RU Mega Banette

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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[OVERVIEW]

Mega Banette relies on using Prankster Destiny Bond to put opponents into a double KO situation at best, and Banette massively benefits from gaining immediate access to Prankster the moment it Mega Evolves. Meanwhile, the fact that Destiny Bond cannot be used consecutively doesn't apply to Mega Banette; by alternating between Prankster Destiny Bond and an attack without increased priority, any faster foe without effective priority of their own is always subject to a KO by Destiny Bond, making Mega Banette an effective tool for halting setup sweepers. It also has tools to prevent opponents from attempting to stall out Destiny Bond's low PP, such as Taunt to force bulkier foes to attack and even Infestation to prevent switching. Being a Ghost-type to block Rapid Spin as well as having access to Prankster Taunt and Destiny Bond, Mega Banette is quite capable of preventing the opponent from clearing entry hazards off the field.

However, while Mega Banette has a high Attack stat, its moves don't have terrific Base Power, and it lacks a boosting move to contend with fellow Ghost-types, such as Doublade, Decidueye, Hoopa, and Dhelmise, all of which have much better matchups against bulkier Pokemon. Mega Banette also has lackluster bulk, has few resistances, and lacks reliable recovery, meaning it usually only has a few chances at best to set up the Destiny Bond lock throughout the course of a match. Thus, Mega Banette overall can have a difficult time fitting onto teams despite its unique niches. As a Mega Pokemon, its playstyle is primarily reactive compared to other Mega Pokemon that are superior offensively or defensively.


[SET]
name: Offensive
move 1: Destiny Bond
move 2: Shadow Claw
move 3: Gunk Shot
move 4: Taunt / Knock Off
item: Banettite
ability: Frisk
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Prankster Destiny Bond trades Mega Banette for being able to halt any setup sweeper or faster Pokemon in general regardless of their Speed and power, provided they don't have any effective priority moves of their own. Notable targets of Destiny Bond include Feraligatr, Cloyster, Flygon, Venusaur, Honchkrow, and Linoone, which can threaten end-game sweeps. With its respectable power, good neutral coverage, and perfect accuracy, Shadow Claw is Mega Banette's most reliable attack, dealing solid damage against a majority of Pokemon in the tier and quickly dispatching most offensive Pokemon without wasting much Destiny Bond PP. Gunk Shot is Mega Banette's most powerful attack and is its best weapon against Normal- and Dark-types, such as Bewear, Pangoro, and Umbreon, that aren't fazed by Shadow Claw. It is also great against bulkier foes such as Chesnaught, Comfey, and Florges, which can otherwise heal off Mega Banette's attacks with ease.

Taunt is useful for many things; it can deny the foe's use of recovery, Substitute, or status ailments in an attempt to stall out or break the Destiny Bond lock, prevent the foe from laying down entry hazards or clearing them with Defog, and force the target to attack straight into a Destiny Bond. Alternatively, Knock Off is a useful tool to remove items from Pokemon that are reliant on them, such as Eviolite on Gligar and Porygon2, Leftovers on Registeel and Escavalier, and Figy Berry on Gluttony Snorlax. It also gets rid of Meloetta quickly without having to deal with Gunk Shot's accuracy.

Set Details
========

252 Attack EVs and an Adamant nature maximize Mega Banette's damage output, allowing its attacks to 3HKO most uninvested foes at worst. The Speed investment is more customizable, with 216 Speed EVs being just enough to underspeed Adamant Honchkrow to maintain the Destiny Bond lock on it while being fast enough to outrun Cresselia. Alternatively, if you rely on Mega Banette to stop Bewear and Pangoro as well, you can run 112 Speed EVs to be able to underspeed them but retain enough Speed to outrun the likes of Gligar and fast Chesnaught. Because Banette wants to Mega Evolve right away, Frisk is the only ability of real use, as it can help scout for items such as Choice items or Z-Crystals, which may even help you discern the more important Destiny Bond target.

