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Pokémon Banette

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Why not make use of Disable on some of these sets? It does get priority disable after all. That's got to count for something.
 
How would that work though? Wouldn't Banette have to take a hit before disabling or is the idea to protect and then disable?

Maybe a set of:
Protect
Disable
Will O Wisp/Taunt/Destiny Bond
Shadow Sneak/Pursuit

I have been testing Pursuit as its only attacking move and it doesnt hit very hard at all, and Banette usually isnt forcing switches vs most pokemon, but I dont like SS not being able to hit normals.

Destiny Bond is cool to take out opposing mega gengars but Im not sure if Wisp would be more useful. Then again priority destiny bond is kind of what Banette is all about, might be good to keep that.


EDIT-testing this moveset, I think it is a very very good annoying pivot to switch in on fighting or physical moves. It really screws with the opponents battle plan and allows you to dictate things.
 
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Most player veteran players actually realize I can keep DB almost permanently unless they sent in slower pokemon or use negative priority move or kill me with status. As a result, they decided to just kill of Banette-M and go for the 1 to 1 trade.

Yeah, that's the idea. They're given an offer they can't refuse. Ideally, it should be something Bannette's team wants out of the way.

Its best use on Wifi is definitely the surprise factor. No one even knows it gets priority D-Bond. But several times they fail to KO Banette (due to lack of EV training I'm guessing) and realize what it can do to them, then they either switch out or spam Swords Dance forcing you to attempt to attack or keep D-Bonding until you run out of PP. It's always a Blaziken too.

Actually, if they start spamming SD on Blaziken and you have a non-priority attack (say Shadow Claw) they should still lose or trade if they don't switch.
This is why I believe MegaBannete wants a strong non-priority attack even if it also runs Shadow Sneak or Sucker Punch.
 
I have been testing Pursuit as its only attacking move and it doesnt hit very hard at all, and Banette usually isnt forcing switches vs most pokemon, but I dont like SS not being able to hit normals.

Destiny Bond is cool to take out opposing mega gengars but Im not sure if Wisp would be more useful. Then again priority destiny bond is kind of what Banette is all about, might be good to keep that.


EDIT-testing this moveset, I think it is a very very good annoying pivot to switch in on fighting or physical moves. It really screws with the opponents battle plan and allows you to dictate things.
Yeah, if I were to test this I prob go protect and disable...this set can force a switch especially on banded pokemon since they can only use one move. I personally have mixed feeling on Wisp, when it lands on physical attacker, that physical attacker pretty much crippled for the rest of the battle. However, there are so many charizard, blaziken and talonflame around that it is so hard to use it sometimes.

Actually, if they start spamming SD on Blaziken and you have a non-priority attack (say Shadow Claw) they should still lose or trade if they don't switch.
This is why I believe MegaBannete wants a strong non-priority attack even if it also runs Shadow Sneak or Sucker Punch.
Yeah, but still unsure what to remove from my current move list. I know I am not dropping DB since it is the main idea. Protect is also very important considering how it wont have DB+prankster protection yet. I wont throw away Shadow Sneak for the third time because I feel it is just that useful....so I guess what remain is WoW and you can read what I thought about that move from my previous paragraph.
 
Yeah, if I were to test this I prob go protect and disable...this set can force a switch especially on banded pokemon since they can only use one move. I personally have mixed feeling on Wisp, when it lands on physical attacker, that physical attacker pretty much crippled for the rest of the battle. However, there are so many charizard, blaziken and talonflame around that it is so hard to use it sometimes.


Yeah, but still unsure what to remove from my current move list. I know I am not dropping DB since it is the main idea. Protect is also very important considering how it wont have DB+prankster protection yet. I wont throw away Shadow Sneak for the third time because I feel it is just that useful....so I guess what remain is WoW and you can read what I thought about that move from my previous paragraph.

Personally, I don't even use protect. From my experience, Banette's defences are good enough that it can find plenty of opportunities to switch in and Mega Evolve.
 
Personally, I don't even use protect. From my experience, Banette's defences are good enough that it can find plenty of opportunities to switch in and Mega Evolve.
Yes if you are talking about 6vs6 I think, but I have only played 3vs3 battle spot so far and there are not many chance to switch in really. In fact I have been in several position where I would have won the match if only I have protect since I got OHKO before being able to set up DB.
 
