[AG] Sableye

Josh

=P
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[OVERVIEW]

Mega Sableye is a great Pokemon due to a great pre-Mega Evolution ability in Prankster and a great post-Mega Evolution ability in Magic Bounce. Prankster Will-O-Wisp allows it to burn physical attackers easily, and Magic Bounce allows Mega Sableye to counter Klefki, a major threat in the metagame, as well as pivot into other entry hazard setters and status users such as Fairy Arceus, making Mega Sableye extremely good on stall archetypes. Its dual typing grants it three immunities, including an immunity to Arceus's and Mega Rayquaza's Extreme Speed, and only one weakness. It is also one of the best defensive Deoxys-A and Mewtwo checks there is, Pokemon that otherwise decimate stall. Unfortunately, Sableye is very slow and loses Prankster after it Mega Evolves, making it easy to take advantage of. Due to the prevalence of Klefki and Darkrai in Anything Goes, there are a ton of status absorbers, which hurts Mega Sableye a lot. Mega Sableye is also often overwhelmed by the sheer power of the attackers of the metagame, and even the Pokemon it is supposed to check can often annoy it with some sets, such as Magic Coat Arceus and special Mega Rayquaza. Even defensive Pokemon such as Water Arceus and Lava Plume Primal Groudon can KO Mega Sableye, and Fairy-type Pokemon put a ton of pressure on it. Mega Sableye is also a complete momentum suck and only really fits on full stall and occasionally on balance teams.

[SET]
name: Support
move 1: Fake Out
move 2: Foul Play
move 3: Recover
move 4: Will-O-Wisp
item: Sablenite
ability: Prankster
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Fake Out allows Mega Sableye to safely Mega Evolve and to stall for burn damage later in the battle. Foul Play is important because Mega Sableye would otherwise be extremely passive and setup bait for lots of threats, and it allows Mega Sableye to do decent damage to most physical attackers and do something to Primal Groudon. It also wards away Pokemon like Mega Rayquaza and Arceus from attempting to boost past the burn drop to break through Mega Sableye. Recover gives Mega Sableye a form of recovery so that it doesn't get worn down throughout the match and can keep checking physical attackers and entry hazard setters. Will-O-Wisp cripples most physical attackers and is also nice for passive damage throughout the match on special attackers.

Set Details
========

An Impish nature, 248 HP EVs, and 252 Defense EVs maximize Mega Sableye's physical bulk while hitting a Stealth Rock number, with the remaining EVs being placed in Special Defense. Prankster allows Sableye to fire off a priority Will-O-Wisp on the turn it Mega Evolves, crippling almost every physical attacker because Sableye is immune to Extreme Speed.

Usage Tips
========

Fake Out should be used to Mega Evolve even if the foe threatens Sableye, as Mega Evolving and gaining Magic Bounce as quickly as possible is crucial. Make sure to not use Fake Out while Mega Evolving if a Prankster Will-O-Wisp would be optimal later in the game. Spreading burns is very nice, but if your opponent has Primal Groudon or Ho-Oh, be wary of using Will-O-Wisp too freely or you'll just end up giving them free switches in. Switch Sableye into physical attackers such as Arceus quickly, because if they start setting up and Sableye isn't in, it can fail to check them and get overwhelmed. Additionally, Foul Play does not OHKO +2 Arceus or unboosted Mega Rayquaza either, so it is imperative to keep Sableye healthy enough to take a hit from both of them if they are still in play. Pivot Mega Sableye into Stealth Rock setters such as Primal Groudon and support Ground Arceus. Don't let Mega Sableye get weakened too much because it is too slow to use Recover on many Pokemon, so it can often just be picked off even by Pokemon it usually counters. That said, if Mega Sableye is too weakened to heal on anything else for the battle, it can often be beneficial to keep it around, as just the threat of Mega Sableye deters opponents from deploying entry hazards and status moves. It is almost always wise to lead with Sableye to allow it to Mega Evolve immediately, offering the threat of Magic Bounce for the entire battle, as well as pivot Mega Sableye into entry hazard setters such as Primal Groudon. However, be wary of getting burned by Primal Groudon's Lava Plume, which can cripple Mega Sableye for the rest of the match.