Usage Tips
========

Mega Banette is primarily geared to combat offensive teams, as their setup sweepers get shut down by Destiny Bond and they don't have the bulk to comfortably take Mega Banette's attacks, meaning the opposing team usually ends up losing at least one Pokemon one way or another. Keep in mind that Mega Banette's survival is not essential and that it is not primarily meant to last until late-game. When confronting a faster foe, it is vitally important to alternate between Destiny Bond and a damaging move to trap the target into a Destiny Bond lock, ensuring a KO regardless of when they take out Mega Banette. Against teams that do have bulkier switch-ins into Mega Banette, it becomes a trickier affair, but Gunk Shot's power and chance to poison, Knock Off's item removal effect, and Taunt's ability to deny recovery or status as well as force attacks come into play here, softening up their bulky responses until they can get taken down by repeated Shadow Claws. If you wish to use Destiny Bond to KO defensive or slower Pokemon, use Taunt to force them to attack until they put Mega Banette within KO range, and then use Destiny Bond right before they finish Mega Banette off.

Team Options
========

Offensive teams appreciate Mega Banette's ability to halt the opponent's sweep and help maintain momentum. Entry hazard setters are particularly good teammates, punishing the opponent from switching to escape the Destiny Bond lock while making it easier for Mega Banette to pressure the opponent. Noteworthy options include Chesnaught, Necrozma, Rhyperior, Nidoqueen, Araquanid, and Diancie, with the majority of them able to deal with the bulkier entry hazard removers that Mega Banette would have issues with. In return, Mega Banette acts as a spinblocker that possesses Taunt to prevent Defog and can use Destiny Bond to take the entry hazard remover down with it. Frailer, more offensive entry hazard users such as Roserade, Galvantula, and Ribombee also make for great partners, as they can count on Mega Banette keeping entry hazards on the field for them, even at the cost of its own life.

Pokemon that can deal with the bulky Pokemon Mega Banette struggles to take down without having to use its Destiny Bond are highly recommended. Wallbreaking Fighting-types such as Pangoro, Bewear, and Machamp are especially appealing due to their ability to smash bulky Normal-types and Steel-types, such as Porygon2, Mega Steelix, and Snorlax as well as turn the opponent's Umbreon into a liability, while Mega Banette in turn can threaten Cresselia for them. Shaymin, Cloyster, and Feraligatr can threaten the likes of Rhyperior, Gligar, and Donphan, with Shaymin also taking out Milotic with impunity. Moltres handles Mega Steelix and Escavalier, while Mega Banette can use Taunt to prevent the opponent's Stealth Rock.

[STRATEGY COMMENTS]
Other Options
=============

Infestation is appealing for two important effects: the first is that it prevents switching, denying the option to escape the lock and stall out Destiny Bond PP, and the second is that it deals significant residual damage, making it substantially easier for Mega Banette to pressure bulkier Pokemon, particularly Mega Steelix. With that said, Infestation needs Taunt alongside it for maximum effectiveness in order to deny recovery from bulky foes. Shadow Sneak is a niche attack, but it can be useful to pick off weakened foes without having to sacrifice Mega Banette with Destiny Bond, or even to wipe out the likes of Hoopa, Gardevoir after Stealth Rock damage, and Mismagius. Shadow Sneak can also help circumvent frail Taunt users such as Salazzle that wish to break the lock while maintaining their boosts, as well as finishing off Substitute users that weaken themselves into Shadow Sneak's KO range, though Taunt is a better response to Substitute users. Will-O-Wisp is a move that benefits from Prankster and helps to cripple physical tanks, such as Mega Steelix, Rhyperior, and Escavalier. However, Mega Banette is so frail that it ends up getting KOed quickly by most offensive Pokemon regardless, meaning one is usually just better off using Destiny Bond.

Checks and Counters
===================

**Umbreon and Mandibuzz**: Being Dark-types, Umbreon and Mandibuzz are immune to Prankster Taunt, making them some of the only defensive Pokemon that aren't at risk of falling prey to Mega Banette, particularly the rare Infestation variant. They can easily stall out Mega Banette's Destiny Bond PP and OHKO with Foul Play either after Banette runs out of Destiny Bond PP or even just catching it off guard. Gunk Shot hurts, but neither are at risk of being 2HKOed unless they gets poisoned on the switch while taking Stealth Rock damage, though Umbreon's Synchronize will poison Mega Banette in return, which it heavily dislikes.