How would that work though? Wouldn't Banette have to take a hit before disabling or is the idea to protect and then disable?

Maybe a set of:
Protect
Disable
Will O Wisp/Taunt/Destiny Bond
Shadow Sneak/Pursuit

I have been testing Pursuit as its only attacking move and it doesnt hit very hard at all, and Banette usually isnt forcing switches vs most pokemon, but I dont like SS not being able to hit normals.

Destiny Bond is cool to take out opposing mega gengars but Im not sure if Wisp would be more useful. Then again priority destiny bond is kind of what Banette is all about, might be good to keep that.


EDIT-testing this moveset, I think it is a very very good annoying pivot to switch in on fighting or physical moves. It really screws with the opponents battle plan and allows you to dictate things.
I think a set like this deserves an entire thread in the Doubles forum, but I bet it could hold it's own in singles just as well as a Sub-Disable Gengar could. The idea of being able to check for choice items with frisk before disabling threats is so, so strong, especially when you have priority Will-o-wisp AND Sucker Punch/Shadow Sneak as backup with Protect to scout and safely megaevolve. With Trick Room up (easier in doubles), you could even utilize his extreme attack power with Shadow Claw and Phantom Force if you are willing to give up a moveslot.
 
Keep in mind you can also use disable as a revenge tactic when coming in on something that just KOed one of your Pokemon. If it's choiced, then you pretty much force a switch too.

A set with infestation/WoW/protect/disable or something along those lines could also work, maybe.
 
Hey guys! I'm a frequent lurker and I have a dumb noob question:

Have you guys been having difficulties breeding IVs with this guy? I've been trying for 3 days and I still can't get a shuppet with more than 3 IVs it's really annoying, haha! If anyone's willing to trade a few females with 4 IVs or more please PM me. I've got some good trades :).

I really wanna try the infestation/phantom force/DB/Protect set and see where it leads me!
 
Yes if you are talking about 6vs6 I think, but I have only played 3vs3 battle spot so far and there are not many chance to switch in really. In fact I have been in several position where I would have won the match if only I have protect since I got OHKO before being able to set up DB.

Yeah, in 3vs3, Protect is pretty much required, but as far as 6vs6 is concerned, in my opinion, you shouldn't run protect.
 
Destiny bond is a must on this guys, it can save you so many games.
Will o wisp is good too on him but it's not as good as Dbond is.
Shadow sneak is good to mega evolve on a really weakened pokemon and destroy it.
 
It looks like a few people on this page are starting to have the same idea, but I think the way to use Mega Banette is to use it as an anti-choice Pokemon and then hope to make a 1-for-1 trade against another of your opponent's team members.

I'm thinking:

Banette @ Banettite
252 Atk /252 HP /4 Def
Frisk --> Prankster
Protect
Disable
Pursuit
Destiny Bond

Keep Banette in reserve until you see a Pokemon likely to be wearing a choice item, and then find a way to safely switch in Banette. Frisk will confirm for you that it is choiced (if not, either switch back out or try to destiny bond it to limit your losses). If so, Protect + Mega Evolve to safely get Prankster running. Priority Disable to stop the choiced attack. Pursuit to damage/kill the Pokemon on the switch. At that point it's just a matter of getting one of their other pokemon to fall to Destiny Bond in order to take a decisive advantage.

Would love to see Banette finding Memento as an egg or tutor move, because that'd be a spectacular alternative to Destiny Bond, and pretty thematically appropriate, too.
 
This is a Banette I've been using. The idea is for it to act as a weather starter for a team of pokemon, like Volcarona, which work under different weathers, so as to keep the opponent on their toes:
Banette @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Taunt
- Rain Dance
- Sunny Day
- Shadow Claw
 
I've been usining this bad boy on my expeimental team, and while he's hardly the star of the show, he's certainly one of the most amusing Pokemon I've used in a while.

