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    Competitive Sableye Discussion [OU]

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    Kira Light
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    Competitive Sableye Discussion [OU]

    Post by Kira Light on Sun Dec 18, 2011 11:32 am

    Competitive Sableye Discussion [OU]




    Base stats:
    HP: 50
    Atk: 75
    Def: 75
    SAtk: 65
    SDef: 65
    Spe: 50






    Moves:
    Level Attack Name Type Cat. Att. Acc. PP Effect %
    — Leer -- 100 30 --
    The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
    — Scratch 40 100 35 --
    Hard, pointed, and sharp claws rake the target to inflict damage.
    4 Foresight -- -- 40 --
    Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.
    8 Night Shade ?? 100 15 --
    The user makes the target see a frightening mirage. It inflicts damage matching the user's level.
    11 Astonish 30 100 15 --
    The user attacks the target while shouting in a startling fashion. It may also make the target flinch.
    15 Fury Swipes 18 80 15 --
    The target is raked with sharp claws or scythes for two to five times in quick succession.
    18 Fake Out 40 100 10 --
    An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.
    22 Detect -- -- 5 --
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    25 Shadow Sneak 40 100 30 --
    The user extends its shadow and attacks the target from behind. This move always goes first.
    29 Knock Off 20 100 20 --
    The user slaps down the target's held item, preventing that item from being used in the battle.
    32 Faint Attack 60 -- 20 --
    The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.
    36 Punishment ?? 100 5 --
    This attack's power increases the more the target has powered up with stat changes.
    39 Shadow Claw 70 100 15 --
    The user slashes with a sharp claw made from shadows. Critical hits land more easily.
    43 Power Gem 70 100 20 --
    The user attacks with a ray of light that sparkles as if it were made of gemstones.
    46 Confuse Ray -- 100 10 --
    The target is exposed to a sinister ray that triggers confusion.
    50 Foul Play 95 100 15 --
    The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
    53 Zen Headbutt 80 90 15 --
    The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
    57 Shadow Ball 80 100 15 --
    The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
    60 Mean Look -- -- 5 --
    The user pins the target with a dark, arresting look. The target becomes unable to flee.
    TM & HM Attacks
    TM/HM # Attack Name Type Cat. Att. Acc. PP Effect %
    TM01 Hone Claws -- -- 15 --
    The user sharpens its claws to boost its Attack stat and accuracy.
    TM04 Calm Mind -- -- 20 --
    The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
    TM06 Toxic -- 90 10 --
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    TM10 Hidden Power ?? 100 15 --
    A unique attack that varies in type and intensity depending on the Pokémon using it.
    TM11 Sunny Day -- -- 5 --
    The user intensifies the sun for five turns, powering up Fire-type moves.
    TM12 Taunt -- 100 20 --
    The target is taunted into a rage that allows it to use only attack moves for three turns.
    TM17 Protect -- -- 10 --
    It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    TM18 Rain Dance -- -- 5 --
    The user summons a heavy rain that falls for five turns, powering up Water-type moves.
    TM19 Telekinesis -- -- 15 --
    The user makes the target float with its psychic power. The target is easier to hit for three turns.
    TM21 Frustration ?? 100 20 --
    A full-power attack that grows more powerful the less the user likes its Trainer.
    TM27 Return ?? 100 20 --
    A full-power attack that grows more powerful the more the user likes its Trainer.
    TM28 Dig 80 100 10 --
    The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
    TM29 Psychic 90 100 10 --
    The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
    TM30 Shadow Ball 80 100 15 --
    The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
    TM31 Brick Break 75 100 15 --
    The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.
    TM32 Double Team -- -- 15 --
    By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    TM39 Rock Tomb 50 80 10 --
    Boulders are hurled at the target. It also lowers the target's Speed by preventing its movement.
    TM40 Aerial Ace 60 -- 20 --
    The user confounds the target with speed, then slashes. The attack lands without fail.
    TM41 Torment -- 100 15 --
    The user torments and enrages the target, making it incapable of using the same move twice in a row.
    TM42 Facade 70 100 20 --
    An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
    TM44 Rest -- -- 10 --
    The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
    TM45 Attract -- 100 15 --
    If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
    TM46 Thief 40 100 10 --
    The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
    TM47 Low Sweep 60 100 20 --
    The user attacks the target's legs swiftly, reducing the target's Speed stat.
    TM48 Round 60 100 15 --
    The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
    TM56 Fling ?? 100 10 --
    The user flings its held item at the target to attack. Its power and effects depend on the item.
    TM59 Incinerate 30 100 15 --
    The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable.
    TM61 Will-o-wisp -- 75 15 --
    The user shoots a sinister, bluish-white flame at the target to inflict a burn.
    TM63 Embargo -- 100 15 --
    It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
    TM65 Shadow Claw 70 100 15 --
    The user slashes with a sharp claw made from shadows. Critical hits land more easily.
    TM66 Payback 50 100 10 --
    If the user moves after the target, this attack's power will be doubled.
    TM67 Retaliate 70 100 5 --
    The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
    TM70 Flash -- 100 20 --
    The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
    TM77 Psych Up -- -- 10 --
    The user hypnotizes itself into copying any stat change made by the target.
    TM84 Poison Jab 80 100 20 30
    The target is stabbed with a tentacle or arm steeped in poison. It may also poison the target.
    TM85 Dream Eater 100 100 15 --
    The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
    TM87 Swagger -- 90 15 --
    The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
    TM90 Substitute -- -- 10 --
    The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    TM94 Rock Smash 40 100 15 --
    The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
    TM95 Snarl 55 95 15 --
    The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease.
    HM01 Cut 50 95 30 --
    The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
    Egg Moves (Details)
    Attack Name Type Cat. Att. Acc. PP Effect %
    Recover -- -- 10 -- Details
    Restoring its own cells, the user restores its own HP by half of its max HP.
    Moonlight -- -- 5 -- Details
    The user restores its own HP. The amount of HP regained varies with the weather.
    Nasty Plot -- -- 20 -- Details
    The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
    Flatter -- 100 15 -- Details
    Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat.
    Feint 30 100 10 -- Details
    An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.
    Sucker Punch 80 100 5 -- Details
    This move enables the user to attack first. It fails if the target is not readying an attack, however.
    Trick -- 100 10 -- Details
    The user catches the target off guard and swaps its held item with its own.
    Captivate -- 100 20 -- Details
    If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
    Mean Look -- -- 5 -- Details
    The user pins the target with a dark, arresting look. The target becomes unable to flee.
    Metal Burst ?? 100 10 -- Details
    The user retaliates with much greater power against the target that last inflicted damage on it.