Team Options
========

Mega Sableye pairs extremely well with Lugia, as it requires Stealth Rock off the field to function, and it can help defend against physical attackers as well so that Mega Sableye doesn't get overwhelmed. Lugia also acts as another check to Mega Rayquaza, which Mega Sableye cannot fully check due to its sheer power. Ho-Oh also appreciates Stealth Rock off the field and has phenomenal special bulk to complement Mega Sableye's physical bulk. It also sponges Fairy-type moves extremely well for Mega Sableye. Ferrothorn has great defensive synergy with Mega Sableye, as it can tank all of the Fairy-type attacks that might be thrown at Mega Sableye as well as counter Primal Kyogre, and in turn, Mega Sableye can deal with Fighting-type attacks efficiently as well as wear down physical attackers further with Will-O-Wisp. Ferrothorn can also set entry hazards, which benefit Mega Sableye greatly due to all of the switches it forces. Primal Groudon pressures non-Foul Play Mega Sableye sets immensely and even takes on Foul Play variants somewhat well, so having Primal Groudon switch-ins such as Water Arceus and Giratina-O is beneficial. Primal Groudon on Mega Sableye's own team is also helpful, as it can check Fairy-types. Pairing Mega Sableye with a Defog user such as Water Arceus or Fairy Arceus lets you control hazards extremely reliably, which also opens up the door for Ho-Oh as well as Lugia.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option on Mega Sableye to nail conventional Fire-type switch-ins, and it puts walls on a timer unlike Will-O-Wisp, making them far more hesitant to switch in on Mega Sableye. A regular Sableye set with Leftovers and Swagger is usable, as even though Liepard and Klefki often outclass it, Recover gives Sableye a niche. Metal Burst is sometimes handy for hitting a few that wants to hit Sableye hard, but it is hard to justify a moveslot and creates even more annoying mind games for the user to predict. Alternatively, Counter is a decent option because Metal Burst doesn't pick up that many KOs due to Sableye's low HP, but it is incompatible with Prankster, so it is often not worth it. Knock Off can annoy some common switch-ins to Mega Sableye, especially Xerneas; however, a large number of Pokemon have items that can't be removed, namely Primal Groudon, Primal Kyogre, Arceus formes, and most Mega Evolutions, so it is generally a mediocre option that leaves Mega Sableye too passive. Taunt allows Mega Sableye to counter-lead even Skill Swap variants of Deoxys-S reliably, and it makes predicting against Darkrai and Xerneas much easier.

Checks and Counters
===================

**Fairy-types**: Fairy Arceus and Xerneas both don't really mind anything Mega Sableye can do, and they can easily OHKO it with their STAB moves or simply set up on it. Mega Diancie can bounce Will-O-Wisp and Toxic back to Mega Sableye while taking very little damage from its attacks and threatening it with STAB Moonblast.

**Special Setup Sweepers**: Special setup sweepers such as Calm Mind Arceus formes and Nasty Plot Darkrai take very little damage from anything Mega Sableye has to throw at them and can simply use it as setup bait.

**Kyogre**: Both Primal Kyogre and Choice Scarf Kyogre have no problem KOing Mega Sableye, and it fails to even 2HKO them in return with Foul Play. RestTalk Primal Kyogre in particular is one of Mega Sableye's best counters, as it can heal off status problems with Rest and remain threatening with Sleep Talk.

**Yveltal**: Offensive Yveltal takes extremely little damage from everything Mega Sableye has in its arsenal, and it easily 2HKOes back.

**Fire-types**: Fire-type Pokemon such as Ho-Oh and Primal Groudon are immune to Mega Sableye's main way of wearing down its foes, so they are very effective checks to it. Primal Groudon is a Stealth Rock setter that beats Mega Sableye one-on-one, so Mega Sableye should only be used as a pivot to it and not stay in.

**Clerics**: Blissey and Clefable take next to nothing from Foul Play and don't care about a burn, and they can easily heal up their team because Mega Sableye can't apply anywhere near enough offensive pressure to stop them. However, it is important to note that Blissey can't touch Sableye either, so they both just end up in a stalemate.
 
