Mega Banette is basically a coin flip. If you have the right moveset, and can predict what your opponent will do, it will usually take out 1-2 mons. However, one wrong move and MBanette can be one shotted without doing anything relevant.
Lets see... Only Bisharp and Tyranitar resist you fully with Return, while both of those plus Drapian, Krookodile, and Stuntank resist with Gunk Shot.I just wanted to say: Banette gets return, so return may be a Better option, I don't think very many things resist ghost/normal
Fair enough, I thought I'd just point that out. But yeah if you're gonna go with return, you'll need a fairy killer probably. However, many faires have defense stats that are so underwhelming, a return may be just as effectiveEDIT: It depends on if I have any moves SE against fairy on my other pokemon.... and I don't beleive I do...
That is true. I'll probably breed Gunk shot on, and see what does more.Fair enough, I thought I'd just point that out. But yeah if you're gonna go with return, you'll need a fairy killer probably. However, many faires have defense stats that are so underwhelming, a return may be just as effective
So basically here is the idea: you use destiny bond, the opponent most likely won't attack. However, when you use a non-priority move, your opponent will move first usually, so if they attack, they will die because destiny bond is still standing. This is why I think knock off is one of mega banette's best assets, because the opponent is either forced to die, or be crippled due to no item. It's pretty much a lose-lose for themKind of perplexed about the whole Destiny Bond activation thing. IIRC, if something uses Destiny Bond before the opponent, the user will have to faint in the same turn for it to activate, and if something uses Destiny Bond after the opponent, the opponent will have to KO the user the following turn for it to activate, and since M-Banette has Prankster, it won't be moving after the opponent, won't it?
this set Sounds good in theory, however pokemon with pressure can do this so much better, plus you don't have to waste a mega slot.Ok, someone seriously needs to update the OP with all these great sets. Anyways, Smogon, I'm surprised no one has mentioned a PP Stall spite set yet, so I will:
Mega Banette (PP Eater)
Item: Banettenite
Ability: Insomnia / Cursed Body (Prankster)
IVs: 252 HP / 252 Def / 4 Spd
Nature: Impish/ Careful/ Adamant
- Protect
- Spite
- Pain Split/ Destiny Bond/ Taunt
- Substitute/Sucker Punch/Disable/Shadow Sneak
This was MADE for Ubers. Seriously, in a tier where most moves have a PP of 8, a combination of Protect, Substitute, Protect and Spite will screw your opponent. It is up to you if you want to give MBanette an attacking move or taunt to further screw with your opponent,or maybe disable, but Pain Split will be you're only form of recovery so tread carefully. Still haven't tested this set enough to give a more detailed analysis, so feel free to edit, BUT, I take full credit for this :P
Ah, so let's say Mega Banette uses priority Destiny Bond on one turn, and then a Dragonite uses Dragon Dance afterwards in that same turn. On the next turn, would the Destiny Bond from the previous turn still be intact if Mega Banette goes before Dragonite? I always believed that Destiny Bond stays active until the turn it used it is over.So basically here is the idea: you use destiny bond, the opponent most likely won't attack. However, when you use a non-priority move, your opponent will move first usually, so if they attack, they will die because destiny bond is still standing. This is why I think knock off is one of mega banette's best assets, because the opponent is either forced to die, or be crippled due to no item. It's pretty much a lose-lose for them
If you use destiny bond, and dragonite uses dragon dance, and then mega Banette goes AFTER dragonite, the destiny bond will be intact for dragonite if he chooses to attackAh, so let's say Mega Banette uses priority Destiny Bond on one turn, and then a Dragonite uses Dragon Dance afterwards in that same turn. On the next turn, would the Destiny Bond from the previous turn still be intact if Mega Banette goes before Dragonite? I always believed that Destiny Bond stays active until the turn it used it is over.
Destiny Bond is active until the NEXT move you make (being fast asleep counts as a move). In essense, if you use Destiny Bond before the opponent, the user can faint the same turn, or the next turn (if the opponent goes first next turn), for it to activate. The second half about if something uses Destiny Bond after the oponent is right though. Plus it IS possible for M-Banette to move after the opponent next turn simply by using an attacking move. For that reason, Focus Punch might be a viable move on Banette, hit it to die from Destiny Bond, don't hit it to die from Focus Punch (since the charging step doesn't count as a move).Kind of perplexed about the whole Destiny Bond activation thing. IIRC, if something uses Destiny Bond before the opponent, the user will have to faint in the same turn for it to activate, and if something uses Destiny Bond after the opponent, the opponent will have to KO the user the following turn for it to activate, and since M-Banette has Prankster, it won't be moving after the opponent, won't it?
Turn 1: MBane uses DBond, Lucario uses Crunch
Turn 1: Lucario uses Bullet Punch, MBane uses DBond
Turn 2: Lucario uses Bullet Punch for the kill
Turn 1: MBane uses DBond, Lucario uses Swords Dance
Turn 2: Lucario uses Bullet Punch for the kill
Cases in which Destiny Bond does not activateTurn 1: MBane uses DBond, Lucario uses Swords Dance
Turn 2: MBane charges for Focus Punch, Lucario uses Crunch for he kill
Turn 1: MBane uses DBond, Lucario uses Swords Dance
Turn 2: MBane uses Shadow Sneak, Lucario uses Crunch
Turn 1: Lucario uses Bullet Punch, MBane uses DBond
Turn 2: MBane uses Shadow Sneak, Lucario uses Crunch
*naming protect just for example sakeTurn 1: MBane uses DBond, Lucario uses Swords Dance
Turn 2: MBane charges for Focus Punch, Lucario uses Protect* to avoid the Focus Punch
Turn 3: Lucario KO's with Bullet Punch.
Not to mention that it's priority Taunt can also prevent Defogging, a nice plus.Banette might not be the greatest MEvo out there, but I've used him and it's worked well. With Gengarite banished, Banette is a great Mega option for spinblocking. Prankster works great, as priority Will o wisp neuters physical spinners like Donphan, Excadrill, and Forretres while also giving it respectable bulk. I've been running the following set:
Banette @ Banettetite
Ability: Insomnia
EVs: 252HP/252Atk/4SDef
Adamant Nature
-Shadow Claw
-Sucker Punch
-Will o Wisp
-Destiny Bond
Priority Destiny bond is a must for Mega Banette. Given mega Banette has a ridiculous 165 base attack, Shadow Claw hits hard, and Sucker Punch is a godsend for picking off faster opponents. Priority Will o Wisp somewhat makes up for Banette's lack of physical bulk and hurts most Rapid Spinners. Coming in, spinblocking, and MEvoing puts the opponents on their heels. While it takes up a Mega slot, Banette is a solid option for an OU spinblocker, especially with the banishment of Gengarite. The fact that normal Banette has Insomnia is pretty handy as well.