RU Banette [QC: 3/3] [GP: 2/2]

GP: 2/2 (frenzyplant / V0x)
QC: 3/3 (EonX / Spirit / Molk)

my lips are sealed




Overview
########

Mega Banette gets the coveted ability Prankster and the necessary support movepool to make the best of it. Notably, it has Destiny Bond, which lets it function as a one-off stop to numerous dangerous sweepers in the tier. Offensively, Mega Banette more than holds its own; a fearsome base 165 Attack stat gives it a very sizable offensive presence and lets it make good use of moves such as Sucker Punch and Shadow Claw. Sadly, a decidedly average base 75 Speed and poor 64/75/83 defenses mean Mega Banette cannot stick around to dish out hits for long. Banette also has a severe case of four-moveslot syndrome. Lastly, Prankster does not activate on the turn Banette Mega Evolves making it essentially a liability before it does so.

Offensive Support
########
name: Offensive Support
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Destiny Bond allows Banette to effectively function as a revenge killer against a multitude of threats, albeit at its own peril. Knock Off works well in conjunction with the switches that Destiny Bond tends to cause, as permanently removing items from Pokemon is extremely useful. The fact that Mega Abomasnow is the only other Mega Evolution in the tier further enhances the move's effectiveness, as Mega Stones cannot be removed. Sucker Punch picks off weakened opponents, proving especially useful against fast, frail threats such as Delphox and Mismagius. STAB Shadow Claw is Banette's most consistently powerful attack, but bear in mind that a boosted Knock Off is nearly as strong as it. Taunt can be used to prevent attempts to Defog, heal, set entry hazards, or spread status; while Will-O-Wisp cripples physical attackers and racks up residual damage. Protect allows Banette to Mega Evolve safely, which it might not be able to do against teams that apply sufficient offensive pressure on it.

Set Details
========

84 Speed EVs allow Banette to outspeed minimum Speed Cresselia after Mega Evolving. Maximum Attack investment allows Mega Banette to hit as hard as possible, making the most of its sizable base 165 Attack. The remaining 172 EVs go in HP to allow it to take weaker attacks more comfortably. Both of Banette's abilities have value: Insomnia allows Banette to be a sleep absorber before it Mega Evolves, while Frisk can be used for scouting purposes until Banette Mega Evolves.

Usage Tips
========

Even though it means sacrificing Banette, forcing one-for-one trades with Destiny Bond is the key to using this set effectively. Keep Banette in reserve as an emergency button if you see dangerous sweepers, such as Sharpedo, that can potentially overwhelm you. Of course, Banette must already be Mega Evolved to take out these threats. The very threat of Destiny Bond or Sucker Punch can be used to your advantage as well. If you manage to switch Banette in against a sweeper that the opponent does not want to sacrifice, throwing out a Knock Off or Shadow Claw on the predicted switch may be a good idea. Don't underestimate Mega Banette's sizable base 165 Attack stat; for example, Shadow Claw does a minimum of 42% to 252 HP Escavalier, a Pokemon that has decent natural bulk.

Keep in mind that Destiny Bond lasts until Banette attacks next. As such, alternating between Destiny Bond and then an attacking move (that isn't Sucker Punch) against a faster setup sweeper will near-guarantee bringing it down in a one-on-one situation. If you are not using Protect, try to Mega Evolve Banette as soon as possible. Actively seek out opportunities to Mega Evolve it safely, such as against slow, bulky Pokemon with little offensive presence; Registeel and Gligar are good examples. Note that Mega Banette can utilize its Ghost typing to spinblock; it stands up well to most defensive spinners and can use Destiny Bond to bring down offensive spinners such as Hitmonlee, preventing them from doing their job.

