Banette

Blast

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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 deal with 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 freely 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 stands out with access to Destiny Bond stands out due to its ability, Prankster. In conjunction with Taunt, it effectively neutralizes neuters all boosting threats, even if it requires Mega Banette to faint alongside them sacrifice itself. Taunt forces opponents to attack Mega Banette, so it can then 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 use is 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
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With full heavy ("full" implies max / max+) investment in Special Defense and a Careful nature, Mega Banette is given adequate Sspecial 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 hyphen) 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 to 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 (remove hyphen) in to 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 learn use 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 are all be 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 which 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 a poor idea 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, most checks and 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 Flying-type priority Flying-type moves to dispose of Mega Banette quite effectively; however, Talonflame cannot has difficulty switching into more offensive Banette sets with ease 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, bypass Mega Banette's priority with its own, (I wouldn't say this because Sucker Punch requires Banette to attack, and Prankster only gives status moves priority) 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. Defensive Heatran can enter the field on a predicted Will-O-Wisp and hit Mega Banette hard with Lava Plume if it's defensive, or force you into a mind game with Destiny Bond otherwise. Other Fire-type Pokemon, such as Volcarona or and Mega Charizard X, can force Mega Banette into a guessing game provided they have a recovery move.
 
Sorry for asking, but I am curious: why did the offensive set get removed? It now is just listed in Other Options, but with no particular reason as to why it is not entirely viable. It seemeed like a damn solid set to me.
 

Alter

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QC deemed Banette as an offensive Pokemon to be not good enough for a set on the analysis. To be honest, despite the fact that it seemed like an amazing set to me, I'm inclined to agree. If it is later deemed good enough to warrant a set it will be added to the analysis. Thanks.
 
While I must echo QC in saying that an offensive set might not be the best use of Mega Banette's many talents as a utility Pokemon, I wouldn't describe an offensive set as completely unviable. Mega Banette's absolutely pitiful defenses are definitely a double-edged sword; Banette struggles find defensively inclined spreads that provide it the necessary openings to Mega Evolve (for example, while the spread listed in the OP lets you survive Greninja's Life Orb Dark Pulse after Stealth Rock, you're left with so little health that getting forced out basically means you've lost Mega Banette if you are unable to remove Stealth Rock), but his frailty makes Destiny Bond a more effective tool because he is more likely to be killed. An offensively inclined set may prove to make better use of Mega Banette's unique stat distribution given that a 90 Base Power move coming off a 471 Attack stat with incredible neutral coverage is going be hitting even the most physically inclined Pokemon very hard.

This is all theorymon, but if I were to run an offensive Mega Banette set, it would probably look something like this:

Offensive
########
name: Offensive
move 1: Destiny Bond
move 2: Phantom Force
move 3: Protect
move 4: Taunt / Will-O-Wisp
ability: Frisk / Insomnia
item: Banettite
evs: 124 HP / 252 Atk / 132 Spe
nature: Adamant

The following damage calculations were made using the December statistics and the ev spreads listed on each Pokemon's most up to date analysis (well, most of them anyways - their shouldn't be any significant deviation, correct me if I am wrong, though).
vs. 252 HP / 212 DEF (Bold) Rotom-W: 60.1 - 71% -- Guaranteed 2HKO.
vs. 4 HP / 0 DEF (Naive) Greninja: 62.2 - 73.4% -- Guaranteed 2HKO, OHKO if he's lost his Dark typing for whatever reason.
vs. 0 HP / 0 DEF (Jolly) [Mega] Lucario: 101.7 - 119.9% -- Guaranteed OHKO.
vs. 0 HP / 0 DEF (Hasty) Genesect: 105.3 - 124.3% -- Guaranteed OHKO.

vs. 252 HP / 0 DEF (Quiet) Aegislash [Shield Forme]: 111.7 - 132% -- Guaranteed OHKO.
vs. 248 HP / 0 DEF (Calm) Heatran: 63.1 - 74.2% -- Guaranteed 2HKO, 0 HP variants have an 18.8% chance of being OHKO'd after Stealth Rock.