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MZ

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Overview
252 SpA Life Orb Deoxys-A Ice Beam vs. 252 HP / 0 SpD Mega Sableye: 146-172 (48 - 56.5%) -- 85.9% chance to 2HKO
yeah it's good to pivot around deo-a and fake out does almost half but it's not a foolproof counter
Magic Coat Arceus doesn't really beat sableye if it just clicks foul play without worrying about coat or lum
It's not just lum berry, in general there's just a lot of status absorbers
I don't see why specifically having prankster wisp pre mega needs such a nice mention then magic bounce is totally glossed over, it's very nice
Also espeed immunity is a bit misleading when you later say that coat arc and lum berries give sab a hard time and megaray is just going to click dragon ascent anyway
There's just a lot of random points flying around here, all I expected was really good for stall, beats ekiller which is nice, magic bounce is great (not rly mentioned), a lot of things can KO it even defensive stuff like waterceus and plume Pdon, also easily checked and pressured by any fairy (which doesn't have a mention), and momentum suck leaves it on stall 99% of the time. The rest of this stuff is good but don't need to be emphasized as much and should only be addressed once these main points are down. The focus is on random points like lum being common for keys or listing its immunities rather than the really crucial stuff here
Moves
I don't have the most experience with sableye but I think toxic really needs a mention here (this isn't even in OO?). You're trading doing worse vs physical attackers initially (which u still threaten with foul play although yes it is better versus a number of targets) for a status which is far better to use vs Pdon, Pogre, support arc formes, clefable, probably a few other things while still being generally nice for random stuff like yveltal. At worst a favorable OO mention but this is a pretty relevant move. And losing to steels sucks less when u can bounce hazards from all the defensive ones

Usage Tips
When saying switch into SR users, also give the caveat of how risky it can be, like catching a lava plume from don is awful
Mention how you should be clicking fake out to mega evolve safely most of the time, even if they threaten u out, just to get the bounce up
Something about not spamming wisp too much so hooh or don or something come in for free

Team Options
PDon switches are good since it can pivot in on non-foul play and click plume a lot
something about how running defoggers with sableye can make you own the hazards game pretty nicely

OO
If everybody else hates toxic put it here but I don't see why it's not good for moves

C&C
This should be ordered in terms of how threatening the mons are, I'd say fairies/setup sweepers/fires/kyogre/clerics is more appropriate but fairies first at least
All of these arent wrong but could use more substance. Mega Diancie isn't mentioned in fairies when it can punish wisp spamming which is huge, don is a rocker which can beat sableye, kyogre can absorb burn effectively if resttalk, darkrai gets free subs, the fact that blissey cant touch sableye is important to mention, etc. just expand on these some more. most of this stuff is just reprioritizing the overview and adding more to c&c so do this and it's 1/3 yelawolf
zDganmZ.gif
 

Chloe

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NUPL Champion
I'm not the best person to talk about Sableye, but since I feel most other people don't know much about it either:

Moves:
- >Sableye would be passive as hell (ik im not gp but u know)

UT:
- Ensure not to use Fake Out on the mega evolution if a Prankster Will-O-Wisp would be optimal later in the game. Mega evolving straight away is not always required.

OO:
- Taunt can be used to counter-lead Deoxys-Speed, as even Skill Swap variants can't function against Taunt Mega Sableye. It can also ease prediction against Xerneas and Darkrai; as well as effectively stopping Glalie with Prankster Taunt.
- Counter in Metal Burst section; both have their advantages and disadvantages. Counter picks up many important OHKOs (that MB cannot) due to Sableye's low HP stat. However cannot be ran with Prankster, which is why Metal Burst is often preferred. Both should only be used against Physical attackers.

C&C:
- You've already listed Darkrai in set-up sweepers, but Offensive Yveltal can also break Sableye easily. Listing Dark-types is recommended. However, defensive variants are useless against Sableye.
- Calm Mind Arceus formes also aren't threatened by Sableye and can begin to set-up against Sableye without much to fear. Even Calm Mind Ghost Arceus cannot be 2HKOed by Mega Sableye's Foul Play.
// 0 Atk Mega Sableye Foul Play vs. 248 HP / 8 Def Arceus-Ghost: 186-218 (41.9 - 49.2%) -- guaranteed 3HKO

P much covered, gj 2/3.
 

