This is my first time posting on RMT, and I'm hoping for some input on my Gravity Team.
I've never tried it before and figured it would make for an interesting change, rather than the standard rain dance or trick room doubles teams I've seen (even though they are also awesome).
Clauses:
OU Doubles
Standard Clauses
Dark Void is banned
My Team at a Glance:
Overall Strategy: So my main goal is to get Gravity up and running with Starmie as soon as it's on the field--using its speed as an advantage to cast, and to then have Porygon2 take full advantage of the situation and use Zap Cannon/Blizzard to Paralyze/hurt my opponent.
I also have Swampert to hit with Blizzard and Muddy Water being good synergy, and Dusknoir/Starmie/Porygon2 to recast Gravity when needed, as it is crucial to maintain maximum benefit of my team's move pool which is based solely around Gravity being in effect.
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Gravity Team:
Starmie @ Expert Belt
Ability: Natural Cure
Nature: Timid (+ Spe, - Atk)
EVs: 252 SpA | 252 Spe | 4 HP
- Hydro Pump
- Thunder
- Blizzard
- Gravity
Starmie is always awesome, but with Gravity I can now afford to use the lower accuracy moves like Hydro Pump, Thunder and Blizzard, allowing for a more diverse range of attack AND a better chance at OHKOing my opponents with 120 power--and Expert Belt with 20% more damage if it's Super Effective.
Starmie is definitely my fastest Pokémon at casting Gravity, so getting it out on the field at the very beginning and keeping it up is crucial.
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Porygon2 @ Leftovers
Ability: Trace
Nature: Modest (+ SpA, -Atk)
EVs: 252 HP | 4 Def | 252 SpA
- Gravity
- Zap Cannon
- Blizzard
- Recover
Porygon2 is my other Lead, as he has pretty decent defence and is obviously capable of using Gravity. Also with Gravity in play, I can then use Zap Cannon which will always guarantee me a Paralysis (providing they're not immune to it), and then I can use Blizzard without worrying about the poor accuracy, and recover + leftovers to help him last a bit longer.
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Dusknoir @ Lum Berry
Ability: Pressure
Nature: Relaxed (+ Def, - Spe)
EVs: 252 HP | 252 Def | 4 Spe
- Dynamic Punch
- Pain Split
- Shadow Sneak
- Gravity
Dusknoir is another Pokémon who can cast Gravity, and has decent enough stats that I figured he would work well on my team. His immunity to Explosion also makes things easier, and means I don't have to waste a move slot on Protect. Shadow Sneak is there to guarantee first strike and to take out already severely weakened targets quickly and efficiently.
Dynamic Punch will now have an accuracy of 83.5, so hopefully the majority of the time I can confuse my opponent, while Pain Split is there to provide some recovery for Dusknoir.
----------------
Swampert @ Rindo Berry
Ability: Torrent
Nature: Relaxed (+ Def, - Spe)
Evs: 252 HP | 80 Def | 176 SpDef
- Muddy Water
- Earthquake
- Protect
- Blizzard
I think Swampert could work very well, I've used a slightly different Swampert before in a doubles battle and he saved my ass a lot. Muddy Water is perfect considering it doesn't hit any of my other team members, and is a decent enough move--and Blizzard to hit hard and protect to stall/see what moves my opponent has up their sleeve.
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Tangrowth @ Big Root
Ability: Chlorophyll
Nature: Impish (+ Def, - SpA)
EVs: 252 HP | 228 Def | 28 Spe
- Power Whip
- Sleep Powder
- Protect
- Leech Seed
Tangrowth's moves will be a lot more effective with Gravity up and running, and can take a hit from Earthquake which will prove useful in a doubles match. He'd also be good at stalling when needed with Protect, and gaining health back with Leech Seed + Big Root which increases regained HP by 30% more, and in general is providing a better type coverage.
----------------
Metagross @ Shuca Berry
Ability: Clear Body
Nature: Adamant (+Atk, -SpA)
EVs: 252 HP | 248 Atk | 8 Spe
- Meteor Mash
- Explosion
- ThunderPunch
- Gravity
I've decided he can make use of casting Gravity, as well as being able to hit hard with Meteor Mash and ThunderPunch. When things are looking grim, I can go out with a bang and use Explosion (making sure I either have Dusknoir out at the time, or someone with Protect).
----------------
Weakness/Resistance Chart:
So as you can see I have a few weaknesses that could be potentially very threatening--especially against Grass, Ghost, Dark, Fire and Bug. I'm looking to minimise this, but also at the same time keep Gravity intact, so I am a little limited in that department, but I'm sure that can be overcome with some thought.
Closing Comments: I'm open for as much help as possible, so if you think something won't work well, or even replacing a team member—please let me know and I'll look over suggestions and make changes as where suggested. No single Pokémon is set in concrete at the moment, this is just something I have put some thought into. I haven't done a great deal of competitive battling, but I am still familiar with it (from what I have participated in and accomplished), but I'm looking to learn as much as I can from anyone willing to help.
I've never tried it before and figured it would make for an interesting change, rather than the standard rain dance or trick room doubles teams I've seen (even though they are also awesome).
Clauses:
OU Doubles
Standard Clauses
Dark Void is banned
My Team at a Glance:






