
[OVERVIEW]
+Possesses a large variety of abusable status utility in conjunction with Prankster.
+High base 165 Attack alongside usable options in Sucker Punch, Knock Off, and Gunk Shot means it can pack a relatively decent punch.
+An effective check to physical attackers and setup sweepers due to priority Will-O-Wisp and Destiny Bond regardless of speed.
+Priority Taunt stops a lot of enemy utility.
+Immune to Trick.
+Naturally spinblocks and can Taunt Defog users, making it good for keeping hazards on the field, especially in tandem with the switches it can force.
+Ability to force many switches makes it a good Pokemon in spreading status and Knocking Off items.
-Four-moveslot syndrome.
-165 Attack is good, but still doesn't stop it from being walled by RU's common physical pivots.
-Heavily reliant on Protect for safe Mega Evolving.
-Poor 64/75/83 Defenses.
[SET]
name: Utility Support
move 1: Will-O-Wisp
move 2: Destiny Bond
move 3: Taunt / Protect
move 4: Knock Off / Sucker Punch
item: Banettite
ability: Insomnia / Frisk
nature: Impish
evs: 252 HP / 168 Def / 84 SpD
[SET COMMENTS]
Moves
========
-Priority Will-O-Wisp shuts down any physical attacker that is not immune to it or doesn't carry Lum Berry.
-Destiny Bond allows Mega Banette to pick what you want to take down with it, and threatens opponents to pick their poison on what they want to sack against it for the one-for-one trade, forcing switches.
-Protect is essential to Mega Evolve safely, and can be used for scouting or stalling Will-O-Wisp burn damage.
-Knock Off can cripple opponents by removing their items and can hit relatively frail opponents for decent chunks of damage.
-Taunt disables utility and status, preventing Toxic from ruining Banette's attempts at Destiny Bonding what it wants.
-Sucker Punch provides Mega Banette with powerful priority to pick off threats that are weak to it.
Set Details
========
- With the given EVs, and provided the specific targets are burned, Mega Banette will never be 2HKOed by Knock Off from most powerful threats carrying the move, such as Choice Band Escavalier, even after Stealth Rock. It also allows it to avoid the 2HKO from Choice Scarf Tyrantrum's Head Smash after hazards. The rest is placed is placed into Special Defense to help it take Special hits slightly better.
-In tandem with its Ghost typing and inability to have its item Knocked Off, this allows it to be a moderate check to some powerful physical attackers in the tier with the threat of priority Will-O-Wisp, a trait that sets it apart from Jellicent as most physical attackers can outspeed it.
-Insomnia is generally the superior ability to allow it to switch in on Sleep moves such as Amoongus's Spore and Venomoth's Sleep Powder, although Frisk can help to scout for important items such as Lum Berry on some foes.
Usage Tips
========
-This set is heavily reliant on prediction to achieve its best results.
-Banette can come in on a few Fighting types on their STAB moves, such as Medicham and Hitmonlee, and threaten to cripple or OHKO them.
-Mega Banette's immunity to Trick is also great for switching into a few Choice users.
-With good prediction in using the switches forced by Destiny Bond, Will-O-Wisp and Knock Off can hinder the corresponding switch in, crippling as much Pokemon as possible before picking a target to trade with Destiny Bond.
-Destiny Bond saves you against desperate situations with Pokemon that are already setup and can sweep your team.
-Dealing damage through Shadow Claw can rack up damage if it is preffered, but this is better done by the offensive set.
-Entry hazards complement Mega Banette's ability to force switches very well, and Banette's ability to Taunt Defog users and naturally spinblock can maintain them.
-Pain Split in exchange over Destiny Bond makes Mega Banette a more sustain-related support attempting to stay alive using high HP Pokemon that are common switch ins such as Alomomola and Amoongus, but is generally inferior to Destiny Bond.
-Gunk Shot is usable to 2HKO Aromattisse even with uninvested Attack, as it can otherwise ruin Banette's plans of spreading status due to its immunity to Taunt and access to Aromatherapy.
Team Options
========
-Safe switch-ins are important for Mega Banette, so Pokemon that are slow such as Eelektross and Togetic can provide a safe switch with Volt Switch and Baton Pass, respectively. Eelektross beats a few of Mega Banette's counters whereas Togetic can provide cleric support. Faster U-Turn and Volt Switch users, provided that the opposing Pokemon switches directly, such as Flygon and Rotom-C, can also work.
-Roselia is one of the best partners to use Mega Banette alongside with, as its ability to set up Spikes, use Aromatherapy, and beat Alomomola, Amoongus and Tangrowth (although it should be careful of Knock Off) help Banette significantly. In return, Mega Banette spreads burns, checks powerful Psychic types with Sucker Punch, and chooses something to take out with Destiny Bond.
