Gravity OU Team

This is my first RMT, and I wanted to be a little different. This team mainly focuses around ground moves like earthquake being able to hit everyone in gravity. This allows me to send out Dugtrio and sweep an opponent's team with choice banded Earthquake.

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The Lead
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Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 244 HP/252 Spd/12 SDef
Naive nature (+Spd, -SDef)
- Gravity
- Iron Head
- Trick
- Thunder
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Lead Jirachi. The main idea of Jirachi is to trick a choice scarf onto the opponent, usually forcing them to switch. Then I set up gravity on the switch and switch out myself. Iron head is for the flinch chance and thunder is for paralysis, which can cause a nuisance, especially since Jirachi has serene grace.


Burn Support
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Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/176 Def/80 SDef
Careful nature (+SDef, -SAtk)
- Gravity
- Dynamicpunch
- Will-o-wisp
- Shadow Sneak
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Dusknoir is able to set up gravity when I need it and also take full advantage of it. Dynamicpunch will get about 80+ accuracy in gravity, which also means a 80+ percent chance of confusion. Will-o-wisp gets perfect accuracy in gravity and will threaten to cripple physical sweepers. Shadow sneak is there to hit the ghosts trying to switch in on dynamicpunch.


The Special Wall
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Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/216 SAtk/40 SDef
Calm nature (+SDef, -Atk)
- Gravity
- Wish
- Grass Knot
- Blizzard
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I used to have Blissey here, but then someone pointed out that gravity and S-Toss are illegal together. So here's Clefable. Wish is there for healing because gravity and softboiled are illegal together. Grass knot is for dealing with certain pokemon that I have problems with (read: grass knot gets rid of bulky waters) and blizzard is there to take care of dragons.


Stealth Rock Support
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Heatran (M) @ Shuca Berry
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Fire Blast
- Roar
- Earth Power
- Stealth Rock
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I really wasn't sure who to put here. I chose Heatran because he gets great typing and a ton of resistances. He has a Shuca Berry so he can take an earthquake or earth power and still live. Stealth Rock is self-explanatory and Roar is to scout an opponent's team and cause entry damage. Fire blast gets perfect accuracy in gravity and earth power can hit all pokemon.


The Sleep Talker
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Heracross (M) @ Leftovers
Ability: Guts
EVs: 204 HP/152 Atk/152 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Stone Edge
- Sleep Talk
- Rest
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Heracross is resistant to Earthquake, can take statuses and can damage a lot of the other pokemon who resist Earthquake. Megahorn hits grass types and stone edge hits bug types. Rest heals Heracross and triggers guts and both of his attacks will get perfect accuracy in gravity.


The Revenge Killer
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Dugtrio (M) @ Choice Band
Ability: Arena Trap
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace
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Dugtrio, the ultimate revenge killer. Arena trap prevents the opponents from running and Earthquake is for the kill. Stone edge and aerial ace is for those who may resist earthquake and sucker punch is just there. There's really not much to say here.


Threat List:
I only listed the ones that I can't really think of a counter for or gives me a big problem. If you see more weaknesses, please do tell me.

Tyranitar: TyranniBoah gives me the most problems. They can switch in to Clefable and threaten focus punch. If I switch to Dusknoir to wall it, I get crunched or dark pulsed. Dragon dancing ones can give me some problems too, but Dusknoir can stop those with a burn.

Gyarados: Dusknoir can burn it if it doesn't have taunt, and Dugtrio can revenge kill, but it may be trouble if it gets off too many dragon dances.

Latias: I really don't have many answers for psychics. I can't switch in Heracross, but at least they can't switch into Heracross either.

Azelf, Uxie, Mesprit: See above and below.

And many stalling and bulky pokemon like Cresselia, Hippowdon and Suicune.
 
I do notice one thing here-a lot of your heavy hitters rely on Gravity's presence to lay the smack on anything that attempts to stop them with low accuracy moves turned deadly. Perhaps sticking a "regular" accuracy move on one of your Pokemon, namely Hetran, would help. Swapping Fire Blast for Flamethrower or maybe putting another move in place of Thunder on Bliss.

You've got Thunder coverage on Jirachi and all in all, Jirachi's a faster, more powerful wielder of Thunder in retrospect to Bliss. Going for S-Toss on Bliss will guarantee some damage so you can deal constant damage if CMing Suicune or Cress want to come in and PP stall you to death.

You can try going for this spread on Bliss-

252 Def/ 120 Hp/ 136 Sp Atk

Gives you some bulk without having to sacrifice any attacking power you want in her. Everything else though looks really good! Though I am a bit surprised about the nature on that Jirachi. Any particular reason why you have that nature?
 
@Kalyst: I chose Naive because I wanted Jirachi to be speedy, but I didn't want to give up any attacking power. It was -SDef or -Def. I flipped a coin.
 
I just wanted to mention the fact that Sing's accuracy is brought up considerably under the effects of Gravity. It's just another option to replace Thunder with.
 
I have used a Grav team before and can tell you from experience, something need zapcannon. it is amazingly powerful, always paralyzes and has like 85 accuracy or something good. i think bliss light learn it
 
Crap, you're right. And gravity and softboiled are illegal together on Clefable. I guess I'll have to settle for wish.
 
Burn Support isn't a necessity on dusknoir seeming doens't have time to loaf around when gravity isn't lasting all day, you'll need two attacks and recovery to pull it off and he walls physical anyways. Earthquake and Dynamic Punch seem redundant coverage, and one must rememeber not to spam gravity boosted moves and ignore simple things like type coverage. Earthquake is good to hit flyers but it's else where and not a necessity so perhaps have a ghost move of preference / elemental punch of preference instead. Ghost rovides best coverage but Ice Punch is also good, checks threats like mence and besides fire is elsewhere to take out scizor.

Apart from that it looks all good, and use every turn wisely, always a good idea to activate before the switch and setup before its use...

Good luck with your team!!!
 
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