Overall Strategy: So my main goal is to get Gravity up and running with Starmie as soon as it's on the field--using its speed as an advantage to cast, and to then have Porygon2 take full advantage of the situation and use Zap Cannon/Blizzard to Paralyze/hurt my opponent.
I also have Swampert to hit with Blizzard and Muddy Water being good synergy, and Dusknoir/Starmie/Porygon2 to recast Gravity when needed, as it is crucial to maintain maximum benefit of my team's move pool which is based solely around Gravity being in effect.
----------------
Gravity Team:

Starmie @ Expert Belt
Ability: Natural Cure
Nature: Timid (+ Spe, - Atk)
EVs: 252 SpA | 252 Spe | 4 HP




Starmie is always awesome, but with Gravity I can now afford to use the lower accuracy moves like Hydro Pump, Thunder and Blizzard, allowing for a more diverse range of attack AND a better chance at OHKOing my opponents with 120 power--and Expert Belt with 20% more damage if it's Super Effective.
Starmie is definitely my fastest Pokémon at casting Gravity, so getting it out on the field at the very beginning and keeping it up is crucial.
----------------

Porygon2 @ Leftovers
Ability: Trace
Nature: Modest (+ SpA, -Atk)
EVs: 252 HP | 4 Def | 252 SpA




Porygon2 is my other Lead, as he has pretty decent defence and is obviously capable of using Gravity. Also with Gravity in play, I can then use Zap Cannon which will always guarantee me a Paralysis (providing they're not immune to it), and then I can use Blizzard without worrying about the poor accuracy, and recover + leftovers to help him last a bit longer.
----------------

Dusknoir @ Lum Berry
Ability: Pressure
Nature: Relaxed (+ Def, - Spe)
EVs: 252 HP | 252 Def | 4 Spe




Dusknoir is another Pokémon who can cast Gravity, and has decent enough stats that I figured he would work well on my team. His immunity to Explosion also makes things easier, and means I don't have to waste a move slot on Protect. Shadow Sneak is there to guarantee first strike and to take out already severely weakened targets quickly and efficiently.
Dynamic Punch will now have an accuracy of 83.5, so hopefully the majority of the time I can confuse my opponent, while Pain Split is there to provide some recovery for Dusknoir.
----------------

Swampert @ Rindo Berry
Ability: Torrent
Nature: Relaxed (+ Def, - Spe)
Evs: 252 HP | 80 Def | 176 SpDef




I think Swampert could work very well, I've used a slightly different Swampert before in a doubles battle and he saved my ass a lot. Muddy Water is perfect considering it doesn't hit any of my other team members, and is a decent enough move--and Blizzard to hit hard and protect to stall/see what moves my opponent has up their sleeve.
----------------

Tangrowth @ Big Root
Ability: Chlorophyll
Nature: Impish (+ Def, - SpA)
EVs: 252 HP | 228 Def | 28 Spe




Tangrowth's moves will be a lot more effective with Gravity up and running, and can take a hit from Earthquake which will prove useful in a doubles match. He'd also be good at stalling when needed with Protect, and gaining health back with Leech Seed + Big Root which increases regained HP by 30% more, and in general is providing a better type coverage.
----------------

Metagross @ Shuca Berry
Ability: Clear Body
Nature: Adamant (+Atk, -SpA)
EVs: 252 HP | 248 Atk | 8 Spe




I've decided he can make use of casting Gravity, as well as being able to hit hard with Meteor Mash and ThunderPunch. When things are looking grim, I can go out with a bang and use Explosion (making sure I either have Dusknoir out at the time, or someone with Protect).
----------------
Weakness/Resistance Chart:

So as you can see I have a few weaknesses that could be potentially very threatening--especially against Grass, Ghost, Dark, Fire and Bug. I'm looking to minimise this, but also at the same time keep Gravity intact, so I am a little limited in that department, but I'm sure that can be overcome with some thought.
Closing Comments: I'm open for as much help as possible, so if you think something won't work well, or even replacing a team member—please let me know and I'll look over suggestions and make changes as where suggested. No single Pokémon is set in concrete at the moment, this is just something I have put some thought into. I haven't done a great deal of competitive battling, but I am still familiar with it (from what I have participated in and accomplished), but I'm looking to learn as much as I can from anyone willing to help.