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302 - Sableye

TypeAbility

(1) Prankster
(2) Stall
(HA) Keen Eye
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Stats

HP
50
ATK +10
85
DEF +20
95
SPA +20
85
SPD +20
85
SPE
50
BST +70
450

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1ForesightNoneNone40Priority: 0. Resets the target's evasion to normal and prevents any further boosting until the target leaves the field. A ghost under this effect takes normal damage from normal and fighting moves. This move itself ignores accuracy and evasion modifiers.
1LeerNone10030Priority: 0. Lowers the target's Defense by one stage.
1Octazooka90855Priority: 0. 30% chance to drop target's Accuracy by one stage. High Critical Ratio
1Scratch4010035Priority: 0. Inflicts regular damage.
1TickleNone10020Priority: 0. Lowers the target's Attack and Defense by one stage.
4SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
7Night ShadeNone10015Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored.
10Pain SplitNoneNone20Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP.
13Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
16DetectNoneNone5Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail.

If the user successfully used detect, endure, protect, quick guard, or wide guard on the last turn, this move has a 50% chance to fail.
19Shadow Sneak4010020Priority: 1. Inflicts regular damage.
22Fake Out4010010Priority: 3. Causes the target to flinch. Can only be used on the user's first turn after entering the field.
25Feint Attack60None20Priority: 0. Ignores accuracy and evasion modifiers.
28Metal BurstNone10010Priority: 0. Targets the last opposing Pokémon to hit the user with a damaging move this turn. Inflicts 1.5× the damage that move did to the user. Type immunity applies, but other type effects are ignored.
31Shadow Claw7010090Priority: 0. User's critical hit rate is one level higher when using this move.
34TrickNone10010Priority: 0. User and target permanently swap held items.
38Confuse RayNone10010Priority: 0. Confuses the target.
42Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
46Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
50Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
54Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.
58Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
62RecoverNoneNone10Priority: 0. Heals the user for half its max HP.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM1Hone ClawsNoneNone15Priority: 0. Raises the user's Attack and accuracy by one stage.
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM12TauntNone10020Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM32Dazzling Gleam8010010Priority: 0. Inflicts regular damage.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM40Aerial Ace60None20Priority: 0. Ignores accuracy and evasion modifiers.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM47Low Sweep6510020Priority: 0. Lowers the target's Speed by one stage.
TM59Incinerate6010015Priority: 0. If the target is holding a berry, it's destroyed and cannot be used in response to this move.
TM60QuashNone10015Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail.
TM61Will-O-WispNone8515Priority: 0. Burns the target.
TM65Shadow Claw7010090Priority: 0. User's critical hit rate is one level higher when using this move.
TM66Power Gem9010010Priority: 0. 10% chance to drop opponents Sp. Def by one stage
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM77Psych UpNoneNone10Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM1Cut509530Priority: 0. High Critical Ratio

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Fire Punch7510010Priority: 0. Has a 10% chance to burn the target.
Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.
GravityNoneNone5Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop.

Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes.

bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect.

*Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Icy Wind559515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Knock Off6510020Priority: 0. Target loses its held item.
Low KickNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight | Power
--------------- | ----:
Up to 10kg | 20
Up to 25kg | 40
Up to 50kg | 60
Up to 100kg | 80
Up to 200kg | 100
Above 200kg | 120
Magic CoatNoneNone15Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
SnatchNoneNone10Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag.

If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect.

If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
SpiteNone10010Priority: 0. Lowers the PP of the target's last used move by 4. If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, or if its last used move has 0 PP remaining, this move will fail.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.
TrickNone10010Priority: 0. User and target permanently swap held items.
Wonder RoomNoneNone10Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Encounter Locations

Location     Level Spawn Percent
Relic Passage Center Cave 32-36 5.0
Victory Road Connecting Caves I, Back Cave 59-62 10.0