vs. 4 HP / 0 DEF (Jolly) Garchomp: 75.4 - 88.8%.
vs. 252 HP / 0 DEF (Adamant) [Mega] Scizor: 56.1 - 66.2% -- Guaranteed 2HKO. Non-Mega 252 HP Scizor has a 6.3% chance of being OHKO'd after one round of Stealth Rock (75 - 88.3%).
vs. 4 HP / 0 DEF (Adamant) Excadrill: 107.7 - 126.7% -- Guaranteed OHKO.
vs. 252 HP / 208 Def (Relaxed) Ferrothorn: 45.1 - 53.1%
vs. 244 HP / 252 DEF (Impish) Gliscor: 45.1 - 53.1%
vs. 212 HP / 0 DEF (Adamant) Azumarill: 78.6 - 92.8% -- 37.5% chance to OHKO after Stealth Rock.
vs. 0 HP / 4 DEF (Adamant) Mega Charizard X: 79.5 - 93.6% -- Guaranteed OHKO after Stealth Rock.

vs. 0 HP / 4 DEF (Timid) Mega Charizard Y: 106 - 125.1% -- Guaranteed OHKO.
vs. 0 HP / 4 DEF (Adamant) Dragonite [Multiscale intact]: 41.4 - 48.9% // 82.9 - 97.8% [Multiscale broken] -- OHKO after Stealth Rock.
vs. 252 HP / 252 DEF (Impish) Skarmory: 44.3 - 52.3%
vs. 252 HP / 252 DEF (Impish) Landorus-T: 44.7 - 52.8% (assuming Intimidate) // 67 - 79.3% (no Intimidate)

vs. 252 HP / 88 DEF (Bold) [Mega] Venusaur: 75 - 88.4% -- 6.3% chance to OHKO after Stealth Rock. 100% chance to OHKO 252 HP / 4 DEF (Modest) variants.

EDIT 1/14/14: ALL WRONG


Well, that's certainly more impressive than I had initially thought.

Maybe I was wrong - maybe an offensive set is a good use of Mega Banette's talents. The combination of Phantom Force and Destiny Bond puts pressure on the opponent in ways the support set can't. Every non-Dark switch-in is looking to lose upwards of 50% of their health from trying to sponge the attack. The #1 most used physically defensive Pokemon in the tier risks being KO'd if he's taken any blows prior to switching back in (and given Rotom-W's utility, being at 100% is highly unlikely). Even Aegislash isn't safe because Phantom Force lifts the effects of King's Shield. Sweepers that try to play around Destiny Bond like Mega Charizard X/Y and Mega Lucario are straight up OHKO'd. Without Mandibuzz, Tyranitar, or Bisharp, Phantom Force looks to be difficult to play around, despite being a two-turn move, because of its massive damage output.

You know, in theory.


The ev spread is something I recommend be mentioned somewhere in the analysis regardless of whether or not an offensive set is approved. Well, not the entire thing - just the Speed evs. 132 Speed evs and a neutral nature lets Mega Banette's Destiny Bond take priority over 252 Jolly Azumarill's Aqua Jet. While it might not be common, it lets Mega Banette better perform its role as a panic button. Belly Drum Azumarill is fucking terrifying once it has set up, and there are very few Pokemon that can take him down after he has.

I think Protect is a necessity on this set because Mega Banette is no longer being ev'd to survive anything. Protect gives Mega Banette that much needed opportunity to Mega Evolve so that it can begin forcing switches with Destiny Bond and fire off Phantom Forces. The last slot basically becomes a "pick your poison" sort of deal but out of the two of them Taunt probably has the most utility. Realistically Taunt could be used over Protect and the last slot could be Protect / Will-O-Wisp, as Mega Banette is still perfectly capable of Mega Evolving against slower Pokemon, but Protect is definitely the much safer option. The 124 evs can also be placed in Defense to have a 75% chance of surviving a +2 Mega Lucario Bullet Punch rather than just a 50% one, too.