-Dugtrio is great as a Stealth Rock user in that it can also trap Pursuit Pokemon such as Houndoom, and to a lesser extent Drapion, as well as weakened Mega Steelix.
-Seismitoad can set up Stealth Rock while being a good check or counter to Mega Steelix, Alomomola, Registeel, Gastrodon and Mega Camerupt.
-Other Stealth Rock users such as Rhyperior and Uxie also work well.
-Escavalier, Emboar and Druddigon are good teammates that benefit from Mega Banette's ability to spread status of choice, and in return break defensive Pokemon for more offensive variants of Mega Banette. The former two can also check or counter Grass types that give Mega Banette trouble such as Amoongus and Tangrowth.
[STRATEGY COMMENTS]
[SET]
name: Offensive
move 1: Sucker Punch
move 2: Gunk Shot
move 3: Shadow Claw
move 4: Thunder Wave / Taunt / Destiny Bond
item: Banettite
ability: Insomnia / Frisk
nature: Adamant / Jolly
evs: 252 Att / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
-Sucker Punch gives Mega Banette powerful priority to take down Psychic types and frailer opponents, being powerful enough to OHKO Mega Glalie, a top threat, after Stealth Rock.
- Gunk Shot is Banette's most powerful attack; despite its inaccuracy, its power allows it to mow down issues such as Aromatisse and even the most physically defensive Tangrowth in two blows, as well as catch Houndoom switch-ins for an OHKO. Its chance to Poison can also cripple switch ins such as Alomomola and Gastrodon.
- Substitute is a useful tool that gets priority, allowing it to attack safely against more powerful threats and works well in conjunction with Sucker Punch.
-Shadow Claw is Banette's strongest STAB, allowing it to 2HKO relatively bulky Pokemon as 252/0 Mega Camerupt and Druddigon after Stealth Rock damage.
- Thunder Wave allows it to cripple faster opponents that can take a hit and deal severe damage back.
- Taunt works superbly in tandem with Sucker Punch, especially against setup variants of Delphox and Meloetta that attempt to play around it.
- Destiny Bond in tandem with Prankster allows it to take down a threatening opponent with it and force switches to rack up more damage.
Set Details
========
-A Jolly Nature allows Mega Banette to tie with Adamant Hitmonlee and outspeed anything below that speed mark, such as Choice Band Tyrantrum and Adamant Gallade. An Adamant Nature still outpaces Adamant Tyrantrum and anything slower.
-The 4 EVs are placed in Special Defense instead of HP to give Mega Banette an odd HP number, which is useful to create four Substitutes instead of three.
-An alternative spread of 168 HP/252 Attack/88 Speed is also viable with an Adamant Nature to give Banette a bit of slight bulk, particularly if Substitute is opted for to those who think that it's alright for Banette not to worry about outspeeding specific threats behind the safety of a Substitute.
-As alternatives, Pursuit works well with Destiny Bond and Sucker Punch with the mind games it is capable of forcing.
-Knock Off is an option for its utility to remove an opponent's item, which is especially useful against bulky walls.
Usage Tips
========
-Sucker Punch and Pursuit form a mind-game core that can effectively put opposing Psychic types on their toes, eliminating them if timed correctly.
-Depending on what utility move you use, the playstyle varies between setting up Substitute for safe attacking behind a cushion and encouraging opponents to attack for Sucker Punch, or the use of Destiny Bond which forces switches and allows Banette to rack up damage on switch ins or pick off frailer, weaker threats with Pursuit. If the situation calls for it, Destiny Bond can also take out a crucial foe from the enemy team.
-This set is best reserved for late game as if one intends to sweep with Banette, it needs to ensure that all the relevant defensive threats are removed first, as it becomes fodder for them otherwise.
Team Options
========
-Gastrodon and Seismitoad make for excellent teammates to counter the physical walls that cause trouble for Mega Banette, such as Mega Steelix, Alomomola, and Registeel, taking little to nothing from them while wearing them down with relatively powerful attacks. The former has recovery as well and superior bulk whereas the latter has Stealth Rock to help Mega Banette with 2HKOes against Pokemon like Escavalier and Mega Camerupt, the latter of which is also checked by the two Water/Ground types.
-Taunt Jellicent also deals with these Pokemon effectively, being able to tank any hit while disabling utility with Taunt and crippling them with a burn with Scald or Will-O-Wisp.
-Eelektross is a great offensive solution to the previously mentioned walls, bar Toxic, or in Alomomola's case, a Scald burn. It can also provide a slow Volt Switch to give Mega Banette a safe switch, as the latter is fragile.
- Dugtrio's ability to trap Pursuit users such as Houndoom and to a lesser extent Drapion can also preserve Banette, although Mega Banette can beat the former with good prediction anyway.
