Banette (revamp) GP [0/2]

Ash Borer

I've heard they're short of room in hell
This has been approved by the original writer labyrinthyiene or alter or something, as well as CC mod Accidentalgreed.

Overview
########

Banette is the only Pokemon with access to the combination of Prankster and Destiny Bond. In tandem with Taunt, this allows Banette to check a large majority of setup sweepers in OU, offensive or defensive. Banette's massive attack is not wasted, as it finds numerous opportunities to smack stuff with Knock Off further supporting the team. However Banette's flaws are great; having to give up a moveslot for Protect to safely mega evolve is a waste, and Banette's performance though good in its role is usually overshadowed by other mega Pokemon. Understand Banette's unique abilities, and it can prove effective.

Destiny Bond Support
########
name: Destiny Bond Support
move 1: Destiny Bond
move 2: Taunt
move 3: Knock Off
move 4: Protect / Will-O-Wisp
ability: Frisk
item: Banettite
evs: 128 HP / 252 Atk / 132 Spe
nature: Adamant

Moves
========

Mega Banette's access to Destiny Bond stands out due to its ability, Prankster. In conjunction with Taunt, it effectively stops all boosting threats, even if it requires Mega Banette to sacrifice itself. Taunt forces opponents to attack Mega Banette, which allows it to pull off a successful Destiny Bond while also preventing opponents from crippling Mega Banette with status. Mega Banette's surprisingly high base Attack stat of 165 allows it to make good use of Knock Off. Knock Off is capable of dealing large amounts of damage while depriving opponents of their items, which is supportive to the team and denies leftovers ensuring chip damage is there to stay. Finally Protect is mostly necessary to ensure a safe mega evolution. Without it Banette is unable to check the plethora of set up sweepers and other dangerous attackers it should without evolving prior in the match, which would make Banette quite inflexible. Prankster Will-O-Wisp is great for many reasons, not only can you use it to check physical attackers, but you can use it on free turns to further pressure the opponent and punish them for trying to get around Destiny Bond. With it, it is important to evolve early in the match as the safety net of Protect is not there.

Set Details
========

Mega Banette's Evs are an interesting conundrum. To start with, Mega Banette's role is not to take hits, nor does it need speed thanks to Prankster, however it does appreciate maximized damage output, therefore an Adamant nature and 252 Attack Evs is the logical choice. Where it gets complicated is what to do with the last 256 Evs. For Speed it is ideal that you are able to outspeed opposing priority users such as Azumarill and Scizor to be able to get them with Destiny Bond, and although moving last with Knock Off is important, minimal speed is in general inferior. For any other Pokemon it would be appropriate to invest in Hp or defenses to take hits better however Banette is an enigma. Minimal defenses actually can be beneficial to Mega Banette. In a situation where Banette is attempting to KO a rather weak opponent with Destiny Bond such as Calm Mind Suicune minimal defenses gives the opponent less turns to burn Banette with Scald thus improving your chances at successfully beating it. However in a situation where the opponent is attempting to play around Banette by switching around and occasionally using weak attacks to avoid Destiny Bond it can be beneficial to be able to take hits letting it damage the opponent more with the use of Knock Off. In general the HP investment is less situational. Strangely neither fast or slow Banette, nor frail or bulky Banette are 100% optimal, all have their uses. As odd as it may seem a spread that does not even use all 510 available Evs is completely viable, and natures including Brave, or Lonely can be used to improve Banette, not weaken it.

Although Frisk can be replaced with the more situational Insomnia, being able to scout other Pokemon's items before Banette Mega Evolves gives the user knowledge of what set the opponent is using, and is generally the better choice.

Usage Tips
========

Banette should be used to try and eliminate what is in danger of sweeping your team. If your team is particularly weak to the likes of Dragon Dance Mega Tyranitar then Banette should be preserved until late in the match where having the opponent lose their Tyranitar to Destiny Bond, or switch out and relinquish boosts is ideal. Because Destiny Bond is active until Banette's next attack, alternation between Destiny Bond and Knock Off against faster setup sweepers almost always ensures that the opposing Pokemon will be eliminated. However, if the opponent has access to priority moves and is faster than Banette, this tactic will be useless. As Banette will be played to eliminate the most important member of the opponent's team they will often try and beat Destiny Bond by switching. Alternating between Knock Off and Destiny Bond will deal damage, remove items and force the opponent to let you stay alive unless they want to lose a Pokemon along with Destiny Bond. With entry hazards up this tactic is far more effective and as such the opponent will often attempt to use ecovery moves or defog to remove hazards. If the opponent sends in a Pokemon on Banette that is capable of recovering or using Defog always Taunt, it is a safe play and keeps pressure on the opponent. If the opponent sends one of these Pokemon in on Knock Off you must predict what they are going to do. In general if you can predict what the opponent the opponent can do you will either take out their most important sweeper with Destiny Bond, or remove a number of items from the opponent's Pokemon, dealt damage, and in the end KO'd something with Destiny Bond. Both very favorable outcomes for the Banette user. Banette checks a sweeper at +1 the same as +6, if you can use support moves such as Spikes, Defog, or Heal Bell while the opponent greedily boosts up higher than they need to these end up being free turns. Banette can be used to spin block, which is quite useful to hyper offensive teams.

