a well run banette and lake boundary deck represents the single greatest threat to gg, but there is a tech which is useful against the field which completely turns the table on banette. the core of which is:
2-2 weavile sw and
4 special dark energy
weavile's dark charge means you will be less susceptible to crystal beach and you will have to turn fewer prizes over with gallade, sure you cant sonic blade but if you are hitting for 80+ it doesnt usually matter
the ability to make gardy or gallade dark while hitting for 60 (dre and special dark energy) means you can ohko banette, which completely alters the dynamic of the matchup. this is also very useful against all the other ghost techs which gg sometimes runs (dusknor and mismagius)
gyrados is a frequent sidekick of banette, if you see this coming set up a gallade with PDD energy and when you use dark engage you will only have to flip 2 prizes to KO gyrados instead of the 4-5 like normal, which totally guts the gyrados strategy
and that's the basics. playtesting has shown me that dusknoir is a slightly stronger against the field but it leaves gg incredibly vulnerable to banette variants. the weavile tech completely wipes out banette (esp arithmetic) so in that in regard i think it is the much better play.
2-2 weavile sw and
4 special dark energy
weavile's dark charge means you will be less susceptible to crystal beach and you will have to turn fewer prizes over with gallade, sure you cant sonic blade but if you are hitting for 80+ it doesnt usually matter
the ability to make gardy or gallade dark while hitting for 60 (dre and special dark energy) means you can ohko banette, which completely alters the dynamic of the matchup. this is also very useful against all the other ghost techs which gg sometimes runs (dusknor and mismagius)
gyrados is a frequent sidekick of banette, if you see this coming set up a gallade with PDD energy and when you use dark engage you will only have to flip 2 prizes to KO gyrados instead of the 4-5 like normal, which totally guts the gyrados strategy
and that's the basics. playtesting has shown me that dusknoir is a slightly stronger against the field but it leaves gg incredibly vulnerable to banette variants. the weavile tech completely wipes out banette (esp arithmetic) so in that in regard i think it is the much better play.