, but to be honest I might run it on this too; that way it can really shut down these physical attackers. Rotom just rounds off the defensive backbone of the team.

Azumarill
Item: Choice Band
Ability: Huge Power/ Assault Vest
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
Finally, my boy Azumarill. I wanted to pick something that could switch into ground types, keeping them off my Bish and Heatran, and I settled on Azumarill as it also has the god send typing to deal with Garchomp as well as every fighting mon, keeping them off my team's back, while also serving to destory fire/fyling. I'm undecided about the item, though: Choice band gives me massive damage, but it leaves me weaker to Char-Y, while assault vest drops it's solarbeam damage down to 63%, while I hit 64 / 32% on waterfall / aqua jet, pulling off either an ohko/2hko after rocks/on the switch, or at least letting my team revenge kill really easily, and assault vest lets me kill unboosted Thundurus and also lets me change my attack accordingly, rather than having to pick aqua jet in the hope I can get a second attack off if I need it with the choice band set. Regardless, Azumarill rounds off the team nicely, filling in the blanks and giving me a devastating wall breaker.
So that's the team! I'm leaving the import code below, feel free to use the team and trial it out if you like. I'm gonna welcome all suggestions, but if you do suggest anything try and make sure it's relative to the mon's role; i.e. a replacement for Bisharp would help me greatly if it's physical too. Have a look through and give me your 2 cent's worth.
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
- Taunt
- Recover
- Will-O-Wisp
- Knock Off
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pursuit
- Iron Head
- Sucker Punch
Latias @ Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Ancient Power
- Stealth Rock
- Earth Power
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Shadow Ball
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Calm Nature
- Taunt
- Recover
- Will-O-Wisp
- Knock Off
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pursuit
- Iron Head
- Sucker Punch
Latias @ Life Orb
Ability: Levitate
EVs: 80 HP / 176 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Flamethrower
- Ancient Power
- Stealth Rock
- Earth Power
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Volt Switch
- Hydro Pump
- Pain Split
- Shadow Ball
Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Ice Punch