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Banette counters

#0354
ghostTier 1
Lobby CP
6,777
Attack
139
Defense
84
HP
600
Raid timer
3 min
180s

Caught CP range 1,244 - 1,313.

Banette weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Banette is weak to ghost1.6xdark1.6x

  • Weak (2)
  • Neutral (12)
  • Resists (4)

It resists normal0.39xfighting0.39xpoison0.625xbug0.625xβ€” bringing one of those is throwing damage away.

Best Banette counters

One trainer with counters this good beats Banette alone. Difficulty rating 0.07 with the best counter, 0:13 to win.

Trainers1soloable
#AttackerMoveset
1Gholdengosteelghostjoint top pickghostAstonishghostShadow Ball3,5170:130.070.03292.8%
2Hydreigondarkdragonjoint top pickdarkBitedarkBrutal Swing3,6250:130.080.03239.0%
3Chandelureghostfirejoint top pickghostHexghostShadow Ball3,2680:130.070.03390.1%
4Dragapultdragonghostjoint top pickghostAstonishghostShadow Ball3,5320:130.070.03348.4%
5AbsoldarkdarkSnarldarkBrutal Swing2,5260:130.070.03390.1%
6GengarghostpoisonghostLickghostShadow Ball2,8780:130.070.03387.5%
7CursolaghostghostAstonishghostShadow Ball3,0630:130.070.03348.4%
8TyranitarrockdarkdarkBitedarkBrutal Swing3,8340:140.080.03010.8%
9Hisuian ZoroarknormalghostdarkSnarlghostShadow Ball2,6150:140.080.03224.6%
10PolteageistghostghostHexghostShadow Ball3,0580:130.070.03292.8%
11KingambitdarksteeldarkSnarldarkDark Pulse3,6140:150.080.02906.4%
12Hisuian TyphlosionfireghostghostHexghostShadow Ball2,9940:140.080.03114.0%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Banette.

Estimator is how many trainers of this strength the fight needs. Power is the share of Banette's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1ghostShadow Claw+electricThunderhardest0:130.070.0100%
2ghostShadow Claw+fairyDazzling Gleam0:130.070.0100%
3ghostHex+electricThunder0:130.070.0100%
4ghostHex+fairyDazzling Gleam0:130.070.0100%
5ghostHex+ghostShadow Ball0:130.070.0100%
6ghostShadow Claw+ghostShadow Ball0:130.070.0100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Banette throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
ghostShadow ClawSTAB6+40.5s0.05s
ghostHexSTAB8+131.0s0.80s

Charged moves

MovePowerEnergyDurationHits at
ghostShadow BallSTAB100-503.0s2.40s
electricThunder100-1002.5s1.30s
fairyDazzling Gleam100-503.5s2.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor1,2441,555
11/11/111,2581,572
12/12/121,2711,590
13/13/131,2851,607
14/14/141,2991,624
15/15/15hundo1,3131,642

Caught CP range 1,244 - 1,313, or 1,555 - 1,642 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Banette is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
218
Game Master
Base Defense
126
Game Master
Base Stamina
162
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((218 + 15) x 0.5974)139Game Master base Attack, tier CPM
Defensefloor((126 + 15) x 0.5974)84Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 162 unused600tier HP pool
Lobby CPfloor((218 + 15) x sqrt(126 + 15) x sqrt(600) / 10) β€” no CPM term6,777Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.5974, 600 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Banette's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.