**Status Ailments**: Mega Banette's ability to initiate the Destiny Bond lock will be heavily compromised should it be afflicted with status. Burn will reduce Mega Banette's power, forcing it to alternate between using Destiny Bond and attacking more often and thus burn through more PP. Toxic puts Mega Banette on a quick timer, which one can exploit via switching. Paralysis can easily disrupt Mega Banette's rhythm, effectively breaking the lock. Note that Taunt prevents many forms of status ailments, meaning one would have to status Mega Banette on the switch or by resorting to moves such as Scald and Sludge Bomb.

**Slower Tanks**: Slower Pokemon can switch in on the turn Mega Banette uses Destiny Bond and threaten to KO Mega Banette on the following turn without risk of being KOed, provided they are powerful enough or if Mega Banette has been sufficiently weakened. Examples include Araquanid, Escavalier, Rhyperior, Mega Steelix, Mega Ampharos, Dragalge, and Mega Camerupt. Be warned that if they cannot manage to immediately KO Mega Banette after the turn it uses Destiny Bond, they risk getting Taunted into another Destiny Bond KO, which forces them to switch out.

**Sacrificing the Least Valuable Pokemon**: Sometimes it can be impossible to prevent Mega Banette from taking a KO, either via Destiny Bond or with its powerful attacks. However, Mega Banette's poor bulk and defensive presence mean that should it switch out, it would be difficult to find an easy opportunity to come back in and force the lock again. Thus, you could have Mega Banette trade KOs with your least valuable Pokemon, essentially wasting Mega Banette's Destiny Bond.
 
Last edited:

aVocado

@ Everstone
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overview:
- Being a Ghost-type with access to Prankster Taunt and Destiny Bond, Mega Banette is quite capable of keeping entry hazards on the field
mention how it blocks spin since its ghost type (i know thats what ur implying but specifically say those words "block rapid spin" or "spinblock" for clarification)

in team options:
- Keep in mind that Mega Banette's survival is not essential, and that it is not primarily meant to last until the late-game
usage tips material not team options

- Fast Chesnaught and Diancie are noteworthy mentions due to their ability to handle Umbreon
diancie is a kinda shaky answer to umby so maybe mention something else here, pangoro or bewear? unless this entire point is only about hazard setters (which i believe it is).. but still moonblast only doing ~35% is pathetic

Remove Pursuit, Cotton Guard, Calm Mind, and Thunder Wave from OO (they're all straight up bad or in twave's case exceptionally useless cuz u'd rather dbond)

I don't think having a section for faster priority in c&c is worth it because like it says, priority doesn't really hinder meganette all that much. Bruxish and cloyster are hard-pressed to fit ajet and ice shard in their movesets, and dkiss comfey is very weak

I'm not sure if anything else is worth adding in c&c since generally u only either kill meganette through toxic/burn dmg, trading mons, or having a slower, hard-hitting mon hit it after it uses destiny bond and not on the same turn..

I feel like this analysis is walking on a lot of tight ropes since u have a lot of.... rather weird and unconventional but still true and useful info if that makes sense, lol, and you have anti-speed creep in set details... e.e

still good job, very in-depth and informative.

QC approved 1/3
 

eren

je suis d'ailleurs
plus Sableye is a more effective user of this anyway.
remove, sableye was unranked

Notable targets of Destiny Bond include Feraligatr, Cloyster, Zoroark, Flygon, Venusaur, Honchkrow, Kommo-o, and Linoone, examples of Pokemon which can threaten end-game sweeps.
such as Bewear, Zoroark,
^
being fast enough to outrun Cresselias that speedcreep Pangoro and Bewear.
standard cresselia now outpaces the two bears, so you can remove the clause attached here about them

Fast Chesnaught and Diancie are noteworthy mentions due to their ability to switch into Umbreon with ease,
please no

also no mentions of mega steelix in c&c?