Team Options
========

Entry hazard support is compulsory, as the opponent can potentially stall Banette out of Destiny Bond PP by switching in and out of it, and having entry hazards on the field will at least ensure that they are punished by these switches. While Pokemon like Rhyperior and Druddigon can set Stealth Rock effectively, Spikes support is also recommended. Qwilfish is an excellent Spikes setter, using its good Speed and decent bulk aided by Intimidate to set multiple layers. Relatively fast, hard-hitting teammates such as Delphox, Jolteon, and Durant can heap offensive pressure on the opponent, which goes well with hazards support. In return, these Pokemon appreciate Mega Banette's ability to effectively revenge kill most threats that get out of hand. Other Taunt users such as Taunt Cobalion can also prevent attempts to Defog hazards, as well as set Stealth Rock and switch into Dark-type attacks.

Other Options
########

Banette has a wealth of support moves that are worth a mention for being usable, if niche. Thunder Wave can be used to cripple offensive Pokemon, while Toxic is useful for putting an opposing wall or tank on a timer. Having access to Trick Room, as well as Prankster Rain Dance or Sunny Day, Banette does well on dedicated Trick Room or weather teams. A specially defensive set using Will-O-Wisp, Pain Split, Taunt, and Knock Off adopts a different approach to the main set, stalling out bulky Pokemon while keeping itself healthy with Pain Split. An offensive variant utilizing Substitute and Pain Split may also be used, as Prankster gives Mega Banette priority on both of these moves. Disable can be used in conjunction with Substitute to annoy Choice-locked opponents and mono-attacking defensive Pokenon. However, Destiny Bond is usually preferred to bring down problematic foes directly.

Checks & Counters
########

Prankster Destiny Bond lets Mega Banette force one-for-one trades with many Pokemon. Its checks and counters are, then, what prevent it from accomplishing this.

**Aromatisse**: Aroma Veil is a huge pain for Mega Banette, as it negates the effect of Taunt. Aromatisse can whittle Mega Banette down with Moonblast and/or use Wish unhindered, stalling out Destiny Bond PP if need be. Aromatisse also has access to Aromatherapy to cure itself and its team of status ailments.

**Pursuit**: Skuntank and Drapion hinder Banette because they can trap it with Pursuit, preventing it from using Destiny Bond to bring down a Pokemon of its user's choice later in the game.

**Regenerator**: Any combination of Alomomola, Amoonguss, Tangrowth, and Audino is problematic to Mega Banette, as these Pokemon can switch in and out of it to drain PP while passively healing off damage incurred from its attacking moves. Slowking also has Regenerator but is decimated by STAB Shadow Claw.

**Burn and Poison**: Banette hates burns and poison because they gradually wear it down and prevent it from effectively using Destiny Bond to force trades. Scald users such as Lanturn and Alomomola can bypass Taunt and possibly cripple Banette with a burn.

Overview
########

  • Gained a Mega Evolution, which is what makes it viable in the tier at all. Mega Banette gets the useful Prankster ability and the necessary support movepool to make the best of it. Notably, it is the only recipient of both Prankster and Destiny Bond, which lets it function as a one-off stop to numerous dangerous sweepers in the tier.
  • A great base 165 Attack stat confers appreciable offensive presence on it, allowing it to effectively use moves like STAB Shadow Claw and Sucker Punch
  • Very real 4MSS.
  • Prankster does not activate on the turn it Mega Evolves; it is essentially a liability before it does so.

Prankster
########
name: Prankster
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========
  • Destiny Bond is Banette's ace in the hole, allowing it function as what is effectively a revenge killer against a multitude of threats.
  • Knock Off works well in conjunction with the switches that Destiny Bond tends to cause; permanently removing items from defensive Pokemon is extremely useful. The lack of Mega Evolutions in the tier also enhances the move's effectiveness.
  • Sucker Punch picks off weakened opponents and is useful against fast, frail threats such as Delphox and Mismagius.
  • Shadow Claw gets STAB and is Banette's most consistently powerful attack, but bear in mind that Knock Off's initial boosted hit is nearly as strong as it.
  • In the last moveslot, Taunt prevents attempts to Defog, heal, set hazards, and spread status. Will-O-Wisp can also be used to cripple physical attackers and rack up residual damage.
  • Protect can be used in the last slot as it allows Banette to Mega Evolve safely, which it might not otherwise be able to do against offensive teams that apply sufficient pressure on it.

