Banette

Alter

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Banette | #354

[BW2 Smogon | Serebii | Bulbapedia]
[Banette Preview]
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Status: GP Ready
QC Approvals: [ginganinja] | [Plus] | [Fuzznip]
GP Checks: [amcheck by Legitimate Username] | [Redew] | [amcheck by Dat Blast. Stamped by Jukain]
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Overview
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Mega Banette is gifted with the combination of Prankster and Destiny Bond, being the only Pokemon in the game with access to this. In conjunction with Taunt, this allows Mega Banette to shut down the majority of setup sweepers in the tier, making it extremely difficult to stop. In addition to these moves, Banette also has access to a handful of other useful support moves, as well as a Ghost typing, letting it spinblock successfully. Unfortunately, distinct drawbacks exist when opting to use Mega Banette. Not only is it predictable in its best role, but it also has difficulty fitting all of its desired moves into one moveset. Mega Banette's downfalls are worsened by the fact that it has poor stat distribution, no form of reliable recovery, and the fact that Prankster doesn't activate on the turn that Banette Mega Evolves. Despite its faults, Banette is definitely a Pokemon to be feared in OU.

Support
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name: Support
move 1: Destiny Bond
move 2: Taunt
move 3: Will-O-Wisp
move 4: Knock Off / Shadow Claw
ability: Frisk / Insomnia
item: Banettite
evs: 252 HP / 40 Def / 216 SpD
nature: Careful

Moves
========

Mega Banette's access to Destiny Bond stands out due to its ability, Prankster. In conjunction with Taunt, it effectively neuters 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. Will-O-Wisp gives Mega Banette the ability to impede most physical attackers, while also gaining a useful priority boost thanks to its ability. Outside of its status moves, Mega Banette's surprisingly high base Attack stat of 165 allows it to make good use of Knock Off. With its enhanced mechanics this generation, Knock Off is capable of dealing large amounts of damage while depriving opponents of their items. Shadow Claw is an alternate move in the final slot which deals more damage than Knock Off, but comes at the cost of not removing items.

Outside of the moves listed, Mega Banette can use Pain Split as a form of recovery to replace Will-O-Wisp or Knock Off. Because Mega Banette is at risk of being OHKOed before it is able to use a Prankster Destiny Bond, Protect is also usable in the last slot. However, the cost of losing one of its other moves is often too much.

Set Details
========

With heavy investment in Special Defense and a Careful nature, Mega Banette is given adequate special bulk; thanks to Will-O-Wisp, it doesn't need to worry as much about physical attackers. The given EV spread of 252 HP / 216+ SpD makes Mega Banette bulky enough to escape an OHKO from a Life Orb-boosted Dark Pulse from Greninja after Stealth Rock. 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
========

This set takes a defensive supporting role, ensuring that opposing Pokemon are kept in check. Despite taking a defensive role, Mega Banette should not be used as a wall because it simply lacks the tools to do so, particularly due to its low defenses and lack of a recovery move. Will-O-Wisp should be used as Mega Banette's main form of disruption when not using Destiny Bond and gives it a job outside of checking setup sweepers, whereas Taunt can be used not only to force Pokemon into attacking Banette, but also prevent Pokemon from setting up.

Mega Evolving as soon as possible is generally a good idea, as it allows the preservation of a Prankster Destiny Bond to be used at a later point in the game. In order to Mega Evolve safely, bringing Banette in against Pokemon who are slower or have little offensive presence is a good idea in order to take as little damage as possible. Examples of Pokemon that Banette can switch into with relative ease include Forretress and Skarmory.

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 strategy will be useless. It is also good to keep in mind that opponents can bypass Mega Banette's combination of Taunt and Destiny Bond with good prediction.

Team Options
========

Above all, teammates that can restore Mega Banette's health are particularly valuable. Sylveon has access to Wish and covers Mega Banette's Dark-type weakness. Chansey and Blissey are also capable of passing massive Wishes to Mega Banette while being able to cure status with Heal Bell or Aromatherapy. Other team members that appreciate Mega Banette as a partner are those that are easy to set up on. For instance, Forretress can stack entry hazards freely, and opponents that would otherwise be inclined to set up on it are deterred by Mega Banette's Prankster-aided Destiny Bond. Lastly, Pokemon that use Volt Switch and U-turn can allow Mega Banette to jump into the fray without hassle; for this reason, Rotom-W, Landorus-T, and Scizor are all ideal partners.

Other Options
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Banette can make decent use of its titanic Attack stat after Mega Evolution through the use of an offensive set. With access to Phantom Force, Shadow Claw, and Sucker Punch, Mega Banette could attempt to dish out as much damage as possible before going down with a Prankster Destiny Bond to differentiate itself from other physical attackers. In a similar vein, Banette can opt to use Trick Room to take advantage of its middling Speed stat and simultaneously support teammates; however, this role is generally best suited to other Pokemon that can activate Trick Room more reliably.

Support sets may also choose to use Substitute in tandem with either Disable or Pain Split to force switches and be a general nuisance, but the lack of Leftovers recovery and cost to its moveslots generally makes this an inferior choice. Thunder Wave also works as an option over Will-O-Wisp. Finally, Mega Banette could potentially utilize a set with Rest and Sleep Talk with priority in an attempt to mend its recovery problems.

Checks & Counters
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**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.

**Fire-types**: By virtue of their natural immunity to Will-O-Wisp, Fire-type Pokemon make for good Mega Banette checks. Defensive Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona and Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.

