OVERVIEW:
This team focuses in abusing gravity weather, specifically the evasion drop to 3/5, which makes many unaccurate moves like focus blast or stone edge hit all the time. When this strategy doesn't work you can adapt to the circumstances and try to stall with entry hazards. Spikes are in fact very good because they hit even flying types or levitate pokemon under gravity. Paired with stealth rock, enemy flyers will take up to 50% or 75% damage upon switching in! :naughty:
To sum up, we have to meet three goals:
1. Look for pokemon that can set up gravity efficiently.
2. Look for sweepers that use unreliable moves, or change common moves like ice beam into their more powerful versions (blizzard).
3. Look for good phazers/entry hazard stallers.
And it was thinking about this, when i realized gravity could be paired with sandstorm for additional stalling damage AND gravity would make ground immunities useless, so ground types benefit most from a pseudo-sand-gravity team. Sandstorm also gives me a way to counter other weather based teams by screwing their weather. So I had the choice between Tyranitar or...
To sum up, we have to meet three goals:
1. Look for pokemon that can set up gravity efficiently.
2. Look for sweepers that use unreliable moves, or change common moves like ice beam into their more powerful versions (blizzard).
3. Look for good phazers/entry hazard stallers.
And it was thinking about this, when i realized gravity could be paired with sandstorm for additional stalling damage AND gravity would make ground immunities useless, so ground types benefit most from a pseudo-sand-gravity team. Sandstorm also gives me a way to counter other weather based teams by screwing their weather. So I had the choice between Tyranitar or...
HIPPOWDON
Base stats: 108/112/118/68/72/47
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature
- Earthquake
- Roar
- Slack Off
- Stealth Rock

Base stats: 108/112/118/68/72/47
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature
- Earthquake
- Roar
- Slack Off
- Stealth Rock
This thing has saved the match so many times. Hippowdon has lower base stats than tyranitar in almost everything, but it has two things tyranitar can't dream about: instant recovery and a STAB earthquake, which deals decent damage to everything when gravity is up. It is also a good pivot, setting up sandstorm in the switch, and it is the slowest of weather inducers, so you can be certain your sandstorm will be up against that politoed lead... EV spread is meant specifically to beat tentacruel on a 1-on-1. it takes about 33-40% from the usual scald they carry and can 1 or 2 HKO in return depending on entry hazards and EV spread. So far, it has proven to do this job surprisingly well. And as a mixed wall set, i can stand firm there, roaring all over the place if you want. It even takes ice beams like a boss, if they don't come from a dedicated sweeper, obviously.
. It also serves the role of a revenge killer with priority.
Base stats: 74/94/131/54/116/20
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
IVs: 0 Spd
- Gravity
- Thunder Wave
- Leech Seed
- Power Whip
With so many water weaknesses, i need a water absorber, and that is Ferrothorn. With stealth rock and spikes already in place, I use it to cripple enemy sweepers with thunder wave and leech seed, and potentially killing water types with power whip. However, starmie's thunder is generally better meant for that job. As i have said before, gravity is only a 5-turn move, so having another wall with access to gravity is important to me.
- Entry hazards. This team relies heavily on switching in order to get gravity going.
- Hail teams. The only real counter to ice types i have is victini, and because of hail/sandstorm, life orb and stealth rock, it ends up dying before i would like him to.
You can see this team in action here: http://www.youtube.com/watch?v=haUocs96EL0 This was a fairly easy match because the opponent didn't set up rocks. However i think this video covers most of the strategies you can make with this team, and that is why i uploaded this one in particular. Sorry about the poor quality, but i just don't know a better program to record (I use camstudio). Feel free to leave any suggestions to improve this team.
Thanks for your time! ;)
DEOXYS-D
Base stats: 50/70/160/70/160/90
Deoxys-Defense @ Red Card
Trait: Pressure
EVs: 252 Spd / 252 HP / 4 Def
Timid Nature
IVs: 0 Atk
- Spikes
- Recover
- Gravity
- Recycle

