Banette

Alternate Forms

banette
Base
X

A doll that became a Pokémon over its grudge from being junked. It seeks the child that disowned it.

Y

Strong feelings of hatred turned a puppet into a Pokémon. If it opens its mouth, its cursed energy escapes.

Omega Ruby

Banette generates energy for laying strong curses by sticking pins into its own body. This Pokémon was originally a pitiful plush doll that was thrown away.

Alpha Sapphire

A cursed energy permeated the stuffing of a discarded and forgotten plush doll, giving it new life as Banette. The Pokémon’s energy would escape if it were to ever open its mouth.

Evolution Chain

shuppet
Shuppet
Level 37
banette
Banette

Pokédex & Training Data

Classification Marionette Pokémon
Height 1.1 m (3'07")
Weight 12.5 kg (27.6 lbs)
Abilities
EV Yield +2 attack
Catch Rate 45
Base Friendship 35
Growth Rate fast
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Hoenn (R/S/E) #147
Unova (B2/W2) #211
Kalos (Mountain) #123
Hoenn (OR/AS) #152
Alola (US/UM) #317
Paldea (S/V) #299
National #354

Held Items

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
1 Knock Off
65 100% 20 Target drops its held item.
4 Screech
— 85% 40 Lowers the target’s Defense by two stages.
7 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
10 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
13 Will O Wisp
— 85% 15 Burns the target.
16 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
19 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
22 Feint Attack
60 — 20 Never misses.
26 Hex
65 100% 10 Has double power if the target has a major status ailment.
30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
34 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
40 Embargo
— 100% 15 Target cannot use held items.
46 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
52 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
58 Trick
— 100% 10 User and target swap items.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
1 Screech
— 85% 40 Lowers the target’s Defense by two stages.
1 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
1 Knock Off
65 100% 20 Target drops its held item.
1 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.
4 Screech
— 85% 40 Lowers the target’s Defense by two stages.
7 Night Shade
— 100% 15 Inflicts damage equal to the user’s level.
10 Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
13 Shadow Sneak
40 100% 30 Inflicts regular damage with no additional effect.
16 Will O Wisp
— 85% 15 Burns the target.
19 Feint Attack
60 — 20 Never misses.
22 Hex
65 100% 10 Has double power if the target has a major status ailment.
26 Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
34 Embargo
— 100% 15 Target cannot use held items.
40 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
46 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
52 Grudge
— — 5 If the user faints this turn, the PP of the move that fainted it drops to 0.
58 Trick
— 100% 10 User and target swap items.
64 Phantom Force
90 100% 10 User vanishes, dodging all attacks, and hits next turn. Hits through Protect and Detect.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM61 Will O Wisp
— 85% 15 Burns the target.
TM63 Embargo
— 100% 15 Target cannot use held items.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM92 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
— — 15 Reflects back the first effect move used on the user this turn.
Magic Room
— — 10 Negates held items for five turns.
Pain Split
— — 20 Sets the user’s and targets’s HP to the average of their current HP.
Role Play
— — 10 Copies the target’s ability.
Shock Wave
60 — 20 Never misses.
Skill Swap
— — 10 User and target swap abilities.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Spite
— 100% 10 Lowers the PP of the target’s last used move by 4.
Trick
— 100% 10 User and target swap items.

Base Stats

Hp 64
Attack 115
Defense 65
Sp. Atk 83
Sp. Def 63
Speed 65
Total 455

Type Defenses

(vs. Gen 6+ rules)

0x
0x
0.5x
0.5x
2x
2x

Mega Banette

Mega Banette
Hp 64
Attack 165
Defense 75
Sp. Atk 93
Sp. Def 83
Speed 75
Total 555