I can't stress how much I haven't actually tried the set yet, but the damage calculations really make me believe that it has some serious merit. Phantom Force gives Banette some offensive utility in addition to forcing the opponent to play kamikaze with one of his Pokemon to remove Mega Banette as a threat. With Phantom Force, Mega Banette actually has the potential to eliminate opposing Pokemon without resorting to Destiny Bond, and gives him another way to capitalize on the switches he forces aside from Knock Off.

EDIT 1/14/14: I was very wrong about a lot. Newest post fixes these mistakes.
 
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Agreed with evertything except I would replace Protect with Sucker Punch, as it combos really well with Taunt and allows Banette a way to obercome its lowsy speed (other than Prankster, of course). Sucker Punch can also be used to get Banette safely into its mega forme by getting a revenge kill while simultaneously Mega Evolving, as een without STAB, a base 80 priority move off of base 165 Attack packs quite the punch.

I usually am inclined to agree with QC as well, but in this case, I simply don't understand their desicion - not only is offensive Mega Banette perfectly viable, it also is a great use of Mega Banette's talents and forces the opponent to tread very carefully around it. This combination of being a Wallbreaker, Revenge Killer, and Annoyer simultaneously is unique to Mega Banette alone, and is not a set that should be overlooked in my opinion.
 
vs. 252 HP / 212 DEF (Bold) Rotom-W: 60.1 - 71% -- Guaranteed 2HKO.
vs. 4 HP / 0 DEF (Naive) Greninja: 62.2 - 73.4% -- Guaranteed 2HKO, OHKO if he's lost his Dark typing for whatever reason.
vs. 0 HP / 0 DEF (Jolly) [Mega] Lucario: 101.7 - 119.9% -- Guaranteed OHKO.
vs. 0 HP / 0 DEF (Hasty) Genesect: 105.3 - 124.3% -- Guaranteed OHKO.
vs. 252 HP / 0 DEF (Quiet) Aegislash [Shield Forme]: 111.7 - 132% -- Guaranteed OHKO.
vs. 248 HP / 0 DEF (Calm) Heatran: 63.1 - 74.2% -- Guaranteed 2HKO, 0 HP variants have an 18.8% chance of being OHKO'd after Stealth Rock.

vs. 4 HP / 0 DEF (Jolly) Garchomp: 75.4 - 88.8%.
vs. 252 HP / 0 DEF (Adamant) [Mega] Scizor: 56.1 - 66.2% -- Guaranteed 2HKO. Non-Mega 252 HP Scizor has a 6.3% chance of being OHKO'd after one round of Stealth Rock (75 - 88.3%).
vs. 4 HP / 0 DEF (Adamant) Excadrill: 107.7 - 126.7% -- Guaranteed OHKO.
vs. 252 HP / 208 Def (Relaxed) Ferrothorn: 45.1 - 53.1%
vs. 244 HP / 252 DEF (Impish) Gliscor: 45.1 - 53.1%
vs. 212 HP / 0 DEF (Adamant) Azumarill: 78.6 - 92.8% -- 37.5% chance to OHKO after Stealth Rock.
vs. 0 HP / 4 DEF (Adamant) Mega Charizard X: 79.5 - 93.6% -- Guaranteed OHKO after Stealth Rock.
vs. 0 HP / 4 DEF (Timid) Mega Charizard Y: 106 - 125.1% -- Guaranteed OHKO.
vs. 0 HP / 4 DEF (Adamant) Dragonite [Multiscale intact]: 41.4 - 48.9% // 82.9 - 97.8% [Multiscale broken] -- OHKO after Stealth Rock.
vs. 252 HP / 252 DEF (Impish) Skarmory: 44.3 - 52.3%
vs. 252 HP / 252 DEF (Impish) Landorus-T: 44.7 - 52.8% (assuming Intimidate) // 67 - 79.3% (no Intimidate)
vs. 252 HP / 88 DEF (Bold) [Mega] Venusaur: 75 - 88.4% -- 6.3% chance to OHKO after Stealth Rock. 100% chance to OHKO 252 HP / 4 DEF (Modest) variants.
I'm a moron and every single one of these is wrong. Unfortunately, in doing all of these at 3 in the morning, I failed to realize that Pokemon Showdown's Damage Calculator has not programmed Phantom Force in their list of moves (surprisingly) - all of these were made using Shadow Force by mistake. Here is a list of calculations that have been amended as a result. Favorable match-ups have been bolded and important calculations underlined.

