ORAS OU Mega Banette strikes from the shadows!

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After getting back into Pokemon, having left before the advent of megas, I decided to try out each different mega, particularly the less commonly used ones and make them viable in higher tiers. Mega Banette was a prime candidate for this treatment, as despite many positive qualities he is very, very difficult to implement. He has huge potential for support and offense, but more often than not he's not worth sacrificing a mega slot for.

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Banette-Mega @ Banettite
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Destiny Bond
- Will-O-Wisp
- Gunk Shot
- Shadow Claw

Mega Banette is the star of this team, and, as his description suggests, he has been abandoned, relegated to a sad life of ignominy in the depths of Ru. However, despite his lack of use and several crippling weaknesses Banette has many positive qualities. Gifted with arguably one of the best abilities in the game with prankster and one of the highest attacks in the game, Banette can become incredible powerful if utilized correctly. Shadow claw is Banette's strongest usable stab move, and can hit incredibly hard with a base 165 attack behind it. I chose gunk shot over a dark move, such as knock, off for the nice coverage it provides on fairies, and the extra power it offers. Will-O-Wisp and Destiny Bond take advantage of prankster, and Will-O-Wisp can be used to ensure Banette has more longevity against physical attacks, such as a knock off from Weavile, while Destiny Bond guarantees at least one kill if
played well. When under trick room its not too uncommon for Banette to get 3 or four knock outs if certain threats are removed.

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Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 128 HP / 252 SpA / 128 SpD
Quiet Nature
IVs: 0 Spe
- Calm Mind
- Trick Room
- Psychic
- Focus Blast

Reuniclus is one of two primary leads, and is used to counter toxic stall and other status users. The goal is to get Trick Room up and begin setting up with calm mind, or to switch out to something more offensively oriented. Focus blast and psychic provide the best coverage overall and can hit very hard after a few calm minds. I chose psychic over calm mind, because special walls pose little threat to this team, and physical walls such as Slowbro and Hippowdon are more dangerous. Focus blast provides a way to take down Tyranitar and Heatran, among others and is one of the few ways Renuclius can do anything to Scizor. After 2-3 calm minds Reuniclus can sweep whole teams with ease so long as trick room remains up.

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Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 100 Def / 156 SpD
- Trick
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Cofagrigus is my alternate lead and is used in the absence of stall, or if my opponent attempts to set up hazards. Cofagrigus first sets up Trick Room and then immediately begins using Nasty Plot. This often catches many by surprise as Cofagrigus most commonly is used to set up hazards. After 2-3 boosts Cofagrigus can hit surprisingly hard, taking out many, many key threats in one or two hits. Shadow ball is the main Stab move, and has the added benefit of the occasional special defense drop to counteract special walls. HP Fighting provides better coverage than something like dark pulse, and can take down almost anything that resists shadow ball. Cofagrigus' physical bulk allows it to sweep very well after some boosts, and to keep trick room up.

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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 HP / 252 Atk / 128 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Hyperspace Fury
- Drain Punch
- Gunk Shot

Hoopa-U provides a large portion of this team's offensive muscle, and can do incredible amounts of damage with or without trick room. I chose a purely physical set for the nice coverage and the recovery provided by a max attack drain punch. As trick room is essential to this team, I gave it to anything that could get it up safely. Gunk Shot is a great Clefable check, and provides some decent neutral coverage. Hyperspace Fury is a powerful stab attack and has the added benefit of preventing toxic stall, by breaking protect and sub. As stated before, Drain Punch provides enough recovery to keep Hoopa alive through life orb damage, and gives it much more longevity against threats it cannot directly take down. Hoopa also has enough base speed and bulk to function decently well outside of trick room, should the
need arise.

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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 128 HP / 252 Atk / 128 SpD
Brave Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Conkeldurr serves a similar role to Hoopa, and maintains a very strong offensive presence. In the absence of Reuniclus, Conkeldurr is an excellent status absorb er and hits extremely hard against almost anything. Drain punch is the essential powerful stab/recovery move, and is essential for Conkeldurr's longevity. Mach Punch is useful as a priority move, and knock off hits psychics hard in a pinch and cripples many stallers. Ice punch can check Landours well, and serves as one of this team's best counter for dragons. With an assault vest, Conkeldurr is able to take some serious special hits, including avoiding the 2hko from scarfed Keldeo with drain punch recovery. This is essential to ensure that Keldeo is weakened enough to no longer pose a serious threat.