The Gunner

formerly Enzo Gorlami
is a Tiering Contributor
[OVERVIEW]
- It is also one of the best Deoxys-Attack checks there is, which otherwise decimates stall.
Since you've mentioned Deoxys-A, you can mention Mewtwo as well. Mega-Sableye being immune to Psystrike, Focus Blast & Taunt can usually allow it to pivot into Mewtwo. 252 SpA Life Orb Mewtwo Ice Beam vs. 248 HP / 8 SpD Mega Sableye: 127-151 (41.9 - 49.8%) -- guaranteed 3HKO
It takes even lesser from Ice Beam. Unless the Mewtwo runs Fire Blast, Mega-Sableye is a pretty safe switch.

[SET]
name: Support
move 1: Fake Out
move 2: Foul Play
move 3: Recover
move 4: Will-O-Wisp
item: Sablenite
ability: Prankster
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

Set Details
An Impish nature,

Usage Tips
- Switch Sableye into physical attackers such as Arceus and Mega Rayquaza quickly, because if they start setting up and Sableye isn't in it can fail to check them and get overwhelmed.

I think you've mentioned Mega-Rayquaza earlier as well, but I really think that Mega-Sableye in no way is Mega-Rayquaza switch-in. It gets 2hko'd by Dragon Ascent, it dies to +1 Dragon Ascent after rocks as well. By repeatedly mentioning Mega-Sableye as a Mega-Rayquaza switch-in, you give misleading information here. Mega-Sableye is inherently overwhelmed by Mega-Rayquaza, so it's kind of pointless mentioning Rayquaza even once.

I can agree with these statements, however:
"Sableye's Ghost typing grants it an immunity to Arceus's and Mega Rayquaza's Extreme Speed."
You can switch-in to Extreme Speed & then attempt to revenge Mega-Ray if you're at full health.

" It also wards away Pokemon like Mega Rayquaza and Arceus from attempting to boost pass the burn drop to break through Sableye"
Mega Rayquaza cannot boost on Mega-Sableye.

The above statements are technically correct, but the first one I mentioned isn't.

Usage Tips
========

Mention that Foul Play does not OHKO +2 Ekiller, & neither does it OHKO Mega-Rayquaza without any boosts. So it's essential to keep Sableye healthy enough to at least take a hit from both of these Pokemon to beat them 1v1.

Team Options
========

Since Mega-Sableye is used on more defensive teams, a solid Mega-Rayquaza check is needed. Some options are Lugia, Fairyceus, Dragceus etc. Name some & elaborate a bit.

Primal Groudon pressures non-Foul Play Sableye sets immensely, and even takes on Foul Play variants somewhat well. Primal-Groudon is also another Fairy check/sponge (Use what is more technically correct). Having Primal Groudon switchins such as Water Arceus and Giratina-Origin is very helpful.

Checks and Counters
===================
**Clerics**: Blissey and Clefable take close to nothing from Foul Play and don't care about a burn, and can easily heal up their team because Sableye can't apply anywhere near enough offensive pressure to stop them. However, Blissey also can't touch Sableye at all so it isn't the best check.
You're contradicting yourself here. Blissey / Chansey can't check Sableye. They can only wall it, & Sableye walls them back. If you're going to mention Blissey & Chansey on this list, you've got to specifically mention that they don't check Sableye, but just wall it & get walled as well. It's basically a no contest type of thing. You can mention that they are Sableye switch-ins though.

Implement all this, and I'll have a look again. Good job.
GunnerRohan QC 3/3.

 
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changed a bunch of "Sableye" to "Mega Sableye", since the only set is based on the mega evolution and you start the whole analysis with "Mega Sableye", so i think it's what you want to deal with. i left regular "Sableye" where it was obvious you were referring to the regular forme. in case i misunderstood and you were referring to regular sableye when i added a mega, feel free to reverse the change
[OVERVIEW]

Mega Sableye is a great Pokemon due to its a great pre-Mega Evolution ability in Prankster and a great post-Mega Evolution ability in Magic Bounce. Prankster Will-O-Wisp allows it to burn physical attackers easily, and Magic Bounce allows Mega Sableye to counter Klefki, a major threat in the metagame, as well as pivot into other entry hazard setters and status users (a couple of examples?), making Mega Sableye extremely good on stall archetypes. Its dual typing grants it 3 three immunities, including an immunity to Arceus's and Mega Rayquaza's Extreme Speed, and leaves it with only 1 one weakness. It is also one of the best defensive Deoxys-A and Mewtwo checks there is, Pokemon which otherwise decimate stall. Unfortunately, Sableye is very slow and loses Prankster after it Mega Evolves, making it easy to take advantage of. Due to Klefki's and Darkrai's presence in Anything Goes there are a ton of status absorbers, which hurts Mega Sableye a lot. Mega Sableye is also often overwhelmed due to by the sheer power of the attackers of the tier things in Anything Goes, and even the Pokemon things it is supposed to check can often annoy it it with some sets, such as Magic Coat Arceus and special Mega Rayquaza. Even defensive Pokemon such as Water Arceus and Lava Plume Primal Groudon can KO Mega Sableye it, and Fairy-type Pokemon put a ton of pressure on it. Mega Sableye is also a complete momentum suck, (RC) and only really fits on full stall and occasionally on balance teams.

