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#0302

Doubles #27

Mega Sableye

Mega Sableye
DarkGhost

Height 0.5 m·Weight 161.0 kg

Base stats

HP
50
Atk
85
Def
125
SpA
85
SpD
115
Spe
20
Total480

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Magic Bounce

    The Pokémon reflects status moves instead of getting hit by them.

Learnable moves

89 moves
  • Power 120Acc. 75PP 8
    Contact
  • 30% chance: paralysis

    Power 85Acc. 100PP 16
    ContactStomp
  • Disables the target's last move

    Power Acc. 100PP 20
  • User must recharge next turn

    Power 150Acc. 90PP 8
  • Restores 50% of max HP

    Power Acc. PP 8
  • Pays 1/4 max HP to make a substitute

    Power Acc. PP 12
  • 30% chance: flinch

    Power 50Acc. 100PP 16
    Sound
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority +4] Survives this turn with at least 1 HP; success drops to 1/3 in succession

    Power Acc. PP 12
  • Inflicts confusion · Raises target's Attack by 2

    Power Acc. 85PP 16
  • Prevents the target from switching out

    Power Acc. PP 8
  • While asleep, uses one of the user's other moves at random

    Power Acc. PP 12
  • Protects the party from status conditions for 5 turns

    Power Acc. PP 20
  • Averages HP with the target

    Power Acc. PP 20
  • Forces the target to repeat its last move for 3 turns

    Power Acc. 100PP 8
  • Copies the target's stat changes

    Power Acc. PP 12
  • [Priority +3] Only works on the first turn out; makes the target flinch

    Power 40Acc. 100PP 12
    Contact
  • Double power if the user is burned, paralyzed, or poisoned

    Power 70Acc. 100PP 20
    Contact
  • [Priority +5] Boosts an ally's next move to 1.5× power

    Power Acc. PP 20
  • [Priority +2] Hits through Protect and Detect

    Power 30Acc. 100PP 12
  • User must recharge next turn

    Power 150Acc. 90PP 8
    Contact
  • Double power if used consecutively in the same turn

    Power 60Acc. 100PP 16
    Sound
  • 10% chance: burn

    Power 75Acc. 100PP 16
    ContactPunch
  • Sets sunny weather for 5 turns

    Power Acc. PP 8
  • Inflicts burn

    Power Acc. 85PP 16
  • Sets rain for 5 turns

    Power Acc. PP 8
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
    Ball & bomb
  • 10% chance: paralysis

    Power 75Acc. 100PP 16
    ContactPunch
  • Inflicts paralysis

    Power Acc. 90PP 20
  • 10% chance: freeze

    Power 75Acc. 100PP 16
    ContactPunch
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
    Wind
  • More power the heavier the target (max 120)

    Power Acc. 100PP 20
    Contact
  • [Priority +4] Blocks moves this turn; success drops to 1/3 if used in succession

    Power Acc. PP 8
  • [Priority -3] Fails if the user takes damage before attacking

    Power 150Acc. 100PP 20
    ContactPunch
  • Destroys Reflect and Light Screen

    Power 75Acc. 100PP 16
    Contact
  • Raises own Attack·Defense by 1

    Power Acc. PP 20
  • Restores 50% of damage dealt

    Power 75Acc. 100PP 12
    ContactPunch
  • Lowers target's Speed by 1

    Power 65Acc. 100PP 20
    Contact
  • 30% chance: poison

    Power 80Acc. 100PP 20
    Contact
  • Dig

    Digs underground turn 1, hits turn 2

    Power 80Acc. 100PP 12
    Contact
  • Lowers target's accuracy by 1

    Power 20Acc. 100PP 12
  • Lowers target's Speed by 1

    Power 55Acc. 95PP 16
  • Never misses

    Power 60Acc. PP 20
    ContactSlicing
  • 10% chance: Lowers target's Sp. Def by 1

    Power 90Acc. 100PP 12
  • Halves special damage for 5 turns

    Power Acc. PP 20
  • Halves physical damage for 5 turns

    Power Acc. PP 20
  • Rest

    Sleeps for 2 turns, fully restoring HP and status

    Power Acc. PP 8
  • Swaps held items with the target

    Power Acc. 100PP 12
  • Swaps abilities with the target

    Power Acc. PP 12
  • Blocks moves the user also knows

    Power Acc. PP 12
  • Raises own Sp. Atk·Sp. Def by 1

    Power Acc. PP 20
  • 5 turns: grounds all Pokémon and boosts accuracy

    Power Acc. PP 8
  • 20% chance: flinch

    Power 80Acc. 90PP 16
    Contact
  • Swaps everyone's Defense and Sp. Def for 5 turns

    Power Acc. PP 12
  • Power 80Acc. 100PP 16
    ContactSlicing
  • Lowers target's Sp. Atk by 1

    Power 70Acc. 90PP 12
    Contact
  • Lowers target's Speed by 1

    Power 60Acc. 95PP 16
  • Power 80Acc. 100PP 20
  • Deals damage equal to the user's level

    Power Acc. 100PP 16
  • Inflicts confusion

    Power Acc. 100PP 12
  • Cuts 4 PP from the target's last move

    Power Acc. 100PP 12
  • 20% chance: Lowers target's Sp. Def by 1

    Power 80Acc. 100PP 16
    Ball & bomb
  • Never misses

    Power 60Acc. PP 20
    ContactPunch
  • !

    Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 16
    ContactSlicing
  • [Priority +1]

    Power 40Acc. 100PP 20
    Contact
  • Hex

    Double power vs targets with a status condition

    Power 65Acc. 100PP 12
  • Vanishes turn 1, hits turn 2; breaks through Protect

    Power 90Acc. 100PP 12
    Contact
  • Power 110Acc. 90PP 8
  • Steals the target's held item

    Power 60Acc. 100PP 20
    Contact
  • Prevents the target from using the same move twice in a row

    Power Acc. 100PP 16
  • Inflicts confusion · Raises target's Sp. Atk by 1

    Power Acc. 100PP 16
  • For 3 turns, the target can only use damaging moves

    Power Acc. 100PP 20
  • Removes the target's item; 1.5× power if it holds one

    Power 65Acc. 100PP 20
    Contact
  • Double power if the target already moved this turn

    Power 50Acc. 100PP 12
    Contact
  • Throws the held item; power and effect depend on the item

    Power Acc. 100PP 12
  • [Priority +1] Only works if the target chose a damaging move

    Power 70Acc. 100PP 8
    Contact
  • 20% chance: flinch

    Power 80Acc. 100PP 16
    Pulse
  • Crit stage +1 (12.5% crit chance)

    Power 70Acc. 100PP 20
    ContactSlicing
  • Raises own Sp. Atk by 2

    Power Acc. PP 20
  • Uses the target's Attack to calculate damage

    Power 95Acc. 100PP 16
    Contact
  • Makes the target act last this turn

    Power Acc. 100PP 16
  • Lowers target's Sp. Atk by 1

    Power 55Acc. 95PP 16
    Sound
  • The user attacks the target's throat, and the resultant suffering prevents the target from using sound-based moves for two turns.

    Power 80Acc. 100PP 16
    Contact
  • Power 75Acc. 100PP 8
    Contact
  • 10% chance: Raises own Attack by 1

    Power 50Acc. 95PP 20
    Contact
  • More power the slower the user is than the target (max 150)

    Power Acc. 100PP 8
    ContactBall & bomb
  • Strikes back with 1.5× the last damage taken

    Power Acc. 100PP 12
  • Power 80Acc. 100PP 12