Offensive
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name: Offensive
move 1: Phantom Force
move 2: Sucker Punch
move 3: Destiny Bond
move 4: Taunt / Will-O-Wisp
ability: Prankster (Frisk)
item: Banettite
evs: 252 HP / 252 Atk / 4 Def
nature: Brave

Moves
========
  • my original preview said:
    <p>At first glance it may seem inappropriate to use such an offensive set on a Pokemon gifted with Mega Banette's movepool and Prankster; this set takes advantage of Mega Banette's overlooked Attack stat. Phantom Force and Sucker Punch are key parts of the offensive side of the set, as together, they form an excellent one-two punch. Destiny Bond works efficiently in tandem with this combination, allowing Mega Banette to chain KOs and play mindgames with the opponent. With Sucker Punch making an appearance on the set, Taunt can be used to force opponents into either being taken down by a priority attack or a potential Destiny Bond. Will-O-Wisp is also an option in this slot so that Mega Banette can retain some of the utility from its support set.</p>
  • Phantom Force and Sucker Punch form together to make a one-two punch. Phantom Force is intended to hit last and then Sucker Punch's priority is used to hit immediately afterwards.
  • Destiny Bond works well in combination with these moves and allows Mega Banette to chain kills and play mind games with the opponent.
  • Taunt can be used as it works well with both Sucker Punch and Destiny. It also stops status in the form of Thunder Wave or Will-O-Wisp.
  • Will-O-Wisp is also an option here so that Mega Banette can retain utility from the support set.
  • Shadow Claw is usable over Phantom Force if you don't mind the power drop in exchange for being more versatile. [AC move]

Set Details
========
  • Brave nature and 0 Speed IVs are used to obtain the slowest Speed possible.
    This makes Phantom Force ideally go last and is great so that any switch-ins will end up being hit by Phantom Force after they attack.
  • Minimum Speed allows Mega Banette to be slower than Brave Tyranitar and faster than minimum Speed Aegislash at the same time. This means Banette will be able to Will-O-Wisp or Destiny Bond before they can attack.
  • Maximum Attack investment is so that Mega Banette can deal as much damage as possible with its two main moves.

Usage Tips
========
  • Akin to the Support set it is better to mega evolve as early as possible in the game so that you can preserve the priority Destiny Bond if need be.
  • This can be brought it as in offensive spinblocker.
  • Before it attacks you ideally want to dispose of the main checks it has. In an ideal scenario any Normal-type Pokemon your opponent has should be dealt with prior to attacking with Banette.
  • Phantom Force is best used on a predicted switch when an opponent is expecting a possible Taunt or Will-O-Wisp.
  • After Banette has lost most of its health and already KOed a Pokemon you can chain another kill by using Destiny Bond with low HP.
  • Taunt can be used so that opponents have no option but to attack Banette and activate Destiny Bond or to stop Pokemon from taking advantage of Phantom Force's free turns.
Team Options
========
  • U-turn and Volt Switch users to get Mega Banette in safely
  • It can support hazard setters fairly well because it can spinblock. In particular, Deoxys-S and Forretress can work.
  • Fighting-type Pokemon such as Terrakion or Lucario to take care of the Normal-type Pokemon which give this set the most trouble
 
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Labrynthine, isn't Shadow Claw a good alternative to Phantom Force on the second set?
Phantom Force has better damage, but using Phantom Force gives your opponent the chance to play around Banette.
For example it can give like Chansey/Blissey free turn to cure status, or Volcarona to QD (Flame Body hax) and the damage can be nullified with switch to normal pokemon.
 

Alter

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Labrynthine, isn't Shadow Claw a good alternative to Phantom Force on the second set?
Phantom Force has better damage, but using Phantom Force gives your opponent the chance to play around Banette.
For example it can give like Chansey/Blissey free turn to cure status, or Volcarona to QD (Flame Body hax) and the damage can be nullified with switch to normal pokemon.
The primary intention of the set is to hit hard with one-two punches in that Phantom Force goes last the large majority of the time and then you finish it up with a priority move which works beautifully with Phantom Force's high base power. However, considering that there is no other offensive option w/ Shadow Claw and for the reasons you mentioned, I'll either add it in the AC or slash it next to Phantom Force. Thank-you for your input.
 

Plus

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I'd probably mention somewhere in the Phantom Force set that Phantom Force is best used when you predict a switch. If your opponent is predicting a Taunt or Will-o-Wisp and switches to Talonflame while you Phantom Force instead, it's pretty much forced to switch out again.

It should also be noted that if you choose to run Shadow Claw over Phantom Force on that set that you should go Adamant over Brave.

Not too well versed with Banette though, I'll see what other QC members have to say and I'll stamp afterwards.
 

shrang

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I'm not too sure about the offensive set, but the support set looks fine, so I'd unofficially approve that set for now. I'll see what the others say about the offensive set.
 
I'm no QC, so take what I write with a grain of salt.

I'd definitely slash Shadow Sneak next to Sucker Punch on the Offensive set. Sucker Punch doesn't really have any advantages over Shadow Sneak in terms of coverage outside of being able to hit Normal-types with and while stronger, isn't as reliable as Shadow Sneak. Let's be honest here: How many Normal-types are being run in the OU metagame commonly? Chansey, Blissey and Smeargle are the only major ones coming to mind and even then, they don't really attack Banette, but stall it out with the likes of Toxic or use it as setup fodder. Granted, this is exactly why I'd slash it as an alternative, since Normal-types wall the whole set outside of Destiny Bond and, depending on the Normal-type, Will-O-Wisp and while more reliable, it's power is still lower.