[SET]
name: Support
move 1: Fake Out
move 2: Foul Play
move 3: Recover
move 4: Will-O-Wisp
item: Sablenite
ability: Prankster
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Fake Out allows Mega Sableye to safely Mega Evolve and also allows it to stall for burn damage later in the battle. Foul Play is important because otherwise Mega Sableye would be extremely passive and set-up setup (consistency) bait for lots of threats, and it allows Mega Sableye to do decent damage to most physical attackers and do something to Primal Groudon. It also wards away Pokemon like Mega Rayquaza and Arceus from attempting to boost pass past (i assume?) the burn drop to break through Mega Sableye, and it allows Sableye to actually do something to Primal Groudon. Recover gives Mega Sableye a form of recovery so that it doesn't get worn down throughout the match and can keep checking physical attackers and entry hazard setters. Will-O-Wisp cripples most physical attackers and is also nice for passive damage throughout the match on special attackers.

Set Details
========

An Impish nature, 248 HP EVs, and 252 Defense EVs maximize Mega Sableye's physical bulk while hitting a Stealth Rock number, with the remaining EVs being dumped in Special Defense. Prankster allows Sableye to fire off a priority Will-O-Wisp on the turn it Mega Evolves, crippling almost every physical attacker because Sableye is immune to Extreme Speed.

Usage Tips
========

Fake Out should be used to Mega Evolve even if the opponent threatens Sableye, because Mega Evolving and gaining Magic Bounce as quickly as possible is crucial. Make sure to not use Fake Out on the Mega Evolution if a Prankster Will-O-Wisp would be optimal later in the game. Mega Evolbing Evolving immediately is not always required. Spreading Will-O-Wisps is very nice, but if your opponent has a Primal Groudon and / or Ho-Oh, be wary of clicking it too freely or you'll just end up giving them free switch ins switch-ins. Switch Sableye into physical attackers such as Arceus quickly, because if they start setting up and Sableye isn't in it can fail to check them and get overwhelmed. Additionally, Foul Play does not OHKO a +2 Arceus, and it doesn't OHKO an unboosted Mega Rayquaza either, so it is imperative to keep Sableye healthy enough to take a hit from both of them if they are still in play. Pivot (Mega?) Sableye into Stealth Rock setters such as Primal Groudon and support Ground Arceus. Don't let Mega Sableye get weakened too much because it is too slow to Recover on many Pokemon things, so it can often just be picked off even by things Pokemon it usually counters once it gets weakened enough. That said, if Mega Sableye is too weakened to heal on anything else for the battle, it can often be beneficial to keep it around, because just the threat of Mega Sableye deters opponents from deploying entry hazards and status moves. It is almost always wise to lead with Sableye to allow it to mega evolve Mega Evolve immediately, offering the threat of Magic Bounce for the entire battle, and it is typically smart to pivot Mega Sableye into hazard setters such as Primal Groudon. (period) However, be wary of getting burned by a Primal Groudon's Lava Plume, (AC) as this can cripple Mega Sableye for the rest of the match.

