ORAS OU Mega Sableye + Various Hard Hitters (1500+)

Sableye-Mega (M) @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Will-O-Wisp
- Dark Pulse
- Recover
- Calm Mind

Not an uncommon set for M-Sableye.. He deals with both special and physical attackers very well, burning the physical ones as well as making use of his added physical bulk, while calm-minding and recovering against special attackers. The mons that resist dark are annoying, but with proper boosting and stalling can still be taking out. . I usually mega evolve pretty quickly, as soon as I see a pokemon that potentially has a move that could be bounced back. Bouncing back has great success as they are not sure whether or not to suspect the Sableye mega as I also have Metagross in the team. The goal is to keep M-Sableye alive as long as is needed to take out everything that can cause status or hazard problems, and bounce back as much as possible. When Sableye faces one of his counters, I switch him out for one of his friends below.


Talonflame (M) @ Shell Bell
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Swords Dance

Standard SD Talonflame is made particularly dangerous here, with hardly any rocks ever hitting the team thanks to Sableye. This also makes u-turn all the more viable for him. Swords Dance comes easily when opponents switch out while expecting a brave bird. Adamant nature with shell bell gives a few advantages. I get some recovery while still getting the power of sharp beak. The only disadvantage is he can't face other talonflames. I chose shell bell over leftovers because it allows him to sweep better, he gains more overall health, only missing the recovery when I swords dance.

Dragonite (F) @ Leftovers
Ability: Multiscale
EVs: 188 HP / 164 Atk / 156 Spe
Jolly Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Outrage

My dragonite is a great switch in for the odds and ends and random pokemon I face, as opposed to being good at neutralizing any particular threat. Extreme Speed, multi scale and pretty good neutral typing contribute to that. She also functions as a deadly sweeper should she get in a dragon dance. Outrage can obviously be stopped by fairies, but the extra damage has come in handy more than once by choosing it over dragon claw. Earthquake serves the purpose of taking out Heatran and other steels. Some would point out that ESpeed and dragon dance is a little redundant, but I think it serves a clear purpose tapping out foes that are weak, even those with priority moves (because ESpeed is +2) as well as striking first against pokemon that are faster than it even with a DD, since it only powers up to 387 speed the way I have the IVs set.

Porygon-2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpD / 4 Def
Bold Nature
- Recover
- Toxic
- Thunderbolt
- Ice Beam

Porygon-2 is bulky as hell. He can take hits from almost anything like a champ, and toxic stall with recover. Thunderbolt and ice beam are good coverage. I made him specially defensive because I don't have any other special walls on my team, but I think I may change him to defensive after all since it'll allow him to deal with fighters better. Either that or maybe drop ice beam for Psychic. I'd love opinions on this.

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 40 Atk / 216 SpA /
Timid Nature
- Hydro Pump
- U-turn
- Ice Beam
- Gunk Shot

Standard Greninja set here, covering the type vulnerabilities my team faces. Gunk shot is my first line of defense against fairies (second being Metagross, which is covered below). Hydro Pump over scald since Sableye is doing a lot of burning. Like talonflame, u-turn is extremely viable since I hardly ever get hazards on my side.

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Bullet Punch
- Hammer Arm
- Zen Headbutt
- Earthquake

The icing on the cake for my team is this behemoth. With a monstrous attack stat boosted by choice band, every hit is a punishing blow. Bullet punch destroys any fairies that are giving Sableye trouble. The others provide great coverage for a variety of types that my team doesn't cover otherwise, as well as Zen Headbutt getting some nice STAB. The choice band is a hindrance occasionally as it always is, but Metagross' power more than makes up for the occasional suboptimal switchout.

Known weaknesses:

Thunders:

Rotom Wash- this pokemon can be stubborn for me to kill. He walls talonflame and checks my set of Greninja, while Metagross is pretty useless as well against him. I usually just bruteforce it out with Dragonite or stall him out with Porygon or Sableye, depending on whether its a defensive or physical.

Mega Manectric- outspeeds everything of mine, and is super effective against two of my sweepers. I usually try to earthquake it out with Metagross or Dragonite.

Raikou- this bulky thunder is never fun for my team to face. When I see one I hopefully try to just earthquake it out with Dragonite or Metagross, but it can be hard to deal with.

Physical attackers that can't be burned:

Charizard X- if it gets a dragon dance in, there isn't much my team can do.

Talonflame- Usually able to be dealt with by maneuvering around my bulkier mons, but it doesn't have an easy answer.

Guts Conkeldur- if Talonflame is gone, he's an annoying mon to take out.

Other:

Mega Lopunny- one of the best M-Sableye counters. If I can't get to him with Talonflame it's going to be hard to take out.


That's pretty much it. The team is based around keeping Sableye alive by switching him out when needed and countering, and allowing the others to thrive in an almost always hazard and status-free environment. Am open to any and all suggestions.
 
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