ORAS OU They say Mega Banette is RU (1700+)

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.

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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.

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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.
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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, ...)

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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.

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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 :pimp:). 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)

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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.
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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:

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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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Hey man!

Interesting team you have here, with a unique focus on Mega-Banette, to provide trapping support and an immediate threat removal with Destiny Bond. In saying this the team has a few glaring holes, such as the weakness to offensive Scizor which basically forces you to pivot around with your Lando to drop its stats to a less scary stat or pray for a burn with Keldeo . Also a regular Bulky Scizor is also a huge threat, as once Magneton is gone and keldeo is weakened (isn't hard with LO). On top of this things like Mega-Charizard Y can blow through the team, especially with trapping support in Tyranitar's. With this said, I think there a few small changes that can be made to better increase the efficiency of the team. So without further explanation, lets get into the rate!

Firstly, you need a more reliable way of dealing with Offensive Mega Scizor, as your main answer in Magnezone, is out sped. This is why I believe you should be running Scarf > Specs, as it allows you to effectively out speed it and it pick it off with the Hp Fire. Running Scarf also gives you a back up answer to Charizard Y, as you can also effectly out speeed and hit it super effectively. Keep in mind you do lose quite a bit of power here so you won't be able to nab the 1hko's on things like Bulky Scizor and Ferrothorn anymore. In saying this, I believe the benefits of scarf are greatly appreciated here.

Secondly, your team is rather weak to volcarona and things like Mega Mane can be a huge issue to play around. This is why I strongly Recommend running Stone Edge Hippowdon > Landorus-T, as it effectly lives any hits from both and allows you to retaliate with a move that can OHKO both, assuming no drops are in place. It also provides Stealth Rocks, which frees up a slot for your Clefable, which is really nice considering how much Stealth Rocks take away from CM Clefable's ability to run great coverage and support moves.

Thirdly, with need to fix this large weakness to Mega-Charizard Y, as your only switching being ayours without reliable recovery. This is why I recommend running Recover Latios > Latias. Seeing as balance build like yours really doesn't gain much from having healing Wish support, as everything has reliable recovery or doesn't having sweeping potential (Keldeo is heavly checked in the meta, Banette is meant to die to take down a threat with it and Magnezone only really has a few purposes) to uterlises it, you really don't lose much from not having it. The reason I think Latios > Latias, is because you should really only run Latias for its healling wish capabilities and if your weak to Thundrus or other threatening electric types, which you are not so there really is no need for it on this team.

Forthly, with Clefable no longer needing to run Stealth Rocks with Hippowdon, we can freely choose another move. Clefable has quite a few options, but I believe the best one here is defentietly Thunder Wave, as with now a solid check to Scizor in Scarf Magneton you don't really need to run Flamethrower and by looking at the team it greatly appreciates the opponent to be slowed down for things like Keldeo to put in work. T-wave is also very nice verse opposing Clefable in a CM war, which is bound to happen when your main check is Magnezone, as it allows you to Calm Mind and fire off your attacks first, giving you a better shot at critting before he does.

Finally, this isn't a nessesity, but looking at the team and how annoyed it is by Heatran, as your best switch in, in Keldeo can easily be whittled down, I believe you should run Rest + Sleep Talk > Taunt + Icy Wind. This allows you to constantly stay healthy verses Heatran and also asorb scalds and general status afflicting moves your opponent might use. Losing Icy Wind is not a huge deal either, as things you would hit with it like Lati, Chomp, grass etc are already safely handled by Clefable and Latios. As for losing taunt, I'm really not fan of taunt, as most of Keldeo's switch ins that you would want to taunt to prevent recovery are either faster or just generally have a way to hit you for support effective damage.