Team Options
========

Mega Sableye pairs extremely well with Lugia, because it requires Stealth Rock off the field to function, and it can help defend against physical attackers as well so Mega Sableye doesn't get overwhelmed. Lugia also acts as another check to Mega Rayquaza, something a Pokemon that Mega Sableye cannot fully check due to its sheer power. Ho-Oh is also an excellent partner for Mega Sableye, because it also appreciates Stealth Rock off the field, and it has phenomenal special bulk to compliment Mega Sableye's physical bulk. It also sponges Fairy-type moves extremely well for Mega Sableye. Ferrothorn has great defensive synergy with Mega Sableye, as it can sponge all of the Fairy-type attacks that might be thrown at Mega Sableye as well as counter Primal Kyogre, and in turn Mega Sableye can deal with Fighting-type coverage efficiently as well as wear down physical attackers further with Will-O-Wisps. Ferrothorn can also set entry hazards, which benefits Mega Sableye greatly due to all of the switches it forces. Primal Groudon pressures non-Foul Play Mega Sableye sets immensely, (RC) and even takes on Foul Play variants somewhat well, (AC) so Primal-Groudon is also another Fairy-type check. Having Primal Groudon switch-ins such as Water Arceus and Giratina-O is very helpful. A Primal Groudon on Mega Sableye's own team is also helpful, as it can check Fairy-types. Pairing Sableye with a Defog user such as Water Arceus or Fairy Arceus lets you control hazards extremely reliably, which also opens up the door for Ho-Oh as well as Lugia.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option on Mega Sableye to nail conventional Fire-type switch-ins, and it puts walls on a timer, (AC) unlike Will-O-Wisp, (AC) making them far more hesitant to switch in on Mega Sableye. A regular Sableye set with Leftovers and Swagger is usable, because while Liepard and Klefki often outclass it, Recover gives Sableye a niche. Metal Burst is sometimes handy for hitting something that wants to hit Sableye back hard, but it is hard to justify a move slot and it creates even more annoying 50/50s mind games for the user to predict. Alternatively, Counter is a decent option because Metal Burst doesn't pick up that many KOs due to Sableye's low HP, but it is incompatible with Prankster so it is often not worth it. Knock Off can annoy some common switch-ins to Mega Sableye, especially Xerneas; (SC) however, (AC) a large number amount of Pokemon in Anything Goes have items that can't be removed, namely Primal Groudon, Primal Kyogre, Arceus formes, (AC) and most Mega Evolutions mega evolutions, so it is generally a mediocre option that leaves Mega Sableye too passive. Taunt allows Mega Sableye to counter-lead even Skill Swap variants of Deoxys-S reliably, and it makes predicting against Darkrai and Xerneas much easier.

Checks and Counters
===================

**Fairy-types**: Fairy Arceus and Xerneas both don't really mind anything Mega Sableye can do, and they can easily OHKO it with their STAB moves or simply set up on it, since Sableye can't really do anything back. Mega Diancie can bounce Will-O-Wisp and Toxic back to Mega Sableye while taking very little from its attacks and threatening it with STAB Moonblast.

**Special Setup Sweepers**: Special set-up setup (consistency) sweepers such as Calm Mind Arceus formes and Nasty Plot Darkrai take very little from anything Mega Sableye has to throw at them, and simply use it as set-up setup (consistency) bait.

**Kyogre**: Both Primal Kyogre and Choice Scarf Kyogre have no problem KOing Mega Sableye, (AC) which and it fails to even 2HKO them in return with Foul Play. Primal Kyogre especially can simply Rest off status if it is running a RestTalk Rest Talk set, so it is one of Mega Sableye's best counters.

**Yveltal**: Offensive Yveltal takes extremely little from everything Mega Sableye has to throw at it, and it easily 2HKOes back.

**Fire-types**: Fire-type Pokemon such as Ho-Oh and Primal Groudon are immune to Mega Sableye's main way of wearing down its foes, so they are a very effective check to it. Primal Groudon is a Stealth Rock setter that beats Mega Sableye 1v1, so Mega Sableye should only be used as a pivot to it and not stay in.

**Clerics**: Blissey and Clefable take close to nothing from Foul Play and don't care about a burn, and they can easily heal up their team because Mega Sableye can't apply anywhere near enough offensive pressure to stop them. However, it is important to note that Blissey also can't touch Sableye at all, so they both just end up in a stalemate.

