It seems to me like you were just doing the C&C just to get it over with. Elaborate more on how said counters function. Why do they beat Sableye? What can they come in on? What OHKOs Sableye and what 2HKOs?QC Checks:
Approval: 2
Rejection: 1
[Overview]
<p>When looking at Sableye's stats, it seems as though it should have no place in the Ubers tier. However, Sableye's awesome combination of a vast support movepool and Prankster enable it to function as a immensely useful supporter if used correctly. Prankster is a massive advantage that Sableye has over other Uber utility Pokemon; it allows Sableye to invest fully in its bulk while outrunning some of the most eminent threats in the tier and smacking them with a Will-O-Wisp before they can strike back. Access to Foul Play only compounds this advantage, giving Sableye a tool with which to hit many opponents exceptionally hard without needing to worry about investment.</p>
<p>Defensively, Sableye is surprisingly sound. Its relative lack of resistances comes with a lack of weaknesses, meaning that the opponent will have to make use of extreme force to get rid of Sableye. You first say it has no place in Ubers, then say this. Remove this and next sentence, they are not needed in my opinion. Sableye has the bulk to take two Earthquakes from Support Groudon. Between this passable bulk, lack of weaknesses, and priority Will-O-Wisp, I'd reword it that it will say something like "Because of priority Will-O-Wisp, Sableye can do yada yada yada. Sableye's bulk is shit by Uber standards. Sableye satisfies one of its more important niches: countering Extremekiller Arceus. Because it's immune to Extremespeed, Sableye can—assuming a hit—burn Arceus before it can hit back; even if it uses Swords Dance on the switch, Arceus can't OHKO regardless of its item. That said, its horrible special bulk holds it back as it forces Sableye to only confront physically specialized and support Pokemon. Priority Taunt is another reason that Sableye is so useful. By restricting defensive opponents' options, Sableye can function as an effective stallbreaker; for example, Sableye can completely shut down Forretress and the pink blobs with Taunt and its Ghost typing, while Sleep Talkers are prevented from recovery and rendered helpless while they sleep. It also allows Sableye to anti-lead against Deoxys-S and Darkrai efficiently, preventing the use of hazards and Dark Void/Nasty Plot respectively. 252 SpA Darkrai Dark Pulse vs. 252 HP / 0 SpD Sableye: 192-226 (63.15 - 74.34%) -- guaranteed 2HKO</p>
I'm lacking a conclusion here, it seems like you have more to say but you don't. Ending sentence please
[SET]
name: Prankster
move 1: Will-O-Wisp
move 2: Recover
move 3: Taunt
move 4: Foul Play
item: Leftovers
ability: Prankster (Sableye has 3 abilities - you must specify the one that should be used
nature: Bold
evs: 248 HP / 252 Def / 8 Spe
[SET COMMENTS]
<p>Sableye's dangerous combination of Prankster, key support moves, great defensive typing Defensive typing mean nothing with shit bulk in Ubers. and fair physical bulk Fair physical bulk thanks to Will-O-Wisp. Reword this please. enable it to be a powerful tool for combating offensive and defensive threats alike. The moveset is fairly obvious, but every move plays a part. Priority Will-O-Wisp and Foul Play allow Sableye to hold its own a wide variety of physical threats, including Excadrill, Groudon, and Extremekiller Arceus. Once burned, the opponent can't boost up to try to break Sableye without taking a powerful Foul Play—for instance, a burned Extremekiller Arceus is easily OHKO'd by Foul Play at +4, while Sableye can easily Recover-stall its attacks out otherwise. Priority Taunt lets Sableye snag free turns against defensive behemoths like Chansey and Ferrothorn. It also allows Sableye to function as a potent anti-lead, due to the fact that it neuters Deoxys-S and gives you breathing room against Darkrai. Finally, Sableye spinblocks quite effectively. Defensive Excadrill's Substitute is broken by Foul Play, and Forretress can be shut down with Taunt. When using it, however, it's important to gauge the advantages that another spinblocker could bring. Sableye's bulk pales in comparison to that of the other Uber spinblockers, and its cardinal role is annoyer, not spinblocker. Sableye's moveset is fairly self-explanatory. Recover provides a means of regaining HP, Foul Play decimates physically offensive opponents and prevents Sableye from becoming complete Taunt bait the Taunt part is super redundant in my opinion, as chances are you'd snag the Taunt first thanks to Prankster. You won't be staying in on Thundurus as Thunder is an easy KO, Will-O-Wisp neuters physical attackers, and Taunt shuts down support and setup. This part is under set comments. Feel free to cut this paragraph to two; if you need help deciding where, let me know.</p>
Wrecking SmashPass and Baton Pass mention? I also want a stronger mention on how Sableye deals with Stall (w/ Spikes by not letting them heal up and lay their own hazards) and HO teams (not gonna setup anywhere, but you don't want it to take a lot of damage).
