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Banette

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Banette in Pokémon Black & White

#354 in the National Pokédex • Marionette Pokémon

Banette in the National Pokédex
Banette sprite

Normal

Shiny Banette sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Type

Ghost

Category

Marionette Pokémon

Height

1.1 m (3'07")

Weight

12.5 kg (27.6 lbs)

National Pokédex

#0354

Banette in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

64

238

332

Attack

115

211

361

Defense

65

121

251

Sp. Atk

83

153

291

Sp. Def

63

117

247

Speed

65

121

251

Total

455

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Banette, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 Atk
Catch rate
45
Base Exp.
159

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
25

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Shuppet

Shuppet

#353

Level 37

Banette

Banette

#354

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
5%
White
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartNight Shade

The user makes the target see a frightening mirage. It inflicts damage matching the user’s level.

Ghost-10015
StartScreech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
StartCurse

A move that works differently for the Ghost type than for all other types.

Ghost--10
StartKnock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020
5Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540
8Night Shade

The user makes the target see a frightening mirage. It inflicts damage matching the user’s level.

Ghost-10015
13Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10
16Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010
20Shadow Sneak

The user extends its shadow and attacks the target from behind. This move always goes first.

Ghost4010030
23Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
28Faint Attack

The user approaches the target disarmingly, then throws a sucker punch. It hits without fail.

Dark60-20
31Hex

This relentless attack does massive damage to a target affected by status problems.

Ghost5010010
35Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
42Sucker Punch

This move enables the user to attack first. It fails if the target is not readying an attack, however.

Dark801005
51Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
58Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10
66Grudge

If the user faints, the user’s grudge fully depletes the PP of the opponent’s move that knocked it out.

Ghost--5
75Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM12Taunt

The target is taunted into a rage that allows it to use only attack moves for three turns.

Dark-10020
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM41Torment

The user torments and enrages the target, making it incapable of using the same move twice in a row.

Dark-10015
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM61Will-O-Wisp

The user shoots a sinister, bluish-white flame at the target to inflict a burn.

Fire-7515
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM65Shadow Claw

The user slashes with a sharp claw made from shadows. Critical hits land more easily.

Ghost7010015
TM66Payback

If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015

Prior evolution: egg

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Prior evolution: egg

Destiny Bond

When this move is used, if the user faints, the Pokémon that landed the knockout hit also faints.

Ghost--5

Prior evolution: egg

Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020

Prior evolution: egg

Foresight

Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.

Normal--40

Prior evolution: egg

Gunk Shot

The user shoots filthy garbage at the target to attack. It may also poison the target.

Poison120705

Prior evolution: egg

Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10

Prior evolution: egg

Ominous Wind

The user blasts the target with a gust of repulsive wind. It may also raise all the user’s stats at once.

Ghost601005

Prior evolution: egg

Pursuit

An attack move that inflicts double damage if used on a target that is switching out of battle.

Dark4010020

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Dark Pulse

The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch.

Dark8010015

PokéTransfer from Generation IV

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Foul Play

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

Dark9510015

Trade from Black 2 or White 2

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

PokéTransfer from Generation IV

Magic Room

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

Psychic--10

Trade from Black 2 or White 2

Metronome

The user waggles a finger and stimulates its brain into randomly using nearly any move.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20

PokéTransfer from Generation IV

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Generation III → Pal Park → Generation IV → PokéTransfer

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Insomnia

Ability Slot 1

Prevents the Pokémon from falling asleep.

Prevents sleep.

Frisk

Ability Slot 2

The Pokémon can check a foe’s held item.

Reveals an opponent's held item upon entering battle.

Cursed Body(Hidden Ability)

May disable a move used on the Pokémon.

Has a 30% chance of Disabling any move that hits the Pokémon.

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