Damage Calculations
vs. Rotom-W
  • 252 HP / 212+ Def: 44.7 - 53.2% (Phantom Force) // 26.9 - 31.9% (Sucker Punch)
  • 252 HP / 0 Def: 60.1 - 71% (Phantom Force) // 35.5 - 42.1% (Sucker Punch)
vs. Lucario
  • 0 HP / 4 Def: 92.1 - 108.8% (Phantom Force) // 27 - 32% (Sucker Punch)
  • 0 HP / 4 Def [Mega]: 76.1 - 90% (Phantom Force) // 22.4 - 26.6% (Sucker Punch)
vs. Genesect
  • 0 HP / 0- Def: 79.5 - 93.6% (Phantom Force) // 46.9 - 55.4% (Sucker Punch)
vs. Aegislash
  • 240 HP / 0 Def: 84.1 - 99.6% (Phantom Force) // 50.4 - 59.8% (Sucker Punch)
vs. Heatran
  • 248 HP / 8 Def: 47.5 - 56.1% (Phantom Force) // 28 - 33.2% (Sucker Punch)
  • 0 Hp / 0 Def: 56.9 - 67.1% (Phantom Force) // 33.7 - 39.9% (Sucker Punch)
vs. Garchomp
  • 4 Hp / 0 Def: 56.4 - 66.4% (Phantom Force) // 33.5 - 39.6% (Sucker Punch)
  • 4 HP / 0 Def [Mega]: 47.7 - 56.4% (Phantom Force) // 28.4 - 33.5% (Sucker Punch)
vs. Greninja
  • 4 Hp / 0 Def: 46.8 - 55.2% (Phantom Force) // 27.6 - 32.8% (Sucker Punch) | 93.7 - 110.4% (Phantom Force // 55.5 - 65.7% (Sucker Punch)
vs. Scizor
  • 248 Hp / 0 Def: 56.2 - 66.4% (Phantom Force) // 33.5 - 39.6% (Sucker Punch)
  • 252 Hp / 0 Def [Mega]: 41.9 - 49.8% (Phantom Force) // 25 - 29.7% (Sucker Punch)
vs. Excadrill
  • 4 Hp / 0 Def: 80.6 - 95.3% (Phantom Force) // 47.7 - 56.3% (Sucker Punch)
  • 248 Hp / 0 Def: 69 - 81.5% (Phantom Force) // 40.8 - 48.2% (Sucker Punch)
vs. Ferrothorn
  • 252 Hp / 108+ Def: 36 - 42.8% (Phantom Force) // 21.5 - 25.5% (Sucker Punch)
vs. Gliscor
  • 252 Hp / 184+ Def: 35.5 - 41.8% (Phantom Force) // 20.9 - 24.8% (Sucker Punch)
  • 244 Hp / 252+ Def: 33.5 - 40% (Phantom Force) // 20.1 - 23.8% (Sucker Punch)
vs. Azumarill
  • 212 Hp / 0 Def: 58.8 - 69.5% (Phantom Force) // 17.5 - 20.5% (Sucker Punch)
  • 92 Hp / 0 Def: 63.7 - 75.2% (Phantom Force) // 18.9 - 22.2% (Sucker Punch)
  • 16 Hp / 0 Def: 67.2 - 79.4% (Phantom Force) // 20 - 23.4% (Sucker Punch)
vs. Dragonite
  • 24 Hp / 0 Def: 30.6 - 36.1% (Phantom Force) // 18.2 - 21.5% (Sucker Punch) | 61.3 - 72.3% (Phantom Force) // 36.4 - 43.1% (Sucker Punch)
vs. Charizard
  • 0 Hp / 4 Def [Mega X]: 59.5 - 70% (Phantom Force) // 35.3 - 41.7% (Sucker Punch)
  • 0 Hp / 4 Def [Mega Y]: 79.7 - 93.9% (Phantom Force) // 47.1 - 55.5% (Sucker Punch)
vs. Skarmory
  • 252 Hp / 252+ Def: 33.2 - 39.5% (Phantom Force) // 20 - 23.6% (Sucker Punch)
vs. Landorus-T
  • 248 Hp / 244 Def: [-1] 37 - 43.5% (Phantom Force) // [-1] 22 - 25.9% Sucker Punch | [+0] 55.3 - 65.3% (Phantom Force) // [+0] 32.8 - 38.8% (Sucker Punch)
vs. Conkeldurr
  • 0 Hp / 8 Def: 57.2 - 67.5% (Phantom Force) // 16.8 - 19.9% (Sucker Punch)
vs. Venusaur
  • 252 Hp / 88+ Def [Mega]: 37.3 - 44.5% (Phantom Force) // 22.2 - 26.3% (Sucker Punch)
  • 252 Hp / 4 Def [Mega]: 43.9 - 52.1% (Phantom Force) // 26.3 - 31% (Sucker Punch)
vs. Mamoswine
  • 4 Hp / 0 Def: 64 - 75.6% (Phantom Force) // 38.1 - 45% (Sucker Punch)
vs. Volcarona
  • 0 Hp / 0 Def: 87.8 - 103.8% (Phantom Force) // 52.2 - 61.5% (Sucker Punch)
  • 240 Hp / 252 Def: 53.6 - 63.3% (Phantom Force) // 32 - 37.7% (Sucker Punch)
vs. Togekiss
  • 248 Hp / 0 Def: 54.1 - 63.8% (Phantom Force) // 16 - 19% (Sucker Punch)
vs. Clefable
  • 252 Hp / 252+ Def: 42.8 - 51% (Phantom Force) // 12.6 - 14.9% (Sucker Punch)
  • 252 Hp / 0 Def: 63.4 - 74.8% (Phantom Force) // 18.7 - 22% (Sucker Punch)
vs. Mawile
  • 252 Hp / 0 Def [Mega]: 52.6 - 62.1% (Phantom Force) // 15.4 - 18.4% (Sucker Punch)
vs. Manectric
  • 0 Hp / 0 Def [Mega]: [-1] 55.5 - 65.4% (Phantom Force) // [-1] 32.7 - 38.7% (Sucker Punch) | [+0] 82.5 - 97.5% (Phantom Force) // [+0] 49.1 - 58% (Sucker Punch)