I guess the rest looks fine 3/3
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
eren said:
clean it up a bit to say that they can switch in and kill it but they'll die if it uses dbond
Do this too

Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Mega Banette's entire gimmick Banette relies on using Prankster Destiny Bond to put opponents into a double-KO situation at best, and the new Mega mechanics benefits Banette massively as it gains benefits from gaining immediate access to Prankster the moment it Mega Evolves. Meanwhile, the nerf to the fact that Destiny Bond (which is that it cannot be used consecutively doesn't affect apply to (no generational shifts) Mega Banette at all; by alternating between Prankster Destiny Bond and an attack without increased priority, any faster foe without effective priority of their own is always subject to a KO by Destiny Bond, making Mega Banette an effective tool for halting setup sweepers. It also has tools to prevent opponents from attempting to stall out Destiny Bond's low PP, such as Taunt to force bulkier foes to attack or and even Infestation to prevent switching. Being a Ghost-type that blocks to block (saying "that" implies that there are other Ghost-types that can't block Rapid Spin) Rapid Spin as well as having access to Prankster Taunt and Destiny Bond, Mega Banette is quite capable of preventing the opponent from clearing entry hazards off the field.

However, while Mega Banette has a high Attack stat, its moves don't have terrific Base Power,(AC) and it lacks a boosting move to contend with fellow Ghost-types, such as Doublade, Decidueye, Hoopa, and Dhelmise, all of which have much better matchups against bulkier Pokemon. Mega Banette also has lackluster bulk, has few resistances, and lacks reliable recovery, meaning it usually only has a few chances at best to set up the Destiny Bond lock throughout the course of a match. Mega Banette overall can have a difficult time fitting onto teams despite its unique niches. As a Mega Pokemon, its playstyle is primarily reactive,(RC) compared to other Megas which Mega Pokemon that are superior offensively or defensively.


[SET]
name: Offensive
move 1: Destiny Bond
move 2: Shadow Claw
move 3: Gunk Shot
move 4: Taunt / Knock Off
item: Banettite
ability: Frisk
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Prankster Destiny Bond is Mega Banette's most crucial move, trading Mega Banette's life for being able to halt any setup sweeper or faster Pokemon in general regardless of their Speed or and power, provided they don't have any effective priority moves of their own. Notable targets of Destiny Bond include Feraligatr, Cloyster, Flygon, Venusaur, Honchkrow, Kommo-o, and Linoone, examples of Pokemon which can threaten end-game sweeps. With its respectable power, good neutral coverage, and perfect accuracy, Shadow Claw is Mega Banette's most reliable attack, dealing solid damage against a majority of Pokemon in the tier and can quickly dispatching of most offensive Pokemon without wasting much Destiny Bond PP. Gunk Shot is Mega Banette's most powerful attack,(RC) and is its best weapon against Normal- and Dark-types, such as Bewear, Pangoro, and Umbreon, that aren't fazed by Shadow Claw. It is also great against bulkier foes such as Chesnaught, Comfey, and Florges, which can otherwise heal off Mega Banette's attacks with ease.

Taunt is useful for many things; it can deny the opponent's foe's use of recovery, Substitute, or status ailments in an attempt to stall out or break the Destiny Bond lock, it can prevent the foe from laying down entry hazards or clearing them with Defog, and it can force the target to attack straight into a Destiny Bond. Knock Off is a useful tool to remove items from Pokemon that are reliant on them, such as Eviolite on Gligar and Porygon2, Leftovers on Registeel and Escavalier, and Figy Berry on Gluttony Snorlax. It also gets rid of Meloetta quickly without having to deal with Gunk Shot's accuracy.

Set Details
========

252 Attack EVs and an Adamant nature maximize Mega Banette's damage output, allowing its attacks to 3HKO most uninvested foes at worst. The Speed investment is more customizable, with 216 Speed EVs being just enough to outslow Adamant Honchkrow so as to maintain the Destiny Bond lock on it while being fast enough to outrun Cresselia. Alternatively, if you rely on Mega Banette to stop Bewear and Pangoro as well, you can run 112 Speed EVs to be able to outslow them,(RC) but retain enough Speed to outrun the likes of fast Chesnaught and Gligar (if this isn't "Fast Gligar" and it's just regular Gligar then swap the order of these two for clarity). Because Banette wants to Mega Evolve right away, Frisk is the only ability of real use,(AC) as it can help scout for items such as Choice-(AH)items or Z-Crystals, which may even help you discern the more important Destiny Bond target.

