Hi, my name is Joey, if you battled someone name BazzyJoey or FlashyJoey on ladder, that’s me :D.
I badly want to use M Banette in OU because it’s fucking cool with Prankster Destiny Bond and the Sprite is too spooky to pass.
Team building process and sets explanation
Obviously I start with Mega Banette as he is the whole reason to build this team.
In order to choose partners for M-Banette, i deliberately examine from scratch what this little ghost can do. It has reasonably high attack stat (base 165) with priority in Sucker Punch. However, it’s offensive movepool is mediocre plus he has no good STAB to use. His support movepool, combine with Prankster, is quite impressive tbh, with various options such as Destiny Bond, Will O Wisp, Thunder Wave, Taunt, Disable. Neverthless, Klefki outclasses him as Prankster TWave support with better typing and bulk and access to Spikes. As a result, in order to make M Banette stand out from other mons, we need to combine the best of its, which imo is the unique Prankster Destiny Bond and the ability to clean up weaken threats with Sucker Punch and Pursuit.
Voodoo (Banette-Mega) @ Banettite
Ability:Frisk Insomnia
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Gunk Shot
- Sucker Punch
- Pursuit
- Destiny Bond
Max Atk because I want it to hit as hard as possible with Sucker Punch and it’s too frail to take repeated hits anyways (there's no point in investing too much in bulk). 216 Spe with Jolly is to outspeed max speed Jolly Breloom and Bisharp after Mega evolving. 40HP ensure it lives a LO Hurricane from Torn T and KO back with Gunk Shot + Sucker Punch (or Pursuit on the predicted switch).
Since I pick Gunk Shot over STAB Shadow Claw (due to higher power output and OHKOing Azumarill), M Banette get walled completely by steels and hard wall by bulky ground types. Magnezone and Keldeo are the 2 first teammates as they can deal with Steel and Ground respectively.
Magnet (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Timid 216 Spe is to outspeed Offensive SD Scizor, max SpA since it's a Specs Zone, the rest in HP. Sometimes I can bluff a Scarf set and scare out M Gardevoir, M Diance, M Garde, Keldeo, etc. (since Scarf Zone make more sense when looking at my team preview), which is very nice. Otherwise this thing can help me wallbreak and soften many defensive cores (Besides its main job which is to trap Steel and threaten slower mons like Clefable, Slowbro, ...)
Pony (Keldeo) @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Icy Wind
- Taunt
A LO Stallbreaker set. I used LO since power is much appreciated for wallbreaking and I have a Latias with Healing Wish support so longevity isn’t much of a big issue. Scald and Secret Sword is STAB, Icy Wind is to catch Lati@s or AV Torn T on the switch (after rock it can 2HKO Latios and has high chance of 2HKO Latias and AV Torn T). Taunt is more of a utility move and a personal reference as I only use once every 3 games, so feel free to change to Hydro Pump or HP Electric/Bug if you feel like it.
Now with Pursuit from M Banette to kill Goth, Magnezone traps Steels and Keldeo burns stuff with Scald, I feel pretty confident against stall yet HO could easily beat me to death. Hence come my 2 next partners: Scarf Landorus T and Latias.
Dog (Landorus-T) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion/ Knock Off
Standard scarf Lando T set. It checks fast electrics and Char X/Char Y. EdgeQuake is standard coverage and must have in most Lando T set. U Turn is always useful as scouting and utility as well as forms a Volt-Turn core with Magnezone. In the last slot, I usually prefer Explosion over Knock Off since the extra power output is really nice and it could net some surprise KO (who cares about 50/50 between Earthquake and Stone Edge when you can just click Explosion
). However Knock Off holds merit for being capable of OHKO Gengar, which is a huge threat to the team (I have no switch in for Shadow Ball)
Airplane (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Offensive support Latias. It helps check Keldeo and Rotom-W, 2 very common threats. Draco Meteor and Psyshock are STAB and they hit decently hard. Healing Wish to support Keldeo or Lando T in case I need them healthy to sweep late game. (If you don't find Healing Wish is necessary, using Latios + Roost instead of Latias is another option as it provides a better Keldeo check with recovery and more immediate power output). Defog is essential since it provides hazard control.
Lastly, I need something to set up Stealth Rock and also act as defensive pivot for the team. Here comes the last member: Clefable.
Puppet (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind
Very standard Clefable set. Stealth Rock is mandatory to any team. Moonblast and Softboiled are stable on MG Clefable. I choose CM as the last move instead of Thunder Wave because having another win condition is nice and my team is fast enough so T Wave support isn’t too significant.
Conclusion:
I believe that this team is the best illustration of Mega Banette's capability in a balance build. It may not the best all-rounded team nor the easiest team to play with, but surely the more enjoyable one (especially when M Banette actually works its niche). The team performs well against stall, bulky balance and HO while slightly unfavourable against Sand and Rain offense (sadly Sand Offense accounts for half of the ladder right now).
I would appreciate any help as I can only manage to (barely over) 1700 with this team (sometimes M Banette feel really mediocre if facing bad match ups that I cannot mega evolve him safely). Cheers and have a nice day.
Importable: http://pastebin.com/Ms5W9RDu
P/s: just got top 100 on ladder with a few changes to the team as follow:
- Offensive Stallbreaker Heatran > Magnezone
- Offensive Starmie (BottBeam coverage) > Latias
- Chesnaught (EV'ed to beat BD Azu) > Keldeo
I badly want to use M Banette in OU because it’s fucking cool with Prankster Destiny Bond and the Sprite is too spooky to pass.

