KingGengar
New Member
4-4 and 2-2-1
4-4 and 2-2-1
So you run 2 Electabuzz....and 2 Electivire SW and Electivire LVX?
It looks like it to me.
That's the problem with Banette, in most cases, it has to damage itself to hurt the opponent on T2. Anything that can damage it before it ghost heads, or after it ghost heads can severely limit Banette or easily KO it. Even though ascension is perfect T1, anytime after Ascension is a waste of a turn and a free prize for the opponent. That is why Banette isn't that much more consistent than other decks. It has an advantage that it doesn't need as much energy, and that gives it an edge, but with that edge comes a huge downside: having to hurt itself.
I would almost say to throw out the first game since any competitive player will have played the matchup and known not to put the energy on the active tot.
The second game seems to be what I feel would happen a lot. How fast can you get that second shuppet, especially when you are only running 4 basics in the deck and HAVE to pull the great ball/mentor/roseanne T2. If you go first and aren't able to pull that second Shuppet that turn, you have one turn of supporter use on your next turn. If you go second? Well, you could get turn-two'd on your opponent's next turn (even with 80HP), so you have just one turn to get out another basic.
Banette runs into the same problems as Kricketune with instances of lack of energy, and lack of filling the bench. Even though Banette can do something for no energy, you still need 1 energy to Ascend. If you don't Ascend, you have as much chance of doing something on T2 as Kricketune does.
I don't know why your Kricketune was running TV Reporter KG, now that Professor Oak's Visit is in the format.
Sableye helps a ton against Banette too with being able to Disable Banette's second attack and thus give Banette no way to actually KO it. The second you Disable once, because of weakness, Banette takes 30 damage, and the most it can do with Ghost Head is 50 damage, KO'ing itself, and not even KO'ing the Sableye. Can't Strength Charm it, can't Plus Power it.
You aren't using Banette the way you should be. Only a 4-4 Banette isn't the best way, and I can already see by how you tried to describe the match if you used the techs you should be using, the matchup wouldn't be a problem at all.
And this is reffering to the bolded sentence. You can't knock yourself out with Ghost Head.
Yes you can!!!!!
You just can't go more than your remaining HP, thats what Makes Banette soooo good IMO, it can ko itself and your pokemon and it allows you to get ready for the next turn with the attack boost.
In my testing I've rarely had trouble getting the second Shuppet out ... it's the energy drops that kill me. If I get them then Banette sweeps. For each one I miss the odds of a loss seem to increase exponentially.
I hadn't had a chance to take apart that Psyduck / Xatu test deck and ironically it gave Banette problems. Confusing Banette really hurts it.
I would have to look at my list but I'm thinking that I used 2 Roseanes, 2 Great Ball, 4 Quck Ball, & 3 or 4 Celio's.I use 2 Roseanes, 1 Mentor, and 2 Great Ball to get out basics as well as 4 Quick Ball and 3 Ceilos( considering 4). I never really have trouble getting Shuppet on the bench. I actually get a full bench sometimes.
Most games are fine, but I've had a few where I haven't had energy in my opening hand & go first. That's a KILLER & it's really hard to come back from. One game I didn't see energy until T3. There was no coming back from that. It's those first few turns that sets the tone for the game IMHO & Banette just doesn't bounce back from a bad or even just not so good start the way some other decks do. When it works it works but any sort of disruption, be it bad start or just having a few bad turns in a row and it's downhill fast.