Again, I apologize for that last post. Mega Banette's damage output is significantly less impressive than I had initially thought. Phantom Force still deals respectable damage but doesn't have the raw power to eliminate Pokemon that haven't taken significant damage prior. In addition to that, an offensive set exacerbates Mega Banette's 4MSS. Being forced to choose between Will-O-Wisp significantly impacts his ability to deal with some sweepers and certain support Pokemon. Without Taunt, he can't stop opponents from setting up and restoring health, but without Will-O-Wisp he can't ruin Pokemon like Weakness Policy Dragonite, non-Belly Drum Azumarill, or inhibit the longevity of defenders Mega Venusaur and Skarmory.

Basically, I understand why QC doesn't like the offensive set - Mega Banette forfeits a lot of utility by trying to inflict damage.

I still think the set might still have some merit, though. Phantom Force stings like a bitch, and Sucker Punch has a lot of muscle behind it. For example, Landorus-T loses ~88% of his health from taking Phantom Force and Sucker Punch consecutively (assuming that he switches in to sponge Phantom Force). Sucker Punch also looks to be stripping Genesect, Mega Charizard Y, and Mega Manectric upwards of 50% of their health on average, meaning that Mega Banette is more than capable of picking off weakened opponents and maybe even paving the way for your teammates by weakening a few himself. I think the set's biggest selling point is the potential for Mega Banette to act as a 2-4-1 rather than just a 1-4-1 with his usual Destiny Bond shenanigans.