Team Options
========

Above all, entry hazard users are teammates that make Banette far more effective. Exceptionally strong or Stealth Rock users that can lay hazards with offensive pressure such as Landorus, Garchomp, and Terrakion go well with Banette as its ability to revenge kill nearly anything is very appreciated on offensive teams. Other than this Banette requires very little support to function as it is more of a supporter itself. You shouldnt really need a Choice Scarf user or other debilitating revenge killing methods alongside Banette, so use your remaining teamslots for more powerful options such as Greninja, Landorus, Mamoswine, Life Orb Terrakion, and Nasty Plot Thundurus.

Other Options
########

Banette can make decent use of its titanic Attack stat using Shadow Sneak or Sucker Punch, both of which are exceedingly strong against any target weak to these moves, however its impossible to find a moveslot for either. Thunder Wave also as an option as it can potentially let Banette shut down more than 1 set up sweeper in the match.

Checks & Counters
########

**Priority**: Destiny Bond makes Mega Banette an extremely hard Pokemon to KO without its check or counter fainting itself. As a result, sure counters are hard to come by. However, Pokemon that can bypass Banette's own priority make excellent choices for beating it. For example, Talonflame can make use of its natural immunity to burn and priority Flying-type moves to dispose of Mega Banette quite effectively; however, Talonflame has difficulty switching into Knock Off or Shadow Claw. Thundurus can outright prevent Mega Banette from using any of its status moves with its own, faster Taunt and proceed to attack it.

**Dark-types**: Most Dark-type Pokemon are capable of defeating Mega Banette in practice, but a lot of these Pokemon may also be KOed by Destiny Bond at the same time. One of the best counters to Mega Banette is Mega Absol, which can reflect Taunt and Will-O-Wisp with Magic Bounce, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat with a powerful Foul Play.

**Item Removal Immunities**: Mega Pokemon take reduced damage from Knock Off and do not lose their item, and as such greatly decrease the effectiveness of Banette's tactics. Some that resist Knock Off such as Tyranitar, Houndoom and Mawile are very annoying.
 
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Aragorn the King

Literally a duck
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  • Everything else is garbdix
Sounds like Jukain is rubbing off on you.

Anyway, I don't doubt Banette's viability. Priority Destiny Bond is extremely useful, and works very well with priority Taunt. When played correctly, Banette is guaranteed to get at least one kill per match. Other kills it may get come from spamming Knock Off, coming from 165 Base Attack.

Also, do you think slashing Willow with Taunt would make sense? I know Destiny Bond + Taunt are beautiful together, but Willow certainly has its uses. At least put it in moves, imo.
-----
legs is correct.
 
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Jukain

!_!
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yo legs is right fix the evs

mention that taunt lets you beat deo nicely that's very important

slash wisp with protect. wisp screws with defensive responses to banette, making it all in all more effective against such teams, and can cripple physical threats attempting to kill it whilst not sacrificing banette which is p damn nice. obviously there are very good reasons to use protect but wisp is deserving of a slash.

qc approved 1/3
 
Is Doom worth mentioning in C+C

Knock Off or Shadow Claw do shit all. It forces it into a 50/50: if it taunts Doom it can KO while if it DBonds it can taunt. Even if it has DBond up and taunts it, if it has HP Fighting it can stall DBond out. Also its immune to wisp too if it was carrying it
 
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I must say, this revamped analysis makes Mega Banette sound awesome. Makes me wanna use it :O

Also, shouldn't VoltTurn teammates be recommended in the Team Options section because Mega Banette doesn't particularly enjoy taking very many hits with no recovery and underwhelming bulk.

Speaking of no recovery, should Pain Split be mentioned at least in OO?
 
Is Disable worth a mention? I've tried using Protect + Disable on Mega Banette and it does a decent job of hampering attackers (of course, Banette ends up with half a moveset taken up by a strategy that can be played around once the initial surprise is over). Still a reasonable utility move.
 