Set Details
========
  • 84 Spe to outspeed minimum Speed Cresselia after Mega Evolving.
  • Maximum Attack investment allows it to hit as hard as possible, making the most of its base 165 Attack.
  • The remaining 172 EVs go in HP so as to allow it to take weaker attacks more comfortably.
  • Insomnia allows Banette to be a pseudo-sleep absorber before it Mega Evolves.
  • Frisk can be used for scouting purposes before Banette Mega Evolves.

Usage Tips
========
  • Even though it means sacrificing Banette, forcing trades with Destiny Bond is the key to using this set effectively. Keep Banette in reserve as an emergency button if you see dangerous sweepers like Sharpedo or Yanmega that can potentially overwhelm your team or that your team is particularly weak to. Of course, Banette must already be Mega Evolved to do so.
  • The very threat of Destiny Bond (or Sucker Punch) can be used to your advantage as well. If you manage to double switch Banette in against a sweeper that the opponent does not want to sacrifice, throwing out a Knock Off/Shadow Claw on the predicted switch-in may be a good idea. Don't ignore Mega Banette's sizable base 165 Attack stat; for example, Shadow Claw does a minimum of 42% to 252 HP Escavalier, a Pokemon that has decent natural bulk.
  • Keep in mind that Destiny Bond lasts until Banette next attacks. As such, using Destiny Bond in conjunction with Knock Off against a faster setup sweeper will near-guarantee bringing it down in a one-on-one situation.
  • If you are not using Protect, try to Mega Evolve Banette as soon as possible. Actively seek out opportunities to Mega Evolve it safely, such as against slow, bulky Pokemon with little offensive presence, such as Registeel or Gligar.
  • Note that Mega Banette can utilize its Ghost typing to spinblock; it stands up well to most defensive spinners and can use Destiny Bond to bring down offensive spinners such as Hitmonlee, preventing them from doing their job.

Team Options
========
  • Hazard support is compulsory, as the opponent can potentially stall Banette out of Destiny Bond PP by switching in and out of it. Having entry hazards on the field will at least ensure that they are punished by these switches. While Pokemon like Rhyperior and Druddigon can set Stealth Rock effectively, Spikes support is also recommended. Qwilfish is an excellent setter, using its good Speed and decent bulk aided by Intimidate to set up multiple layers.
  • Relatively fast, hard-hitting teammates in general are appreciated, as they can heap offensive pressure on the opponent, which gels well with hazard support. In return, these Pokemon appreciate Mega Banette's ability to effectively revenge kill most threats that get out of hand. Delphox, Jolteon, and Zoroark are examples of such Pokemon. Other Taunt users such as Taunt Cobalion can also prevent attempts to Defog hazards.
  • Getting access to both Trick Room and Prankster Rain Dance, Banette does well on dedicated Trick Room or Rain teams, so Pokemon that are staples on such teams naturally make good teammates.


Other Options
########
  • Thunder Wave
  • Toxic
  • Trick Room
  • Rain Dance
  • Sunny Day
  • Specially defensive set with Will-O-Wisp + Pain Split (and Taunt + Knock Off/Shadow Claw)
  • Offensive set with Substitute + Pain Split

Checks & Counters
########

Prankster Destiny Bond lets Mega Banette force one-for-one trades with many Pokemon, ideally working in its user's favor. Its checks and counters are, then, what prevents it from doing its job.

**Aromatisse**: Aroma Veil is a huge pain for Mega Banette as it negates the effect of Taunt. Aromatisse can then whittle it down with Toxic and/or use Wish unhindered. It also gets Aromatherapy to cure itself and its team of status ailments.

**Pursuit**: Skuntank and Drapion hinder Banette because they can trap it with Pursuit, preventing it from using Destiny Bond to bring down a Pokemon of its user's choice later in the game.

**Regenerator mons/cores**: Any one/combination of Slowking, Alomomola, Amoonguss, and Tangrowth are problematic to Mega Banette, as they can switch in and out of it to drain its PP while passively healing off damage incurred from its attacking moves.

**Status Conditions**: In particular, Banette hates burns and poison because they cause it to gradually wear itself down and prevent it from effectively using Destiny Bond to force trades. Scald users such as Lanturn and Alomomola can bypass Taunt and possibly cripple Banette with a burn.
 