EDIT: Well, Destiny Bond does not hinder people from using status. To back that off: Destiny Bond has low PP and with Phantom Force, someone can practically take advantage of Sucker Punch's and Destiny Bond's low PP.
Thanks for mentioning those particular KOs.
I didn't think of those Normal-types, though 2 of them fear Will-O-Wisp.

Also, because Sucker Punch is so exploitable, Pokemon like Gengar can easily Substitute on it and Disable it. That or it disables Destiny Bond. Shadow Sneak, while being exploited by Disable as well, can only use Disable behind a Substitute, because Shadow Sneak OHKOs Gengar.

252+ Atk Mega Banette Shadow Sneak vs. 4 HP / 0 Def Gengar: 260-308 (99.2 - 117.5%) -- 93.8% chance to OHKO
 
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Alter

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I'll just put this into dotpoints for now because I'm a bit tired.
  • Sucker Punch has more base power than Shadow Sneak by twenty points.
    • This secures a number of specific KOs such as the OHKO on Latios after SR, 68.8% chance to OHKO Latias after SR, 100% chance to KO Mega Alakazam, guaranteed OHKO on offensive Deoxys-S, guaranteed 2HKO on Metagross after SR and Leftovers recovery, and a 31% to KO Garchomp after a Phantom Force on the switch.
      These may seem somewhat trivial but they all have practical applications as Mega Banette really relies on that free turn to mega evolve and being able to finish off one of these Pokemon with priority (or outright KO them) is something that allows it to do that.
  • What would normally deter people from using Sucker Punch (the fear of a status move or the opponent setting up) is pretty much nullified by the fact that Banette as its priority Destiny Bond + Taunt to force things into attacking it and dying.
  • On top of the Normal-types you mentioned, Sucker Punch also hits Meloetta, Staraptor, Diggersby, and I would've said Mega Kangaskhan but it's banished to ubers now.
If QC wish I am easily willing to put Shadow Sneak in the AC.
 
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Using Banette I found one of it's weaknesses that you can add to the "Checks and Counters" section: Foul Play. Pokemon like Mandibuzz and Umbreon can be easily tricked by Banette's Taunt but can as easily kill it with Foul Play due to the high base attack of Mega Banette, and probably your team rely on it to Taunt opposing pokemon. Also, if you use Destiny Bond, you are risking to let the opponent use their desired utility move, which isn't good too :P
 
**Normal-types**: While more efficient at blocking the offensive set, some Normal-types can also be a nuisance for Mega Banette to deal with in their own regard. Chansey and Blissey can heal off any damage from its attacks, cure their team of status and inflict status ailments onto Banette.
I wouldn't deem Chansey and Blissey as much of nuisances to Mega Banette since it can outspeed and Taunt them both. In addition, it's immune to their Seismic Toss, preventing them from doing anything worthwhile. And finally, if it runs Knock Off, it cripples them severely, removing their Eviolite/Leftovers.
 

Alter

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I wouldn't deem Chansey and Blissey as much of nuisances to Mega Banette since it can outspeed and Taunt them both. In addition, it's immune to their Seismic Toss, preventing them from doing anything worthwhile. And finally, if it runs Knock Off, it cripples them severely, removing their Eviolite/Leftovers.
This was from when the offensive set existed. You're right in saying they can't do much back (apart from Toxic / Flamethrower) but in the same regard Banette can't really do anything to them. This is just in dot points so it's not final, anyway.
 

Plus

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I would like the fact that Prankster priority does not kick in on the turn Banette Mega evolves to be included in the Overview. You can even make a note of it in the usage tips to bring it in on Pokemon you are either faster against or have little offensive presence so you don't take too much of a hit when you Mega evolve.

For checks and counters mentions of Heatran might be a good idea, Heatran can come in on WoW and hit you hard with Lava Plume if its defensive, or force you into a mindgame with Destiny Bond otherwise. Speaking of DBond mindgames, mentions of Charizard X / Y would be good as well because while they are immune to burn and can pretty much finish you off in one hit, you have Destiny Bond to kill them off. However, if Zard X chooses to Dragon Dance, then you're pretty much screwed, same with Zard Y and Roost. This can be said for a bunch of other sweepers too, so mention how Destiny Bond effectively makes it harder to kill Banette with checks given how Prankster Dbond forces you into a mindgame situation.

2/3
 

Alter

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Thanks for the QC check and suggestions, Plus. I'll implement all of these and begin writing today/tomorrow.
 
Speaking of DBond mindgames, mentions of Charizard X / Y would be good as well because while they are immune to burn and can pretty much finish you off in one hit, you have Destiny Bond to kill them off. However, if Zard X chooses to Dragon Dance, then you're pretty much screwed, same with Zard Y and Roost. This can be said for a bunch of other sweepers too, so mention how Destiny Bond effectively makes it harder to kill Banette with checks given how Prankster Dbond forces you into a mindgame situation.

2/3
This isn't entirely accurate. With the way the Destiny Bond mechanics work, the effects of Destiny Bond are not lifted from the opposing Pokemon until the next time Mega Banette uses a move. As long as Mega Banette alternates between Destiny Bond and Knock Off, the opponent cannot KO Mega Banette without losing their Pokemon. Both Mega Zards need to be running Roost in order to beat Mega Banette because Knock Off deals (32.8 - 38.9%) to Y and (24.4 - 29.1%) to X, more than enough damage to be able to alternate between them perpetually and still end up with Destiny Bond PP to spare.