Usage Tips
========

Mega Banette is primarily geared to combat offensive teams, as their setup sweepers get shut down by Destiny Bondwhile and they don't have the bulk to comfortably take Mega Banette's attacks, meaning they the opposing team (this "they" refers to setup sweepers) usually ends up losing at least one Pokemon one way or another. Keep in mind that Mega Banette's survival is not essential,(RC) and that it is not primarily meant to last until the late-game. When confronting a faster foe, it is vitally important to alternate between Destiny Bond and a damaging move to trap the target into a Destiny Bond lock, ensuring a KO regardless of when they take out Mega Banette. Against teams that do have bulkier switch-ins into Mega Banette, it becomes a trickier affair, but Gunk Shot's power and chance to poison, Knock Off's item removal effect, and Taunt denying recovery or status as well as forcing attacks come into play here, softening up their bulky responses until they can get taken down by repeated Shadow Claws. If you wish to use Destiny Bond to KO defensive or slower Pokemon, use Taunt to force them to attack until they put Mega Banette within KO range, and then use Destiny Bond right before they finish Mega Banette off.

Team Options
========

Offensive teams appreciate Mega Banette's ability to halt the opponent's sweep and help maintain the offensive momentum. Entry hazard setters are particularly good teammates, punishing the opponent from switching to escape the Destiny Bond lock while making it easier for Mega Banette to pressure the opponent. Noteworthy hazard setters include Chesnaught, Necrozma, Kommo-o, Rhyperior, Nidoqueen, Araquanid, and Diancie, and the majority of them are able to deal with the bulkier entry hazard removers that Mega Banette would have issues with. In return,(AC)Mega Banette itself acts as a spinblocker that possesses Taunt to prevent Defog or and can use Destiny Bond to take the entry hazard remover down with it. Noteworthy mentions include Chesnaught, Necrozma, Kommo-o, Rhyperior, Nidoqueen, Araquanid, and Diancie are noteworthy examples of hazard setters, with the majority of them able to deal with the bulkier entry hazard removers that Mega Banette would have issues with.(much better flow. This way you talk about how hazard setters benefit Banette and then after how Banette benefits them)Frailer, more offensive entry hazard users such as Roserade and Galvantula also make for great partners,(AC) as they can count on Mega Banette keeping entry hazards on the field for them, even at the cost of its own life.

Pokemon that can deal with the bulky Pokemon Mega Banette struggles to take down without having to use its Destiny Bond are highly recommended. Wallbreaking Fighting-types such as Pangoro, Bewear, and Kommo-o are especially appealing due to their ability to smash bulky Normal-types and Steel-types, such as Porygon2, Mega Steelix, and Snorlax, as well as turning the opponent's Umbreon into a liability, while Mega Banette in turn can threaten Cresselia for them. Shaymin, Cloyster, and Feraligatr can threaten the likes of Rhyperior, Gligar, and Donphan, with Shaymin also taking out Milotic with impunity. Moltres manhandles (don't think this word is allowed, I would change it) Escavalier, while Mega Banette can use Taunt to prevent the opponent's Stealth Rock.

[STRATEGY COMMENTS]
Other Options
=============

Infestation is appealing for two important effects: the first is that it prevents switching, denying the option to escape the lock and stall out Destiny Bond PP,(AC) and.(period) the second is that it deals significant residual damage, making it substantially easier for Mega Banette to pressure bulkier Pokemon, particularly Mega Steelix. With that said, Infestation needs Taunt alongside it for maximum effectiveness. Shadow Sneak is a niche attack,(RC) but can be useful to pick off weakened foes without having to sacrifice itself with Destiny Bond,(RC) or even wipe out the likes of Hoopa, Gardevoir after Stealth Rock damage, and Mismagius. Shadow Sneak can also help circumvent frail Taunt users such as Salazzle that wish to break the lock while maintaining their boosts, or finish as well as finishing off Substitute users that weaken themselves into Shadow Sneak's KO range, though Taunt is a better response to Substitute users. Will-O-Wisp is a move that benefits from Prankster and helps to cripple physical tanks, such as Mega Steelix, Rhyperior, and Escavalier. However, Mega Banette is so frail that it ends up getting KOed quickly by most offensive Pokemon regardless, meaning one is usually just better off using Destiny Bond.

