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Sableye

In-battle formes

Base

HP:50
Attack:75
Defense:75
Sp. Atk:65
Sp. Def:65
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
STABmons
Utility136
Mega Calm Mind136
Focus Sash136

Mega

HP:50
Attack:85
Defense:125
Sp. Atk:85
Sp. Def:115
Speed:20
Min (-ve nature, 0 IVs)40
Default76
Max Neutral139
Max Positive152
Max Neutral (+1)208
Max Positive (+1)228
Max Neutral (+2)278
Max Positive (+2)304
STABmons
Utility76
Mega Calm Mind76
Focus Sash76

Strategies

  • en

Overview

Sableye's great Dark / Ghost typing leaves it with three immunities and only one weakness, notably letting it serve as a great counter to all of the Fake Out + Extreme Speed users in the tier. Its amazing ability in Prankster paired with its expansive support movepool with moves such as Will-O-Wisp, Parting Shot, Topsy-Turvy, and Taunt allows it to quickly cripple foes. Access to recovery keeps it alive for a while, which allows it to support the team throughout the battle. Because of its versatility, it is able to partner well with many Pokemon and fit well on most teams and most playstyles. It is, however, easily beaten by Prankster Taunt and can suffer from four-moveslot syndrome.

Mega Sableye, with its ability Magic Bounce, can turn foes' status moves back at them. With its increased Defense and Special Defense stats, Mega Sableye has the capability to set up and sweep teams. However, its below average HP, Attack, Special Attack, and Speed stats give it trouble at times, making it either frail, easily set up on, or outsped.

Utility

Move 1
  • Parting Shot
    Lowers target's Atk, Sp. Atk by 1. User switches.
    TypeDark
    Accuracy100%
Move 2
Move 3
  • Topsy-Turvy
    Inverts the target's stat stages.
    TypeDark
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%
Move 4
  • Recover
    Heals the user by 50% of its max HP.
    TypeNormal
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%

Moves

Parting Shot allows Sableye to switch out to avoid taking unwanted hits, as well as having the added benefit of weakening the foe by lowering each of its attacking stats by a stage. Will-O-Wisp allows Sableye to cripple physical attackers by halving their Attack, as well as damaging them each turn. Topsy-Turvy allows Sableye to stop setup sweepers in their tracks, as it reverses their stat changes. Foul Play is another option over Topsy-Turvy, as once Sableye has crippled physical sweepers with a burn, it can hit them hard with Foul Play if they try to boost. Recover allows Sableye to regain half of its health, which helps it stay around as long as possible. Knock Off allows Sableye to rid its foes of their items, something that can cripple many opposing strategies. Taunt is also an option that can help make Sableye a nice stallbreaker. Toxic can help break down bulky foes by dealing an increasing amount of damage each turn.

Set Details

Prankster allows Sableye to bypass its awful Speed and increases the priority of its status moves, letting it Recover, fire off Will-O-Wisp, or pivot out with Parting Shot before the foe can attack. The maximum EVs in HP and Special Defense with an Impish nature paired with Will-O-Wisp allow Sableye to be as bulky as possible and take as many hits as possible. Leftovers allows Sableye to slowly regain health over the course of the battle, keeping it alive longer. 252 HP and Defense EVs along with an Impish nature could also be run to take more physical hits. Sablenite can be used to allow Sableye to Mega Evolve, giving it enhanced defensive stats and Magic Bounce.

Usage Tips

If you use Parting Shot on a foe with Magic Bounce, such as Mega Diancie, the foe will be forced to switch out and Sableye's attacking stats will drop a stage, which then becomes a mind game with the opponent. Sableye is the slowest Prankster user in STABmons, so if the opponent runs another Prankster user such as Thundurus or Whimsicott, they can easily shut Sableye down with Taunt or status it with Thunder Wave and Spore, so it is best to switch out against them. Sableye is a check—not a counter—to most physical threats, meaning it isn't bulky enough to switch into them. It is better to switch Sableye in after a teammate has fainted or with a clean switch from U-turn. From there, it can either status a threat with Will-O-Wisp or force it out. Because of the versatility of this set, it can be used throughout the entire battle. This makes it important to keep using Recover whenever you have the chance. If you are sure the foe will do less than 50% to Sableye, it is helpful to use Recover to set it up to better take more hits. If Sableye Mega Evolves, it will gain Magic Bounce, which is good for reflecting Taunt and other status moves; however, it will lose the ability to pivot out before the foe attacks and instead will have to rely on a slow pivot.