Basically, the mindgames only exist if they're both running Roost, as Charizard X cannot Dragon ad infinitum because he'll get killed by Knock Off.
 
You might want to consider mentioning dual screens support in the Team Options section for both sets. I run offensive M-Banette and find that having the appropriate screen(s) up is stupidly helpful when trying to find opportunities to switch in. Like Plus said, you normally can't switch Banette into much of anything with offensive presence, even with max HP investment because Prankster doesn't activate on the turn it Mega Evolves, so you kind of have to wait a turn before it actually becomes useful. Dual screens support helps in dealing with this problem and allows Banette to Mega Evolve against many offensive threats without too much of a problem, which allows for preservation of priority DBond for later in the game as insurance against offensive threats that you're having a hard time killing off. Notable examples of screens supporters would be Espeon and Klefki, though there are obviously others.

Also, not sure if I missed something but is there any particular reason that the offensive set is hidden? I find it has more switch-in opportunities simply because it has much more offensive presence, meaning it's much more useful right away, and that's a quality the support set obviously lacks. Also IMO Prankster support is better done by Sableye due to it not having M-Banette's previously noted flaw as well as having reliable recovery + Leftovers, but that might just be me.
 

Alter

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Utility / support Pokemon such as Mega Banette generally aren't the best candidates for Dual Screens support. Reflect & Light Screen are better paired with setup sweepers which can take most advantage of them. If being able to mega evolve easily is a large concern then the player can choose to run Protect, I suppose.

The offensive set was hidden/removed because, after discussion with QC members on IRC, we found that it was not fit for an analysis. Not only does it take up a really valuable mega slot as a physical attacker (and it can't sweep + it will kill itself), but it lacks the stats and movepool to be listed. The main difference between Banette and Sableye is that Banette has Destiny Bond and better stats at the cost of the things you mentioned.

As mentioned in the index, this is now fully written and ready for a 3rd qc check. I decided to remove having Normal-types as a section in checks and counters because that was more relevant to the offensive set. Thanks :toast:
 

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Amateur check. This analysis has a LOT of awkwardly worded sentences and repeated phrases, and I doubt I got it perfect.
Additions
Removals
(Comments)
Overview
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Mega Banette is gifted with the combination of Prankster and Destiny Bond, being as the only Pokemon in the game with a legal combination of Prankster and Destiny Bond in its arsenal this ("gifted with being" is an awkward phrase). In conjunction with Taunt, these moves allow this allows Mega Banette to shut down the large majority of setup sweepers in the tier, and makes making it an extremely difficult Pokemon to deal with. Alongside these moves, Banette also has access to a handful of other useful support moves, and a as well as Ghost-typing, which allows letting it to spinblock freely. Unfortunately, distinct drawbacks exist when opting to use Mega Banette. Not only is it predictable in its best role, but it also has difficulty fitting all of its desired moves into one moveset. Mega Banette's downfalls are only worsened by the fact that Mega Banette it has a poor stat distribution, no form of reliable recovery, and the fact that Prankster doesn't activate on the turn that Banette Mega evolves Evolves.

Support
########
name: Support
move 1: Destiny Bond
move 2: Taunt
move 3: Will-O-Wisp
move 4: Knock Off / Shadow Claw
ability: Frisk / Insomnia
item: Banettite
evs: 252 HP / 40 Def / 216 SpD
nature: Careful

Moves
========

Distinguishing itself from every other Pokemon with Destiny Bond, Mega Banette utilizes this move in conjunction with its ability, Prankster, and Taunt in conjunction with Taunt, in order to effectively neutralize all boosting threats, even if it requires Mega Banette to faint alongside them. Taunt forces opponents to attack Mega Banette so that it can pull off a successful Destiny Bond, and while also prevents preventing opponents from crippling Mega Banette with status. Will-O-Wisp gives Mega Banette the ability to impede most physical attackers, while also gaining a useful priority boost by thanks to its ability. Outside of its status moves, Mega Banette's surprisingly high base Attack stat of 165 makes an appearance on the set with allows it to make good use of Knock Off. With its enhanced mechanics this generation, Knock Off is capable of dealing large amounts of damage as well as while depriving opponents of their items. Shadow Claw is an alternative alternate move in the final slot which deals more damage than Knock Off, but comes at the cost of not having an additional effect removing items.

Outside of the moves listed, Mega Banette may can use Pain Split as a form of recovery as a choice over to replace Will-O-Wisp or Knock Off. Because Mega Banette is at risk of being OHKOed before it use able to use a Prankster-boosted Destiny Bond, Protect is also usable in the last slot. However, these two moves both come at the price of taking up one of Mega Banette's useful moveslots the cost of losing one of its other moves is often too much. (OBVIOUSLY moves cost moveslots, hopefully this helps to clarify the point a bit.)

Set Details
========

With full investment in Special Defense and a Careful nature, Mega Banette is given adequate bulk on the special side; thanks to Will-O-Wisp, it doesn't need to worry as much about physical attackers. The given EV spread of 252 HP / 216+ SpD makes Mega Banette bulky enough to escape an OHKO from Life Orb Greninja's Dark Pulse after Stealth Rock. 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 therefore generally the better choice.

Usage Tips
========

This set takes a defensive, supporting role, in ensuring that opposing Pokemon are kept in check. In spite of it Despite taking a defensive role, Mega Banette should not be used for as a wall because it simply lacks the tools to do so, particularly due to its low defenses and the absence lack of a recovery move. Will-O-Wisp should be used as Mega Banette's main form of disruption when not using Destiny Bond and gives it a job outside of checking setup sweepers, whereas Taunt can be used to not only force Pokemon into attacking Banette, but also to prevent Pokemon from setting up.