Ash Borer

I've heard they're short of room in hell
yeah pain split and disable can be cool but there's just no room. Gengar is a better sub disabler.
 

horyzhnz

[10:02:17 AM] flcl: its hory xD
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Ash Borer
add or remove
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comments
Overview
########

Banette is the only Pokemon with access to the combination of Prankster and Destiny Bond. In tandem with Taunt, this allows Banette to check a large majority of setup sweepers in OU, both offensive or and defensive. Banette's massive Attack is not wasted, as it finds numerous opportunities to smack stuff opponents with Knock Off,(AC) further supporting the team. However,(AC) Banette does have some glaring flaws Banette's flaws are great; having to give up a moveslot for Protect to safely Mega Evolve is a waste, and Banette's performance,(AC) though good in its role,(AC) is usually overshadowed by other Mega Pokemon Evolutions. Understand Utilize Banette's unique abilities well, and it can prove effective.

Destiny Bond Support
########
name: Destiny Bond Support
move 1: Destiny Bond
move 2: Taunt
move 3: Knock Off
move 4: Protect / Will-O-Wisp
ability: Frisk
item: Banettite
evs: 128 HP / 252 Atk / 132 Spe
nature: Adamant

Moves
========

Mega Banette's access to Destiny Bond stands out due to its ability, Prankster. In conjunction with Taunt, it effectively stops all boosting threats, even if it requires Mega Banette to sacrifice itself. Taunt forces opponents to attack Mega Banette, which allows it to pull off a successful Destiny Bond while also preventing opponents from crippling Mega Banette with status. Mega Banette's surprisingly high base Attack stat of 165 base 165 Attack allows it to make good use of Knock Off; Knock Off is capable of dealing large amounts of damage while depriving opponents of their items, which is supportive to the team and denies Leftovers recovery,(AC) ensuring that chip damage is there to stay. Finally,(AC) Protect is mostly necessary to ensure a safe mega evolution that Banette can safely Mega Evolve. Without it,(AC) Banette is unable to check the plethora of setup sweepers and other dangerous attackers it should without Mega Evolving prior in the match, which would make Banette quite inflexible. Prankster Will-O-Wisp is great for many reasons; not only can you use it to check physical attackers, but you can use it on free turns to further pressure the opponent and punish them for trying to get around Destiny Bond. With it If you opt for Will-O-Wisp over Protect, it is important to Mega Evolve early in the match as the safety net of Protect is not there available.

Set Details
========

Mega Banette's Evs are an interesting conundrum (unnecessary). To start with, Mega Banette's role is not to take hits, nor does it need Speed thanks to Prankster, however it does appreciate maximized damage output, therefore an Adamant nature and 252 Attack Evs is the logical choice An Adamant nature and 252 Attack EVs is the logical choice, as Mega Banette's role is not to take hits, and it does not require any Speed thanks to Prankster. Where it gets complicated is what to do with the last 256 Evs (unnecessary). For Speed it is ideal that you are able to outspeed opposing priority users such as Azumarill and Scizor to be able to get them with Destiny Bond, and although moving last with Knock Off is important, minimal speed is in general inferior However,(AC) Speed EVs are still needed so that Mega Banette is able to outspeed opposing priority users such as Azumarill and Scizor to be able to get them with Destiny Bond. Although moving last with Knock Off is important,(AC) minimal Speed investment is still inferior in general. For any other Pokemon it would be appropriate to invest in Hp or defenses to take hits better however Banette is an enigma (unnecessary). Minimal defenses investment in Mega Banette's defenses actually can be beneficial to Mega Banette. In a situation where Mega Banette is attempting to KO a rather weak opponent with Destiny Bond such as Calm Mind Suicune,(AC) minimal defenses gives the opponent less turns to burn Banette it with Scald,(AC) thus improving your chances at successfully beating it (should expand this out; how does this work in a situation where the opponent is not CroCune?). However,(AC) in a situation where the opponent is attempting to play around Mega Banette by switching around and occasionally using weak attacks to avoid Destiny Bond,(AC) it can be beneficial to be able to take hits,(AC) letting it damage the opponent more with the use of Knock Off. In general,(AC) the HP investment is less situational. Strangely neither fast or slow Mega Banette, nor frail or bulky Mega Banette are 100% optimal, as all have their uses. As odd as it may seem,(AC) a spread that does not even use all 510 available EVs is completely viable, and natures including Brave,(RC) or Lonely can be used to improve Mega Banette,(RC) not weaken it. Although Frisk can be replaced with the more situational Insomnia, being able to scout other Pokemon's items before Banette Mega Evolves gives the user knowledge of what set the opponent is using, and is generally the better choice. No need to make a separate paragraph for abilities, just combine em