    Special Moves
    Attack Name Type Cat. Att. Acc. PP Effect %
    Spite -- 100 10 --
    The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. Dream World

    Gen IV Only Moves (Details)
    Attack Name Type Cat. Att. Acc. PP Effect % Method
    Focus Punch 150 100 20 -- Gen IV TM01
    The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
    Water Pulse 60 100 20 20 Gen IV TM03
    The user attacks the target with a pulsing blast of water. It may also confuse the target.
    Shock Wave 60 -- 20 -- Gen IV TM34
    The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
    Secret Power 70 100 20 30 Gen IV TM43
    The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
    Snatch -- -- 10 -- Gen IV TM49
    The user steals the effects of any healing or stat-changing move the opponent attempts to use.
    Endure -- -- 10 -- Gen IV TM58
    The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
    Dark Pulse 80 100 15 -- Gen IV TM79
    The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.
    Sleep Talk -- -- 10 -- Gen IV TM82
    While it is asleep, the user randomly uses one of the moves it knows.
    Natural Gift ?? 100 15 -- Gen IV TM83
    The user draws power to attack by using its held Berry. The Berry determines its type and power.
    Fire Punch 75 100 15 10 Move Tutor - PtHGSS
    The target is punched with a fiery fist. It may also leave the target with a burn.
    Fury Cutter 20 95 20 -- Move Tutor - PtHGSS
    The target is slashed with scythes or claws. Its power increases if it hits in succession.
    Ice Punch 75 100 15 10 Move Tutor - PtHGSS
    The target is punched with an icy fist. It may also leave the target frozen.
    Icy Wind 55 95 15 -- Move Tutor - PtHGSS
    The user attacks with a gust of chilled air. It also reduces the targets' Speed stat.
    Ominous Wind 60 100 5 10 Move Tutor - PtHGSS
    The user blasts the target with a gust of repulsive wind. It may also raise all the user's stats at once.
    Thunderpunch 75 100 15 10 Move Tutor - PtHGSS
    The target is punched with an electrified fist. It may also leave the target with paralysis.
    Snore 40 100 15 -- Move Tutor - PtHGSS
    An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
    Spite -- 100 10 -- Move Tutor - PtHGSS
    The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.
    Mud-slap 20 100 10 -- Move Tutor - PtHGSS
    The user hurls mud in the target's face to inflict damage and lower its accuracy.
    Signal Beam 75 100 15 10 Move Tutor - PtHGSS
    The user attacks with a sinister beam of light. It may also confuse the target.
    Pain Split -- -- 20 -- Move Tutor - HGSS
    The user adds its HP to the target's HP, then equally shares the combined HP with the target.
    Gravity -- -- 5 -- Move Tutor - HGSS
    Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
    Magic Coat -- -- 15 -- Move Tutor - HGSS
    A barrier reflects back to the target moves like Leech Seed and moves that damage status.
    Role Play -- -- 10 -- Move Tutor - HGSS
    The user mimics the target completely, copying the target's natural Ability.
    Low Kick ?? 100 20 -- Move Tutor - HGSS
    A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.
    Headbutt 70 100 15 -- Move Tutor - HGSS
    The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