Mega evolving Evolving as soon as possible is generally a good idea as it allows for the preservation of a Prankster-boosted (Technically Prankster doesn't "boost" it) Destiny Bond so that it can to be used at a later point in the game. In order to Mega evolve Evolve safely, bringing Banette in against Pokemon who are slower Pokemon or Pokemon that have little offensive presence is a good idea in order to take as little damage as necessary possible. Examples of Pokemon that Banette can switch into with relative ease include Forretress and Skarmory.

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 opposing Pokemon it has access to priority moves and is faster than Banette, this strategy will be useless. It is also good to keep in mind that opponents can exploit bypass Mega Banette's combination of Taunt and Destiny Bond combination through with good prediction.

Team Options
========

Above all, teammates that can restore Mega Banette's health are particularly valuable. Sylveon has access to Wish and covers Mega Banette's Dark-type weakness. Chansey and Blissey are also capable of passing massive Wishes to Mega Banette in addition to while being able to heal off status with Heal Bell or Aromatherapy. Other team members that appreciate Mega Banette as a partner are those that are easy to set up on. For instance, Forretress can stack entry hazards freely and opponents that would otherwise be inclined to set up on it become are deterred by Mega Banette's Prankster Destiny Bond. Lastly, Pokemon that can (Not really wrong, but you use "can" a lot in this sentence) learn Volt Switch and U-turn can also allow Mega Banette to jump into the fray without hassle; for this reason, Rotom-W, Landorus-T, and Genesect can all be ideal partners.

Other Options
########

Banette can make decent use of its titanic Attack stat after Mega Evolution through the use of an offensive set. With access to Phantom Force, Shadow Claw, and Sucker Punch, Mega Banette should attempt to dish out as much damage as possible, before and then use its going down with a Prankster Destiny Bond to differentiate itself from other physical attackers. In a similar vein, Banette can opt to use Trick Room to take advantage of its middling Speed stat and simultaneously support teammates; however, this role is generally best suited to other Pokemon which can more reliably activate Trick Room more reliably.

Support sets may also choose to use Substitute in tandem with either Disable or Pain Split to force switches and be a general nuisance, but the lack of Leftovers recovery and cost to its moveslots generally makes this set a poor idea. Finally, Mega Banette could potentially utilize a set with Rest and Sleep Talk with priority in an attempt to mend its recovery problems.

Checks & Counters
########

**Priority**: Destiny Bond effectively makes Mega Banette an extremely hard Pokemon to KO without the its check or counter fainting itself. As a result, most checks and counters are hard to come by. Despite this However, Pokemon that can bypass Banette's own priority make excellent checks and counters choices for beating it. Indeed For example, Talonflame can make use of its natural immunity to burn and Flying-type priority to dispose of Mega Banette quite effectively; however, Talonflame cannot switch into more offensive Banette sets with ease. 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, bypass Mega Banette's priority with its own, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it greatly hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat and use with a powerful Foul Play on it as well.

**Fire-types**: By virtue of their natural immunity to Will-O-Wisp, some Fire-type Pokemon generally make for good Mega Banette checks. Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume if its defensive, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona or Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.
Overview
########

Mega Banette is gifted with the combination of Prankster and Destiny Bond, being as the only Pokemon in the game with this. In conjunction with Taunt, this allows Mega Banette to shut down the majority of setup sweepers in the tier, making it extremely difficult to deal with. Alongside these moves, Banette also has access to a handful of other useful support moves, as well as Ghost-typing, letting it to spinblock freely. Unfortunately, distinct drawbacks exist when opting to use Mega Banette. Not only is it predictable in its best role, but it also has difficulty fitting all of its desired moves into one moveset. Mega Banette's downfalls are worsened by the fact that it has poor stat distribution, no form of reliable recovery, and the fact that Prankster doesn't activate on the turn that Banette Mega Evolves.

Support
########
name: Support
move 1: Destiny Bond
move 2: Taunt
move 3: Will-O-Wisp
move 4: Knock Off / Shadow Claw
ability: Frisk / Insomnia
item: Banettite
evs: 252 HP / 40 Def / 216 SpD
nature: Careful

Moves
========

Distinguishing itself from every other Pokemon with Destiny Bond, Mega Banette utilizes this move with its ability, Prankster, in conjunction with Taunt, in order to effectively neutralize all boosting threats, even if it requires Mega Banette to faint alongside them. Taunt forces opponents to attack Mega Banette so that it can pull off a successful Destiny Bond, while also preventing opponents from crippling Mega Banette with status. Will-O-Wisp gives Mega Banette the ability to impede most physical attackers, while also gaining a useful priority boost thanks to its ability. Outside of its status moves, Mega Banette's surprisingly high base Attack stat of 165 allows it to make good use of Knock Off. With its enhanced mechanics this generation, Knock Off is capable of dealing large amounts of damage while depriving opponents of their items. Shadow Claw is an alternate move in the final slot which deals more damage than Knock Off, but comes at the cost of not removing items.

Outside of the moves listed, Mega Banette can use Pain Split as a form of recovery to replace Will-O-Wisp or Knock Off. Because Mega Banette is at risk of being OHKOed before it use able to use a Prankster-boosted Destiny Bond, Protect is also usable in the last slot. However, the cost of losing one of its other moves is often too much.