Last edited:

EonX

Battle Soul
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Used this guy a fair bit, so here goes:

[Prankster]

- I know the ability before Mega Evolution won't get much use, but I'd much rather have Insomnia to have a pseudo- sleep absorber before Mega Evolution. Also an easy way to get in to Mega Evolve as most sleep inducers are defensive in nature. At the very least, it deserves a mention
- You mention Shadow Claw a lot, but it doesn't have a slash anywhere in the moveset. Probably best slashed after Knock Off, but it could be used in the 4th slot if you want both moves
- Trick Room and Rain Dance mentions seem really awkward and out of place since there's no other mention of them. I'd just elaborate on this in OO during write-up
- Make sure to mention Mega Bannette can spinblock the hazards it likes taking advantage of as it beats most defensive spinners and can DBond offensive ones that are capable of beating it

[Other Options]

- Offensive SubSplit probably deserves a mention here due to Prankster
- You've got Rain Dance mentioned. May as well add Sunny Day

[Checks and Counters]

- Examples of Dark-types. Zoroark is a big one imo since it could be disguised as a defensive mon
- Examples of Regenerator mons. Slowking, Amoonguss, and Alomomola are fairly big. King and Mola can use Scald to status Bannette through Taunt.
- Bulky Waters with Scald since they can bypass Taunt while still statusing Bannette.
- Aromatisse w/Toxic since it dgaf about Taunt. Also has Aromatherapy to cure its status ailments

Looks solid so far malefic.
 
EonX

thanks for looking through this. i implemented your changes and fleshed out c&c. just one thing: regarding insomnia vs frisk, i feel frisk is actually pretty cool for ferreting out items on meloetta and disguised zoroark. on the other hand, as far as common defensive sleep inducers go, i wouldnt want to be switching in on a tangrowth that hasnt had its set determined, while amoong can carry foul play. i feel both abilities have merit though, so i'm keeping them both slashed for now.
 

EonX

Battle Soul
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Yeah, I understand the worry malefic. However, that's another reason Protect is there. You switch-in on the likely sleep move for free, Protect as you Mega Evolve to scout for Knock Off / Foul Play. If they have it, gtfo. If not, Taunt them so you can get your response to them in safely without having to worry about Sleep. Anyway, couple of things I didn't catch the first time.

* Remove Stallbreaker Virizion as the set isn't going to be on-site
* Add Toxic to OO to screw with Bulky Waters

Otherwise, this is fine imo.

QC Approved 1/3
 

SilentVerse

Into the New World
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We talked about this a bit on irc, and the set should look like:

Prankster
########
name: Prankster
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Make this change and I'll take another look later :).

Edit: FK llamas ):<
 

atomicllamas

but then what's left of me?
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I know that this has QC 1/3, but I don't really agree with the set. Shake / SV / Spirit and myself think it should look more like this:

Prankster
########
name: Prankster
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Sucker Punch over Shadow Sneak cause it hits everything harder barring Gallade and 1 other thing I forgot. Shadow Claw is a strong STAB, but Taunt helps with Sucker Punch D bond Mind Games. Wisp is really tertiary, but prio wisp is prio wisp.

Obviously this changes some stuff in the analysis, so when you implement this, please make sure to change the descriptions.

EonX post if you disagree with these changes, but I really feel like Banette is better as an attacker rather than some kind of Prankster abuser, especially when investing max attack @_@.

Edit: fuck silentverse
 

EonX

Battle Soul
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No objection that it should be offense-oriented, but I do object to Taunt not being a primary slash. Feel like it should look more like this:

Prankster
########
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch / Shadow Claw
move 4: Taunt / Will-O-Wisp
ability: Insomnia
item: Banetite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Taunt is just really nice on Bannette considering it fares well against many of the defensive hazard users and can quickly stop them from doing a dang thing. This also plays into Destiny Bond + Sucker Punch as the opponent is forced to attack or switch out. Shadow Claw can be used over Sucker Punch so you aren't totally walled by Aromatisse, who dgaf about Taunt and will likely just support its team before thinking about attacking.
 