Checks and Counters
===================

**Umbreon**: Being a Dark-type, Umbreon is immune to Prankster Taunt, making it one of the only defensive Pokemon that isn't at risk of falling prey to Mega Banette, particularly the rare Infestation variant, as it can easily stall out Mega Banette's Destiny Bond PP and OHKO with Foul Play either after Banette runs out of Destiny Bond PP or even just catching it unawares off guard (this is the safest thing to do because it's unclear how many readers know this word). Gunk Shot hurts, but Umbreon isn't at risk of being 2HKOed unless it gets poisoned on the switch while taking Stealth Rock damage, but Synchronize will poison Mega Banette in return, which it heavily dislikes.

**Status Ailments**: Mega Banette's ability to initiate the Destiny Bond lock will be heavily compromised should it be afflicted with status. Burn will reduce Mega Banette's power, forcing it to alternate between using Destiny Bonding Bond and attacking more often and thus burn through more PP. Toxic puts Mega Banette on a quick timer, which one can exploit via switching. Paralysis can easily disrupt Mega Banette's rhythm, effectively breaking the lock. Note that Taunt prevents many forms of status ailments, meaning one would either have to status Mega Banette either on the switch or by resorting to moves such as Scald or and Sludge Bomb.

**Slower Tanks**: Slower Pokemon can switch in on the turn Mega Banette uses Destiny Bond and threaten to KO Mega Banette on the following turn without risk of being KOed, provided they are powerful enough or if Mega Banette has been sufficiently weakened. Examples include Araquanid, Escavalier, Rhyperior, Mega Steelix, Dragalge, and Mega Camerupt.

**Saccing Sacrificing the Least Valuable Pokemon**: Sometimes it can be impossible to prevent Mega Banette from taking a KO, either via Destiny Bond or just with its powerful attacks. However, Mega Banette's poor bulk and defensive presence means that should it switch out, it would be difficult to find an easy opportunity to come back in and force the lock again. Thus, you could have Mega Banette trade KOes KOs with your least valuable Pokemon, essentially wasting Mega Banette's Destiny Bond.
GP 1/2
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
GP 2/2
[OVERVIEW]

Mega Banette relies on using Prankster Destiny Bond to put opponents into a double KO (RH) situation at best, and Banette massively benefits from gaining immediate access to Prankster the moment it Mega Evolves. Meanwhile, the fact that Destiny Bond cannot be used consecutively doesn't apply to Mega Banette; by alternating between Prankster Destiny Bond and an attack without increased priority, any faster foe without effective priority of their own is always subject to a KO by Destiny Bond, making Mega Banette an effective tool for halting setup sweepers. It also has tools to prevent opponents from attempting to stall out Destiny Bond's low PP, such as Taunt to force bulkier foes to attack and even Infestation to prevent switching. Being a Ghost-type to block Rapid Spin as well as having access to Prankster Taunt and Destiny Bond, Mega Banette is quite capable of preventing the opponent from clearing entry hazards off the field.

However, while Mega Banette has a high Attack stat, its moves don't have terrific Base Power, and it lacks a boosting move to contend with fellow Ghost-types, such as Doublade, Decidueye, Hoopa, and Dhelmise, all of which have much better matchups against bulkier Pokemon. Mega Banette also has lackluster bulk, has few resistances, and lacks reliable recovery, meaning it usually only has a few chances at best to set up the Destiny Bond lock throughout the course of a match. Thus, Mega Banette overall can have a difficult time fitting onto teams despite its unique niches. As a Mega Pokemon, its playstyle is primarily reactive compared to other Mega Pokemon that are superior offensively or defensively.