Usage Tips
========

Mega Banette should be used to try and eliminate what is in danger of sweeping your team whatever threat is capable of sweeping your team. If your team is particularly weak to the likes of Dragon Dance Mega Tyranitar,(AC) then Banette should be preserved until late in the match,(AC) where having the opponent lose their Mega Tyranitar to Destiny Bond,(RC) or switch out and relinquish their boosts is ideal. Because Destiny Bond is active until Mega Banette's next attack, alternation between Destiny Bond and Knock Off against faster setup sweepers almost always ensures that the opposing Pokemon will be eliminated. However, if the opponent has access to priority moves and is faster than Mega Banette, this tactic will be useless. As Mega Banette will be played to eliminate the most important member of the opponent's team,(AC) they will often try and beat play around Destiny Bond by switching. Alternating between Knock Off and Destiny Bond will deal damage, remove items,(AC) and force the opponent to let you stay alive unless they want to lose a Pokemon along with due to Destiny Bond. With entry hazards up,(AC) this tactic is far more effective,(AC) and as such the opponent will often attempt to use recovery moves or Defog to remove the entry hazards. If the opponent sends in a Pokemon in on Mega Banette that is capable of recovering or using Defog,(AC) always Taunt, as it is a safe play and keeps pressure on the opponent. If the opponent sends one of these Pokemon in on Knock Off you must predict what they are going to do (unnecessary). In general,(AC) if you can predict what the opponent the opponent can will do,(AC) you will either take out their most important sweeper with Destiny Bond, or remove a number of items from the opponent's Pokemon, dealt damage, and in the end KO'd eventually KO something with Destiny Bond,(AC) which are both very favorable outcomes for the Mega Banette user. Mega Banette checks a sweeper at +1 the same as it would at +6; if you can use support moves such as Spikes, Defog, or Heal Bell while the opponent greedily boosts up higher than they need to,(AC) these end up being free turns. Mega Banette can also be used to spinblock, which is quite useful to hyper offensive teams.

Team Options
========

Above all, entry hazard users are teammates that make Mega Banette far more effective. Exceptionally strong or Stealth Rock users that can lay hazards with offensive pressure such as Landorus-T (isn't it normally lando-t that carries SR?), Garchomp, and Terrakion go well with Mega Banette,(AC) as its ability to revenge kill nearly anything is very appreciated on offensive teams. Other than this,(AC) Mega Banette requires very little support to function as it is more of a supporter itself. You shouldn't really need a Choice Scarf user or use other debilitating revenge killing methods alongside Mega Banette, so use your remaining teamslots for more powerful options such as Greninja, Landorus, Mamoswine, Life Orb Terrakion, and Nasty Plot Thundurus.

Other Options
########

Mega Banette can make decent use of its titanic Attack stat using Shadow Sneak or Sucker Punch, both of which are exceedingly strong against any target weak to these moves; however,(AC) it's impossible to find a moveslot for either of them. Thunder Wave also be used as an option,(AC) as it can potentially let Mega Banette shut down more than 1 one setup sweeper in the match.

Checks & Counters
########

**Priority**: Destiny Bond makes Mega Banette an extremely hard Pokemon to KO without its check or counter fainting itself in the process. As a result, sure counters to Mega Banette are hard to come by. However, Pokemon that can bypass Banette's own priority make excellent choices for beating it. For example, Talonflame can make use of its natural immunity to burn and priority Flying-type moves to dispose of Mega Banette quite effectively; however, Talonflame has difficulty switching into Knock Off or Shadow Claw. Thundurus can outright prevent Mega Banette from using any of its status moves with its own,(RC) faster Taunt and proceed to attack it.

**Dark-types**: Most Dark-type Pokemon are capable of defeating Mega Banette in practice, but a lot of these Pokemon may also be KOed by Destiny Bond at the same time. One of the best counters to Mega Banette is Mega Absol, which can reflect Taunt and Will-O-Wisp with Magic Bounce, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat with a powerful Foul Play.

**Item Removal Immunities**: Mega Pokemon take reduced damage from Knock Off and do not lose their item, and as such greatly decrease the effectiveness of Mega Banette's tactics. Some that resist Knock Off such as Tyranitar, Houndoom,(AC) and Mawile are very annoying.

Quite a lot of things need to be fixed in Set Details, but overall good job :]

GP 1/2

 

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