[ADDITIONAL COMMENTS]
<p>The EV spread maximizes physical bulk. The remaining EVs are put in speed to increase your chances of being able to Taunt opposing Sableye before they do the same. Generally, Sableye should not serve as a part of a team's defensive core—its capacity for taking hits simply isn't up to par with other contenders like Ho-Oh, Kyogre, and Ferrothorn. Rather, a separate core should exist with Sableye aiding in shutting down sweeps and keeping hazards up Sableye is not the top spinblocker you'd dream of.. I'd add after hazards up if played well., as it's the key to Sableye's operating. Excadrill can just 2HKO you, Tentacruel's Scald is a 2HKO, Forretress can Toxic. If you would mention those dangers too, it would be swell.. Sableye requires hazard control to function as well; any form of residual damage, for that matter, is detrimental to Sableye's ability to take a hit on the switch. Finally, Sableye also appreciates cleric support to remedy misprediction that results in it getting statused. In the case of Toxic Spikes, it can also alleviate the imminent problem of constant Toxic poison; however, Rapid Spin support is necessary for this strategy to work. Mention Poison-types like Tentacruel and Poison Arceus that can clear Toxic Spikes swiftly</p>
<p>A specially defensive spread could be used to beat Tentacruel and some +0 Mewtwo, but doing so greatly weakens Sableye's ability to take on physical attackers, which is unwise. Likewise, Toxic could be run over Will-O-Wisp to break down opponents faster and to hit Ho-Oh, but it forfeits Sableye's niche. In general, it's best to just stick to the original set.</p>
<p>When using Sableye, remember not to underestimate its ability to take physical hits; you can easily come in on Offensive Excadrill, burn it, recover HP, and Foul Play with no chance of dying bar a crit OR missing Will-O-Wisp. Without a burn on your opponent, Sableye would die. I understand what you're trying to say, but you're forgetting that Sableye's physical bulk is a result of priority Will-O-Wisp. Reword this.. Sableye is an excellent addition to hyper offense teams, keeping hazards up Same thing. and neutering physical cleaners that HO tends to struggle with. (It also single-handedly beats HP Fighting Espeon Baton Pass teams, due to its ability to wall Espeon quite literally to death and ability to prevent any other member from functioning.) [This whole part should be in SC, like I said just before AC. Regardless of Espeon, any Baton Pass method will just be shut down by Sableye. In addition, Foul Play punishes multiple attack boosts should a situation arise where Sableye cannot come in immediately. Then how would Sableye Foul Play if it can't come in immediately? I don't understand what your point here is. Because of its spinblocking ability and tendency to force switches, Sableye works best on a team whose focus is taking advantage of hazards. Sableye also forms an excellent core with Ferrothorn, due to several factors. Firstly—and most obviously—Ferrothorn's key proactive ability is laying Spikes, which Sableye can keep on the field with its spinblocking abilities. Once again, Sableye is a dead spinblocker if you misplay a single move. You're overrating Sableye as a spinblocker, and you said yourself earlier that it's an annoyer and not a spinblocker. Between Leech Seed, Will-O-Wisp, Iron Barbs, and Spikes, the opponent will also be taking an immense amount of residual damage. Thirdly, where is Secondly? Sableye's Will-O-Wisp in conjunction with Ferrothorn's bulk and typing will usually mean that any physical attacker that lacks a Fire-type move will be powerless against the duo. Finally, Sableye's priority Taunt means that it pairs up well with a spinner in teams that absolutely necessitate a lack of hazards.</p>
<p>Weather has an interesting effect on Sableye's utility. If you run it on a weather team, Sableye should only ever be used with Sun or Rain; as was stated earlier, residual damage of any kind is detrimental to Sableye's main goal. When running Sun, Sableye can take advantage of its newfound ability to take on Tentacruel. However, the weather only gives a boost to Fire-types, which are inconveniently immune to Will-O-Wisp. Meanwhile, Rain cripples the aforementioned Fire-types. Kyogre as a teammate is very beneficial to Sableye; it has the capacity to take many of the special hits that Sableye cannot and shares stupendous synergy with Ferrothorn, one of Sableye's best partners. You forgot to mention it boosts Water-type moves, which means Sableye can't spinblock vs Tentacruel if it needs to.</p>