    Abilities:
    Keen Eye: Prevents accuracy drops
    Stall: The Pokemon always attacks last, with regard to priority brackets.
    Prankster: Status category moves have their priority increased by 1.

    Sets:

    Sableye @
    Ability: Prankster
    EVs: 252 HP | 120 Def | 136 SDef
    Careful Nature (-SAtk, +SDef)
    ~ Taunt
    ~ Recover
    ~ Will-O-Wisp
    ~ Foul Play | Night Shade

    Priority Taunt, Recover, Will-O-Wisp. Taunt ruins stuff like Ferrothorn, Whimsicott. Recover heals 50% of your health. Will-O-Wisp completely ruins physical attackers. Foul Play | Night Shade to break subs.

    What are your opinions on Sableye and do you think he could be a suspect in OU? He has no weaknesses and priority Taunt and Will-O-Wisp is amazing. Thank you and have a nice day.


    Last edited by Rick on Sun Dec 18, 2011 2:46 pm; edited 1 time in total (Reason for editing : Made more concise; corrected some grammar and prose. Otherwise, nicely done.)
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    Crossfire12
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    Re: Competitive Sableye Discussion [OU]

    Post by Crossfire12 on Sun Dec 18, 2011 12:38 pm

    I don't think we need all that info just the base stats,Abilities and set and also the info you left at the end
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    Trinitrotoluene
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    Re: Competitive Sableye Discussion [OU]

    Post by Trinitrotoluene on Sun Dec 18, 2011 2:41 pm

    Actually, the info is needed, but I'd hide it in spoilers.

    EDIT: Sableye is a cool Pokemon, but its defenses leave something to be desired, and it unfortunately cannot deal with Heatran, who can absorb Will-O-Wisp and attack with its powerful Flash Fire-boosted attacks. Conkeldurr is another Pokemon that tends to do well against Sableye. If Poison Heal has already been activated, then Breloom and Gliscor can give it trouble. However, Magic Bounce is anathema to Sableye. As Sableye's goal is to abuse Prankster, Magic Bounce just shuts it down completely. While Espeon and Xatu lack a means of dealing with it directly aside from Toxic or setting up on top of it, they can shut its status-spreading game down with extreme prejudice. I do admit that Sableye is a force to be reckoned with if used correctly, but its meager defenses still need to be accounted for.
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    harsha
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    Re: Competitive Sableye Discussion [OU]

    Post by harsha on Sun Dec 18, 2011 10:09 pm

    I think I'll put my own two cents into this discussion; while Sableye's stats don't appear very intimidating, Prankster makes up for it somewhat. I have found that the low defense can be a problem, as my ScarfToed OHKO's the common Sableye. It can shut down threatening Pokemon such as Reuniclus, though, so I'm not saying that this Pokemon is completely ineffective; I believe that Sableye is an annoying, but effective Pokemon. Of course, without Prankster, Sableye is basically unusable.
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    McQ
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    Re: Competitive Sableye Discussion [OU]

    Post by McQ on Sun Jan 29, 2012 2:52 pm

    Well I myself use a S-eye who is actually pretty darn good considering his one sole counter is heatran 99% of the time I decided to abuse S-eye's prankster and the fact that everyone wants to switch to heatran when he is out. I decided to throw a damp rock on S-eye and give him rain dance. his prankster ability assures you that at least once you will get up rain dance, and it will ruin what ever attack heatran tries to blast you with. then you have the chance to switch out to a swift swimmer of your choice like kingdra and since heatran cannot do anything to you You can get a free DD on the switch, that or use a special attacking sweeper kingdra and instead of using a slot in his move set for rain dance you can throw in a extra move for more coverage. You can give kindra life orb , but I find using lum berry helps if your worried about status moves Cool


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    Re: Competitive Sableye Discussion [OU]

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