The weaknesses I first listed are still very significant though. Without Will-O-Wisp Mega Banette is forced to play kamikaze against Pokemon it didn't necessarily have to before. Bisharp and Tyranitar are two that come to mind. However, Phantom Force and Sucker Punch let Mega Banette capitalize on the fact that few people are going to just willingly fork over their set-up sweeper. With these moves, Mega Banette can punish both stationary Pokemon that try to play around it, and incoming Pokemon that are looking to force you out. Mega Banette's low speed also means that he's also likely to be outran, so there's little risk in alternating between Destiny Bond and Phantom Force (as long as they have no Dark-types, that is). This set also has the added benefit of checking Aegislash.

Even though my calculations were wrong in the previous post, I still think the set might be good enough for an analysis. I haven't tested it extensively yet myself, but I'll try and come back with some results.

Offensive
########
name: Offensive
move 1: Destiny Bond
move 2: Phantom Force
move 3: Sucker Punch / Protect
move 4: Taunt / Will-O-Wisp
ability: Frisk / Insomnia
item: Banettite
evs: 124 HP / 252 Atk / 132 Spe
nature: Adamant
 
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Ash Borer

I've heard they're short of room in hell
Hi Labyrinthine

I know this analysis is officially done but after now using mega Banette in OU play I feel as if I have some valuable insight that could improve the analysis if you are willing to edit these in.

Prankster Destiny Bond makes Banette one of the best revenge killers in the game, as it can protect teams against nearly every set up sweeper and cleaner imaginable. I can't stress enough that the whole point of using Banette is prankster destiny bond because, the sad fact is that Sableye does prankster Will-o-Wisp better having leftoves, Recover, and not taking up a mega slot. Banette has no healing to speak of in this analysis, why is it useful to burn something when you cant stall it out, killing it entirely with destiny bond is better. Because of this, optimizing Banette's ability to use Destiny Bond effectively is more important than being a lesser sableye with Destiny Bond tacked on. In general, the way Banette should operate is to use Destiny Bond to revenge kill the most dangerous sweeper on the opposing team, and then punish them for trying to play around it, until they give up and lose a pokemon to Destiny Bond. There are better pokes at spreading status that have lesser opportunity cost.

This brings me to my first point


1. You're selling Protect short by far too much. With priority Destiny Bond Banette acts as a really, really valuable revenge killer than can protect teams from nearly any kind of boosting sweeper, including speed boosting sweepers like Charizard X. Without protect Banette is too inflexible to be considered a valuable team member against faster sweepers like Charizard, Gyarados, Terrakion, Volcarona, Dragonite, Lucario, Diggersby, Thundurus, Scarf Cleaners like Moxie Salamence, slower priority users like Swords Dance Scizor, and more. You would need to evolve Banette earlier nn the game to threaten these pokemon, which is very challenging against offensive teams considering that it is quite frail, and often youll need to bend over backwards to accomplish this, forfeiting momentum or what have you. Protect improves flexibility of Banette, and as well, frees up EVs to dump into attack. Yes with protect, Banette doesnt need bulk investment at all letting you run adamant max attack with little regrets! In fact, because youre trying to bait Destiny Bond kills minimum bulk can be more beneficial! This increase's your attacking power greatly.

2. Knock off is infinitely better than Shadow Claw, to the point where Shadow Claw should not even be considered. Knock off optimizes Destiny Bond abuse for a very good reason. Because protect lets you evolve againt faster opponents, you can beat almost all sweepers at any point. Opponents will vehemently attempt to play around Destiny Bond with status moves, or switching as they dont want to lose their sweeper. Taunt is there to prevent status moves, however they can still switch. This is where Knock Off is most valauble. LEftovers on a physically defensive pokemon the opponent will switch into attempting to PP stall out your Destiny Bonds will nearly counteract the chip damage that hazards, or attacks may do, however, Knock Off removes these leftovers! Further still, Knock Off blends so well with switch forces, as knocking off multiple items in a match is stupidly valuable. Shadow Claw barely does more damage anyways, the initial hit of Knock Off is over 90% as astrong as Shadow Claw. Finally, nothing is immune to Dark-type moves, so the opponent can never have a free switch into Banette, they will always take some damage. Knock off is just a better move as it give Banette the ability to screw with all archetypes of teams better than Shadow Claw.