[OTHER OPTIONS]
<p>Because of Sableye's extensive support movepool, it has several other options for moveslots. A myriad of miscellaneous support moves along the vein of Trick, Torment, and Knock Off could be run, but they force Sableye to give up one of its core moves. Night Shade could be used in place of Foul Play to hit special attackers harder, but it's generally ineffective due to the fact that most special attackers will slaughter Sableye. A Calm Mind+Will-O-Wisp set could be run to boost both defenses, but once again you need to forfeit a key move. Substitute+Recover faces a similar issue. When running a Sun team, Moonlight appears to be an attractive option; however, its inherent unreliability greatly outweighs the potential increase in survivability it could grant.</p>
[CHECKS AND COUNTERS]
<p>Sableye is hard countered by hard-hitting Fire-types that don't mind a Taunt; Ho-Oh needs to watch out for Foul Play, though, because it OHKO's offensive variants after Stealth Rock. What does it do in return...? Heatran in particular works extremely well, between its typing and specially offensive approach. Can burn Sableye w/ Lava Plume which does a ton in sun. Espeon and Xatu can both stop its annoyance Elaborate how., but Foul Play does quite a number to both. In general, special attackers work really well against Sableye so long as they can weather a Foul Play. As annoying as it is, Sableye doesn't pose a massive threat on its own; it can generally be outmanouvered and without its teammates you can usually just beat the crap out of it. You say this after saying it's a good spinblocker. You're countering your own words bud Mixed attackers work especially well in this role, as often times they can bait a Will-O-Wisp and take Sableye out with a powerful special attack. Bear in mind, however, that they will emerge from the confrontation with a burn unless Will-O-Wisp misses. Though rare, faster Pranksters such as Thundurus-I -I isn't needed can hit Sableye with a faster Taunt or status move, which will result in Sableye losing much of its utility Why would they do that though when Thundurus just kills with Thunder and Tornadus kills with Hurricane. Reword in a way that says something like "If you want to stop Sableye from doing XYZ, use faster Prankster Taunt, but those can kill anyway with moves XY.". Heracross is another rare threat that fears nothing from Sableye; Will-O-Wisp gives it a Guts boost and it can easily shrug off a Foul Play. Hazards are another approach, especially Toxic Spikes; while it's nearly impossible to directly status Sableye unless it's a surprise, Toxic spikes provide an option that is impossible to avoid. Poison regardless of Toxic Spikes</p>
Just noting: 252 Atk Life Orb Kabutops Stone Edge vs. 252 HP / 252+ Def Sableye: 169-200 (55.59 - 65.78%) -- guaranteed 2HKO. Remove Kabutops mentions in the rain, its only really meaningful to Tentacruel.[Overview]
<p>When looking at Sableye's stats, it seems as though it should have no place in the Ubers tier. However, Sableye's awesome combination of a vast support movepool and Prankster enable it to function as a immensely useful supporter if used correctly. Prankster is a massive advantage that Sableye has over other Uber utility Pokemon; it allows Sableye to invest fully in its bulk while outrunning some of the most eminent threats in the tier and smacking them with a Will-O-Wisp before they can strike back. Access to Foul Play only compounds this advantage, giving Sableye a tool with which to hit many opponents exceptionally hard without needing to worry about investment.</p>
<p>Defensively, Sableye is surprisingly sound.Because of priority Will-O-Wisp, Sableye can serve as a formidable physical wall despite its terrible bulk; through its use, Sableye satisfies one of its more important niches: countering Extremekiller Arceus. Because it's immune to Extremespeed, Sableye can—assuming a hit—burn Arceus before it can hit back; even if it uses Swords Dance on the switch, Arceus can't OHKO regardless of its item. That said, its horrible special bulk holds it back as it forces Sableye to only confront physically specialized and support Pokemon. Priority Taunt is another reason that Sableye is so useful. By restricting defensive opponents' options, Sableye can function as an effective stallbreaker; for example, Sableye can completely shut down Forretress and the pink blobs with Taunt and its Ghost typing, while Sleep Talkers are prevented from recovery and rendered helpless while they sleep. It also allows Sableye to anti-lead against hazard setters efficiently, Change it to "Sableye is an anti-metagame Pokemon thanks to said capabilities, and it is capable of handling hazard leads, Baton Pass teams, and Stall teams on its own." heading off their attempts while wearing them down with Will-O-Wisp. Overall, Sableye must be played with caution but in the right hands it can be an effective and potentially deadly weapon against stall and offense alike.</p>
[SET]
name: Prankster
move 1: Will-O-Wisp
move 2: Recover
move 3: Taunt
move 4: Foul Play
item: Leftovers
ability: Prankster
nature: Bold
evs: 248 HP / 252 Def / 8 Spe
[SET COMMENTS]
<p>Sableye's dangerous combination of Prankster, key support moves, and fair physical bulk thanks to Will-O-Wisp enable it to be a powerful tool for combating offensive and defensive threats alike. The moveset is fairly obvious, but every move plays a part. Priority Will-O-Wisp and Foul Play allow Sableye to hold its own a wide variety of physical threats, including Excadrill, Groudon, and Extremekiller Arceus. Once burned, the opponent can't boost up to try to break Sableye without taking a powerful Foul Play—for instance, a burned Extremekiller Arceus is easily OHKO'd by Foul Play at +4, while Sableye can easily Recover-stall its attacks out otherwise. Priority Taunt lets Sableye break down stall in conjunction with hazards by preventing the opponent from recovering or laying hazards, while against hyper offense it allows Sableye to prevent setup sweeps, though Sableye's lack of bulk means that in such a situation it will often end up taking loads of damage. It also allows Sableye to function as a potent anti-lead, due to the fact that it neuters Deoxys-S and gives you breathing room against Darkrai if necessary. Finally, Sableye spinblocks decently. Defensive Excadrill's Substitute is broken by Foul Play, and Forretress can be shut down with Taunt. When using it, however, it's important to gauge the advantages that another spinblocker could bring. Sableye's bulk pales in comparison to that of the other Uber spinblockers, and its cardinal role is annoyer, not spinblocker. Sableye's moveset is fairly self-explanatory. Recover provides a means of regaining HP, Foul Play decimates physically offensive opponents, Will-O-Wisp neuters physical attackers, and Taunt shuts down support and setup.Sableye is notably one of the only Pokemon that can guarantee success against Baton Pass in any form, due to priority Taunt shutting down any attempts to pass boosts.</p>
[ADDITIONAL COMMENTS]
<p>The EV spread maximizes physical bulk. The remaining EVs are put in speed to increase your chances of being able to Taunt opposing Sableye before they do the same. Generally, Sableye should not serve as a part of a team's defensive core—its capacity for taking hits simply isn't up to par with other contenders like Ho-Oh, Kyogre, and Ferrothorn. Rather, a separate core should exist with Sableye aiding in shutting down sweeps and keeping hazards up if played well. Sableye can only spinblock if used with extreme care and correct prediction. All of the Rapid Spinners in Ubers have weapons with which they can eliminate Sableye easily otherwise— Forretress can Toxic and Excadrill, Tentacruel, and Kabutops can all 2HKO, though the latter two require weather to be in their favor. Sableye requires hazard control to function as well; any form of residual damage, for that matter, is detrimental to Sableye's ability to take a hit on the switch. Finally, Sableye also appreciates cleric support to remedy misprediction that results in it getting statused. In the case of Toxic Spikes, it can also alleviate the imminent problem of constant Toxic poison; however, Rapid Spin support Not for Toxic Spikes only. Sableye likes freely switching in or a Poison-type teammate add: to swiftly eliminate Toxic Spikes isrequired for this strategy to workadd: adviced as a teammate for Sableye, such as Excadrill, Forretress, or Tentacruel..</p>
<p>A specially defensive spread could be used to beat Tentacruel and some +0 Mewtwo, but doing so greatly weakens Sableye's ability to take on physical attackers, which is unwise. Likewise, Toxic could be run over Will-O-Wisp to break down opponents faster and to hit Ho-Oh, but it forfeits Sableye's niche. In general, it's best to just stick to the original set.</p>
<p>When using Sableye, remember not to underestimate its ability to take physical hits; you can easily come in on Offensive Excadrill, burn it, recover HP, and Foul Play with no chance of dying bar a crit or a Will-O-Wisp miss. An important thing to note is that Sableye itself does not have good bulk. Rather, it is its access to priority Will-O-Wisp that indirectly grants it the ability to sponge attacks from physical attackers.Sableye is an excellent addition to hyper offense teams, keeping hazards up when utilized correctly and neutering physical cleaners that HO tends to struggle with. Sableye's priority Taunt means that it pairs up well with a spinner in teams that absolutely necessitate a lack of hazards. Because of its spinblocking ability and tendency to force switches, Sableye works best on a team whose focus is taking advantage of hazards. Sableye also forms an excellent core with Ferrothorn, due to several factors. Firstly—and most obviously—Ferrothorn's key proactive ability is laying Spikes, which Sableye can usually keep on the field with its spinblocking abilities. However, as has been noted previously, excellent prediction is required to spinblock successfully. Secondly, between Leech Seed, Will-O-Wisp, Iron Barbs, and Spikes, the opponent will also be taking an immense amount of residual damage. Thirdly, Sableye's Will-O-Wisp in conjunction with Ferrothorn's bulk and typing will usually mean that any physical attacker that lacks a Fire-type move will be powerless against the duo.</p>
<p>Weather has an interesting effect on Sableye's utility. If you run it on a weather team, Sableye should only ever be used with Sun or Rain; as was stated earlier, residual damage of any kind is detrimental to Sableye's main goal. When running Sun, Sableye can take advantage of its newfound ability to take on Tentacruel. However, the weather only gives a boost to Fire-types, which are inconveniently immune to Will-O-Wisp. Meanwhile, Rain cripples the aforementioned Fire-types. Kyogre as a teammate is very beneficial to Sableye; it has the capacity to take many of the special hits that Sableye cannot and shares stupendous synergy with Ferrothorn, one of Sableye's best partners. However, it guarantees that any opposing Tentacruel and Kabutops will be able to muscle through Sableye, compromising its ability to spinblock against the two should it be necessary.</p>
[OTHER OPTIONS]
<p>Because of Sableye's extensive support movepool, it has several other options for moveslots. A myriad of miscellaneous support moves along the vein of Trick, Torment, and Knock Off could be run, but they force Sableye to give up one of its core moves. Night Shade could be used in place of Foul Play to hit special attackers harder, but it's generally ineffective due to the fact that most special attackers will slaughter Sableye. A Calm Mind+Will-O-Wisp set could be run to boost both defenses, but once again you need to forfeit a key move. Substitute+Recover faces a similar issue. When running a Sun team, Moonlight appears to be an attractive option; however, its inherent unreliability greatly outweighs the potential increase in survivability it could grant.</p>
[CHECKS AND COUNTERS]
<p>Sableye is hard countered by hard-hitting Fire-types like Blaziken, Reshiram, Ho-Oh, Heatran, and the rare Arceus-Fire; Ho-Oh needs to watch out for Foul Play, though, because it OHKO's offensive variants after Stealth Rock. In return, however, Ho-Oh can easily OHKO Sableye with a sun-boosted Sacred Fire. Heatran in particular works extremely well, between its typing and specially offensive approach. Though Lava Plume cannot OHKO, it does a massive amount of damage in sun and can leave Sableye with a problematic burn. Though not immune to Will-O-Wisp, Kyogre doesn't mind Will-O-Wisp and can OHKO with a rain-boosted STAB after Stealth Rock. Espeon and Xatu can both stop its annoyance by reflecting Taunt back at Sableye, but Foul Play does quite a number to both. Max SpA Arceus can OHKO Sableye with a neutral Judgment while fearing little in return. Pretty much any special attacker can take on Sableye and emerge victorious, ranging from Dialga toMewtwoMewtwo hates Foul Play and a burn.. put in someone else like Palkia or just remove to Kyogre. Dialga easily switches in on Sableye and OHKO's with Draco Meteor, but a burn is detrimental to its otherwise formidable defenses. Likewise, Darkrai can check Sableye and 2HKO with Dark Pulse, but a burncombined with Life Orb recoilLO isn't a must on Darkrai will wear it down pretty quickly. As annoying as it is, Sableye doesn't pose a massive threat without walls to back it up; it can generally be outmanouvered and without its teammates you can usually just beat the crap out of it. Mixed attackers work especially well in this role, as often times they can bait a Will-O-Wisp and take Sableye out with a powerful special attack. Bear in mind, however, that they will emerge from the confrontation with a burn unless Will-O-Wisp misses. While a faster Prankster Taunt seems to be an effective strategy to counter Sableye, the two main options that can make use of it%mdash;Thundurus and Tornadus— would rather simply OHKO with a powerful Thunder or Hurricane, respectively. Heracross is another rare threat that fears nothing from Sableye; Will-O-Wisp gives it a Guts boost and it can easily shrug off a Foul Play. Hazards are another approach, especially Toxic Spikes; while it's nearly impossible to directly status Sableye unless it's a surprise,Toxicpoison is an extremely effective way to take it down, compromising what little bulk it has and preventing it from annoying for long periods of time.</p>
jackm said:[Overview]
<p>When looking at Sableye's stats, it seems as though it should have no place in the Ubers tier. However, Sableye's awesome combination of a vast support movepool and Prankster enable it to function as a immensely useful supporter if used correctly. Prankster is a massive advantage that Sableye has over other Uber utility Pokemon; it allows Sableye to fully investfullyin its bulk while outrunning some of the most eminent threats in the tier, and smacking them with a Will-O-Wisp before they can strike back. Access to Foul Play only compounds this advantage, giving Sableye a toolwith whichto hit many opponents exceptionally hard without needing to worry about investment.</p>
<p>Because of priority Will-O-Wisp, Sableye can serve as a formidable physical wall despite its terrible bulk; through its use, Sableye satisfies one of its more important niches: countering ExtremekKiller Arceus. Because it's immune to ExtremesSpeed, Sableye can—assuming a hit—burn Arceus before it can hit back; even if it uses Swords Dance on the switch, Arceus can't OHKO, regardless of its item. That being said, its horrible special bulk holds it back, as it forces Sableye to only confront physically specialized and support Pokemon. Priority Taunt is another reason that Sableye is so useful. By restricting defensive opponents' options, Sableye can function as an effective stallbreaker; for example, Sableye can completely shut down Forretress and the pink blobs with Taunt and its Ghost typing, while Sleep Talkers are prevented from recovery and rendered helpless while they sleep. Sableye is an anti-metagame Pokemon thanks to said capabilities, and it is capable of handling hazard leads, Baton Pass teams, andSstall teams on its own. Overall, Sableye must be played with caution, but in the right hands, it can be an effective and potentially deadly weapon against stall and offense teams alike.</p>
[SET]
name: Prankster
move 1: Will-O-Wisp
move 2: Recover
move 3: Taunt
move 4: Foul Play
item: Leftovers
ability: Prankster
nature: Bold
evs: 248 HP / 252 Def / 8 Spe
[SET COMMENTS]
<p>Sableye's dangerous combination of Prankster, key support moves, and fair physical bulk thanks to Will-O-Wisp enable it to be a powerful tool for combating offensive and defensive threats alike. The moveset is fairly obvious, but every move plays a part. Priority Will-O-Wisp and Foul Play allow Sableye to hold its own against a wide variety of physical threats, including Excadrill, Groudon, and ExtremekKiller Arceus. Once burned, the opponent can't boost up to try to break Sableye without taking a powerful Foul Play—for instance, a burned ExtremekKiller Arceus is easily OHKO'd by Foul Play at +4, while Sableye can easily Recover-stall its attacks out otherwise. Priority Taunt lets Sableye break down stall in conjunction with hazards by preventing the opponent from recovering or laying hazards, while against hyper offense it allows Sableye to prevent setup sweeps, though Sableye's lack of bulk means that in such a situation, it will often end up taking loads of damage. It also allows Sableye to function as a potent anti-lead, due to the fact that it neuters Deoxys-S and gives you breathing room against Darkrai if necessary. Finally, Sableye is a decent spinblocks decentlyer. Defensive Excadrill's Substitute is broken by Foul Play, and Forretress can be shut down with Taunt. When using it, however, it's important to gauge the advantages that another spinblocker could bring. Sableye's bulk pales in comparison to that of the other Uber spinblockers, and its cardinal role is annoyer, not spinblocker. (Maybe a new paragraph starting here? It's a really long paragraph combined, and an eyesore for some.) Sableye's moveset is fairly self-explanatory. Recover provides a means of regaining HP, Foul Play decimates physically offensive opponents, Will-O-Wisp neuters physical attackers, and Taunt shuts down support and setup. Sableye is notably one of the only Pokemon that can guarantee success against Baton Pass in any form, due to priority Taunt shutting down any attempts to pass boosts.</p>
[ADDITIONAL COMMENTS]
<p>The EV spread maximizes physical bulk. The remaining EVs are put in speed to increase your chances of being able to Taunt opposing Sableye before they do the same. Generally, Sableye should not serve as a part of a team's defensive core—its capacity for taking hits simply isn't up to par with other contenders like Ho-Oh, Kyogre, and Ferrothorn. Rather, a separate core should exist with Sableye aiding in shutting down sweeps and keeping hazards up if played well. Sableye can only spinblock if used with extreme care and correct prediction. All of the Rapid Spinners in Ubers have weapons with which they can eliminate Sableye easily otherwise— Forretress can Toxic and Excadrill, Tentacruel, and Kabutops can all 2HKO, though the latter two require weather to be in their favor. Sableye requires hazard control to function as well; any form of residual damage, for that matter, is detrimental to Sableye's ability to take a hit on the switch. Finally, Sableye also appreciates cleric support to remedy misprediction that results in it getting statused. In the case of Toxic Spikes, it can also alleviate the imminent problem of constant Toxic poison; however, Rapid Spin support—Sableye greatly appreciates a lack of hazards so that it can switch freely—or a Poison-type teammate to swiftly remove Toxic Spikes is advised as a teammate for Sableye, such as Excadrill, Forretress, or Tentacruel.</p>
<p>A specially defensive spread could be used to beat Tentacruel and some +0 Mewtwo, but doing so greatly weakens Sableye's ability to take on physical attackers, which is unwise. Likewise, Toxic could be run over Will-O-Wisp to break down opponents faster and to hit Ho-Oh, but it forfeits Sableye's niche. In general, it's best to just stick to the original set.</p>
<p>When using Sableye, remember not to underestimate its ability to take physical hits; you can easily come in on Offensive Excadrill, burn it, recover HP, and Foul Play with no chance of dying bar a crit or a Will-O-Wisp miss. An important thing to note is that Sableye itself does not have good bulk. Rather, it is its access to priority Will-O-Wisp that indirectly grants it the ability to sponge attacks from physical attackers. Sableye is an excellent addition to hyper offense teams, keeping hazards up when utilized correctly and neutering physical cleaners thatHOhyper offenses teams tends to struggle with. Sableye's priority Taunt means that it pairs up well with a spinner in teams that absolutely necessitate a lack of hazards. Because of its spinblocking ability and tendency to force switches, Sableye works best on a team whose focus is taking advantage of hazards. Sableye also forms an excellent core with Ferrothorn, due to several factors. Firstly—and most obviously—Ferrothorn's key proactive ability is laying Spikes, which Sableye can usually keep on the field with its spinblocking abilities. However, as has been noted previously, excellent prediction is required to spinblock successfully. Secondly, between Leech Seed, Will-O-Wisp, Iron Barbs, and Spikes, the opponent will also be taking an immense amount of residual damage. Thirdly, Sableye's Will-O-Wisp in conjunction with Ferrothorn's bulk and typing will usually mean that any physical attacker that lacks a Fire-type move will be powerless against the duo.</p>
<p>Weather has an interesting effect on Sableye's utility. If you run it on a weather team, Sableye should only ever be used withSsun orRrain; as w, asstated earlier,residual damage of any kind is detrimental to Sableye's main goal. When runningSsun, Sableye can take advantage of its newfound ability to take on Tentacruel. However, the weather only gives a boost to Fire-types, which are inconveniently immune to Will-O-Wisp. Meanwhile,Rrain cripples the aforementioned Fire-types. Kyogre as a teammate is very beneficial to Sableye; it has the capacity to take many of the special hits that Sableye cannot and shares stupendous synergy with Ferrothorn, one of Sableye's best partners. However, it guarantees that any opposing Tentacruel and Kabutops will be able to muscle through Sableye, compromising its ability to spinblock against the two should it be necessary.</p>
[OTHER OPTIONS]
<p>Because of Sableye's extensive support movepool, it has several other options for moveslots. A myriad of miscellaneous support moves along the vein of Trick, Torment, and Knock Off could be run, but they force Sableye to give up one of its core moves. Night Shade could be used in place of Foul Play to hit special attackers harder, but it's generally ineffective due to the fact that most special attackers will slaughter Sableye. A Calm Mind+and Will-O-Wisp set could be run to boost both defenses, but once again, you need to forfeit a key move. Substitute+and Recover faces a similar issue. When running aSsun team, Moonlight appears to be an attractive option; however, its inherent unreliability greatly outweighs the potential increase in survivability it could grant.</p>
[CHECKS AND COUNTERS]
<p>Sableye is hard countered by hard-hitting Fire-types like Blaziken, Reshiram, Ho-Oh, Heatran, and the rare Arceus-Fire; Ho-Oh needs to watch out for Foul Play, though, because it OHKO's offensive variants after Stealth Rock. In return, however, Ho-Oh can easily OHKO Sableye with a sun-boosted Sacred Fire. Heatran in particular works extremely well, between its typing and specially offensive approach. Though Lava Plume cannot OHKO, it does a massive amount of damage and can leave Sableye with a problematic burn. Though not immune to Will-O-Wisp, Kyogre doesn't mind Will-O-Wisp and can OHKO with a rain-boosted STAB after Stealth Rock. Espeon and Xatu can both stop its annoyance by reflecting Taunt back at Sableye, but Foul Play does quite a number to both.MA maxSpAspecially offensive Arceus can OHKO Sableye with a neutral Judgment while fearing little in return. Pretty much any special attacker can take on Sableye and emerge victorious, ranging from Dialga to Palkia to Kyogre. Dialga easily switches in on Sableye and OHKO's with Draco Meteor, but a burn is detrimental to its otherwise formidable defenses. Likewise, Darkrai can check Sableye and 2HKO with Dark Pulse, but a burn will wear it down pretty quickly. As annoying as it is, Sableye doesn't pose a massive threat without walls to back it up; it can generally be outmanouvered and without its teammates, you can usually just beat the crap out of it. Mixed attackers work especially well in this role, as often times they can bait a Will-O-Wisp and take Sableye out with a powerful special attack. Bear in mind, however, that they will emerge from the confrontation with a burn unless Will-O-Wisp misses. While a faster Prankster Taunt seems to be an effective strategy to counter Sableye, the two main options that can make use of it (I never used &mdash, but I'm assuming that's what you meant.)%—Thundurus and Tornadus— would rather simply OHKO with a powerful Thunder or Hurricane, respectively. Heracross is another rare threat that fears nothing from Sableye; Will-O-Wisp gives it a Guts boost and it can easily shrug off a Foul Play. Hazards are another approach, especially Toxic Spikes ; while it's nearly impossible to directly status Sableye unless it'sa surpriseunexpected, Toxic poison is an extremely effective way to take it down, compromising what little bulk it has and preventing it from annoying for long periods of time.</p>
Nothing much, as mentioned before, really well written. Just some general Grammer mistakes; ie, sun/rain isn't capitalized, and HO should be spelt out, etc, Good job! :)