Set Details
========

With full investment in Special Defense and a Careful nature, Mega Banette is given adequate bulk on the special side; thanks to Will-O-Wisp, it doesn't need to worry as much about physical attackers. The given EV spread of 252 HP / 216+ SpD makes Mega Banette bulky enough to escape an OHKO from Life Orb Greninja's Dark Pulse after Stealth Rock. 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
========

This set takes a defensive, supporting role, ensuring that opposing Pokemon are kept in check. Despite taking a defensive role, Mega Banette should not be used as a wall because it simply lacks the tools to do so, particularly due to its low defenses and lack of a recovery move. Will-O-Wisp should be used as Mega Banette's main form of disruption when not using Destiny Bond and gives it a job outside of checking setup sweepers, whereas Taunt can be used to not only force Pokemon into attacking Banette, but also to prevent Pokemon from setting up.

Mega Evolving as soon as possible is generally a good idea as it allows the preservation of a Prankster Destiny Bond to be used at a later point in the game. In order to Mega Evolve safely, bringing Banette in against Pokemon who are slower or have little offensive presence is a good idea in order to take as little damage as possible. Examples of Pokemon that Banette can switch into with relative ease include Forretress and Skarmory.

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 it has access to priority moves and is faster than Banette, this strategy will be useless. It is also good to keep in mind that opponents can bypass Mega Banette's combination of Taunt and Destiny Bond with good prediction.

Team Options
========

Above all, teammates that can restore Mega Banette's health are particularly valuable. Sylveon has access to Wish and covers Mega Banette's Dark-type weakness. Chansey and Blissey are also capable of passing massive Wishes to Mega Banette while being able to heal off status with Heal Bell or Aromatherapy. Other team members that appreciate Mega Banette as a partner are those that are easy to set up on. For instance, Forretress can stack entry hazards freely and opponents that would otherwise be inclined to set up on it are deterred by Mega Banette's Prankster Destiny Bond. Lastly, Pokemon that learn Volt Switch and U-turn can also allow Mega Banette to jump into the fray without hassle; for this reason, Rotom-W, Landorus-T, and Genesect can all be ideal partners.

Other Options
########

Banette can make decent use of its titanic Attack stat after Mega Evolution through the use of an offensive set. With access to Phantom Force, Shadow Claw, and Sucker Punch, Mega Banette should attempt to dish out as much damage as possible, before going down with a Prankster Destiny Bond to differentiate itself from other physical attackers. In a similar vein, Banette can opt to use Trick Room to take advantage of its middling Speed stat and simultaneously support teammates; however, this role is generally best suited to other Pokemon which can activate Trick Room more reliably.

Support sets may also choose to use Substitute in tandem with either Disable or Pain Split to force switches and be a general nuisance, but the lack of Leftovers recovery and cost to its moveslots generally makes this a poor idea. Finally, Mega Banette could potentially utilize a set with Rest and Sleep Talk with priority in an attempt to mend its recovery problems.

Checks & Counters
########

**Priority**: Destiny Bond makes Mega Banette an extremely hard Pokemon to KO without its check or counter fainting itself. As a result, most checks and 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 Flying-type priority to dispose of Mega Banette quite effectively; however, Talonflame cannot switch into more offensive Banette sets with ease. 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, bypass Mega Banette's priority with its own, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it greatly hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat with a powerful Foul Play on it.

**Fire-types**: By virtue of their natural immunity to Will-O-Wisp, some Fire-type Pokemon make for good Mega Banette checks. Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume if its defensive, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona or Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.
 

Alter

lab report ᐛ
is a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Implemented. Sorry about the mistakes x_x I'll keep your changes in mind when writing in the future.
 

Redew

κακκῶ σεαυτόν
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
huge shoutout to pplzdude for getting the bbcode for me b/c my friend's computer sucks

Overview
########

Mega Banette is gifted with the combination of Prankster and Destiny Bond, being the only Pokemon in the game with this. In conjunction with Taunt, this allows Mega Banette to shut down the majority of setup sweepers in the tier, making it extremely difficult to deal with. In addition to these moves, Banette also has access to a handful of other useful support moves, as well as Ghost typing, letting it spinblock freely. Unfortunately, distinct drawbacks exist when opting to use Mega Banette. Not only is it predictable in its best role, but it also has difficulty fitting all of its desired moves into one moveset. Mega Banette's downfalls are worsened by the fact that it has poor stat distribution, no form of reliable recovery, and the fact that Prankster doesn't activate on the turn that Banette Mega Evolves. Despite its faults, Banette is definitely a Pokemon to be feared in OU.

Support
########
name: Support
move 1: Destiny Bond
move 2: Taunt
move 3: Will-O-Wisp
move 4: Knock Off / Shadow Claw
ability: Frisk / Insomnia
item: Banettite
evs: 252 HP / 40 Def / 216 SpD
nature: Careful

Moves
========

Distinguishing itself from every other PokemonMega Banette stands out with Destiny Bond, Mega Banette utilizes due this move with its ability, Prankster, i. In conjunction with Taunt, in order to effectively neutralizes all boosting threats, even if it requires Mega Banette to faint alongside them. This just seems really wordy and clunky, so I shortened it down a bit. Taunt forces opponents to attack Mega Banette(comma) so that it can then pull off a successful Destiny Bond, (remove comma) while also preventing opponents from crippling Mega Banette with status. Will-O-Wisp gives Mega Banette the ability to impede most physical attackers, while also gaining a useful priority boost thanks to its ability. Outside of its status moves, Mega Banette's surprisingly high base Attack stat of 165 allows it to make good use of Knock Off. With its enhanced mechanics this generation, Knock Off is capable of dealing large amounts of damage while depriving opponents of their items. Shadow Claw is an alternate move in the final slot which deals more damage than Knock Off, but comes at the cost of not removing items.