1/2
 
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Empress

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[OVERVIEW]

Mega Sableye is a great Pokemon due to a great pre-Mega Evolution ability in Prankster and a great post-Mega Evolution ability in Magic Bounce. Prankster Will-O-Wisp allows it to burn physical attackers easily, and Magic Bounce allows Mega Sableye to counter Klefki, a major threat in the metagame, as well as pivot into other entry hazard setters and status users such as Fairy Arceus, making Mega Sableye extremely good on stall archetypes. Its dual typing grants it three immunities, including an immunity to Arceus's and Mega Rayquaza's Extreme Speed, and leaves it with only one weakness. It is also one of the best defensive Deoxys-A and Mewtwo checks there is, Pokemon which that otherwise decimate stall. Unfortunately, Sableye is very slow and loses Prankster after it Mega Evolves, making it easy to take advantage of. Due to the prevalence of Klefki's and Darkrai's presence (should be "presences," which doesn't sound right imo), in Anything Goes, (AC) there are a ton of status absorbers, which hurts Mega Sableye a lot. Mega Sableye is also often overwhelmed by the sheer power of the attackers of the tier metagame, and even the Pokemon it is supposed to check can often annoy it it with some sets, such as Magic Coat Arceus and special Mega Rayquaza. Even defensive Pokemon such as Water Arceus and Lava Plume Primal Groudon can KO Mega Sableye, and Fairy-type Pokemon put a ton of pressure on it. Mega Sableye is also a complete momentum suck and only really fits on full stall and occasionally on balance teams.

[SET]
name: Support
move 1: Fake Out
move 2: Foul Play
move 3: Recover
move 4: Will-O-Wisp
item: Sablenite
ability: Prankster
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Fake Out allows Mega Sableye to safely Mega Evolve and to stall for burn damage later in the battle. Foul Play is important because otherwise Mega Sableye would otherwise be extremely passive and setup bait for lots of threats, and it allows Mega Sableye to do decent damage to most physical attackers and do something to Primal Groudon. It also wards away Pokemon like Mega Rayquaza and Arceus from attempting to boost past the burn drop to break through Mega Sableye. Recover gives Mega Sableye a form of recovery so that it doesn't get worn down throughout the match and can keep checking physical attackers and entry hazard setters. Will-O-Wisp cripples most physical attackers and is also nice for passive damage throughout the match on special attackers.

Set Details
========

An Impish nature, 248 HP EVs, and 252 Defense EVs maximize Mega Sableye's physical bulk while hitting a Stealth Rock number, with the remaining EVs being dumped placed in Special Defense. Prankster allows Sableye to fire off a priority Will-O-Wisp on the turn it Mega Evolves, crippling almost every physical attacker because Sableye is immune to Extreme Speed. (Perhaps explain what Magic Bounce does?)

Usage Tips
========

Fake Out should be used to Mega Evolve even if the opponent foe threatens Sableye, because as Mega Evolving and gaining Magic Bounce as quickly as possible is crucial. Make sure to not use Fake Out on the while Mega Evolution Evolving if a Prankster Will-O-Wisp would be optimal later in the game. Mega Evolving immediately is not always required. (redundant) Spreading Will-O-Wisps burns is very nice, but if your opponent has a Primal Groudon and / or Ho-Oh, be wary of clicking it using Will-O-Wisp too freely or you'll just end up giving them free switches ins. Switch Sableye into physical attackers such as Arceus quickly, because if they start setting up and Sableye isn't in, (AC) it can fail to check them and get overwhelmed. Additionally, Foul Play does not OHKO a +2 Arceus, and it doesn't OHKO an or unboosted Mega Rayquaza either, so it is imperative to keep Sableye healthy enough to take a hit from both of them if they are still in play. Pivot Mega Sableye into Stealth Rock setters such as Primal Groudon and support Ground Arceus. Don't let Mega Sableye get weakened too much because it is too slow to use Recover on many Pokemon, so it can often just be picked off even by Pokemon it usually counters once it gets weakened enough. (redundant) That said, if Mega Sableye is too weakened to heal on anything else for the battle, it can often be beneficial to keep it around, because as just the threat of Mega Sableye deters opponents from deploying entry hazards and status moves. It is almost always wise to lead with Sableye to allow it to Mega Evolve immediately, offering the threat of Magic Bounce for the entire battle, and it is typically smart to as well as pivot Mega Sableye into entry hazard setters such as Primal Groudon. However, be wary of getting burned by a Primal Groudon's Lava Plume, as this which can cripple Mega Sableye for the rest of the match.