The set I'm currently running is

Protect/WoW
Destiny Bond
Shadow Sneak
Disable

I did consider using pursuit instead of D-bond, but I feel like he absolutely needs the threat of Destiny Bond to make some of his better plays, and similarly he needs protect to mega evolve safely against many choice users unless you're good with prediction (you can use Destiny Bond against slower opponents who can't one-shot you while you mega evolve to secure the next turn to do anything you want or threaten a KO)

Shadow Sneak has saved me from Mega Gengars, Espeon and Aegislash at the best of times, and I feel like not having an attack in this slot wastes his attack. Having the ability to be a really annoying defensive threat and still have the power to revenge kill is something not many pokemon can boast. My team utilises a lot of paralysis and poison spikes, so while I do love Will-o-Whisp I just can't really find use of it unless I want to drop protect. It's only really good against steel and poison pokemon.
 
I feel like everyone is overlooking just how hard 155 attack hits. This thing can easily run as a bulky attacker with destiny bond as insurance.
The moves i think are the most useful for Bulky attacker.
Bulky Attacker
Destiny Bond/disable
Protect
Sucker Punch
Shadow claw

It has protect to ensure a safe switch in, and i have usually smash passed to it from Barbaracle. It sets up and eats everything with prediction, and the best part is when your opponent has only one thing left (and it isn't talonflame) to just spam destiny bond and essentially force your foe to kill itself. It is bulky enough to shrug off a hit from Talonflame, but it's real problem is Bullet punch technician scizor. I just switch at that point. Honestly, if your facing anything that has a high damage priority you should just switch. Mega Banette has enough attack power to do some heavy damage, even without Destiny Bond.
This thing has so much 4MSS.
 
Just my two cents: If you're not running Destiny Bond on this guy, you might as well snort a Specs Garchomp. Seriously, +1 Priority Destiny Bond WILL save you from a dangerous situation, like a +2 sweeper or just a huge threat to your team. There's no reason to waste such a wonderful move on this Pokémon, unless you're somehow confident it'll survive through the whole match (and good luck pulling that with 64 / 75 / 83 defenses and no Lefties).
 
I'm toying around with the idea of this MBanette build.

Adamant Nature
252 HP/252 Atk/4 Def or 4 Spe (to outrun non-Speed EV'd Klefki)
-Shadow Sneak
-Phantom Force
-Taunt
-Destiny Bond

The idea is to use SS to take out targets weak to it, but otherwise use DB first and then use Phantom Force the next turn to force the opponent to choose whether to KO it and die or to take a base 90 STAB move off of 175 Atk. Taunt is there for walls or to force enemy mons to attack it.

I know a lot of people recommend Protect, but I figure that MBanette has enough bulk to withstand at least one non boosted non SE attack from some random mon if necessary. Thoughts?
 
I'm confused by seeing several sets that run Destiny Bond but no Shadow Claw. Doesn't that just... not work? You need the neutral priority move for the tricked turn order to work.

Phantom Force is another workable substitute, but it seems a bit silly due to the delay.
 
I'm confused by seeing several sets that run Destiny Bond but no Shadow Claw. Doesn't that just... not work? You need the neutral priority move for the tricked turn order to work.

I'm not sure what do you mean. Basically, if you run into a foe that you NEED to dispatch, a foe that you can't otherwise touch, or if Banette's already done for, you Destiny Bond. If your opponent KOs you, he dies, too. So...why does this need shadow claw? Don't get me wrong, I'm not saying you shouldn't run Shadow Claw, but I just don't understand your reasoning.
 
I'm not sure what do you mean. Basically, if you run into a foe that you NEED to dispatch, a foe that you can't otherwise touch, or if Banette's already done for, you Destiny Bond. If your opponent KOs you, he dies, too. So...why does this need shadow claw? Don't get me wrong, I'm not saying you shouldn't run Shadow Claw, but I just don't understand your reasoning.
Shadow Claw is what lets you extend Destiny Bond continuously: using Shadow Claw against a faster foe, you move second, so the Destiny Bond from the previous turn is still in effect. Keeping it in effect without Shadow Claw would mean just using Destiny Bond again each turn, meaning you couldn't do anything else while keeping it up and would burn through its 8 PP in only eight turns instead of 16.

A speedy Destiny Bond is great already, but being able to slow back down with Shadow Claw is what really makes Banette such a stand-out user.
 
Shadow Claw is what lets you extend Destiny Bond continuously: using Shadow Claw against a faster foe, you move second, so the Destiny Bond from the previous turn is still in effect. Keeping it in effect without Shadow Claw would mean just using Destiny Bond again each turn, meaning you couldn't do anything else while keeping it up and would burn through its 8 PP in only eight turns instead of 16.