Anyway, that's my rate! Hope you were able to get something out of it and improve your team. I'll add in the sets later as I'm on my phone, so if your curious about the general sets I'll have them here soon. That's it from, happy ladder friend :]
 
your banette should be gunk shot / shadow sneak / will-o-wisp / destiny bond. sucker punch is garbage considering its reliant on the opponent and shadow sneak revenge kills things much more reliably while actually hitting fighting types for real damage. let's be real banette isn't pursuit trapping crap and you could gunk shot whatever is coming in if they switch out for massive damage / cripple them with will-o-wisp. scarf landorus-t is useless when you have banette to annoy the living crap out of of offensive builds (which includes ho). switch it to offensive rocks to break stall which is earthquake / stealth rock / stone edge / swords dance @ earth plate. adamant nature | max speed / max attack to revenge kill mild kyurem-b which frankly destroys your team. with that, you could change your magnezone to scarf. jirachi and metagross are easy to take advantage of for your team regardless. now that you have stealth rock on landorus-t, your clefable has a free moveslot. your weak to gliscor which is on the rise recently, so i recommend using ice beam > stealth rock to destroy it and have handier coverage against life orb garchomp and thundurus. last but not least, i'd definitely try out resttalk on your keldeo because trapper heatran completely cockblocks your team, so you either have this option or running earthquake on a lati to lure it in enhancing your clefable sweep. obviously the loss of psyshock makes you lose to subcm keldeo, but luring in heatran and winning will be more useful than losing one of those subcm keldeo matchups which are rare lol. if you manage to burn mega venusaur, psyshock is no longer a necessity for it which makes the anti-metagame latios undeniably good on this team.
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shadow sneak / gunk shot / will-o-wisp / destiny bond
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offensive sd earth plate w/ stealth rock
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choice scarf > choice specs
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ice beam > stealth rock
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rest + sleep talk
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draco / earthquake / roost / defog
try out these, they could really work. i like the team :pimp:
 
Hey i like the premise of Mega Banette as a priority destiny bond user (: I also think that the rest of the team works really well together. One major weakness i see however, is that sub + 3 attack gengar can really have a field day against your team.

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Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Substitute

If it comes in on clefable before Banette is dead, then you basically have to sack Banette to stop gengar assuming that they don't shadow ball on the predicted switch in (or you lose another mon entirely before they get a free switch out from the sub). If banette has already died, then you don't really have anything to take care of it as it can OHKO/ 2HKO everything on the team.

I like snowy's suggestion of hippowdon > lando T. If you run the mixed wall variant you can tank 2 shadow balls, which means after two life orb recoils + x2 sand + sub + stone edge, gengar is dead. This also frees up a slot on Clefable for thunder wave/heal bell ect, that you otherwise wouldn't have. You can even Twave on the gengar switch in and ruin the whole plan from the get go.

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

+

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Just my 2c, feel free to try it out (:
 
Hey man!

Interesting team you have here, with a unique focus on Mega-Banette, to provide trapping support and an immediate threat removal with Destiny Bond. In saying this the team has a few glaring holes, such as the weakness to offensive Scizor which basically forces you to pivot around with your Lando to drop its stats to a less scary stat or pray for a burn with Keldeo . Also a regular Bulky Scizor is also a huge threat, as once Magneton is gone and keldeo is weakened (isn't hard with LO). On top of this things like Mega-Charizard Y can blow through the team, especially with trapping support in Tyranitar's. With this said, I think there a few small changes that can be made to better increase the efficiency of the team. So without further explanation, lets get into the rate!

Firstly, you need a more reliable way of dealing with Offensive Mega Scizor, as your main answer in Magnezone, is out sped. This is why I believe you should be running Scarf > Specs, as it allows you to effectively out speed it and it pick it off with the Hp Fire. Running Scarf also gives you a back up answer to Charizard Y, as you can also effectly out speeed and hit it super effectively. Keep in mind you do lose quite a bit of power here so you won't be able to nab the 1hko's on things like Bulky Scizor and Ferrothorn anymore. In saying this, I believe the benefits of scarf are greatly appreciated here.

Secondly, your team is rather weak to volcarona and things like Mega Mane can be a huge issue to play around. This is why I strongly Recommend running Stone Edge Hippowdon > Landorus-T, as it effectly lives any hits from both and allows you to retaliate with a move that can OHKO both, assuming no drops are in place. It also provides Stealth Rocks, which frees up a slot for your Clefable, which is really nice considering how much Stealth Rocks take away from CM Clefable's ability to run great coverage and support moves.

