Change your preferences here.

Gravity

Type Power Accuracy PP Priority Damage Target
Psychic - - 5 0 - All

Description

When Gravity is activated, numerous effects occur for the move's duration. All Pokemon on the field are affected by these effects, even in doubles and triples. All immunities to Ground-type moves, Spikes, Toxic Spikes, and Arena Trap are removed. Pokemon who previously had a Flying-type take neutral damage from Ground-type attacks, but Pokemon with Levitate act as though they have no ability. The moves Magnet Rise and Telekinesis are also negated. It also prevents the moves Bounce, Fly, Jump Kick, Hi Jump Kick, Sky Drop, and Splash from being used, and immediately cancels Bounce and Fly if they are in the middle of an attack. It also negates the effect of Air Balloon. Fails if this move is already in effect. It also changes the effective evasion of all Pokemon in play, multiplying all evasion stats by 3/5, or a two-stage decrease.

Competitive Use

Gravity is a pretty interesting move that brings lots of different effects for players to abuse. Making a team around Gravity is a legitimate strategy that focuses on either abusing the high powered moves that were once inaccurate or making full use of entry hazards which now damage every single type of Pokemon bar Magic Guard users. Unlike teams centered around Trick Room, Gravity-based teams have the benefit of not changing Pokemon too much; most abusers have the same EV spread and moveslots. This field effect just makes their attacks much more reliable to use. Thus, it is more likely that those Pokemon still function well even if Gravity is not in effect.

Since Gravity nullifies Ground immunities, most Pokemon that abuse said moves or gain STAB on it become even more threatening. Take Excadrill as an example; in normal conditions, Pokemon such as Skarmory and Bronzong would be relatively safe to switch in thanks to their immunities. However, in Gravity, both will lose to a now-super effective Earthquake. While Gravity is in effect, Dugtrio can hypothetically trap every Pokemon in the game and also KO with Earthquake if they are weakened enough. Moves that were once inaccurate can also be used as if they had perfect accuracy; a Starmie with Hydro Pump, Blizzard, and Thunder is a common sight on Gravity teams.

This strategy is not without its weaknesses; for starters, unlike Light Screen or Reflect, nothing prolongs this field effect. After using Gravity, there are only four turns to abuse it; this situation becomes even worse if you need to switch to another Pokemon, meaning it only gets three turns to make full use of the added effects. Finally, as it is a field effect, your opponents can also benefit from the raised accuracy.

Smogon has a full article on this attack.

Pokémon Type Tier Abilities HP Atk Def SpA SpD Spe BST
Arceus-Bug Bug Uber Multitype 120 120 120 120 120 120 720
Arceus-Dark Dark Uber Multitype 120 120 120 120 120 120 720
Arceus-Dragon Dragon Uber Multitype 120 120 120 120 120 120 720
Arceus-Electric Electric Uber Multitype 120 120 120 120 120 120 720
Arceus-Fighting Fighting Uber Multitype 120 120 120 120 120 120 720
Arceus-Fire Fire Uber Multitype 120 120 120 120 120 120 720
Arceus-Flying Flying Uber Multitype 120 120 120 120 120 120 720
Arceus-Ghost Ghost Uber Multitype 120 120 120 120 120 120 720
Arceus-Grass Grass Uber Multitype 120 120 120 120 120 120 720
Arceus-Ground Ground Uber Multitype 120 120 120 120 120 120 720
Arceus-Ice Ice Uber Multitype 120 120 120 120 120 120 720
Arceus-Normal Normal Uber Multitype 120 120 120 120 120 120 720
Arceus-Poison Poison Uber Multitype 120 120 120 120 120 120 720
Arceus-Psychic Psychic Uber Multitype 120 120 120 120 120 120 720
Arceus-Rock Rock Uber Multitype 120 120 120 120 120 120 720
Arceus-Steel Steel Uber Multitype 120 120 120 120 120 120 720
Arceus-Water Water Uber Multitype 120 120 120 120 120 120 720
Blissey Normal OU Natural Cure / Serene Grace / Healer 255 10 10 75 135 55 540
Chansey Normal BL Natural Cure / Serene Grace / Healer 250 5 5 35 105 50 450
Clefable Normal RU Cute Charm / Magic Guard / Unaware 95 70 73 85 90 60 473
Dusclops Ghost UU Pressure 40 70 130 60 130 25 455
Dusknoir Ghost RU Pressure 45 100 135 65 135 45 525
Ferroseed Grass / Steel RU Iron Barbs 44 50 91 24 86 10 305
Ferrothorn Grass / Steel OU Iron Barbs 74 94 131 54 116 20 489
Gigalith Rock NU Sturdy / Sand Force 85 135 130 60 70 25 505
Happiny Normal LC Natural Cure / Serene Grace / Friend Guard 100 5 5 15 65 30 220
Igglybuff Normal LC Cute Charm / Friend Guard 90 30 15 40 20 15 210
Jirachi Steel / Psychic OU Serene Grace 100 100 100 100 100 100 600
Probopass Rock / Steel NU Sturdy / Magnet Pull / Sand Force 60 55 145 75 150 40 525
Roggenrola Rock LC Sturdy / Sand Force 55 75 85 25 25 15 280
Sigilyph Psychic / Flying RU Wonder Skin / Magic Guard / Tinted Lens 72 58 80 103 80 97 490
Wigglytuff Normal NU Cute Charm / Frisk 140 70 45 75 50 45 425