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Banette Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Banette, a Ghost type creature first seen in Generation 3. Banette has a Mega Evolution, available in Generation 6 games, and also, creature Go. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Banette #0354
Marionette Pokémon
Pokemon Profile
Pokédex Data
National No. #0354
Type ghost
Species Marionette Pokémon
Height 1.1 m (3'72")
Weight 12.5 kg (27.6 lbs)
Abilities Insomnia,Frisk,Cursed body
Color Black
Introduced in Generation 3
Egg Group indeterminate
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 64 15%
Attack 115 26%
Defense 65 15%
Sp. Atk 83 19%
Sp. Def 63 14%
Speed 65 15%
Total 455
Evolution
Pokemon 1
#0353
Shuppet
Pokemon 1
#0354
Banette

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:
Resistant to:

Moves Learned by Level Up

Banette learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. Special Ghost 0 100 15
1 Screech An earsplitting screech harshly lowers the target’s Defense stat. Status Normal 0 85 40
1 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
25 Spite The user unleashes its grudge on the move last used by the target by cutting 4 PP from it. Status Ghost 0 100 10
39 Feint Attack The user approaches the target disarmingly, then throws a sucker punch. This attack never misses. Physical Dark 60 0 20
48 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
32 Will O Wisp The user shoots a sinister, bluish-white flame at the target to inflict a burn. Status Fire 0 85 15
66 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
1 Knock Off The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. Physical Dark 65 100 20
64 Grudge If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out. Status Ghost 0 0 5
55 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
42 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
35 Sucker Punch This move enables the user to attack first. This move fails if the target is not readying an attack. Physical Dark 70 100 5
20 Shadow Sneak The user extends its shadow and attacks the target from behind. This move always goes first. Physical Ghost 40 100 30
31 Hex This relentless attack does massive damage to a target affected by status conditions. Special Ghost 65 100 10
1 Phantom Force The user vanishes somewhere, then strikes the target on the next turn. This move hits even if the target protects itself. Physical Ghost 90 100 10

Banette Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Swords Dance A frenetic dance to uplift the fighting spirit. This sharply raises the user’s Attack stat. Status Normal 0 0 20
0 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Confuse Ray The target is exposed to a sinister ray that triggers confusion. Status Ghost 0 100 10
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
0 Shadow Claw The user slashes with a sharp claw made from shadows. Critical hits land more easily. Physical Ghost 70 100 15
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time. Special Bug 20 100 20
0 Tera Blast Special Normal 80 100 10
0 Pounce Physical Bug 50 100 20
0 Trailblaze Physical Grass 50 100 20

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