Poison Heal Sableye
1 Introduction
Balanced Hackmons is one of my favourite metagames as its imagination of combination of Pokémons, abilities and moves. I also like this game because of its low-luck element that would influence the result of one specific battle. For example, one or two critical hits, or one or two flinches would NOT just directly tip the balance in one player’s favour.
The team which is going to be rated, is the one, I say, kind of ‘plagiarised’, from another player. But saying plagiarism is not right, because I did not see the exact details of the original team, and I use regenvest Kyo instead of regenvest Arc in the team. I was defeated by the original team once when I was using another one of the teams that I like, but later on, I went back to 1600’s with this team.
2 Team Detail
This is the detail about the team, and most the reason of moves chosen will be explained.
2.1 Sableye-Mega
Sableye-Mega (F) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Spiky Shield
- Wish
- Defog
Ability: Poison Heal
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Spiky Shield
- Wish
- Defog
The most dazzling thing in the team is PH Sableye-Mega. Although the 50/125 physical and 50/115 special endurances are a little bit not enough for the meta where offences are tough, the type combination of dark and ghost is really, really good – immunity to normal, fighting and psychic. Its type combination makes it confident to stand out against most utility Mewtwo-Mega-X’s, unless they set up and use power trip. It can also stand out against a lot of opponents such as Registeel, Tyranitor and Shedinja. By the low species strength of speed of 20, the min speed of Sableye-Mega at LV100 is 40. This feature allows Sableye-Mega to U-turn after most of its opponents’ moves, to make a better match-up.
Spick Shield allows Sableye-Mega to achieve the major status of toxic safely in the first turn, avoiding being knocked or spored or glared or anything else which would lead it to other major status.
The best healing move to coordinate with Protect is Wish. This move allows Sableye-Mega to heal half of its maximum HP to any of its teammates, or itself. Although the amount is small (maximum 152), it is better then nothing. With the healing amount by Poison Heal, it is still a considerable healing amount. I have though about using Shore Up, but this move would be given to another mon in this team, so Wish was the final decision to avoid Imprisoned.
The fourth move was chosen to be Defog as it is not so worried about Steath Rock, Spikes, and Toxic Spikes due to its Poison Heal.
2.2 Kartana
Kartana @ Choice Band
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- V-create
- Power Whip
- Sunsteel Strike
- U-turn
Ability: Tough Claws
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD / 252 Spe
Jolly Nature
- V-create
- Power Whip
- Sunsteel Strike
- U-turn
Needless to say, with the boost of CB and Tough Claws, STAB moves kill anything without set up with super effective, so does VC. By the way, this set kills MMX without defensive boost. I have thought of Tined Lens, however, considering it could not OHKO 106/100 physical endurance. Then, Tough Claws was chosen lastly. Sunsteel is due with Shed.
This mon is improofed by Heatran, which would be discussed at the part of Heatran.
2.3 Mewtwo-Mega-Y
Mewtwo-Mega-Y @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Ice Beam
- Bolt Strike
- Psychic
- Earth Power
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Hasty Nature
- Ice Beam
- Bolt Strike
- Psychic
- Earth Power
Sheer Force MMY with Life Orb is the most violent specially attacker I have ever seen. In most of the cases, it is only checked by Imposter Chansey with Eviolite, or Shed.
2.4 Kyogre-Pimal
Kyogre-Primal @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Revelation Dance
- Spectral Thief
- Volt Switch
- Sacred Fire
Ability: Regenerator
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Sassy Nature
IVs: 0 Spe
- Revelation Dance
- Spectral Thief
- Volt Switch
- Sacred Fire
Regen-Vest Kyo is one of my favourite special pivots. Spc Thieve due with set up and revel dance due with Normalised Ghost. Sacred Fire has 50% chance to kill shed and makes great damage to Registeel without flash fire. I like Volt Switch better than UT, because it does not touch the opponent. Although I know it might be trapped by Lightening Rod or Volt Absorb, or by Zygard with Thousand Waves. But Sableye could go out against Zyg, which means Kyo does not need to stay against Zyg. Min speed allow it to switch after opponent’s move and get a better match up.
2.5 Chansey
Chansey @ Eviolite
Ability: Imposter
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Whirlwind
- Soft-Boiled
- Metal Burst
- Toxic
Ability: Imposter
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Whirlwind
- Soft-Boiled
- Metal Burst
- Toxic
Chansey is the only improof to MMY. A healthy Chansey could kill the opposing Chansey if it transforms to my MMY with metal burst if it decides to attack. Whirlwind is to solve the problem of substitution. Toxic is a good idea, as long as the opposing Magic Bounce is killed by Kart or MMY, to the switch in to the opposing transformed Chansey.
2.6 Heatran
Heatran (F) @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Shore Up
- Destiny Bond
- Haze
- Searing Shot
OR
Heatran (F) @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Shore Up
- Destiny Bond
- Haze
- U-turn
Ability: Prankster
EVs: 252 HP / 252 Def / 252 SpA / 252 SpD / 252 Spe
Calm Nature
IVs: 0 Atk
- Shore Up
- Destiny Bond
- Haze
- Searing Shot
OR
Heatran (F) @ Safety Goggles
Ability: Prankster
EVs: 252 HP / 252 Atk / 252 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Shore Up
- Destiny Bond
- Haze
- U-turn
Heatran plays a very important role in this team. Without this mon, this team would most likely destroyed by a lot of things. First, Heatran has the type steel. Steel type could accept a lot of damage. Since the only weakness of Sableye is fairy, Heatran was chosen to accept fairy attack due to its type. The 1/4 restriction and the goggles make it easily face pixi Diancie with spore. However, it must be attention about the ground.
It is also the improofed one to Kart. Without CB, Kart’s VC could make a damage 60%-70% to Heatran. Although it seems to be a 2HKO, Heatran has the ability Prankster. By shoring up half of its max HP, Heatran would not die after attacked by Kart’s VC. Most opponents would not make the third hit on a Prankster to avoid scarifying Chansey. Then Heatran has the chance to heal itself and to absorb damage once again. By the way, after two times fallen of the opposing Chansey’s speed, the opponent mostly would not risk leaving Chansey on the field, switching must be operated.
There are two choices of set that Heatran can take: The fourth move of UT or the fourth move of Searing Shot. With choosing UT, it needs to be min speed and have full physical attack EV; on the other hand, with the choice of Searing shot, EVs of speed and SPATK need to be full. The first set would make a bet when improofing Kart as it really requires a good prediction.
3 Conclusion
This team has an obvious weakness: No Magic Bounce and No hazard sets. So, it is not so possible for this team to sweep the opponent's whole team by one offensive mon. All mons need to work together to reach the point that make great damage to the opponent and receive the least damage.
Shed on the other hand is another problem to this team. To due with shed, Kart would be forced to switch on and would be easily killed by Endeavor and ExSpeed.
Please do not skimp on making any comments, because all comments are progressive to this team.
Thank you for your patience.