HypnoEmpire

Yokatta...
You should definitely add Sub + Disable to OO. I've been using it lately and it is very good, especially against choiced Pokemon / Pokemon that rely on a fighting or normal type move to inflict damage.
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
1/2 :)

add remove (comments)

Overview
########

Game Freak bestowed on Banette a Mega Evolution that plucked it from mediocrity and gives it a niche in the RU tier. Mega Banette gets the coveted Prankster ability and the necessary support movepool to make the best of it. Notably, it is the only recipient of has access to both Prankster and Destiny Bond, which lets it function as a one-off stop to numerous dangerous sweepers in the tier. Offensively, Mega Banette more than holds its own; a fearsome base 165 Attack stat confers gives it a very sizable offensive presence on it and lets it make good use of moves such as Sucker Punch and STAB Shadow Claw. Sadly, a decidedly average base 75 Speed and poor 64/75/83 defenses means Mega Banette cannot stick around to dish hits out hits for long. Although not a disadvantage per se, Banette's extensive movepool can cause headaches in that users of Banette it will often be spoilt for choice, as it has a severe case of four-moveslot syndrome wanting to use more moves than they can fit in only four moveslots. Lastly, note that Prankster does not activate on the turn Banette Mega Evolves, (semicolon to comma) so it is essentially a liability before it does so.

Prankster (this doesn't seem like the best way to characterize the set; maybe change to "offensive support" or something similar)
########
name: Prankster
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Destiny Bond is Banette's ace in the hole, allowing it allows Banette to effectively function as what is effectively a revenge killer against a multitude of threats, albeit at its own peril. Knock Off works well in conjunction with the switches that Destiny Bond tends to cause, (semicolon to comma) as permanently removing items from defensive Pokemon is extremely useful. That Mega Abomasnow is the only other Mega Evolution in the tier further enhances the move's effectiveness, (comma) (as Mega Stones cannot be removed). (remove parentheses) Sucker Punch picks off weakened opponents, proving especially useful against fast, frail threats such as Delphox and Mismagius. STAB Shadow Claw gets STAB and is Banette's most consistently powerful attack, but bear in mind that a boosted Knock Off's initial boosted hit is nearly as strong as it. Taunt can also be used to prevent attempts to Defog, heal, set entry hazards, and or spread status; (comma to semicolon) while Will-O-Wisp cripples physical attackers and racks up residual damage. Protect is not listed but is a usable option that allows Banette to Mega Evolve safely, which it might not otherwise be able to do against offensive teams that apply sufficient offensive pressure on to it.

Set Details
========

84 Speed EVs allow Banette to outspeed minimum Speed Cresselia after Mega Evolving. Maximum Attack investment allows it Banette to hit as hard as possible, making the most of Mega Banette's its sizable base 165 Attack. The remaining 172 EVs go in HP so as to allow it to take weaker attacks more comfortably. Each of Banette's abilities have some has value: (colon) of their own; Insomnia allows Banette to be a pseudo-sleep absorber before it Mega Evolves, while Frisk can be used for scouting purposes early-game.

Usage Tips
========

Even though it means sacrificing Banette, forcing one-for-one trades with Destiny Bond is the key to using this set effectively. Keep Banette in reserve as an emergency button if you see dangerous sweepers like such as Sharpedo or and Yanmega on the opposing team that can potentially overwhelm your team or that your team is particularly weak to. Of course, Banette must already be Mega Evolved to take out these threats do so. The very threat of Destiny Bond (or Sucker Punch) (remove parentheses) can be used to your advantage as well. If you manage to double switch Banette in against a sweeper that the opponent does not want to sacrifice, throwing out a Knock Off or (remove slash) Shadow Claw on the predicted switch-in may be a good idea. Don't undermine underestimate Mega Banette's sizable base 165 Attack stat; for example, Shadow Claw does a minimum of 42% to 252 HP Escavalier, a Pokemon that has decent natural bulk.

