Introduction:
After a rather long "break" from Pokemon battling [with the exception of making one whole team], I decided that I wanted to build a unique team that was fun to play with and unexpected, while not being gimmicky. After searching for a few weeks for something to start the team off, I ended up looking at a guide for building teams with the Gravity field. The effects of Gravity seem to mess up most of the metagame. Here are the effects in case you are not familiar with them.
After a rather long "break" from Pokemon battling [with the exception of making one whole team], I decided that I wanted to build a unique team that was fun to play with and unexpected, while not being gimmicky. After searching for a few weeks for something to start the team off, I ended up looking at a guide for building teams with the Gravity field. The effects of Gravity seem to mess up most of the metagame. Here are the effects in case you are not familiar with them.
- Makes Earthquake and other Ground moves hit all targets, including flyers and levitators.
- Moves like Fly and High Jump Kick fail [well...yeah]
- The accuracy of all moves becomes 1.67 times their usual amount






By the way, I'm testing this out on Shoddy Battle, but I plan to use it on Wi-Fi, so please do not reccomend very hard to obtain pokemon [shaymin's the exception]. Also, I intend to play in modes that have the item clause, so keep that in mind.
Metagross
Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP/236 Atk/10 Def/12 Spe
Nature: Adamant
Moves:
Item, EVs, and Nature: His Lum Berry allows him to beat leads that try to inflict status on him, like Roserade. His nature and EVs are typical of most Metagross leads, albeit with more EVs in speed to prevent other Metagross leads from hitting me with Earthquake before I set up SR.
General Strategy: When Metagross comes out, my actions depend on the lead. If the opposing lead is a suicide lead, like Azelf, I always try to take it out with Meteor Mash+Bullet Punch. If it is a bulky lead, I typically start off with SR. If it's a fire type lead, I switch to Starmie. Typically I switch out Metagross after the lead is dead or after I've set up Stealth Rock, and then use him to set up Gravity [and SR if they've been spinned] and possibly do damage.
Starmie
Starmie @ Expert Belt
Ability: Natural Cure
EVs: 6 HP/252 SpA/252 Spe
Nature: Timid
Moves:
Item, EVs, and Nature: Starmie utilizes an Expert Belt simply because he does not have recover on this set, and Life Orb would whittle Starmie down too much. The EVs and Nature are what you expect from a Starmie, outpacing much of the metagame and hitting hard.
General Strategy: Starmie has two purposes, come in and sweep, or set up Gravity, then sweep. Typically, I use Starmie to set up Gravity only when both Metagross and Forretress have bit the dust. After he gets in, it's simply a matter of using the appropriate attack depending on the situation.
Heatran
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 SpA/252 Spe
Nature: Naive
Moves:
Item, EVs, and Nature: All of these are standard on a Scarfed Heatran, Naive increases my speed without hampering the power of Explosion, and the EVs let Heatran pack a really big punch with a high speed.
General Strategy: His entire reason for existence is to take down any pokemon that might be causing me problems. If Rotom is threatening the team, Heatran simply Earth Powers it [under Gravity]. If a team with Blissey has taken down my physical sweepers, Heatran explodes on her. If I'm not sure what to expect, my first move is usually Magma Storm.
Flygon
Flygon @ Choice Band
Ability: Levitate [not that it will do me much good]
EVs: 6 HP/252 Atk/252 Spe
Nature: Adamant
Moves:
Item, EVs, and Nature: As I've said before, Flygon's main purpose is to hit as hard with EQ as possible, so these stats give him an obscene attack score and let him move reasonably fast.
General Strategy: In the early game, Flygon makes an effective scout with a powerful U-Turn. In the mid- to late-game though he shows off his Banded Earthquake and Outrage when necessary and wrecks the opposing team. If something switches in that is faster than Flygon, I switch to the appropriate counter. Honestly though, I almost never use Outrage or Stone Edge, those two are just filler.
Shaymin[I know the orange doesn't fit, but I didn't have much else left]
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 32 HP/252 SpA/226 Spe
Nature: Timid/Rash
Moves:
Item, EVs, and Nature: Life Orb gives Shaymin a large boost to his attack power, with the HP EVs allowing Shaymin to use the Life Orb once more. Other than that, the EVs are to make sure that Shaymin can sweep fast and effectively.
General Strategy: Shaymin is used simply as an offensive Grass type. Shaymin usually comes in when somebody tries to use EQ, or when Swampert pops up. At that point, I use a move depending on the situation; if I want to cripple a pokemon, I can put it to sleep with Grasswhistle, or if I want to KO it, I can use Seed Flare or HP Ice.
Note: I've included slashes because I have already recieved my two Shaymins [one for Pre-Platinum, and one for Oak's Letter] and my best one has a Rash nature with a Poison Hidden Power [the other one has a Naughty nature I believe]. So basically, I have to use the second thing on Wi-Fi.
Forretress
Forretress @ Shed Shell
Ability: Sturdy
EVs: 252 HP/144 Def/114 SDef
Nature: Calm
Moves:
Item, EVs, and Nature: This might require a bit of explaining. Shed Shell is used to escape from the clutches of the dreaded Magnezone. The EVs and Nature were changed from Forretress' Physically Bulky Set. Because I am using Zap Cannon, I figured that I should put the attack EVs normally in the set into Special Defense to keep a simple Thunderbolt from taking it out. I also changed the nature to Calm because I needed a bit more Sp. Def.
General Strategy: Come in and set up Gravity when possible. If I can, I'll also use Spikes, Zap Cannon, and Rapid Spin when I can.
So, there you have it, my Gravity themed team, however, it is not without it's problems:
Metagross

Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP/236 Atk/10 Def/12 Spe
Nature: Adamant
Moves:
- Stealth Rock
- Meteor Mash
- Bullet Punch
- Gravity
Item, EVs, and Nature: His Lum Berry allows him to beat leads that try to inflict status on him, like Roserade. His nature and EVs are typical of most Metagross leads, albeit with more EVs in speed to prevent other Metagross leads from hitting me with Earthquake before I set up SR.
General Strategy: When Metagross comes out, my actions depend on the lead. If the opposing lead is a suicide lead, like Azelf, I always try to take it out with Meteor Mash+Bullet Punch. If it is a bulky lead, I typically start off with SR. If it's a fire type lead, I switch to Starmie. Typically I switch out Metagross after the lead is dead or after I've set up Stealth Rock, and then use him to set up Gravity [and SR if they've been spinned] and possibly do damage.
Starmie

Starmie @ Expert Belt
Ability: Natural Cure
EVs: 6 HP/252 SpA/252 Spe
Nature: Timid
Moves:
- Hydro Pump
- Thunder
- Blizzard
- Gravity
Item, EVs, and Nature: Starmie utilizes an Expert Belt simply because he does not have recover on this set, and Life Orb would whittle Starmie down too much. The EVs and Nature are what you expect from a Starmie, outpacing much of the metagame and hitting hard.
General Strategy: Starmie has two purposes, come in and sweep, or set up Gravity, then sweep. Typically, I use Starmie to set up Gravity only when both Metagross and Forretress have bit the dust. After he gets in, it's simply a matter of using the appropriate attack depending on the situation.
Heatran

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 SpA/252 Spe
Nature: Naive
Moves:
- Magma Storm
- Earth Power
- Dragon Pulse
- Explosion
Item, EVs, and Nature: All of these are standard on a Scarfed Heatran, Naive increases my speed without hampering the power of Explosion, and the EVs let Heatran pack a really big punch with a high speed.
General Strategy: His entire reason for existence is to take down any pokemon that might be causing me problems. If Rotom is threatening the team, Heatran simply Earth Powers it [under Gravity]. If a team with Blissey has taken down my physical sweepers, Heatran explodes on her. If I'm not sure what to expect, my first move is usually Magma Storm.
Flygon

Flygon @ Choice Band
Ability: Levitate [not that it will do me much good]
EVs: 6 HP/252 Atk/252 Spe
Nature: Adamant
Moves:
- Earthquake
- Outrage
- U-Turn
- Stone Edge
Item, EVs, and Nature: As I've said before, Flygon's main purpose is to hit as hard with EQ as possible, so these stats give him an obscene attack score and let him move reasonably fast.
General Strategy: In the early game, Flygon makes an effective scout with a powerful U-Turn. In the mid- to late-game though he shows off his Banded Earthquake and Outrage when necessary and wrecks the opposing team. If something switches in that is faster than Flygon, I switch to the appropriate counter. Honestly though, I almost never use Outrage or Stone Edge, those two are just filler.
Shaymin[I know the orange doesn't fit, but I didn't have much else left]

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 32 HP/252 SpA/226 Spe
Nature: Timid/Rash
Moves:
- Seed Flare
- Hidden Power Ice/Earth Power
- Grasswhistle
- Rest
Item, EVs, and Nature: Life Orb gives Shaymin a large boost to his attack power, with the HP EVs allowing Shaymin to use the Life Orb once more. Other than that, the EVs are to make sure that Shaymin can sweep fast and effectively.
General Strategy: Shaymin is used simply as an offensive Grass type. Shaymin usually comes in when somebody tries to use EQ, or when Swampert pops up. At that point, I use a move depending on the situation; if I want to cripple a pokemon, I can put it to sleep with Grasswhistle, or if I want to KO it, I can use Seed Flare or HP Ice.
Note: I've included slashes because I have already recieved my two Shaymins [one for Pre-Platinum, and one for Oak's Letter] and my best one has a Rash nature with a Poison Hidden Power [the other one has a Naughty nature I believe]. So basically, I have to use the second thing on Wi-Fi.
Forretress

Forretress @ Shed Shell
Ability: Sturdy
EVs: 252 HP/144 Def/114 SDef
Nature: Calm
Moves:
- Spikes
- Rapid Spin
- Gravity
- Zap Cannon
Item, EVs, and Nature: This might require a bit of explaining. