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Mega Sableye Moveset & Analysis
#1
[Image: 302Sableye-Mega.png]


Typing: Dark/Ghost
Immune: Fighting/Normal/Psychic
Resist: Posion(1/2)
Weak: Fairy(2x)

Style: Tank

Variant: Physical Sponge

Ability: Prankster than morphs into Magic Bounce. Since Magic Bounce practically blocks any overtime effects done to you, you can save up time doing damage or overtime moves to the other pokemon.

HP: 50
Attack: 85
Defense: 125
Sp. Atk: 85
Sp. Def: 115
Speed: 20

Speed and HP are low but the defensive stats cover them up along with mediocre attacking stats if you want to throw in some special or physical attacking moves.

Moves:


Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confide
Confuse Ray
Counter
Dark Pulse
Dazzling Gleam
Detect
Dig
Double Team
Double-Edge
Dream Eater
Dynamic Punch
Embargo
Endure
Facade
Fake Out
Feint
Feint Attack
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Frustration
Fury Cutter
Fury Swipes
Gravity
Headbutt
Helping Hand
Hidden Power
Hone Claws
Ice Punch
Icy Wind
Imprison
Incinerate
Knock Off
Leer
Low Kick
Low Sweep
Magic Coat
Mean Look
Mega Kick
Mega Punch
Metal Burst
Metronome
Mimic
Moonlight.
Mud-Slap
Nasty Plot
Natural Gift
Night Shade
Nightmare
Octazooka
Ominous Wind
Pain Split
Payback
Poison Jab
Power Gem
Power-Up Punch
Protect
Psych Up
Psychic
Punishment
Rain Dance
Recover
Rest
Retaliate
Return
Rock Smash
Rock Tomb
Role Play
Round
Scratch
Secret Power
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Snore
Spite
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunder Punch
Tickle
Torment
Toxic
Trick
Psychic
Water Pulse
Will-O-Wisp
Wonder Room
Psychic
Zen Headbutt

An assortment of moves which can effectively support a variety of teams that can use him as a tank to an annoyer

Wearer:

Sableye-Mega (Random) @ Sableite
Ability: Magic Bounce
EVs: 252 HP / 250 DEF / 6 SpD
Bold
- Recover
- Will-O-Whisp
- Dark Pulse(could also be another SpA move but chosen due to flinch)
- Calm Mind

Sableye gains some much needed bulk and the Magic Bounce ability when it Mega evolves, which makes it into a defensive demon. It blocks deterring attacks and status moves alike while still having only one weakness. Calm Mind allows Mega Sableye to boost its special offense as well as its ability to put up with special hits. Dark Pulse as the attack is dependent on what you want to be able to handle with this thing alone. Will-O-Wisp further aids Mega Sableye with its ability to tolerate physical damage, and is also useful for wearing down foes. Sableye can wait before Mega Evolving if having a priority Will-O-Wisp might be ideal in a match.


Sabotage:

Sableye-Mega (Random) @ Sableite
Ability:  Stall/Magic Bounce
EVs: 56 HP / 200 DEF / 252 SpD
Bold
- Confuse Ray
- Role Switch
- Protect
- Dazzling Gleam

For this set up wait for at least the third turn to mega up so you can role switch. Using role switch will switch your ability(stall) with the opponents ability causing them to have less priority than pokemon on the field. This technique works especially well with double battles due to them taking sableye as not much as a threat especially not mega'd up. I would endorse using a sweeper with this pokemon to draw attention away from it in order for it to be able to use role switch then confuse ray the opponents. You have dazzling gleam aswell to strike just in-case.

Taunt Squad:

Sableye-Mega @ Sableite
Ability: Magic Bounce
EVs: 252 HP / 100 Def / 156 SpD
Impish Nature
- Taunt/protect
- Recover
- Will-O-Wisp
- Foul Play

Denies trick room teams with taunt or can take protect and burn stall pokes inferior to the calm mind set in singles due to pokes like cleffable having free set up on you


Summary:

Sableye can be loads of different ways from stalling his mega(no pun intended) to using it directly and taking it out. Sableye also if used right can be a serious threat to other teams but if used wrong is an easy knock out for the opponents. These of course are not everything you can do with Sableye but just a glance at what he can do until ORAS comes out to really test these strategies.

Thanks for reading!

Also thank you evilsabre for inspiring me to do a mega analysis of my own since his are perfectly put aswell as helping me do the taunt build.
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#2
Nice analysis Oreo just try to put some of the headers in bold for ease of reading :D
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#3
I know how I'm running mine now. Thanks for the analysis!
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#4
For the first set, ya might not be flinching due to the Ferrothorn level speed that M-Sableye has. If you have other burners, then Dazzling Gleam could easily replace Will-o-Wisp for better coverage. Id also put Shadow Ball as an option that you could use over Dark Pulse.
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#5
Shadow ball means that pyroar fully walls you and normal types only have to deal with the burn so while potent shadow ball can mean mega sableeye can get destroyed by mega loppuny's facade. Dark pulse hits all types although more types resist it and still gains stab + potential to flinch in trick room conditions.

Not my analysis but sums up how i rate the shadow ball vs dark pulse move choice.
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#6
Just letting ya know from experience that Pyroar is incredibly rare from singles. I also dont see Facade M-Lopunny much. Id be more worried about High Jump Kick anyways, since it still OHKO's M-Sableye, and 2HKO's even if M-Lopunny is burned. Like I said, run Dazzling Gleam over Will-o-Wisp if you are worried about that, which is fine if you have other burners.

I've used Trick Room myself, and Sableye just doesnt get enough time to start flinching, as he needs a couple of turns of Calm Minds before he can start dealing good damage.

Im just saying this from personal experience on Showdown.
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#7
The build I've been using is the first one, but I used shadow ball over dark pulse. The only way you can get a flinch off with mega sableye would be on a trick room team. Or if you don't mega evolve. The only problem is you cant hit normal types. Would HP fighting be viable for mega sableye? Mega lopunny is a HUGE counter for mega sableye and would be 4x effective against it. I mean, that is a very specific counter and you would be giving up a stab move, but there might be a way to work around it... That high jump kick is going to hurt that little twitchy dude lol.
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#8
your better off with dazzling gleam than hp fighting for lopunny as i don't think any other normal types really threaten you but ur prob better up giving up will o wisp like AAA said for dazzling gleam if you want to adjust your set for lopunny and other normal types.
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#9
Would a calm nature be just as good as bold?
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#10
depends its usable just not quite as good since +tive natures boost your stats by 10% of the base or something like that but nothing wrong with calm if its the + spedef, -att one
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