Base stats: 50/70/160/70/160/90
Deoxys-Defense @ Red Card
Trait: Pressure
EVs: 252 Spd / 252 HP / 4 Def
Timid Nature
IVs: 0 Atk
- Spikes
- Recover
- Gravity
- Recycle
All know Deoxys-D is a good spiker, because it is fast and can take hits decently, and most of the time you will be able to set up 2 or 3 layers of spikes. But the main reason i use it in my team is because beside spikes, it can also set up gravity. Red card/recycle is used as a way to phaze, and it is useful when you want to force a switch, sending DD into a well taken attack. It is also very funny to see how the opponent switches to his Deoxys counter as you lay 1 spike, hits you with something you know it won't kill you as you lay the second layer, and phaze his counter giving you a chance to recover or lay the third. Overall, this set allows deoxys to lay spikes, gravity and phaze, all-in-one.
MAMOSWINE
Base stats: 110/130/80/70/60/80
Mamoswine @ Choice Band
Trait: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stone Edge
Here it comes, the first gravity abuser. Nothing, not even flying or levitating pokemon under gravity, appreciate a CB, adamant, 252 atk Mamoswine's earthquake, even less after entry hazards. However, most of the time i find myself using a perfect accuracy stone edge over EQ. It's almost the same power as STAB icicle crash but with higher crit chance. Besides, it's just too good to click stone edge without the fear for it to miss
Base stats: 110/130/80/70/60/80
Mamoswine @ Choice Band
Trait: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stone Edge

STARMIE
Base stats: 60/75/85/100/85/115
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
IVs: 0 Atk
- Gravity
- Hydro Pump
- Thunder
- Blizzard
Starmie just seems like made for a gravity team. Normally you see starmies run surf, thunderbolt and ice beam, but with gravity, you can bring in the big guns without the fear of missing once. Leftovers is prefered to life orb to negate sandstorm damage, and allow starmie to stay longer. That allows me to forgo recover and put gravity instead. I'm not sure if this is a solid choice, but with gravity lasting only 5 turns and no way of extending it, this team relies heavily in switching, which is unfortunate in a metagame full of entry hazards.
Base stats: 60/75/85/100/85/115
Starmie @ Leftovers
Trait: Natural Cure
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
IVs: 0 Atk
- Gravity
- Hydro Pump
- Thunder
- Blizzard
VICTINI
Base stats: 100/100/100/100/100/100
Victini @ Life Orb
Trait: Victory Star
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Inferno
- Focus Blast
- Thunder
- Brick Break
Its interesting how with gravity and victory star, inferno becomes a 92% accurate 100BP that always burns. Victini is the surprise factor in my team, as most people expect a physical set with v-create, and it is the only one in my team with some wallbreaking potential. However, it is difficult to get him in the field for long, with stealth rock, sandstorm and life orb damage. Replaced with:
Base stats: 100/100/100/100/100/100
Victini @ Life Orb
Trait: Victory Star
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Inferno
- Focus Blast
- Thunder
- Brick Break
Chandelure @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Inferno
- Shadow ball
- Energy ball
- Overheat
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Inferno
- Shadow ball
- Energy ball
- Overheat
FERROTHORN

Base stats: 74/94/131/54/116/20
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
IVs: 0 Spd
- Gravity
- Thunder Wave
- Leech Seed
- Power Whip
THREATS:
(so far)
- Entry hazards. This team relies heavily on switching in order to get gravity going.
- Hail teams. The only real counter to ice types i have is victini, and because of hail/sandstorm, life orb and stealth rock, it ends up dying before i would like him to.
You can see this team in action here: http://www.youtube.com/watch?v=haUocs96EL0 This was a fairly easy match because the opponent didn't set up rocks. However i think this video covers most of the strategies you can make with this team, and that is why i uploaded this one in particular. Sorry about the poor quality, but i just don't know a better program to record (I use camstudio). Feel free to leave any suggestions to improve this team.
Thanks for your time! ;)