[SET]
name: Offensive
move 1: Destiny Bond
move 2: Shadow Claw
move 3: Gunk Shot
move 4: Taunt / Knock Off
item: Banettite
ability: Frisk
nature: Adamant
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
Moves
========

Prankster Destiny Bond is Mega Banette's most crucial move, trading trades Mega Banette's life for being able to halt any setup sweeper or faster Pokemon in general regardless of their Speed and power, provided they don't have any effective priority moves of their own. Notable targets of Destiny Bond include Feraligatr, Cloyster, Flygon, Venusaur, Honchkrow, and Linoone, which can threaten end-game sweeps. With its respectable power, good neutral coverage, and perfect accuracy, Shadow Claw is Mega Banette's most reliable attack, dealing solid damage against a majority of Pokemon in the tier and quickly dispatching most offensive Pokemon without wasting much Destiny Bond PP. Gunk Shot is Mega Banette's most powerful attack and is its best weapon against Normal- and Dark-types, such as Bewear, Pangoro, and Umbreon, that aren't fazed by Shadow Claw. It is also great against bulkier foes such as Chesnaught, Comfey, and Florges, which can otherwise heal off Mega Banette's attacks with ease.

Taunt is useful for many things; it can deny the foe's use of recovery, Substitute, or status ailments in an attempt to stall out or break the Destiny Bond lock, prevent the foe from laying down entry hazards or clearing them with Defog, and force the target to attack straight into a Destiny Bond. Alternatively, Knock Off is a useful tool to remove items from Pokemon that are reliant on them, such as Eviolite on Gligar and Porygon2, Leftovers on Registeel and Escavalier, and Figy Berry on Gluttony Snorlax. It also gets rid of Meloetta quickly without having to deal with Gunk Shot's accuracy.

Set Details
========

252 Attack EVs and an Adamant nature maximize Mega Banette's damage output, allowing its attacks to 3HKO most uninvested foes at worst. The Speed investment is more customizable, with 216 Speed EVs being just enough to outslow underspeed Adamant Honchkrow to maintain the Destiny Bond lock on it while being fast enough to outrun Cresselia. Alternatively, if you rely on Mega Banette to stop Bewear and Pangoro as well, you can run 112 Speed EVs to be able to outslow underspeed them (RC) but retain enough Speed to outrun the likes of Gligar and fast Chesnaught. Because Banette wants to Mega Evolve right away, Frisk is the only ability of real use, as it can help scout for items such as Choice items (RH) or Z-Crystals, which may even help you discern the more important Destiny Bond target.

Usage Tips
========

Mega Banette is primarily geared to combat offensive teams, as their setup sweepers get shut down by Destiny Bond and they don't have the bulk to comfortably take Mega Banette's attacks, meaning the opposing team usually ends up losing at least one Pokemon one way or another. Keep in mind that Mega Banette's survival is not essential and that it is not primarily meant to last until late-game. When confronting a faster foe, it is vitally important to alternate between Destiny Bond and a damaging move to trap the target into a Destiny Bond lock, ensuring a KO regardless of when they take out Mega Banette. Against teams that do have bulkier switch-ins into Mega Banette, it becomes a trickier affair, but Gunk Shot's power and chance to poison, Knock Off's item removal effect, and Taunt's ability to denying recovery or status as well as forcing force attacks come into play here, softening up their bulky responses until they can get taken down by repeated Shadow Claws. If you wish to use Destiny Bond to KO defensive or slower Pokemon, use Taunt to force them to attack until they put Mega Banette within KO range, and then use Destiny Bond right before they finish Mega Banette off.

Team Options
========

Offensive teams appreciate Mega Banette's ability to halt the opponent's sweep and help maintain momentum. Entry hazard setters are particularly good teammates, punishing the opponent from switching to escape the Destiny Bond lock while making it easier for Mega Banette to pressure the opponent. Noteworthy hazard setters options include Chesnaught, Necrozma, Rhyperior, Nidoqueen, Araquanid, and Diancie, with the majority of them able to deal with the bulkier entry hazard removers that Mega Banette would have issues with. In return, Mega Banette acts as a spinblocker that possesses Taunt to prevent Defog and can use Destiny Bond to take the entry hazard remover down with it. Frailer, more offensive entry hazard users such as Roserade, Galvantula, and Ribombee also make for great partners, as they can count on Mega Banette keeping entry hazards on the field for them, even at the cost of its own life.

