Sableye in depth
The little guy from the mine
ヤミラミ (Yamirami) combines 闇 yami, darkness, with 睨み nirami, a fixed stare — or with 藪睨み yabunirami, squinting. The English Sableye is cleaner and flatter too: sable, the heraldic black, plus eye. Both versions point to the same thing: in this creature, the only things visible in the darkness are its eyes.
The design doesn't come from any animal. It comes from Nordic folklore, from dwarves and the Nibelungs: small humanoids that live underground, dig tunnels and accumulate precious stones. It fits so well that the Pokédex entries almost limit themselves to describing the myth — the claws for digging, the gem diet, the cave lair, and the reputation for stealing something from people that can't be recovered.
The Pokémon nothing could hit
It was the first Dark and Ghost type in the series, and for three generations that combination was a mathematical oddity. Ghost cancels out Normal and Fighting; Dark cancels out Psychic; one type covers the other's weaknesses, and the result is a type chart with not a single multiplier above 1. Not one weak point. It shares that distinction with Spiritomb, which arrived four generations later.
Generation VI introduced the Fairy type and ended the trick. Since then it has had exactly one weakness, and it hits for double damage. Mawile, another Hoenn Pokémon with its own Mega Evolution, went from a comfortable matchup to winning the exchange in one hit.
That same generation gave it Mega Evolution, in Pokémon Omega Ruby and Pokémon Alpha Sapphire. It tears the red gem from its chest, enlarges it into a shield and hides behind it; its eyes turn red. Its Ability changes to one that reflects status moves used against it back at the sender — the exact reverse of what Prankster does by giving them priority. Defenses go up, Speed drops even further, and there's the usual warning: the shield covers the front, and nothing behind it.
A user's manual for a slow type
The sequence that works best for it in a normal playthrough starts at level 36 with Mean Look, which prevents the opponent from fleeing or switching. From there, the opponent is trapped with whatever it brought in, and Will-O-Wisp or Taunt decides whether it loses its physical damage or its support moves. Detect, learned at level 18, covers the dead turns.
Pain Split, via TM, is the other route and makes use of exactly what looks like a flaw: with only 50 HP, the split almost always works in its favour. Trick and Switcheroo are on the same list for giving the opponent an item it doesn't want.
What you shouldn't ask it to do is win a battle by hitting things. Shadow Claw arrives at level 33 with 70 power, Power Gem at level 39 with 80, and Shadow Ball at level 45 with 80: reasonable figures for a Pokémon with 75 Attack and 65 Special Attack that also moves last. Until level 27, when Knock Off appears, its most reliable same-type attack is Astonish, with 40 power from level 9. The middle stretch of the game with a Sableye on the team is spent making things awkward, not hitting hard.