Gravity:
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Quantum Gravity:
Sir Isaac Newton's Theory of Gravitation:
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Testing:
That's just what I'm about to do. I've created this team to try to fully understand the potential behind "Gravity." I've tried all the Weather teams, SandStorm, Hail, Rain Dance and Hail. I've also tried the non-weather team, Trick Room. But when I look at the benefits of Gravity, I see that there's a lot more to it then just 5 turns of Sweeping. So without furthur adeu here comes the Gravitational Pull:Legacy Raider said:Gravity is a new field effect introduced in the 4th Generation, and after being used, produces a myriad of effects that last for the following 5 turns of battle. It is quite uncommon in regular competitive play, and this is usually attributed to the very small number of Pokemon that actually learn the move, the fact that it is best used when the entire team is based around it, and the difficulty involved in slapping it onto any old team. In fact, it is so rare that many players don't even know what it is and what it does! However, despite this, Gravity can be used to great effect, but much like its sister effect Trick Room, usually requires a dedicated team to reach its fullest potential.
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Quantum Gravity:






Sir Isaac Newton's Theory of Gravitation:

- Nickname: Make A Wish
- Item: Leftovers
- Ability: Serene Grace
- EVs: 240 HP/160 Def/32 Spd/76 SDef
- Nature: Bold (+Def, -Atk)
- Moveset:
- U-Turn
- Gravity
- Wish
- Thunder
Move Selection:
- U-Turn: Well, seeing as I didn't want to be stuck with Magnezone, I decided to use Jirachi as a scout. I set up Gravity and Reflect and then U-Turn out. In the process, I deal a little damage, gain momemtum and not lose precious Gravity turns.
- Gravity: Again, with her bulk, I can also set up Gravity a few times during the battle. Due to Gravity being a 5-turn lasting move, I only get 4 turns to use one of my attackers. So, I need Gravity up for about 50-75% of the battle.
- Thunder: A Two for the Price of One Gem. With Gravity up, Thunder becomes a 100% accurate move. Now add Serene Grace to a mixture of a 120 Base Power Move + 100% Accuracy and you get a 120 Base Power move + 100% Accuracy + 60% Paralysis rate. Try saying that 10 times fast.
- Wish: With no team healing moves on my team, I decided to use this. Wish gives me a two turn healing move, so if I faster opponent comes in, I can U-Turn out and Jirachi can take the hit while the health goes to one of my other Pokemon.

- Nickname: Gem
- Item: Life Orb
- Ability: Natural Cure
- EVs: 4 HP/252 Spd/252 SAtk
- Nature: Timid (+Spd, -Atk)
- Moveset:
- Hydro Pump
- Blizzard
- Thunder
- Recover
Move Selection:
- Hydro Pump: Gravity makes this the STAB of choice for any Water Pokemon. 120 Base power + 100 Accuracy, with only Vaporeon to absorb this is just absurd. Swampert, Suicune, Milotic, any water Pokemon to switch in better watch out, because Starmie has other 120 Base Power moves to abuse.
- Blizzard: OHKOing Salamence and any other Dragon that switches in. One of the strongest combos when paired with Thunder. Blizzard also helps against Hail teams, making Blizzard 100% accurate even without Gravity.
- Thunder: The 2nd part of the BoltBeam combo. Only this is the stronger version. Thunder counters Rain Dance teams and when paired with 30% paralysis rate, Vappy has to be careful when it switches in.
- Recover: With Starmie, abusing 120 Base Power moves is hard. She has to kick back a little too. Drink a smoothe or sip some hot chocolate. So for this, I gave her Recover. She can gain back her strength to continue to help my team.

- Nickname: I'm Watching You O.O
- Gender: Male
- Item: Shed Shell
- Ability: Sturdy
- EVs: 252 HP/216 Def/40 SpD
- Nature: Impish (+Def, -SAtk)
- Moveset:
- Spikes
- Stealth Rock
- Rapid Spin
- Light Screen
Move Selection:
- Spikes: Spikes is a damage-over-time (DOT) move. The first Spikes deals 12.5% damage. The second Spikes deals 18.75% and the third layer of Spikes deals 25% damage. Now add that to Stealth Rock damage, giving you atleast 15.5% damage to 4x Stealth Rock resist Pokemon, atleast 18.5% damage to 2x Stealth Rock resist Pokemon, atleast 25% damage to neutral Stealth Rock Pokemon, 37.5% damage to 2x Stealth Rock weak Pokemon and atleast 62.5% damage to 4x Stealth Rock weak Pokemon. Do you see the power behind Spikes, Stealth Rock and Gravity?
- Stealth Rock: With the physical bulk behind Forretress, I decided to use him as a Stealth Rocker. He comes in whenever he gets a chance to and sets up. Then he can use Light Screen and/or Rapid Spin away opposing SR. This guy never fails to set up Stealth Rock.
- Rapid Spin: With Forretress' bulk, I can Rapid Spin away opposing Stealth Rock, Spikes and Toxic Spikes with ease. With only one immunity to Rapid Spin, being Ghost, I can Rapid Spin at almost anything.
- Light Screen: With the new Platinum giving Forretress dual screens, I decided to use this in conjunction to Jirachi and create a psuendo Dual Screen team. This works with Blissey to create an almost impenetrable Special Wall.