Pokemon that can deal with the bulky Pokemon Mega Banette struggles to take down without having to use its Destiny Bond are highly recommended. Wallbreaking Fighting-types such as Pangoro, Bewear, and Machamp are especially appealing due to their ability to smash bulky Normal-types and Steel-types, such as Porygon2, Mega Steelix, and Snorlax (RC) as well as turning the opponent's Umbreon into a liability, while Mega Banette in turn can threaten Cresselia for them. Shaymin, Cloyster, and Feraligatr can threaten the likes of Rhyperior, Gligar, and Donphan, with Shaymin also taking out Milotic with impunity. Moltres handles Mega Steelix and Escavalier, while Mega Banette can use Taunt to prevent the opponent's Stealth Rock.

[STRATEGY COMMENTS]
Other Options
=============

Infestation is appealing for two important effects: the first is that it prevents switching, denying the option to escape the lock and stall out Destiny Bond PP, and the second is that it deals significant residual damage, making it substantially easier for Mega Banette to pressure bulkier Pokemon, particularly Mega Steelix. With that said, Infestation needs Taunt alongside it for maximum effectiveness in order to deny recovery from bulky foes. Shadow Sneak is a niche attack, but it can be useful to pick off weakened foes without having to sacrifice itself Mega Banette with Destiny Bond, or even to wipe out the likes of Hoopa, Gardevoir after Stealth Rock damage, and Mismagius. Shadow Sneak can also help circumvent frail Taunt users such as Salazzle that wish to break the lock while maintaining their boosts, as well as finishing off Substitute users that weaken themselves into Shadow Sneak's KO range, though Taunt is a better response to Substitute users. Will-O-Wisp is a move that benefits from Prankster and helps to cripple physical tanks, such as Mega Steelix, Rhyperior, and Escavalier. However, Mega Banette is so frail that it ends up getting KOed quickly by most offensive Pokemon regardless, meaning one is usually just better off using Destiny Bond.

Checks and Counters
===================

**Umbreon and Mandibuzz**: Being Dark-types, Umbreon and Mandibuzz are immune to Prankster Taunt, making them some of the only defensive Pokemon that aren't at risk of falling prey to Mega Banette, particularly the rare Infestation variant. They can easily stall out Mega Banette's Destiny Bond PP and OHKO with Foul Play either after Banette runs out of Destiny Bond PP or even just catching it off guard. Gunk Shot hurts, but neither are at risk of being 2HKOed unless they gets poisoned on the switch while taking Stealth Rock damage, though Umbreon's Synchronize will poison Mega Banette in return, which it heavily dislikes.

**Status Ailments**: Mega Banette's ability to initiate the Destiny Bond lock will be heavily compromised should it be afflicted with status. Burn will reduce Mega Banette's power, forcing it to alternate between using Destiny Bond and attacking more often and thus burn through more PP. Toxic puts Mega Banette on a quick timer, which one can exploit via switching. Paralysis can easily disrupt Mega Banette's rhythm, effectively breaking the lock. Note that Taunt prevents many forms of status ailments, meaning one would have to status Mega Banette on the switch or by resorting to moves such as Scald and Sludge Bomb.

**Slower Tanks**: Slower Pokemon can switch in on the turn Mega Banette uses Destiny Bond and threaten to KO Mega Banette on the following turn without risk of being KOed, provided they are powerful enough or if Mega Banette has been sufficiently weakened. Examples include Araquanid, Escavalier, Rhyperior, Mega Steelix, Mega Ampharos, Dragalge, and Mega Camerupt. Be warned that if they cannot manage to immediately KO Mega Banette after the turn it uses Destiny Bond, they risk getting Taunted into another Destiny Bond KO, which forces them to switch out.

**Sacrificing the Least Valuable Pokemon**: Sometimes it can be impossible to prevent Mega Banette from taking a KO, either via Destiny Bond or with its powerful attacks. However, Mega Banette's poor bulk and defensive presence means mean that should it switch out, it would be difficult to find an easy opportunity to come back in and force the lock again. Thus, you could have Mega Banette trade KOs with your least valuable Pokemon, essentially wasting Mega Banette's Destiny Bond.
 
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