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Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 128 HP / 252 Atk / 128 Def
Brave Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Substitute

Crawdaunt rounds out the team, and can become a devastating late game sweeper. The set is fairly standard, with Crabhammer and Knock off serving as the adaptability boosted stab moves. Anything that doesn't strongly resist these moves will take massive damage, giving Crawdaunt terrifying power. Aqua jet is the essential priority and can save Crawdaunt in a pinch if trick room runs out. Substitute rounds out the set, and as Crawdaunt forces many switches there is ample opportunity to set up a substitute, guaranteeing at least two hits which almost nothing can survive.
 
hi, cool trick room team. the first thing i noticed about your team is that it lacks a stealth rock setter and i'd say that cofagrigus is your most expendable pokemon on this team, and so i would replace it with diancie. diancie brings a nice bulky trick room setter that has access to stealth rock and is also capable of switching into talonflame which kinda screws over your team because brave bird is capable of negating your trick room and it pretty much ohkos everything. the team itself looks fine, but a couple of the sets need to be optimized because these random 128/128 spreads hinder your team more than standard spreads. hoopa-u should run a mixed spread with dark pulse in order to pick off skarmory because it can wall your team pretty easily. i also feel you should run sheer force + life orb conkeldurr too because the point of trick room is to hit as hard as possible across a short amount of time but av conkeldurr is pretty bad and with sf+lo, it hits incredibly hard and just blows back all the common counters to the av set.

hoopa-unbound.png

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 160 Atk / 96 SpA
Lonely Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
conkeldurr.gif

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Poison Jab
diancie.png

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Explosion / Moonblast
- Diamond Storm

changes in short:
719.png
diancie >
563.png
cofagrigus
534.png
lifeorb.png
sheer force + life orb >
assaultvest.png
assault vest
720-u.png
standard mixed > physical set
342.png
248 hp / 252 atk / 8 spd > 128 / 252 / 128
579.png
252 hp / 252 spa / 4 spd > 128 / 252 / 128


that's all i got and i hope i could help!
 
hi, cool trick room team. the first thing i noticed about your team is that it lacks a stealth rock setter and i'd say that cofagrigus is your most expendable pokemon on this team, and so i would replace it with diancie. diancie brings a nice bulky trick room setter that has access to stealth rock and is also capable of switching into talonflame which kinda screws over your team because brave bird is capable of negating your trick room and it pretty much ohkos everything. the team itself looks fine, but a couple of the sets need to be optimized because these random 128/128 spreads hinder your team more than standard spreads. hoopa-u should run a mixed spread with dark pulse in order to pick off skarmory because it can wall your team pretty easily. i also feel you should run sheer force + life orb conkeldurr too because the point of trick room is to hit as hard as possible across a short amount of time but av conkeldurr is pretty bad and with sf+lo, it hits incredibly hard and just blows back all the common counters to the av set.

hoopa-unbound.png

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 HP / 160 Atk / 96 SpA
Lonely Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psychic
conkeldurr.gif

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Poison Jab
diancie.png

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Trick Room
- Stealth Rock
- Explosion / Moonblast
- Diamond Storm

changes in short:
719.png
diancie >
563.png
cofagrigus
534.png
lifeorb.png
sheer force + life orb >
assaultvest.png
assault vest
720-u.png
standard mixed > physical set
342.png
248 hp / 252 atk / 8 spd > 128 / 252 / 128
579.png
252 hp / 252 spa / 4 spd > 128 / 252 / 128


that's all i got and i hope i could help!

Thanks for the advice! I'll definitely implement your suggestions, but I have a couple questions. I gather from the EV's you suggested that investment in HP is more important on a whole than investment in defenses, does that have something to do with the way damage is calculated or is just because full investment in HP provides a more balanced defensive capability than mixed HP/defense? Also, do you think It would be worthwhile running a calm mind set on Diancie? Having one rocks user doesn't seem terribly effective and a set up sweeper seems more useful for the play style this team entails.
 
Hey, that's a cool team you have. I agree with fleggumfl because his changes are necessary and effective. You don't need Calm Mind on Diancie since it's a lead, and you set up rocks then usually Trick Room, and start from there. Basically, you set up Stealth Rocks, Trick Room, then use Explosion, so setting up is not ideal. On a side note, Talonflame was also a huge issue in the beginning and Diancie > Cofagrigus takes care of that. The EV Spreads (128/128) are not the optimal spreads, because 252 EVs in HP provide a more balanced defensive capability against all attacks, special, or physical. Since fleggums suggestions were extremely well put, I have an optional change that you may or may not prefer.

Optional: For Mega Banette, you can run Shadow Sneak > Shadow Claw for extra priority just in case you need it, because Prankster gets activated on the second turn, and if the opposing pokemon is low you can get rid of it. This allows Banette to have its Prankster activated, so it can cripple and attack/Destiny Bond. Although you lose your strongest STAB, you get priority coupled with a great ability as fast as possible (assuming you knocked out another pokemon).

(If you don't like the Diancie > Cofagrigus change) - As I said earlier, the EVs were not standard, so use 252 HP / 4 Def / 252 SpA over your EV spread for Cofagrigus. Also, I don't know if this is an error or not, but on Cofagrigus, you should be using Trick Room instead of Trick. It also lacks a nature, as it is a Serious nature, not a Quiet nature. Because of this, a Quiet nature over a Serious nature is mandatory. This is most definitely a mistake so make sure to change that in the importable :]
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Banette-Mega @ Banettite
Ability: Prankster
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Destiny Bond
- Will-O-Wisp
- Gunk Shot
- Shadow Sneak

Changes:
banette.png
Shadow Sneak > Shadow Claw
cofagrigus.png
Trick Room > Trick
252 HP / 4 Def / 252 SpA > 252 HP / 100 Def / 156 SpD
 
Last edited:
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