Banette

Banette

Rank #186Ghost

HP
139
Atk
135
Def
85
SpA
103
SpD
83
Spe
85
Total630

Usage Format

Banette Abilities

All Banette Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
BanetteBanette
Ghost13913585103838563012.5
Mega BanetteMega BanetteGhost139185951131039573013

Banette Type Effectiveness

Weak to

Ghost2×Dark2×

Resistant to

Poison½×Bug½×

Immune to

Normal0×Fighting0×

Damaged normally by

Flying1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Psychic1×Ice1×Dragon1×Fairy1×

Banette Moves

Usage Move Type Category Target Power Acc PP Prio Description
71%Destiny BondGhostStatusSelf—∞80The user gains the Destiny Bound status. This move fails if used in succession.
70.4%PoltergeistGhostPhysicalSingle1109080This move fails if the target isn’t holding an item.
41.7%EncoreNormalStatusSingle—10080Gives the target the Encore status.
24.8%Will-O-WispFireStatusSingle—85160Burns the target.
23%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
20.2%SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
16%Shadow SneakGhostPhysicalSingle4010020+1—
15.8%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
13.3%DisableNormalStatusSingle—100200Gives the target the Move Disabled status for 4 turns.
9.8%Sucker PunchDarkPhysicalSingle701008+1This move fails unless the target has chosen an attack and has not yet attacked during the turn this move is used.
—Swords DanceNormalStatusSelf—∞200Boosts the user’s Attack stat by 2 stages.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Night ShadeGhostSpecialSingle—100160Deals 50 HP of damage.
—ScreechNormalStatusSingle—85200Lowers the target’s Defense stat by 2 stages.
—Confuse RayGhostStatusSingle—100120Confuses the target.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SlashNormalPhysicalSingle80100200This move has a 1-stage Critical-Hit Ratio Boost.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—CurseGhostStatusVaries—∞120The user loses 1/2 of its max HP to give the target the Cursed status.
—SpiteGhostStatusSingle—100120Removes 4 PP from the move last used by the target.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Icy WindIceSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Pain SplitNormalStatusSingle—∞200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
—TormentDarkStatusSingle—100160Gives the target the Unable to Repeat status.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Role PlayPsychicStatusSingle—∞120Changes the user’s Ability to be the same as the target’s.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Shadow PunchGhostPhysicalSingle60∞200This move never misses.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Shadow ClawGhostPhysicalSingle70100160This move has a 1-stage Critical-Hit Ratio Boost.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Gunk ShotPoisonPhysicalSingle1208080Has a 30% chance of poisoning the target.
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—HexGhostSpecialSingle65100120This move’s power is doubled if the target has a status condition.
—Phantom ForceGhostPhysicalSingle90100120The user gains the Concealed status on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—Dazzling GleamFairySpecialAll Foes80100120—
—Throat ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
—Skitter SmackBugPhysicalSingle7090120Lowers the target’s Sp. Atk stat by 1 stage.
—Burning JealousyFireSpecialAll Foes7010080Burns targets if their stats were boosted during the turn this move is used.
—Lash OutDarkPhysicalSingle7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
—PounceBugPhysicalSingle50100200Lowers the target’s Speed stat by 1 stage.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.