Outside of the moves listed, Mega Banette can use Pain Split as a form of recovery to replace Will-O-Wisp or Knock Off. Because Mega Banette is at risk of being OHKOed before it use able to use a Prankster-boosted Destiny Bond, Protect is also usable in the last slot. However, the cost of losing one of its other moves is often too much.

Set Details
========

With full investment in Special Defense and a Careful nature, Mega Banette is given adequate bulk on the sSpecial sidebulk; thanks to Will-O-Wisp, it doesn't need to worry as much about physical attackers. The given EV spread of 252 HP / 216+ SpD makes Mega Banette bulky enough to escape an OHKO from a Life Orb Greninja's-boosted Dark Pulse from Greninja after Stealth Rock. 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
========

This set takes a defensive,(remove comma)(add hyphen) This could be read as a supporting roll that is defensive or a defensive role that is supporting without the hyphen, so it helps the point of the role. c: supporting role, ensuring that opposing Pokemon are kept in check. Despite taking a defensive role, Mega Banette should not be used as a wall because it simply lacks the tools to do so, particularly due to its low defenses and lack of a recovery move. Will-O-Wisp should be used as Mega Banette's main form of disruption when not using Destiny Bond and gives it a job outside of checking setup sweepers, whereas Taunt can be used to not only force Pokemon into attacking Banette, but also to prevent Pokemon from setting up.

Mega Evolving as soon as possible is generally a good idea(add comma) as it allows the preservation of a Prankster Destiny Bond to be used at a later point in the game. In order to Mega Evolve safely, bringing Banette in against Pokemon who are slower or have little offensive presence is a good idea in order to take as little damage as possible. Examples of Pokemon that Banette can switch (hyphen)in(space)to Switch-in is used when the Pokemon itself switches in. with relative ease include Forretress and Skarmory.

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 iopponent has access to priority moves and is faster than Banette, this strategy will be useless. It is also good to keep in mind that opponents can bypass Mega Banette's combination of Taunt and Destiny Bond with good prediction.

Team Options
========

Above all, teammates that can restore Mega Banette's health are particularly valuable. Sylveon has access to Wish and covers Mega Banette's Dark-type weakness. Chansey and Blissey are also capable of passing massive Wishes to Mega Banette while being able to heal offcure Cure sounds a lot better and natural, here. status with Heal Bell or Aromatherapy. Other team members that appreciate Mega Banette as a partner are those that are easy to set up on. For instance, Forretress can stack entry hazards freely(add comma) and opponents that would otherwise be inclined to set up on it are deterred by Mega Banette's Prankster-aided While Prankster doesn't "boost" Destiny Bond, it does aide in its priority Destiny Bond. Lastly, Pokemon that learn Volt Switch and U-turn can also allow Mega Banette to jump into the fray without hassle; for this reason, Rotom-W, Landorus-T, and Genesect can all be ideal partners.

Other Options
########

Banette can make decent use of its titanic Attack stat after Mega Evolution through the use of an offensive set. With access to Phantom Force, Shadow Claw, and Sucker Punch, Mega Banette shcould attempt to dish out as much damage as possible, before going down with a Prankster Destiny Bond to differentiate itself from other physical attackers. In a similar vein, Banette can opt to use Trick Room to take advantage of its middling Speed stat and simultaneously support teammates; however, this role is generally best suited to other Pokemon which can activate Trick Room more reliably.

Support sets may also choose to use Substitute in tandem with either Disable or Pain Split to force switches and be a general nuisance, but the lack of Leftovers recovery and cost to its moveslots generally makes this a poor idea. Finally, Mega Banette could potentially utilize a set with Rest and Sleep Talk with priority in an attempt to mend its recovery problems.

Checks &amp; Counters
########

**Priority**: Destiny Bond makes Mega Banette an extremely hard Pokemon to KO without its check or counter fainting itself. As a result, most checks and 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 Flying-type priority to dispose of Mega Banette quite effectively; however, Talonflame cannot switch into more offensive Banette sets with ease. 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, bypass Mega Banette's priority with its own, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it greatly hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat with a powerful Foul Play on it.

**Fire-types**: By virtue of their natural immunity to Will-O-Wisp, some Fire-type Pokemon make for good Mega Banette checks. Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume if it(add apostrophe)s defensive, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona or Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.


Overview
########

Mega Banette is gifted with the combination of Prankster and Destiny Bond, being the only Pokemon in the game with this. In conjunction with Taunt, this allows Mega Banette to shut down the majority of setup sweepers in the tier, making it extremely difficult to deal with. In addition to these moves, Banette also has access to a handful of other useful support moves, as well as Ghost typing, letting it spinblock freely. Unfortunately, distinct drawbacks exist when opting to use Mega Banette. Not only is it predictable in its best role, but it also has difficulty fitting all of its desired moves into one moveset. Mega Banette's downfalls are worsened by the fact that it has poor stat distribution, no form of reliable recovery, and the fact that Prankster doesn't activate on the turn that Banette Mega Evolves. Despite its faults, Banette is definitely a Pokemon to be feared in OU.