Thirdly, with need to fix this large weakness to Mega-Charizard Y, as your only switching being ayours without reliable recovery. This is why I recommend running Recover Latios > Latias. Seeing as balance build like yours really doesn't gain much from having healing Wish support, as everything has reliable recovery or doesn't having sweeping potential (Keldeo is heavly checked in the meta, Banette is meant to die to take down a threat with it and Magnezone only really has a few purposes) to uterlises it, you really don't lose much from not having it. The reason I think Latios > Latias, is because you should really only run Latias for its healling wish capabilities and if your weak to Thundrus or other threatening electric types, which you are not so there really is no need for it on this team.

Forthly, with Clefable no longer needing to run Stealth Rocks with Hippowdon, we can freely choose another move. Clefable has quite a few options, but I believe the best one here is defentietly Thunder Wave, as with now a solid check to Scizor in Scarf Magneton you don't really need to run Flamethrower and by looking at the team it greatly appreciates the opponent to be slowed down for things like Keldeo to put in work. T-wave is also very nice verse opposing Clefable in a CM war, which is bound to happen when your main check is Magnezone, as it allows you to Calm Mind and fire off your attacks first, giving you a better shot at critting before he does.

Finally, this isn't a nessesity, but looking at the team and how annoyed it is by Heatran, as your best switch in, in Keldeo can easily be whittled down, I believe you should run Rest + Sleep Talk > Taunt + Icy Wind. This allows you to constantly stay healthy verses Heatran and also asorb scalds and general status afflicting moves your opponent might use. Losing Icy Wind is not a huge deal either, as things you would hit with it like Lati, Chomp, grass etc are already safely handled by Clefable and Latios. As for losing taunt, I'm really not fan of taunt, as most of Keldeo's switch ins that you would want to taunt to prevent recovery are either faster or just generally have a way to hit you for support effective damage.

Anyway, that's my rate! Hope you were able to get something out of it and improve your team. I'll add in the sets later as I'm on my phone, so if your curious about the general sets I'll have them here soon. That's it from, happy ladder friend :]

Thanks for the rate and pointing out the offensive scizor weakness for me. Still I'm not a fan of Hippo since it's too passive for my taste. Volcarona is not much threatening as it can be taken down with D Bond. Recover Latios and Scarf Zone is definitely worth trying out to help checking Char Y and Scizor better though. Definitely try out your suggestion soon.
 
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your banette should be gunk shot / shadow sneak / will-o-wisp / destiny bond. sucker punch is garbage considering its reliant on the opponent and shadow sneak revenge kills things much more reliably while actually hitting fighting types for real damage. let's be real banette isn't pursuit trapping crap and you could gunk shot whatever is coming in if they switch out for massive damage / cripple them with will-o-wisp. scarf landorus-t is useless when you have banette to annoy the living crap out of of offensive builds (which includes ho). switch it to offensive rocks to break stall which is earthquake / stealth rock / stone edge / swords dance @ earth plate. adamant nature | max speed / max attack to revenge kill mild kyurem-b which frankly destroys your team. with that, you could change your magnezone to scarf. jirachi and metagross are easy to take advantage of for your team regardless. now that you have stealth rock on landorus-t, your clefable has a free moveslot. your weak to gliscor which is on the rise recently, so i recommend using ice beam > stealth rock to destroy it and have handier coverage against life orb garchomp and thundurus. last but not least, i'd definitely try out resttalk on your keldeo because trapper heatran completely cockblocks your team, so you either have this option or running earthquake on a lati to lure it in enhancing your clefable sweep. obviously the loss of psyshock makes you lose to subcm keldeo, but luring in heatran and winning will be more useful than losing one of those subcm keldeo matchups which are rare lol. if you manage to burn mega venusaur, psyshock is no longer a necessity for it which makes the anti-metagame latios undeniably good on this team.
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shadow sneak / gunk shot / will-o-wisp / destiny bond
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offensive sd earth plate w/ stealth rock
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choice scarf > choice specs
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ice beam > stealth rock
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rest + sleep talk
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draco / earthquake / roost / defog
try out these, they could really work. i like the team :pimp:
thanks for the rate man. offensive sd lando t with stealth rock is definitely a cool idea and i will try it out very soon. However i still prefer Sucker Punch + Pursuit on M Banette though, as Sucker Punch is significantly stronger and whatever M Banette can revenge kill with Sucker Punch can be KOed by Pursuit (being able to pick up weaken M Meta, Torn T,etc. and prevent them from switching out is really nice since no one knows about Pursuit on this thing).
 
