
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.

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.

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.

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.

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.

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.

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.