Keep in mind that Destiny Bond lasts until Banette next attacks next. As such, using Destiny Bond in conjunction with and then Knock Off against a faster setup sweeper will near-guarantee bringing it down in a one-on-one situation. If you are not using Protect, try to Mega Evolve Banette as soon as possible. Actively seek out opportunities to Mega Evolve it safely, such as against slow, bulky Pokemon with little offensive presence, such as Registeel or and Gligar. Note that Mega Banette can utilize its Ghost typing to spinblock; it stands up well to most defensive spinners and can use Destiny Bond to bring down offensive spinners such as Hitmonlee, preventing them from doing their job.

Team Options
========

Entry hazard support is compulsory, as the opponent can potentially stall Banette out of Destiny Bond PP by switching in and out of it, and having entry hazards on the field will at least ensure that they are punished by these switches. While Pokemon like Rhyperior and Druddigon can set Stealth Rock effectively, Spikes support is also recommended. Qwilfish is an excellent Spikes setter, using its good Speed and decent bulk aided by Intimidate to set up multiple layers. Relatively fast, hard-hitting teammates such as Delphox, Jolteon, and Zoroark in general are appreciated, as they can heap offensive pressure on the opponent, which goes well with hazards support. In return, these Pokemon appreciate Mega Banette's ability to effectively revenge kill most threats that get out of hand. Delphox, Jolteon, and Zoroark are examples of such Pokemon. Other Taunt users such as Taunt Cobalion can also prevent attempts to Defog hazards.

Other Options
########

Banette has a wealth of support moves that are worth a mention for being usable, if niche options. Thunder Wave can be used in the last moveslot to cripple offensive Pokemon, while Toxic is useful for putting an opposing wall or tank on a timer. Getting Having access to Prankster both Trick Room, Rain Dance, and Prankster Rain Dance/Sunny Day, Banette does well on dedicated Trick Room or weather-utilizing teams. A specially defensive set with Will-O-Wisp/Pain Split/Taunt/Knock Off using Will-O-Wisp, Pain Split, Taunt, and Knock Off adopts a different approach to the main set, stalling out bulky Pokemon while keeping itself healthy with Pain Split. An offensive variant utilizing Substitute and Pain Split may also be used nifty, (comma) as Prankster gives Mega Banette priority on both of these moves. Disable is another option that can be used in conjunction with Substitute to annoy Choice-locked opponents and mono-attacking defensive Pokemon that carry only one attack move. However, Destiny Bond is usually preferred here to bring down problematic foes outright.

Checks & Counters
########

Prankster Destiny Bond lets Mega Banette force one-for-one trades with many Pokemon, ideally working in its user's favor. Its checks and counters are, then, what prevents it from accomplishing this.

**Aromatisse**: Aroma Veil is a huge pain for Mega Banette, (comma) as it negates the effect of Taunt. Aromatisse can then whittle it Mega Banette down with Moonblast and/or use Wish unhindered, stalling out Destiny Bond PP if need be. It Aromatisse also has access to gets Aromatherapy to cure itself and its team of status ailments.

**Pursuit**: Skuntank and Drapion hinder Banette because they can trap it with Pursuit, preventing it from using Destiny Bond to bring down a Pokemon of its user's choice later in the game.

**Regenerator Pokemon/cores**: Any one or a combination of Slowking, Alomomola, Amoonguss, and Tangrowth are is problematic to Mega Banette, as these Pokemon can switch in and out of it to drain its PP while passively healing off damage incurred from its attacking moves.

**Status Conditions**: In particular, Banette hates burns and poison in particular because they gradually wear it down and prevent it from effectively using Destiny Bond to force trades. Scald users such as Lanturn and Alomomola can bypass Taunt and possibly cripple Banette with a burn.
 
Last edited:

tehy

Banned deucer.
Amcheck

I feel like, considering Shadow Claw gets similar coverage to your other attacks and is only much stronger than knock off the second time/vs megas/vs fighters and fairies, that it's honestly not that good. At the least, explain what it'd good against (fighters, aroma, mega aboma and maybe nette)
Comments:

I really hate it when an extensive movepool is called a disadvantage. It might suck to not have X move currently, but not as bad as not having it at all.

