Game breaking?

Intro
Moves like Recover, Roost, and Rest are a staple to every team. In most teams it is what prevents spikes or stealth rocks from delivering the punishement they should be causing. The winning team is not usually the one that can hit the hardest, but the one that can shrug off the hits the easiest.

Heal Block
First on the list is Heal Block. This new gen got a few more pokemon that could learn and abuse recover plus a new move called Roost was introduced in TM form. The main culprits in abusing these tactics are Blissey, Skarmory, Togetic, Gliscor, Slowbro, Hippowdon, Cresselia etc... and sleep talkers which are quite common. A well executed Heal block will prevent many of the listed pokemon from switching in if there are spike like moves on the field. Pokemon that use rest will just be put to sleep but won't benefit from it. A best case scenario is Heal Blocking a Cresselia when it has 30%<0% Hp left. Stopping a Wish from healing an opposing pokemon also has many benefits. Heal Block is quite easy to put into play. Celebi can be used to use it if you wish to apply it to a fast opponent and most rest users. Bronzong and Claydol can put it into play easily as well. This move works especially well with the support of a pokemon with knock off which will hopefully remove leftovers.

Gravity
Earthquake has been the most overused move in the metagame ever. Gravity gives it a better chance of being abused. After gravity only bugs and grass (which usually have poison as a secondary type)types can be safe switches for an incoming earthquake. However if the earthquake is coming from a CB'd Rhyperior or Garchomp there might be no safe haven from earthquake after a gravity is set in play. Dugtrio will also not suffer from locking into earthquake while attacking something immune to ground. Dusknoir, Jirachi and Clefable can set it up easily. Using it with Dusknoir prevents drawing in fighting attacks and nonstabbed Ice and Water so switching in something that can wreak havoc with earthquake withing those 5 turns is easy.
 
Plus the effects don't wear off when they switch out. Anyway, Gravity may seem gimmicky, but IIRC, it lowers their evasion by two stages, which is like 66.66% or something. I think that means moves like Thunder have an accuracy of over 100% or something IDK Xl
 
Yes, Gravity effectively gives your moves a 30% evasion increase, giving Clefable's thunder an almost perfect accuracy.

Since Gravity lasts for a few more turns, your stone edge users are going to love you for putting it into play.
 
I love to use some of these moves that are often overlooked, but really can be GameBreaking. Heal Block is sweet on a Dialga/Palkia in Ubers, as tons of stuff there uses recover. It kills a Moveslot, But for things like a Life Orb Palkia, it helps it stomp things like Mewtwo, Mew, Blissey, and Deoxys-L that all depend on Recover/Softboiled to stay around longer. Another GameBreaker move, imo, is Trick Room. Most people tend to use Fast Sweepers, so one well placed Trick Room will help slow down the opponent really fast (does that make sense?).
 
Best of all, you can't really counter-pick for Trick Room. You can, if you think your opponent is running a Sun or Rain team, counter-pick by throwing in some weather modifiers. Even if you're wrong, you built it to be a solid team, so you can still win just on merit. But even if you think your opponent is running a Trick Room - what're you gonna do, throw in a slow sweeper?

If you're right, it's still only one. Too little, too late.
If you're wrong, that's just a bloody waste.
 
Gravity
Earthquake has been the most overused move in the metagame ever. Gravity gives it a better chance of being abused. After gravity only bugs and grass (which usually have poison as a secondary type)types can be safe switches for an incoming earthquake. However if the earthquake is coming from a CB'd Rhyperior or Garchomp there might be no safe haven from earthquake after a gravity is set in play. Dugtrio will also not suffer from locking into earthquake while attacking something immune to ground. Dusknoir, Jirachi and Clefable can set it up easily. Using it with Dusknoir prevents drawing in fighting attacks and nonstabbed Ice and Water so switching in something that can wreak havoc with earthquake withing those 5 turns is easy.
You missed BLISSEY. I'm sure Blissey will set up Gravity good... Jirachi for instance is weak to Earthquake >.>

Taunt is superior to Heal Block. Gravity seems fragging random... what the hell does it do?
Drops the evasion rate of opponents by ~30%, prevents the use of "Fly", "Hi Jump Kick" and Jump Kick, and earthquake hits Levitate and Flying types.
 
As for Taunt beating Heal Block...yeah, OK, in a lot of ways it does. But Heal Block lasts longer, doesn't require that you be faster than the opponent, and some PKMN that can't learn Taunt can learn Heal Block.
 
As for Taunt beating Heal Block...yeah, OK, in a lot of ways it does. But Heal Block lasts longer, doesn't require that you be faster than the opponent, and some PKMN that can't learn Taunt can learn Heal Block.
ok taunt can last just as long as heal block its 3-5 turns and you dont have to go first to use taunt

and more pokes learn taunt then heal block only 12 pokes learn heal block and most of them are ubers
 
Best of all, you can't really counter-pick for Trick Room. You can, if you think your opponent is running a Sun or Rain team, counter-pick by throwing in some weather modifiers. Even if you're wrong, you built it to be a solid team, so you can still win just on merit. But even if you think your opponent is running a Trick Room - what're you gonna do, throw in a slow sweeper?

If you're right, it's still only one. Too little, too late.
If you're wrong, that's just a bloody waste.
Curse Tar... does great in Trick Room. I use it as anti-TR.
 
I was thinking of a gimmicky probopass with gravity/earth power. Mainly for magnet rise magnezones and such but those aren't as common as I expected and I forgot all about it. And skarm but i guess thunderbolt does that better anyway >_<
 
Use the Move Desc thread, the research thread or god forbid the QQ/QA thread for that "and Bounce?" stuff from working, sillies.

Gravity has potential, but you need to make sure you have some good Earthquake resist like Tangrowth on your team, because "immunities" like Weezing, Bronzong and Gyarados are no longer sufficient. I find Heal Block even more situational than Snatch, I don't think of it as a very useful move.
 
Gravity is nice and all, but most teams built around it, in my experiences, seem to get fucked over by a simple Garchomp. Tangrowth isn't going to be much of an issue with Fire Blast. =[
 
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