A speedy Destiny Bond is great already, but being able to slow back down with Shadow Claw is what really makes Banette such a stand-out user.
I'd argue that Phantom Force is somewhat better than Shadow Claw because of higher BP, and the ability to go through protect (damns King's Shield Aegislash). That, and it extends the turns, so the opponent has to decide even longer on who to take the hit and can stall out some moves/weather/field conditions.

Still, Shadow Claw isn't bad either. I'd just prefer Phantom Force.
 
I haven't used Banette yet, so take this idea with a grain of salt, but:

Voodoo (Banette) @ Mega Evolution Stone
Insomnia/Frisk -> Prankster
Careful Nature
252 HP/ 4 DEF/ 252 SpD
~ Pursuit / Knock Off
~ Protect
~ Will-O-Wisp
~ Destiny Bond

164 base attack stat reaches 366 with a neutral nature and no investment, and 402 with an Adamant Nature and no investment; not exceptional, but certainly not terrible - probably just enough to do a little bit of damage. Destiny Bond mechanics are set so that Destiny Bond does not wear off until the next attack you make, at which point your opponent is likely to switch out or attempt to kill you. If they try to kill you, and are successful, you have done your job and acted as a one for one. If they attempt to flee, you have Pursuit to nail them for probably somewhere around 1/5th of their health of they're taking neutral damage from it. If Pursuit and Destiny Bond are illegal together for whatever reason, Knock Off is a good alternative, and can cripple switch-ins that rely heavily on their items.

Just something to think about, I think. Knock Off has no STAB, sure, but the goal isn't to do a lot of damage - you just want to screw with the opponent one way or another.
 
I'm confused by seeing several sets that run Destiny Bond but no Shadow Claw. Doesn't that just... not work? You need the neutral priority move for the tricked turn order to work.

Phantom Force is another workable substitute, but it seems a bit silly due to the delay.
Well there are several reason for my case:
1) By elimination:
* Destiny Bond is a must
* Shadow Sneak is useful to revenge kill and safely mega evolve
* I want Protect to make sure I can safely mega evolve in case I cant Shadow Sneak revenge kill
* I just cant let go of WoW because it is really useful to cripple opponent physical attacker

People may disagree but I just find this set fulfill its role perfectly in my team

2) I have used the destiny bond + shadow claw/phantom force...and most veteran will either send it a poison/burn/DoT pokemon to kill you off or send a pokemon that they dont mind 1-to-1 trade with you. Not really a big deal for them...unless you have infestation which prevent them from switching and in this case you manage to force 1-to-1 exchange with opponent's pokemon that you want.
 
I love Mega Banette, it's a fantastic way to disrupt your opponent's playstyle. But dear god does she suffer from 4 move syndrome. There are so many sneaky tricks she can use, but a lot of her moves kind of necessitate other moves, which kind of makes it a bit hard to choose. What I'm now running is...

Destiny Bond
Phantom Force
Will-o-Wisp
Disable/Shadow Sneak

Personally, I like to bring Banette out as a lead, just to get Prankster working as soon as I can. This set is designed with that in mind.
Will-o-Wisp is just all-round good to have. It prevents Banette just being a one-use mon that you bring in to die. Spreading burn across the opponent's team extends your entire team's longevity, not just Banette's. If you lead with Banette and are facing something that could be dangerous quite quickly, like a Dragon Dancer, this will help immensely.

Disable is there for both preventing say, more than one turn of Spikes if they lead with that, and for disruption throughout the course of the game. Bringing Banette in after a Crunch kills something, and using Disable is going to be a pain in the ass for anyone.

The Destiny Bond/Phantom Force combo is to annoy, and the added turns means extra burn damage. The fact that it breaks Protects is just icing on the cake.

I used to run Shadow Sneak instead of Disable, but found it was often better to just use Destiny Bond or switch out if you don't kill something outright, and added utility kind of makes up for the lack of firepower. That said, a 90BP STAB move coming off 155 attack followed up by a 40BP one is actually very threatening.

Sucker Punch is also an option, but I find that you really notice the lack of STAB, not to mention if you mispredict it can throw off your entire game.
 
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