- Hard hitters such as Emboar and Druddigon can rip holes in the enemy team before Mega Banette cleans up.
[STRATEGY COMMENTS]
Other Options
=============
- Substitute or Protect/Disable set can effectively check choice users as well as mono-attacking defensive Pokemon such as Spiritomb.
- Mega Banette can utilize a Substitute + Pain Split set alongside offensive moves, and can outstall many Pokemon such as Amoongus and Alomomola if need be.
- Mega Banette is a great Trick Room setter and can also set up weather such as Sunny Day and Rain Dance for the team.
- Substitute + Calm Mind set is effective against Registeel, Amoongus, and Alomomola lacking Knock Off, especially if Pain Split is used alongside, but this expands its counter list and is only usable as a gimmicky lure to the aforementioned defensive Pokemon.
- Cotton Guard can increase Banette's Defense and can work well in conjunction with Pain Split, but it is incompatible with egg moves and takes up a move slot.
Checks and Counters
===================
Mega Banette is Pokemon whose success is heavily reliant on the prediction of both the user using it and against it. A direct, offensive approach against Destiny Bond Banette is very difficult unless it is taken out with a priority move, since it means it will always take the attacker down with it, whereas status options in attempt to take it down are nullified by Taunt. Stalling out Destiny Bond due to its 8 PP is a common option in avoiding the tactic, although hazard damage and Banette's status and attacks can take their toll if not handled appropriately. Sometimes, it is best to sack the least important teammate of the match against Mega Banette, unless the opponent intends to reserve it for something else. There is light at the end of the tunnel, however; there are Pokemon in the tier that can effectively stop the one-for-one trade scenario against it under the right circumstances.
**Aromattisse**: Aromattisse, due to Aroma Veil, is immune to Taunt, making it a reliable option in removing the status ailments Banette spreads, in tandem to having reliable recovery in Wish, and can Toxic it freely to shut down Destiny Bond unless Mega Banette is running Substitute. While Aromattisse loses to any set carrying Gunk Shot, max Attack Shadow Claw is at best a 3HKO on it even after Stealth Rock.
**Spiritomb**: Spiritomb is the most reliable check among Dark-types to Mega Banette. Notably, the Calm Mind set that can ignore status ailments and stall out Destiny Bond PP due to Rest and other high PP moves, as well as Infiltrator that allows it to hit it with a Dark STAB, particularly Pursuit/Sucker Punch mind games, behind a Substitute. Offensive variants are at risk of being 2HKOed by Shadow Claw, however, and are also crippled by Will-O-Wisp, whereas Taunt/Destiny Bond can also drive the Calm Mind set to a stalemate.
**Dark types**: Shed Skin Scrafty can potentially heal off status while having enough bulk to tank any common hit. Dark-types with Taunt can shut down Banette with good prediction and bluff. Houndoom's access to Flash Fire allows it comfortably switch in on Will-O-Wisp and threaten it with Pursuit/Sucker Punch or Dark Pulse mindgames, although offensive variants can severely dent it even with a resisted move, Thunder Wave can prove an annoyance, and Gunk Shot/Return can soundly OHKO even without hazards. Lum Berry Drapion is an effective surprise against any Banette trying to burn it, although it otherwise is severely crippled by it for the rest of match unless a cleric is present.
**Mega Camerupt**: Mega Camerupt is notable for being unhindered by most of Mega Banette's utility and status with the exception of Destiny Bond and the rare Toxic, and can easily retaliate with a powerful STAB of choice, and can catch it with its own Toxic on a prediction of it not using Taunt. It is vulnerable to being 2HKOed by offensive variants with Shadow Claw after Stealth Rock, though.
**Side Effect moves**: Although Banette can effectively block direct status due to Taunt, it cannot stop the side effects of moves such as Scald and Sludge Bomb that can limit its longevity and essentially deny its ability to use Destiny Bond effectively. Notable users of such moves include Alomomola and Amoongus, whom can easily tank hits repeatedly due to Regenerator, although Knock Off and Taunt may prove to be minor hindrances.
**Physically Bulky Pokemon**: Physically defensive behemoths such as Mega Steelix, Amoongus, Registeel and Alomomola are insurmountable obstacles for offensive Mega Banette, despite the fact that they are crippled by Will-O-Wisp, and Registeel needs a Steel STAB in order to avoid getting walled by it. Particularly, these walls with Regenerator can also repeatedly switch in and out to consistently wall it throughout the game and generally win the stall war.
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After a slip up last night, I think the formatting should be alright now. Opinions on Banette's more usable other options such as Trick Room and Sub/Split would be appreciated, as I don't want to make a set that's....well, unviable or outclassed by standard.
Thanks in advance.
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