Support
########
name: Support
move 1: Destiny Bond
move 2: Taunt
move 3: Will-O-Wisp
move 4: Knock Off / Shadow Claw
ability: Frisk / Insomnia
item: Banettite
evs: 252 HP / 40 Def / 216 SpD
nature: Careful

Moves
========

Mega Banette stands out with Destiny Bond due to its ability, Prankster. In conjunction with Taunt, it effectively neutralizes all boosting threats, even if it requires Mega Banette to faint alongside them. !@This just seems really wordy and clunky, so I shortened it down a bit.@! Taunt forces opponents to attack Mega Banette(comma) so it can then pull off a successful Destiny Bond (remove comma) while also preventing opponents from crippling Mega Banette with status. Will-O-Wisp gives Mega Banette the ability to impede most physical attackers, while also gaining a useful priority boost thanks to its ability. Outside of its status moves, Mega Banette's surprisingly high base Attack stat of 165 allows it to make good use of Knock Off. With its enhanced mechanics this generation, Knock Off is capable of dealing large amounts of damage while depriving opponents of their items. Shadow Claw is an alternate move in the final slot which deals more damage than Knock Off, but comes at the cost of not removing items.

Outside of the moves listed, Mega Banette can use Pain Split as a form of recovery to replace Will-O-Wisp or Knock Off. Because Mega Banette is at risk of being OHKOed before it use able to use a Prankster-boosted Destiny Bond, Protect is also usable in the last slot. However, the cost of losing one of its other moves is often too much.

Set Details
========

With full investment in Special Defense and a Careful nature, Mega Banette is given adequate Special bulk; thanks to Will-O-Wisp, it doesn't need to worry as much about physical attackers. The given EV spread of 252 HP / 216+ SpD makes Mega Banette bulky enough to escape an OHKO from a Life Orb-boosted Dark Pulse from Greninja after Stealth Rock. 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
========

This set takes a defensive(remove comma)(add hyphen) !@This could be read as a supporting roll that is defensive or a defensive role that is supporting without the hyphen, so it helps the point of the role. c:@! supporting role, ensuring that opposing Pokemon are kept in check. Despite taking a defensive role, Mega Banette should not be used as a wall because it simply lacks the tools to do so, particularly due to its low defenses and lack of a recovery move. Will-O-Wisp should be used as Mega Banette's main form of disruption when not using Destiny Bond and gives it a job outside of checking setup sweepers, whereas Taunt can be used to not only force Pokemon into attacking Banette, but also to prevent Pokemon from setting up.

Mega Evolving as soon as possible is generally a good idea(add comma) as it allows the preservation of a Prankster Destiny Bond to be used at a later point in the game. In order to Mega Evolve safely, bringing Banette in against Pokemon who are slower or have little offensive presence is a good idea in order to take as little damage as possible. Examples of Pokemon that Banette can switch(hyphen)in(space)to !@Switch-in is used when the Pokemon itself switches in.@! with relative ease include Forretress and Skarmory.

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 strategy will be useless. It is also good to keep in mind that opponents can bypass Mega Banette's combination of Taunt and Destiny Bond with good prediction.

Team Options
========

Above all, teammates that can restore Mega Banette's health are particularly valuable. Sylveon has access to Wish and covers Mega Banette's Dark-type weakness. Chansey and Blissey are also capable of passing massive Wishes to Mega Banette while being able to cure !@Cure sounds a lot better and natural, here.@! status with Heal Bell or Aromatherapy. Other team members that appreciate Mega Banette as a partner are those that are easy to set up on. For instance, Forretress can stack entry hazards freely(add comma) and opponents that would otherwise be inclined to set up on it are deterred by Mega Banette's Prankster-aided !@While Prankster doesn't "boost" Destiny Bond, it does aide in its priority@! Destiny Bond. Lastly, Pokemon that learn Volt Switch and U-turn can also allow Mega Banette to jump into the fray without hassle; for this reason, Rotom-W, Landorus-T, and Genesect can all be ideal partners.

Other Options
########

Banette can make decent use of its titanic Attack stat after Mega Evolution through the use of an offensive set. With access to Phantom Force, Shadow Claw, and Sucker Punch, Mega Banette could attempt to dish out as much damage as possible before going down with a Prankster Destiny Bond to differentiate itself from other physical attackers. In a similar vein, Banette can opt to use Trick Room to take advantage of its middling Speed stat and simultaneously support teammates; however, this role is generally best suited to other Pokemon which can activate Trick Room more reliably.

Support sets may also choose to use Substitute in tandem with either Disable or Pain Split to force switches and be a general nuisance, but the lack of Leftovers recovery and cost to its moveslots generally makes this a poor idea. Finally, Mega Banette could potentially utilize a set with Rest and Sleep Talk with priority in an attempt to mend its recovery problems.

Checks & Counters
########

**Priority**: Destiny Bond makes Mega Banette an extremely hard Pokemon to KO without its check or counter fainting itself. As a result, most checks and 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 Flying-type priority to dispose of Mega Banette quite effectively; however, Talonflame cannot switch into more offensive Banette sets with ease. 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, bypass Mega Banette's priority with its own, and OHKO it with its Dark-type STAB. Tyranitar can trap Mega Banette with Pursuit or inflict massive damage with Crunch, though it greatly hates being burned. Some Pokemon, such as Sableye and Mandibuzz, can exploit Mega Banette's high base Attack stat with a powerful Foul Play on it.

**Fire-types**: By virtue of their natural immunity to Will-O-Wisp, some Fire-type Pokemon make for good Mega Banette checks. Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume if it(add apostrophe)s defensive, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona or Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.


GP 1/2

 
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