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Banette

In-battle formes

Base

HP:64
Attack:115
Defense:65
Sp. Atk:83
Sp. Def:63
Speed:65
Min (-ve nature, 0 IVs)121
Default166
Max Neutral229
Max Positive251
Max Neutral (+1)343
Max Positive (+1)376
Max Neutral (+2)458
Max Positive (+2)502
UnderUsed
Prankster166

Mega

HP:64
Attack:165
Defense:75
Sp. Atk:93
Sp. Def:83
Speed:75
Min (-ve nature, 0 IVs)139
Default186
Max Neutral249
Max Positive273
Max Neutral (+1)373
Max Positive (+1)409
Max Neutral (+2)498
Max Positive (+2)546
UnderUsed
Prankster186

Evolutions

Strategies

  • en
Formats:
Written by CrushinDefeat

Overview

Be on the look out for this sinister foe, as the Marionette Pokemon is back with a new bag of tricks! Banette is a Pokemon that isn't easy to use. Banette's stats, aside from its Attack, are lackluster. It has very little offensive capability, and is not a threat to many Pokemon. However, Banette got a Mega Evolution in XY to help it against its new competition. Mega Banette's new ability, Prankster, allows it to take advantage of all kinds of non-damaging moves. Banette also receives a huge buff to its Attack and a slight buff to its defenses in its Mega Evolved form. Mega Banette can now lead and can cause opponents trouble with Prankster Destiny Bond. However, Mega Banette still suffers from low Speed and subpar defenses. It also has a small movepool and a lack of reliable recovery. Banette is severely outclassed by Sableye, which not only has a wider movepool but actually has access to reliable recovery, while Mega Banette suffers from having four-moveslot syndrome; usually not being able to use all the moves it wants to use and having to use move sets that are based on the moves it generally runs. Another issue with Banette is that Prankster doesn't come into effect on the turn that it Mega Evolves; Mega Banette must wait a turn for its much desired ability in order to function properly. However, Banette can still manage to scare up the competition with its newfound strength and ability.

Prankster

Move 1
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 2
Move 3
  • Shadow Claw
    High critical hit ratio.
    TypeGhost
    CategoryPhysical
    Power70 BP
    Accuracy100%
  • Shadow Sneak
    Usually goes first.
    TypeGhost
    CategoryPhysical
    Power40 BP
    Accuracy100%
    Priority1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 4

Moves

Taunt allows Mega Banette to stop entry hazard setters dead in their tracks, while also shutting down any offensive leads that attempt to set up. Prankster Will-O-Wisp is used to get a quick burn, crippling physical attacking foes. Alternatively, slowing threats down with Thunder Wave can help Mega Banette outspeed them and hit them with its own attacks. STAB Shadow Claw deals good damage coming off of its massive base 165 Attack, but Shadow Sneak can be used for priority and picking off weakened foes. Alternatively, Knock Off can be used to remove a foe's item. Destiny Bond works incredibly well with Prankster; if all else fails, this is your kill switch. Frisk allows you to scout for items such as Focus Sash, Assault Vest, and Leftovers that Knock Off can remove.

Set Details

252 EVs are invested in HP since Mega Banette needs to be able to take a hit to make up for its low Speed and frail defenses, while 252 Attack EVs allow it to hit relatively hard. Running Frisk on Banette allows you to scout out the opponent's items to get a sense of what they're planning: finding items such as Berries, Choice items, and Focus Sashes will give you an idea of how the opponent will use that Pokemon. Banettite is the best item for Banette; not only does Banette get a 100-point boost to its base stat total, but it also gains the much needed Prankster, which is the only reason that Mega Banette is viable in the first place. Lastly, Mega Banette will want to run an Adamant nature to ensure that it can take full advantage of its newfound Attack without sacrificing Speed or bulk. An alternate spread of 148 HP / 252 Atk / 108 Spe can be used in order to allow Banette to outspeed Pokemon like Suicune and effectively spinblock against Blastoise, granted that the opponent doesn't predict the switch in. However, this spread reduces Banette's overall bulk, so it should be used to remove Blastoise if hazard blocking is necessary for your team's success.