3. Hazard stacking is by far the most important team option, bar none. In the team options currently, it's stated that pokemon that replenish the health of Banette are most useful. I strongly disagree with this. Not onlyi s replenishing the health of a pokemon whose main goal is to force hte opponent to lose a poke to destiny bond kinda pointless but, hazard stacking is incredibly apparently compulsory to mega Banette's usefulness. Let me explain. When running knock off / destiny bond / taunt / will o wisp or w/e all the opponent has to do to completely stall you out of Destiny Bonds is switch over and over forcing you to spam destiny bond in fear of being KO'd until you run out and deal nearly no damage. This simple tactic that anyone can do can use regenerator, natural cure, fire tyes, intimidate, heal bell, and other methods to render willowisp and knock off damage minimal. However, because you're a ghost type, and you have taunt to prevent defog hazards can not be removed against Banette. Trying to switch around to stall out Destiny Bond will just cause the opponent to die to hazards. Although it is true that yo ucan still do decent damage to the opponent without hazards in play, they increase Banette's efficiency greatly.


In summation, the changes that I suggest are


Protect at least deserves a slash alongside Will-o-Wisp as it improves Banette's flexibility greatly, and it doesnt need Will-o-Wisp to perform its role as a Destiny Bond revenge killer effectively. I understand that prankster status is useful, but other pokemon do this better, and focusing on Banette's niche, and optimizing is Banette's best shot at being worthy of a teamslot, imo

Change the spread to Adamant 252 Atk / 252 HP / 4 Def. Specially defensive investment is apparently for taking special hits like Greninja's Dark Pulse, however with protect you can just evolve in its face, then force it to lose to Destiny Bond. Taking hit isnt useful for Banette when it has no capacity to stall out statused opponents, or do serious damage with its attacking move outside of frail weaks to it. However with max attack, you can actually expect decent damage from Banette. The reason no speed is suggested as you want to move last with knock off. Even though outspeeding some priority users with destiny bond like scizor would be valuable, youre naturally faster than it, and trying to be faster than max speed scizor would be too fast. The 132 speed EVs suggested earlier are probably as good as what I have, though, being able to check belly jet azu is also really useful.

Remove Shadow Claw as an option over Knock Off. Knock Off is just plain better.

Change team options to include hazard stacking as the most important thing. It makes Destiny Bond far, far more punishing to play around.
 
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Alter

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I will be revamping this analysis on the advice of ash and cshadow when I get a spare moment, but this may not be for another week or so. Do note, however, that I am still interested in reworking. Thanks for bringing this to my attention.

edit: just to make things clear, ash will be rewriting this as I do not possess the time right now.
 
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Hey
Great analysis here but I was just curious about the viability of Banette OU.

The only better thing it has over Sableye is better special bulk and destiny bond while Sableye has Recover to abuse its typing/prankster/be better at annoying, doesn't take up the mega slot and has access to prankster first turn meaning it can switch in on a physical hit that does up to 66%, burn it the recover spam while Banette has to switch in on something that does less than 50% (even less if its wore down with hazards or it tried to switch on something earlier). Their Physical Bulk is pretty similar (64/75 vs 50/75) which with lefties and recover make Sableye vastly overshadow Banette and while it does have greater special bulk (64/83 vs 50/65) the lack of any recovery makes it generally inferior over the whole match. Banette's massive 165 Atk is basically made redundant by Sableye's access to Foul Play.

And honestly whens the last time you even considered running Banette in OU let alone considered it seriously.
 

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