Team Options
========

Mega Sableye pairs extremely well with Lugia, because as it requires Stealth Rock off the field to function, and it can help defend against physical attackers as well so that Mega Sableye doesn't get overwhelmed. Lugia also acts as another check to Mega Rayquaza, a Pokemon that which Mega Sableye cannot fully check due to its sheer power. Ho-Oh is also an excellent partner for Mega Sableye, because it also appreciates Stealth Rock off the field, (RC) and it has phenomenal special bulk to compliment complement Mega Sableye's physical bulk. It also sponges Fairy-type moves extremely well for Mega Sableye. Ferrothorn has great defensive synergy with Mega Sableye, as it can sponge tank (repetition) all of the Fairy-type attacks that might be thrown at Mega Sableye as well as counter Primal Kyogre, and in turn, (AC) Mega Sableye can deal with Fighting-type coverage attacks efficiently as well as wear down physical attackers further with Will-O-Wisps. Ferrothorn can also set entry hazards, which benefits Mega Sableye greatly due to all of the switches it forces. Primal Groudon pressures non-Foul Play Mega Sableye sets immensely and even takes on Foul Play variants somewhat well, so having. Having Primal Groudon switch-ins such as Water Arceus and Giratina-O is very helpful beneficial. (repetition) A Primal Groudon on Mega Sableye's own team is also helpful, as it can check Fairy-types. Pairing Mega Sableye with a Defog user such as Water Arceus or Fairy Arceus lets you control hazards extremely reliably, which also opens up the door for Ho-Oh as well as Lugia.

[STRATEGY COMMENTS]
Other Options
=============

Toxic is a viable option on Mega Sableye to nail conventional Fire-type switch-ins, and it puts walls on a timer unlike Will-O-Wisp, making them far more hesitant to switch in on Mega Sableye. A regular Sableye set with Leftovers and Swagger is usable, because while as even though (you don't want it to look like "because because") Liepard and Klefki often outclass it, Recover gives Sableye a niche. Metal Burst is sometimes handy for hitting something a fow that wants to hit Sableye back hard, but it is hard to justify a move(remove space)slot and it creates even more annoying mind games for the user to predict. Alternatively, Counter is a decent option because Metal Burst doesn't pick up that many KOs due to Sableye's low HP, but it is incompatible with Prankster, (AC) so it is often not worth it. Knock Off can annoy some common switch-ins to Mega Sableye, especially Xerneas; however, a large number of Pokemon have items that can't be removed, namely Primal Groudon, Primal Kyogre, Arceus formes, and most Mega Evolutions, so it is generally a mediocre option that leaves Mega Sableye too passive. Taunt allows Mega Sableye to counter-lead even Skill Swap variants of Deoxys-S reliably, and it makes predicting against Darkrai and Xerneas much easier.

Checks and Counters
===================

**Fairy-types**: Fairy Arceus and Xerneas both don't really mind anything Mega Sableye can do, and they can easily OHKO it with their STAB moves or simply set up on it. Mega Diancie can bounce Will-O-Wisp and Toxic back to Mega Sableye while taking very little damage from its attacks and threatening it with STAB Moonblast.

**Special Setup Sweepers**: Special setup sweepers such as Calm Mind Arceus formes and Nasty Plot Darkrai take very little damage from anything Mega Sableye has to throw at them, (RC) and can simply use it as setup bait.

**Kyogre**: Both Primal Kyogre and Choice Scarf Kyogre have no problem KOing Mega Sableye, (AC) which and it fails to even 2HKO them in return with Foul Play. RestTalk Primal Kyogre especially can simply Rest off status if it is running a RestTalk set, so it in particular is one of Mega Sableye's best counters, as it can heal off status problems with Rest and remain threatening with Sleep Talk.

**Yveltal**: Offensive Yveltal takes extremely little damage from everything Mega Sableye has to throw at it in its arsenal, (repetition) and it easily 2HKOes back.

**Fire-types**: Fire-type Pokemon such as Ho-Oh and Primal Groudon are immune to Mega Sableye's main way of wearing down its foes, so they are a very effective checks to it. Primal Groudon is a Stealth Rock setter that beats Mega Sableye 1v1 one-on-one, so Mega Sableye should only be used as a pivot to it and not stay in.

**Clerics**: Blissey and Clefable take close next to nothing from Foul Play and don't care about a burn, and they can easily heal up their team because Mega Sableye can't apply anywhere near enough offensive pressure to stop them. However, it is important to note that Blissey also can't touch Sableye at all either, so they both just end up in a stalemate.
My apologies for taking so long.
GP 2/2
 
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