Usage Tips

Mega Banette doesn't gain Prankster on its first turn, so try to Mega Evolve it as soon as possible. Mega Banette works well mid-game, when it can whittle down the opponent's team with Will-O-Wisp. Use Taunt on the foe to prevent them from setting up when they predict you to use Destiny Bond or Will-O-Wisp. Prankster Destiny Bond allows you to instantly shut down a sweep only once, so use this wisely. However, most of the time Destiny Bond is obvious, so it's always important to figure out when to use it, since it's sometimes difficult to determine whether an opponent will attack, use a status move, or set up. Avoid wasting Destiny Bond on weakened Pokemon; conserve it to get rid of stronger foes. Using status moves and switching out can be great for allowing bulkier teammates to set up on burned or Taunted Pokemon, so burning or paralyzing a foe and then making a switch can really put pressure on an opponent while giving you the edge.

Team Options

Due to its limited movepool, Mega Banette can't provide its teammates with too much help, so it relies more on its team members instead. Mega Banette is vulnerable to Dark-types, so having bulkier teammates like Cobalion or hard-hitting teammates like Lucario to take a Knock Off is appreciated; not only can it benefit them if they have the Justified ability, but it can also get Mega Banette out of difficult situations. Other good teammates that can take hits are Florges and Umbreon, as they both resist Dark-type moves. Florges has great Special Defense, while Umbreon can take both physical and special attacks nicely. Florges and Umbreon can also provide support for Banette with Wish and Heal Bell / Aromatherapy in case you want Mega Banette to last longer and wreak more havoc.

Other Options

Mega Banette can also run a number of alternative options. Mega Banette can run Trick Room to support slower team members. Not only does Mega Banette gain a speed advantage from this, having both speed and priority, but this can also be beneficial because it can stop faster sweepers in their tracks. Mega Banette can also use Confuse Ray to possibly gain some free turns. Curse can be used to force the opponent to switch out, which is great for racking up residual damage and swinging the momentum in your favor. Torment and Disable are also troublesome for the opponent, as restricting their options is always useful. Other status moves such as Toxic can be annoying as well. Protect is a very good move for ensuring that Banette can safely Mega Evolve and is also valuable for scouting out an opponent's moveset. Moves like Sucker Punch and Pain Split can also surprise opponents as well. Sucker Punch can be used as a Dark-type priority move, while Pain Split in conjunction with Substitute can slowly diminish the HP of bulky foes. Gunk Shot allows Mega Banette to take out pesky Fairy-types such as Florges and Aromatisse. Phantom Force is another alternative choice to use, as it is a very strong STAB move. Vanishing on the first turn may also prove useful, sparing Mega Banette a turn of damage.

Checks and Counters

Faster Prankster Users: Quicker Prankster users such as Whimsicott and Meowstic can cause Mega Banette problems by outspeeding it.

Dark-types: Mega Houndoom, Mega Absol, and Hydreigon are bad news for Mega Banette, as they are faster and stronger than it. Mega Houndoom and Mega Absol can counter Mega Banette completely with their Speed, abilities, and power. These Pokemon also have access to Dark Pulse, Knock Off, and Sucker Punch, which are red flags for Mega Banette.

Bulky Fire-types: Fast Fire-types such as Arcanine and Entei can check Mega Banette since it can't use Will-O-Wisp on them. While not the most ideal option, Rotom-H can also check Mega Banette, since its Electric / Fire typing allows it to absorb its two most common status moves.

Credits

Moves

 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
Accuracy
PP
10
Raises the user's Defense by 3.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
5
If an opponent knocks out the user, it also faints.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
5
If the user faints, the attack used loses all its PP.
 
Power
120
Accuracy
80%
PP
5
30% chance to poison the target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
PP
20
Shares HP of user and target equally.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
90
Accuracy
100%
PP
10
Disappears turn 1. Hits turn 2. Breaks protection.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
40
Accuracy
100%
PP
30
Usually goes first.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
80
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
85%
PP
15
Burns the target.
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