Mega Banette Team
Introduction
Hi! I've been spending a lot of time doing battles on Pokemon Showdown recently, but I haven't really managed to get past 1250. So far, I've noticed that this team I created just for fun (I wanted to try and make Mega Banette work) has worked out really well for me, but I would like to be able to improve it. I would appreciate it if you could look at this team and give me your advice.
The Team
Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Taunt
- Will-O-Wisp
- Shadow Claw
- Destiny Bond
Banette was the pokemon I centered this team around. Its main purpose is to stop setup sweepers, or take them down with it. Shadow claw is mainly so it has a way to defend itself and/or wait until its own health is low enough to go for a prankster destiny bond. Taunt stops entry hazards, and will-o-wisp chips away at enemy health and lowers their attack. (I'd prefer not to scrap this one, but if it's really just dead weight dragging the team down, I'll get rid of it.)
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Poison Jab
The immediate threat that comes to mind for Banette is fast and powerful dark types such as Weavile or Mega Gyarados which could stop it from being able to safely mega evolve, so I went for a tanky fighting type. Thunder punch is for dealing with fast and threatening flying types (read: Talonflame), ice punch helps deal with Landorus-T, and poison jab is good for killing fairies.
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch
Next, my goal was to cover Conkeldurr from psychic types like Alakazam, and protect Banette from Gengar. Hoopa-U seemed like a good fit, because it is immune to psychic, and it can take 2 shadow balls from 252+ SpA Gengar without fainting. With Hoopa-U's naturally high Atk and SpA, both can reach around 400 still leaving me enough EVs to max out speed, which turns it into an extremely threatening mixed attacker.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
My next goal was to get a reliable wall to deal with Talonflame, as Conkeldurr still wasn't really ideal. Rotom-W has STAB electric moves, and enough bulk to take a hit from several physically offensive threats. Rotom-W was also on my team because it could will-o-wisp threatening physical sweepers, and deal out a lot of damage to Landorus-T with hydro pump.
Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
At this point, I was concerned that U-Turn would be able to decimate my Hoopa-U, and that grass types (namely Serperior) would pose a serious threat to Rotom-W, so I went for a pokemon that could easily switch in to both of these threats. After 1 quiver dance, Volcarona is typically good to start sweeping reliably. Giga drain is used for recovery, and quickly disposing of rock/ground/water types before they can get the chance to be a problem.
Weavile @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
At this point, I had an extra slot on my team, so I decided to dedicate it to a dragon-killer/pursuit trapper. Weavile seemed the most obvious option, as STAB icicle crash isn't something any dragon type really wants to deal with. I sort of feel that it doesn't really fit in with the rest of the team, so I suppose this wouldn't be a bad thing to change.
Conclusion
So, umm yeah. This is my team, and I would really be grateful to anyone who could give me advice on how to improve it. I'm not great at battling, but I think a solid team would provide me with a good foundation for learning to improve! Thank you for your time, anyone that reads this!






Introduction
Hi! I've been spending a lot of time doing battles on Pokemon Showdown recently, but I haven't really managed to get past 1250. So far, I've noticed that this team I created just for fun (I wanted to try and make Mega Banette work) has worked out really well for me, but I would like to be able to improve it. I would appreciate it if you could look at this team and give me your advice.
The Team

Banette-Mega @ Banettite
Ability: Frisk
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Taunt
- Will-O-Wisp
- Shadow Claw
- Destiny Bond
Banette was the pokemon I centered this team around. Its main purpose is to stop setup sweepers, or take them down with it. Shadow claw is mainly so it has a way to defend itself and/or wait until its own health is low enough to go for a prankster destiny bond. Taunt stops entry hazards, and will-o-wisp chips away at enemy health and lowers their attack. (I'd prefer not to scrap this one, but if it's really just dead weight dragging the team down, I'll get rid of it.)

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 236 SpD / 20 Spe
Adamant Nature
- Drain Punch
- Thunder Punch
- Ice Punch
- Poison Jab
The immediate threat that comes to mind for Banette is fast and powerful dark types such as Weavile or Mega Gyarados which could stop it from being able to safely mega evolve, so I went for a tanky fighting type. Thunder punch is for dealing with fast and threatening flying types (read: Talonflame), ice punch helps deal with Landorus-T, and poison jab is good for killing fairies.

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Psychic
- Gunk Shot
- Drain Punch
Next, my goal was to cover Conkeldurr from psychic types like Alakazam, and protect Banette from Gengar. Hoopa-U seemed like a good fit, because it is immune to psychic, and it can take 2 shadow balls from 252+ SpA Gengar without fainting. With Hoopa-U's naturally high Atk and SpA, both can reach around 400 still leaving me enough EVs to max out speed, which turns it into an extremely threatening mixed attacker.

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
My next goal was to get a reliable wall to deal with Talonflame, as Conkeldurr still wasn't really ideal. Rotom-W has STAB electric moves, and enough bulk to take a hit from several physically offensive threats. Rotom-W was also on my team because it could will-o-wisp threatening physical sweepers, and deal out a lot of damage to Landorus-T with hydro pump.

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz
At this point, I was concerned that U-Turn would be able to decimate my Hoopa-U, and that grass types (namely Serperior) would pose a serious threat to Rotom-W, so I went for a pokemon that could easily switch in to both of these threats. After 1 quiver dance, Volcarona is typically good to start sweeping reliably. Giga drain is used for recovery, and quickly disposing of rock/ground/water types before they can get the chance to be a problem.

Weavile @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
At this point, I had an extra slot on my team, so I decided to dedicate it to a dragon-killer/pursuit trapper. Weavile seemed the most obvious option, as STAB icicle crash isn't something any dragon type really wants to deal with. I sort of feel that it doesn't really fit in with the rest of the team, so I suppose this wouldn't be a bad thing to change.
Conclusion
So, umm yeah. This is my team, and I would really be grateful to anyone who could give me advice on how to improve it. I'm not great at battling, but I think a solid team would provide me with a good foundation for learning to improve! Thank you for your time, anyone that reads this!