Team building process and sets explanation
Obviously I start with Mega Banette as he is the whole reason to build this team.
In order to choose partners for M-Banette, i deliberately examine from scratch what this little ghost can do. It has reasonably high attack stat (base 165) with priority in Sucker Punch. However, it’s offensive movepool is mediocre plus he has no good STAB to use. His support movepool, combine with Prankster, is quite impressive tbh, with various options such as Destiny Bond, Will O Wisp, Thunder Wave, Taunt, Disable. Neverthless, Klefki outclasses him as Prankster TWave support with better typing and bulk and access to Spikes. As a result, in order to make M Banette stand out from other mons, we need to combine the best of its, which imo is the unique Prankster Destiny Bond and the ability to clean up weaken threats with Sucker Punch and Pursuit.

Voodoo (Banette-Mega) @ Banettite
Ability:
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Gunk Shot
- Sucker Punch
- Pursuit
- Destiny Bond
Max Atk because I want it to hit as hard as possible with Sucker Punch and it’s too frail to take repeated hits anyways (there's no point in investing too much in bulk). 216 Spe with Jolly is to outspeed max speed Jolly Breloom and Bisharp after Mega evolving. 40HP ensure it lives a LO Hurricane from Torn T and KO back with Gunk Shot + Sucker Punch (or Pursuit on the predicted switch).
Since I pick Gunk Shot over STAB Shadow Claw (due to higher power output and OHKOing Azumarill), M Banette get walled completely by steels and hard wall by bulky ground types. Magnezone and Keldeo are the 2 first teammates as they can deal with Steel and Ground respectively.

Magnet (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
Timid 216 Spe is to outspeed Offensive SD Scizor, max SpA since it's a Specs Zone, the rest in HP. Sometimes I can bluff a Scarf set and scare out M Gardevoir, M Diance, M Garde, Keldeo, etc. (since Scarf Zone make more sense when looking at my team preview), which is very nice. Otherwise this thing can help me wallbreak and soften many defensive cores (Besides its main job which is to trap Steel and threaten slower mons like Clefable, Slowbro, ...)

Pony (Keldeo) @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Icy Wind
- Taunt
A LO Stallbreaker set. I used LO since power is much appreciated for wallbreaking and I have a Latias with Healing Wish support so longevity isn’t much of a big issue. Scald and Secret Sword is STAB, Icy Wind is to catch Lati@s or AV Torn T on the switch (after rock it can 2HKO Latios and has high chance of 2HKO Latias and AV Torn T). Taunt is more of a utility move and a personal reference as I only use once every 3 games, so feel free to change to Hydro Pump or HP Electric/Bug if you feel like it.
Now with Pursuit from M Banette to kill Goth, Magnezone traps Steels and Keldeo burns stuff with Scald, I feel pretty confident against stall yet HO could easily beat me to death. Hence come my 2 next partners: Scarf Landorus T and Latias.

Dog (Landorus-T) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion/ Knock Off
Standard scarf Lando T set. It checks fast electrics and Char X/Char Y. EdgeQuake is standard coverage and must have in most Lando T set. U Turn is always useful as scouting and utility as well as forms a Volt-Turn core with Magnezone. In the last slot, I usually prefer Explosion over Knock Off since the extra power output is really nice and it could net some surprise KO (who cares about 50/50 between Earthquake and Stone Edge when you can just click Explosion


Airplane (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
Offensive support Latias. It helps check Keldeo and Rotom-W, 2 very common threats. Draco Meteor and Psyshock are STAB and they hit decently hard. Healing Wish to support Keldeo or Lando T in case I need them healthy to sweep late game. (If you don't find Healing Wish is necessary, using Latios + Roost instead of Latias is another option as it provides a better Keldeo check with recovery and more immediate power output). Defog is essential since it provides hazard control.
Lastly, I need something to set up Stealth Rock and also act as defensive pivot for the team. Here comes the last member: Clefable.

Puppet (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Soft-Boiled
- Calm Mind
Very standard Clefable set. Stealth Rock is mandatory to any team. Moonblast and Softboiled are stable on MG Clefable. I choose CM as the last move instead of Thunder Wave because having another win condition is nice and my team is fast enough so T Wave support isn’t too significant.
Conclusion:






I believe that this team is the best illustration of Mega Banette's capability in a balance build. It may not the best all-rounded team nor the easiest team to play with, but surely the more enjoyable one (especially when M Banette actually works its niche). The team performs well against stall, bulky balance and HO while slightly unfavourable against Sand and Rain offense (sadly Sand Offense accounts for half of the ladder right now).
I would appreciate any help as I can only manage to (barely over) 1700 with this team (sometimes M Banette feel really mediocre if facing bad match ups that I cannot mega evolve him safely). Cheers and have a nice day.
Importable: http://pastebin.com/Ms5W9RDu
P/s: just got top 100 on ladder with a few changes to the team as follow:
- Offensive Stallbreaker Heatran > Magnezone
- Offensive Starmie (BottBeam coverage) > Latias
- Chesnaught (EV'ed to beat BD Azu) > Keldeo
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