- Nickname: Peek-A-Boo
- Gender: Male
- Item: Expert Belt
- Ability: Levitate
- EVs: 100 Atk/156 SpA/252 Spe
- Nature: Naive (+Spd, -SDef)
- Moveset:
- Shadow Ball
- Substitute
- Focus Punch
- Hypnosis/Energy Ball
Move Selection:
- Shadow Ball: Standard STAB for Gengar. This is the only move in this moveset that doesn't get benefits from Gravity. But it's still a good move. With Focus Blast, nothing resists the combo. Wish he got a stronger STAB, like Shadow Force. Hmm... speaking of Shadow Force...
- Substitute: I can now bring this in and Sub. From there, I can attack with Focus Punch for Blissey and Snorlax or Shadow Ball for crazy STAB. Substitute also lets me block statuses. So that's a plus.
- Focus Punch: Basically for Blissey and Snorlax. They would otherwise wall the team. Focus Punch packs a Punch with 100 Atk EVs, so it's nothing to be scoffed at. Combined with Shadow Ball, nothing resists it.
- Hypnosis: Back in D/P, 80-90% of Gengars carried this. With Platinum dropping Hypnosis' accuracy to 60%, usage of this move has dropped dramatically. With Gravity, however, Hypnosis gets 100% accuracy, making anything that switches in, barring Insomnia and Vital Spirit Pokemon and Lum Berry carrying Pokemon, go to sleep. With the speed and power of this Metagame, most sleeping Pokemon are as good as gone.

- Nickname: Mammoth
- Gender: Male
- Item: Life Orb
- Ability: Snow Cloak
- EVs: 252 Atk/4 Def/252 Spd
- Nature: Adamant (+Atk, -SAtk)
- Moveset:
- Earthquake
- Ice Shard
- Stone Edge
- Reflect
Move Selection:
- Earthquake: This is the strongest Ground move in the game, screw you Magnitude 10. With STAB's 1.5x increase in power, Gravity's pull and high as hell base attack, this is one Earthquake you can't fly away from, another intentional pun :P.
- Ice Shard: You can assume that this Mammoth is able to stop all sorts of Dragons. With Priority STAB, Dragons are a thing of the past, I laugh at Garchomp. This gives me the only dual STABs on my team.
- Stone Edge: Gravity gives Stone Edge 100% accuracy. With it's high critical rate and Mammoth's high attack, Gyarados doesn't stand a chance to stop me from Sweeping. Also, even if I misclick and get Stone Edge on Salamence, there's no need to worry, because Ice Shard will finish it off if it survives.
- Reflect: By removing Reflect from Jirachi, Mamoswine got it. There is no other move to put here, so Reflect helps the rest of my team. Most are weak to physical attacks so Reflect lets them switch in easily.

- Nickname: Pink
- Gender: Female
- Item: Leftovers
- Ability: Natural Cure
- EVs: 252 HP/252 Def/4 SDef
- Nature: Bold (+Def, -Atk)
- Moveset:
- Gravity
- Sing
- Thunder
- Softboiled
Move Selection:
- Gravity: Blissey is the 2nd user of Gravity on my team. I decided to limit it to two seeing as I can usually accompish a win within 20-25 turns of Gravity being on. As I stated in Jirachi's moveset, I usually have Gravity for only about 75% of the battle. I usually try not to depend fully on it, due to the fact that my opponent might try to take advantage of the 5 turns.
- Sing: A saving grace for Blissey. Sing turns from 55% accuracy to a 91.85% accuracy, esentially a 92% accuracy move. With that high accuracy, almost all Pokemon are put to sleep. From there I can hit with Thunder, heal off damage or set up a sweep.
- Thunder: Like Jirachi and Gengar, 30% chance to paralyze is welcome on my team due to the lack of speed. Electric moves coupled with Ice moves creates the famed BoltBeam combo, but I decided to just stick to one side of it, due to the fact that paralysis stays throughout the whole battle, unless of course Rest, Lum Berry, the Limber ability or Natural Cure switch.
- Softboiled: An immediate form of recovery. No one on my team has an immediate recovery move, so I decided to use this as a counter to Stall Teams who also use residual damage. I can also use this move with Light Screen to create a very solid Special Defensive wall.
Testing:
- Stamie over Genger.
- Sub Focus Punch Gengar set.
- Mixed Mamoswine or fully Physical.
- I was considering placing Salamence somewhere. Not really sure if I want to do that or not. Maybe if someone can compare a Pokemon from my current team with Salamence, that way I can see which one would benefit the team. Try not to pick Gengar, since he is my Explosion absorber and Rapid Spin Blocker. Comments?
- Should I try another Physical attacker over Mamoswine? He works, but his weakness to Bullet Punch really turns me off. I was thinking Donphan. Donphan has high attack and has good bulk. With access to Ice Shard, I won't lose the Priority. Also, he's not weak to Bullet Punch, although he is a little weaker than Mamoswine. Comments?
- Possibly a Swampert counter? None of my Pokemon carry Grass moves, so maybe Energy Ball over Hypnosis on Gengar?