Team Options

Steel-types such as Heatran and Scizor are great switch-ins to Fairy-types such as Mega Diancie and Sylveon that would otherwise beat Sableye. Special walls such as Chansey, Porygon2, and Meloetta work well, as they appreciate opposing physical attackers being crippled by a burn. Entry hazard setters such as Landorus-T, Terrakion, and Heatran pair well with Sableye because the hazards help to wear down foes due to the switches that Sableye forces. VoltTurn users, such as Rotom-W, Landorus-T, and Thundurus, go great alongside Sableye, keeping up the momentum along with Parting Shot to wear down the foes over the course of the battle. Hazard removers such as Landorus-T, Starmie, and Mega Blastoise are good teammates for Sableye, as it will be switching in many times. Because this set is countered by opposing Mega Sableye, Pokemon that beat it are great teammates; Mega Diancie is an option if you are not running Sablenite.

Mega Calm Mind

Move 1
Move 2
Move 3
Move 4
  • Snarl
    100% chance to lower the foe(s) Sp. Atk by 1.
    TypeDark
    CategorySpecial
    Power55 BP
    Accuracy95%
  • Dark Pulse
    20% chance to make the target flinch.
    TypeDark
    CategorySpecial
    Power80 BP
    Accuracy100%

Moves

Will-O-Wisp allows Mega Sableye to cripple physical attackers by halving their Attack stat, giving it time to set up. Recover allows Mega Sableye to stay healthy by restoring half of its health. Calm Mind boosts Mega Sableye's Special Attack and Special Defense, making it harder to KO and letting it hit hard after a few boosts. Snarl, while not hitting the foe hard, drops its Special Attack by one stage each time it hits, making Mega Sableye extremely hard to KO when paired with Will-O-Wisp and Calm Mind. It also has 24 PP, allowing it to be used many times throughout the battle. Dark Pulse is a powerful STAB option that has 24 PP and can be used if you want to inflict more damage. Night Daze is a similarly strong STAB move that has a 40% chance to lower the foe's accuracy. This is useful because once the foe has had its accuracy lowered a few times, it is forced to either switch out or rely on inaccurate attacks hitting. However, it only has 16 PP, which isn't the optimal for this set. Shadow Ball is another option to chip Fairy-types such as Mega Diancie and Mega Gardevoir, which would otherwise wall this set.

Set Details

Prankster is important the turn before you Mega Evolve Sableye, as it lets Sableye either cripple a foe with a priority Will-O-Wisp or get a quick Calm Mind boost. Sablenite allows Sableye to Mega Evolve, which dramatically increases its defensive stats, as well as giving it Magic Bounce for an ability. Magic Bounce is an extremely useful ability after Mega Evolving, as it lets Sableye send status moves back at the user. A Bold nature increases Sableye's Defense while lowering its Attack, making it as physically bulky as possible. The EVs in HP and Defense along with burn support allow Sableye to take on many physical hits.

Usage Tips

It is not necessary to Mega Evolve right away. Prankster is a great ability before Mega Evolving and has some advantages over Magic Bounce, such as getting off a quick burn with Will-O-Wisp to cripple a physical attacker or getting in a quick Calm Mind to be able to take an extra hit. Don't stay in on Fairy-types like Clefable and Sylveon, as they don't care about Dark-type moves and are able to hit hard with their own STAB moves. This set works best late-game once all of its checks and counters, such as Fairy- and Dark-types, have been removed. With Will-O-Wisp, this set serves as a great check to many physical threats in the game; however, because of its low Speed, make sure that Mega Sableye is able to take two hits from whatever it is facing, as it will need one turn to use Will-O-Wisp and another to Recover the damage. Afterwards, you can start setting up Calm Mind and prepare for a sweep. Reflecting status moves with Magic Bounce is helpful because it prevents Mega Sableye from being phazed with Roar or Whirlwind. Beware, however, of opposing Sableye, as your Sableye can be phazed by Parting Shot.

Team Options

Steel-types such as Scizor and Heatran work well with Mega Sableye, as they are able to switch into and eliminate Fairy-types that Mega Sableye doesn't like. Fighting- and Fairy-types such as Terrakion and Sylveon also work well, as they can take out Dark-types that stand in the way of a Mega Sableye sweep. Entry hazard setters such as Landorus-T, Garchomp, and Heatran can wear down foes over the length of the battle, something that Mega Sableye appreciates. Teammates that can switch into powerful wallbreakers like Mega Gardevoir and Keldeo, such as Latios, Porygon2, Chansey, and Jirachi, make for good teammates as well, as Mega Sableye would struggle with them otherwise.

