#0302.1
Mega Sableye

Mega Sableye

Ghost Dark

Abilities

  • Magic Bounce Instead of being affected by other Pokémon's status moves, the Pokémon bounces them back at the user.

Stat Points

HP
50
ATK
85
DEF
125
Sp. Atk
85
Sp. Def
115
SPE
20

Weakness and Resistance

2x ⦿ Super Effective
Fairy
1x – Normal
Fire Water Grass Electric Ice Ground Flying Bug Rock Ghost Dragon Dark Steel
0.5x △ Resists
Poison
0x × Immune
Normal Fighting Psychic

Learnable Moves (88)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Confuse Ray status - 12 Confuses the target.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dazzling Gleam special 80 12 —
Detect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Disable status - 20 Gives the target the Move Disabled status for 4 turns, where the Pokémon cannot use whichever move it last used before getting the status.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Energy Ball special 90 l Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Fire Punch physical 75 16 Has a 10% chance of burning the target.
Flatter status - 16 Boosts the target's Sp. Atk statbyl stage and confuses it.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Foul Play physical 95 16 The damage dealt by this move is calculated using the target's Attack stat instead of the user's Attack stat.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Gravity status - 8 Gives the entire field the Gravity status for 5 turns. Gravity boosts the accuracy of moves by 67%, Pokémon such as Flying types or ones with the Levitate ability become grounded, and moves that involve flying or leaping cannot be used.
Gyro Ball physical - 8 The lower the user's Speed stat compared to the target's, the greater this move's power (ranging between 1 and 150).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Icy Wind special 55 16 Lowers targets' Speed stats by 1 stage.
Imprison status - 12 The user gains the Sealing Off status, where any moves known by the Pokémon that caused this status cannot be used by its opponents.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Lash Out physical 75 8 This move's power is doubled if the user's stats were lowered during the turn this move is used.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mean Look status - 8 Gives the target the Can't Escape status, where the Pokémon cannot be switched out.
Mega Kick physical 120 8 —
Metal Burst physical - 12 The user retaliates to deal 150% of the damage it took from an opponent's move during the turn this move is used.
Mud Shot special 55 16 Lowers the target's Speed stat by 1 stage.
Mud-Slap special 20 12 Lowers the target's Accuracy stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Night Shade special - 16 Deals 50 HP of damage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Phantom Force physical 90 12 The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Poltergeist physical 110 8 This move fails if the target isn't holding an item
Power Gem special 80 20 —
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Quash status - 16 Causes the target to move last in the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Recover status - 8 Restores 1/2 of the user's max HP.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Punch physical 60 20 This move never misses.
Shadow Sneak physical 40 20 —
Skill Swap status - 12 The user and the target swap their Abilities.
Skitter Smack physical 70 12 Lowers the target's Sp. Atk stat by 1 stage.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snarl special 55 16 Lowers targets' Sp. Atk stats by 1 stage.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sucker Punch physical 70 8 This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swagger status - 16 Boosts the target's Attack stat by 2 stages and confuses it.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Throat Chop physical 80 16 Gives the target the Throat Chopped status, where the Pokémon cannot use any sound-based moves for 2 turns.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Torment status - 16 Gives the target the Unable to Repeat status, where the Pokémon cannot use the same move twice in a row.
Trick status - 12 The user and the target swap their held items.
Will-O-Wisp status - 16 Burns the target.
Wonder Room status - 12 Gives the entire field the Wonder Room status, where Pokémon's Defense and Sp. Def stats are swapped, for 5 turns.
X-Scissor physical 80 16 —
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.