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Hey i like the premise of Mega Banette as a priority destiny bond user (: I also think that the rest of the team works really well together. One major weakness i see however, is that sub + 3 attack gengar can really have a field day against your team.

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Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Substitute

If it comes in on clefable before Banette is dead, then you basically have to sack Banette to stop gengar assuming that they don't shadow ball on the predicted switch in (or you lose another mon entirely before they get a free switch out from the sub). If banette has already died, then you don't really have anything to take care of it as it can OHKO/ 2HKO everything on the team.

I like snowy's suggestion of hippowdon > lando T. If you run the mixed wall variant you can tank 2 shadow balls, which means after two life orb recoils + x2 sand + sub + stone edge, gengar is dead. This also frees up a slot on Clefable for thunder wave/heal bell ect, that you otherwise wouldn't have. You can even Twave on the gengar switch in and ruin the whole plan from the get go.

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Slack Off
- Stone Edge

+

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Just my 2c, feel free to try it out (:

Thanks for the rate man, it's great that you like my M Banette idea xD
Tbh i'm not a big fan of Hippo since it's too passive. M Banette can handle Gengar well (either I take it out with me using D Bond or it switches out and get KOed by Pursuit). Moreover I would miss the speed of Scarf Lando T as it check many treats that Hippo cannot (Char Y, Kyurem B, etc.).
 
Thanks for the rate man, it's great that you like my M Banette idea xD
Tbh i'm not a big fan of Hippo since it's too passive. M Banette can handle Gengar well (either I take it out with me using D Bond or it switches out and get KOed by Pursuit). Moreover I would miss the speed of Scarf Lando T as it check many treats that Hippo cannot (Char Y, Kyurem B, etc.).
Yeah to be fair Scarfed T does check a lot of things, i was just putting it out there because you built the team around Mega Banette and having to sack it to gengar seemed... idk, anticlimactic i guess? haha
But seriously, nice team (:
 
Yeah to be fair Scarfed T does check a lot of things, i was just putting it out there because you built the team around Mega Banette and having to sack it to gengar seemed... idk, anticlimactic i guess? haha
But seriously, nice team (:

Actually, if the opponent has a solid defensive switch in to M Banette (such as Hippo, Skarm, Ferro), they usually switch out their Gengar and I can net an easy KO with Pursuit (no one expect it coming from M Banette seriously). Btw, M Banette, most of the time, it job is to revenge kill something weaken with Sucker Punch/Pursuit and take out another with D Bond. That is 1 for 2 trade and allow other teammates to exploit the advantage. M Banette is meant for support role anyway as it lacks speed and good coverage to sweep or wallbreak things. Glad that you like my team.
 
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.

mega_banette_leak_by_code_umb87-d6q4gds.png


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.

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Voodoo (Banette-Mega) @ Banettite

Ability: Frisk

EVs: 40 HP / 252 Atk / 216 Spe

Adamant Nature

- Gunk Shot

- Sucker Punch

- Pursuit

- Destiny Bond​

Max Atk with positive nature 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 is to outspeed max speed jolly Azumarill and Adamant Breloom. 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.
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Magnet (Magnezone) @ Choice Specs

Ability: Magnet Pull

EVs: 40 HP / 252 SpA / 216 Spe

Modest Nature

- Thunderbolt

- Volt Switch

- Hidden Power [Fire]

- Flash Cannon​

216 Spe is to outspeed max speed Adamant Azumarill and speed creep SpD Heatran, Modest with 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, ...)

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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.

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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 :pimp:). 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)

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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.
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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:

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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


Nice team! Made a few of the changes suggested above (Will-o>pursuit, Hippo>Lando, Latios>Latias, T-wave Clef, scarf Zone) and have had a lot of fun laddering with it. Love using lower tier pokes and making them work in ou, keep up the good work man!
 
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