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Using Gravity to its fullest?

Actually there's some sort of error in everyone's thinking here. Accuracy of moves DOES NOT increase under Gravity. However, Evasion does decrease, by -2 stages. Effectively it does make less accurate moves hit more often, but just be sure to clarify the real effect.

I'm not sure this was ever tested, but I believe that Gravity's accuracy/evasion effects are not added or subtracted to the 'stages' of evasion and accuracy, but rather are an overlaying multiplier. Just as Tailwind doubles Speed rather than adding two stages, I believe Gravity simply multiplies the accuracy of moves by 5/3 (≈66.6%). Whether this is 'actually' a decrease in evasion or an increase in accuracy isn't verifiable, nor does it really matter.
 
Does Gravity effect Flying weakness and resistences then? ie, if Gravity is in play, does Dragonite only take 2x from Ice, neutral to Rock, 0.5x to electric?
 
It does indeed increase accuracy; I tested such a team and abused Zap Cannon without accuracy drawbacks. However, as mentioned before, the strategy is generally lackluster because a Gravity setter usually can't sweep and after the switch, only three turns are available for another pokemon. And the change in power doesn't affect the battle enough to really warrant an entire valuable turn; the player isn't in an immediate advantage afterward like Trick Room, and the opponent has gotten a chance between the execution of Gravity and the switch to do plenty of harm.

Of course, most of this is conjecture, because I only tested it a few times and it wasn't a profoundly good team. I could see a Garchomp sweep but for a team based mostly off of Dynamic Punch and Zap Cannon, not so much.
 
It does indeed increase accuracy; I tested such a team and abused Zap Cannon without accuracy drawbacks. However, as mentioned before, the strategy is generally lackluster because a Gravity setter usually can't sweep and after the switch, only three turns are available for another pokemon. And the change in power doesn't affect the battle enough to really warrant an entire valuable turn; the player isn't in an immediate advantage afterward like Trick Room, and the opponent has gotten a chance between the execution of Gravity and the switch to do plenty of harm.

Of course, most of this is conjecture, because I only tested it a few times and it wasn't a profoundly good team. I could see a Garchomp sweep but for a team based mostly off of Dynamic Punch and Zap Cannon, not so much.

This is all true. Like most global conditions that have a set time limit, Gravity is more useful in double battles where you can potentially get nine actions that benefit from it instead of four.
 
It would be better overall if pokemon like the fairies got it, then they could U-Turn out or use moves of their own, might warrant more Uxie use. Maybe in the next installment there will be items that affect Trick Room and Gravity, which might boost their usage on teams, although TR is quite a bit more popular.
 
It would be better overall if pokemon like the fairies got it, then they could U-Turn out or use moves of their own, might warrant more Uxie use. Maybe in the next installment there will be items that affect Trick Room and Gravity, which might boost their usage on teams, although TR is quite a bit more popular.

umbarsc said:
Jirachi @ Leftovers / Lum Berry
Trait: Serene Grace
EVs: 252 Def / 140 Spe / 116 HP
Impish Nature (+Def, -SpA)
- Gravity
- Stealth Rock
- U-turn
- Body Slam / Zen Headbutt
---

There's your lead. It can't Taunt, but it's not as if Stealth Rocks are a major concern.

Cough.
 
Well, I'm pretty much convinced this is one of the game's best and most underrated moves. I made a pretty successful team on Shoddy that lost like, 1 out of 10 time. I'll refrain from posting it unless anyone actually care, because explaining the roles and the effects of gravity (:þ ) are rather time consuming.
 
Well what I'm looking at now is, Crobat, Clefable, Garchomp, Slowking, Jirachi, Dugtrio. I guess at this point I should make a RMT thread for it though.
 
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