Taking away LO and choice items is also very useful. Maybe give a special evio mention.

I feel i clarified the dbond then attack strategy quite nicely, though feel free to put your own spin on it.

Cobalion can also lay rocks, ya? And take dark-type attacks

Which segues quite nicely into my next point, where are all the teammates? Other than hazards layers and 'strong offensive mons' you got nothing. Specifically, nothing to take Se hits.

Slowking is destroyed by banette's attacks, so it can't stall for long. Other three, maybe. Note that alo can tox/scald, amoong can spore/sludge, tan can leech/sleep.

I don't think paralysis cripples mnette much more than any other mon, and often less. An untimely para can lead to a sweep, but that applies to most walls and tanks as well.

Regardless, talk about paralysis if you want to include it. (maybe mention tspikes too.)



Overview
########

Mega Banette gets the coveted ability Prankster ability and the necessary support movepool to make the best of it. Notably, it has access to both Prankster and Destiny Bond, which lets it function as a one-off stop to numerous dangerous sweepers in the tier. Offensively, Mega Banette more than holds its own; a fearsome base 165 Attack stat gives it a very sizable offensive presence and lets it make good use of moves such as Sucker Punch and STAB Shadow Claw. Sadly, a decidedly average base 75 Speed and poor 64/75/83 defenses mean Mega Banette cannot stick around to dish out hits for long. Although not a disadvantage per se, Banette's extensive movepool can cause headaches in that its users will often be spoilt for choice, as it has a severe case of four-moveslot syndrome. Lastly, Prankster does not activate on the turn Banette Mega Evolves, making it essentially a liability before it does so.

Offensive Support
########
name: Offensive Support
move 1: Destiny Bond
move 2: Knock Off
move 3: Sucker Punch
move 4: Shadow Claw / Taunt / Will-O-Wisp
ability: Insomnia
item: Banettite
evs: 172 HP / 252 Atk / 84 Spe
nature: Adamant

Moves
========

Destiny Bond allows Banette to effectively function as a revenge killer against a multitude of threats, albeit at its own peril. Knock Off works well in conjunction with the switches that Destiny Bond tends to cause, as permanently removing items from defensive Pokemon is extremely useful. That Mega Abomasnow is the only other Mega Evolution in the tier further enhances the move's effectiveness, as Mega Stones cannot be removed. Sucker Punch picks off weakened opponents, proving especially useful against fast, frail threats such as Delphox and Mismagius. STAB Shadow Claw is Banette's most consistently powerful attack, but bear in mind that a boosted Knock Off is nearly as strong as it. Taunt can be used to prevent attempts to Defog, heal, set entry hazards, or spread status;, while Will-O-Wisp cripples physical attackers and racks up residual damage. Protect is a usable option that allows Banette to Mega Evolve safely, which it might not be able to do against teams that apply sufficient offensive pressure on it.

Set Details
========

84 Speed EVs allow Banette to outspeed minimum Speed Cresselia after Mega Evolving. Maximum Attack investment allows Mega Banette to hit as hard as possible, making the most of its sizable base 165 Attack. The remaining 172 EVs go in HP to allow it to take weaker attacks more comfortably. EacBoth of Banette's abilities has value: Insomnia allows Banette to be a sleep absorber before it Mega Evolves, while Frisk can be used for scouting purposes until Banette Mearly-game Evolves.

Usage Tips
========

Even though it means sacrificing Banette, forcing one-for-one trades with Destiny Bond is the key to using this set effectively. Keep Banette in reserve as an emergency button if you see dangerous sweepers, such as Sharpedo on the opposing team, that can potentially overwhelm your on the opposing team. Of course, Banette must already be Mega Evolved to take out these threats. The very threat of Destiny Bond or Sucker Punch can be used to your advantage as well. If you manage to switch Banette in against a sweeper that the opponent does not want to sacrifice, throwing out a Knock Off or Shadow Claw on the predicted switch may be a good idea. Don't underestimate Mega Banette's sizable base 165 Attack stat; for example, Shadow Claw does a minimum of 42% to 252 HP Escavalier, a Pokemon that has decent natural bulk.

