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.
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.