Focus Sash

Move 1
Move 2
  • Destiny Bond
    If an opponent knocks out the user, it also faints.
    TypeGhost
  • Memento
    Lowers target's Attack, Sp. Atk by 2. User faints.
    TypeDark
    Accuracy100%
Move 3
  • Parting Shot
    Lowers target's Atk, Sp. Atk by 1. User switches.
    TypeDark
    Accuracy100%
Move 4
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
  • Foul Play
    Uses target's Attack stat in damage calculation.
    TypeDark
    CategoryPhysical
    Power95 BP
    Accuracy100%

Moves

Will-O-Wisp allows Sableye to check physical attackers, cutting their Attack in half. Destiny Bond allows Sableye to take a foe with it if it is KOed, which works great alongside Prankster. Memento is another option that can be used to drop the foe's Attack and Special Attack by two stages each at the expense of Sableye itself, which gives a teammate an easy setup opportunity. Parting Shot allows Sableye to switch out with priority and drop the foe's Attack and Special Attack by one stage each. Knock Off rids foes of their items while also hitting with STAB. Foul Play hits foes that have boosted their Attack hard. Taunt is another option that works well with Destiny Bond, as it forces a foe to use an attack, which will activate Destiny Bond if it KOes. Topsy-Turvy can be used to reverse the stats of setup sweepers and then allow Sableye to pivot into a setup sweeper to take advantage of a weakened foe.

Set Details

Prankster increases the priority of status moves, which is extremely important with this set, as it allows Sableye to take down a foe with Destiny Bond. The 72 Attack EVs allow Sableye to OHKO Espeon with Knock Off. The rest of the EVs go to HP and Defense to make Sableye as bulky as possible. Focus Sash is used so Sableye can be a last-resort check to many setup sweepers on opposing teams, allowing it to switch into them once and then take them down with Destiny Bond the following turn.

Usage Tips

This set works at any point in the game because of its versatility, although it cannot switch into foes with multi-hit or priority moves, such as Azumarill, Cloyster, and Stoutland. Sableye can also be used to build momentum on a VoltTurn team by using Parting Shot to switch to a teammate with a better matchup. If you are running Memento, this set works really well when paired with a setup sweeper; in that case, make sure that the counters to your sweeper are eliminated before using the move.

Team Options

Rotom-W makes for a decent teammate, as it is able to handle Azumarill, Cloyster, and Mega Diancie, which can all give Sableye issues. Setup sweepers such as Ursaring, Substitute + Calm Mind Keldeo, Thundurus, and Mega Scizor also make for good teammates. To keep Sableye's Focus Sash intact, the field needs to be entry hazard free; teammates like Mega Blastoise, Landorus-T, and Defog Gyarados help do this.

Other Options

Sableye can use a Choice Scarf set with Switcheroo, although this is very niche and outclassed. Sableye can also run Confuse Ray as an alternative to Will-O-Wisp; however, it is outclassed by Will-O-Wisp, as confusion doesn't cripple the Attack stat of the foe. Sucker Punch is an option to surprise and pick off weak foes such as Gardevoir, Latios, and other Psychic-types with low Defense. Metal Burst is another niche option that is possible on the Focus Sash set.

Checks and Counters

Fairy-types: Fairy-types such as Mega Diancie, Sylveon, and Clefable are able to counter Sableye, as they don't care about its Dark-type STAB moves and are able to hit back hard with their own STAB moves. Mega Diancie makes for a particularly good counter, as it is able to reflect status moves back with its own Magic Bounce.

Scrappy Foes: Foes like Mega Lopunny and Stoutland are able to hit Sableye and heavily damage Sableye with Fake Out + Extreme Speed thanks to Scrappy. Mega Lopunny is also able to OHKO Mega Sableye with a Fighting-type STAB move.

Opposing Prankster Foes: Opposing Prankster users like Thundurus and Whimsicott will outspeed and Taunt non-Mega Sableye, shutting it down. Whimsicott handles Mega Sableye as well by resisting Dark-type attacks and hitting it hard with Moonblast.

Powerful Wallbreakers: Powerful wallbreakers such as Keldeo, Thundurus, and Mega Charizard Y are strong enough to overpower Sableye.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
40
Accuracy
100%
PP
10
Hits first. First turn out only. 100% flinch chance.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Raises the target's Sp. Atk by 1 and confuses it.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
40
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
Accuracy
PP
15
Raises the user's Attack and accuracy by 1.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
60
Accuracy
100%
PP
15
Destroys the foe(s) Berry/Gem.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
100%
PP
10
If hit by an attack, returns 1.5x damage.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
65
Accuracy
85%
PP
10
50% chance to lower the target's accuracy by 1.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
80
Accuracy
100%
PP
20
No additional effect.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
Accuracy
100%
PP
15
Forces the target to move last this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
70
Accuracy
100%
PP
5
Power doubles if an ally fainted last turn.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
85%
PP
15
Burns the target.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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