Keep in mind that Destiny Bond lasts until Banette attacks next. As such, usalternating between Destiny Bond and then an attacking move (that isn't Sucker Punch) against a faster setup sweeper will near-guarantee bringing it down in a one-on-one situation. If you are not using Protect, try to Mega Evolve Banette as soon as possible. Actively seek out opportunities to Mega Evolve it safely, such as against slow, bulky Pokemon with little offensive presence, such as; Registeel and Gligar are good examples. Note that Mega Banette can utilize its Ghost typing to spinblock; it stands up well to most defensive spinners and can use Destiny Bond to bring down offensive spinners such as Hitmonlee, preventing them from doing their job.

Team Options
========

Entry hazard support is compulsory, as the opponent can potentially stall Banette out of Destiny Bond PP by switching in and out of it, and having entry hazards on the field will at least ensure that they are punished by these switches. While Pokemon like Rhyperior and Druddigon can set Stealth Rock effectively, Spikes support is also recommended. Qwilfish is an excellent Spikes setter, using its good Speed and decent bulk aided by Intimidate to set multiple layers. Relatively fast, hard-hitting teammates such as Delphox, Jolteon, and Durant can heap offensive pressure on the opponent, which goes well with hazards support. In return, these Pokemon appreciate Mega Banette's ability to effectively revenge kill most threats that get out of hand. Other Taunt users such as Taunt Cobalion can also prevent attempts to Defog hazards.

Other Options
########

Banette has a wealth of support moves that are worth a mention for being usable, if niche. Thunder Wave can be used to cripple offensive Pokemon, while Toxic is useful for putting an opposing wall or tank on a timer. Having access to both Trick Room, as well ands Prankster Rain Dance or Sunny Day, Banette does well on dedicated Trick Room or weather teams. A specially defensive set using Will-O-Wisp, Pain Split, Taunt, and Knock Off adopts a different approach to the main set, stalling out bulky Pokemon while keeping itself healthy with Pain Split. An offensive variant utilizing Substitute and Pain Split may also be used, as Prankster gives Mega Banette priority on both of these moves. Disable is another option that can be used in conjunction with Substitute to annoy Choice-locked opponents and mono-attacking defensive Pokenon. However, Destiny Bond is usually preferred to bring down problematic foes directly.

Checks & Counters
########

Prankster Destiny Bond lets Mega Banette force one-for-one trades with many Pokemon. Its checks and counters are, then, what prevent it from accomplishing this.

**Aromatisse**: Aroma Veil is a huge pain for Mega Banette, as it negates the effect of Taunt. Aromatisse can whittle Mega Banette down with Moonblast and/or use Wish unhindered, stalling out Destiny Bond PP if need be. Aromatisse also has access to Aromatherapy to cure itself and its team of status ailments.

**Pursuit**: Skuntank and Drapion hinder Banette because they can trap it with Pursuit, preventing it from using Destiny Bond to bring down a Pokemon of its user's choice later in the game.

**Regenerator**: Any combination of Slowking, Alomomola, Amoonguss, and Tangrowth is problematic to Mega Banette, as these Pokemon can switch in and out of it to drain PP while passively healing off damage incurred from its attacking moves.

**Status ConditiBurn and Poisons**: Banette hates burns and poison in particular because they gradually wear it down and prevent it from effectively using Destiny Bond to force trades. Scald users such as Lanturn and Alomomola can bypass Taunt and possibly cripple Banette with a burn.
 
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Lemonade

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k it's only one set so i will oblige weedle :D ?
tehy's comments are relevant
also implement his check
in moves

That The fact that Mega Abomasnow is the only other Mega Evolution in the tier further enhances the move's effectiveness, as Mega Stones cannot be removed.

sounds awkward

This sentence:

Keep Banette in reserve as an emergency button if you see dangerous sweepers, such as Sharpedo on the opposing team, that can potentially overwhelm your on the opposing team.

change to

Keep Banette in reserve as an emergency button if you see dangerous sweepers, such as Sharpedo, that can potentially overwhelm you.


2/2
 
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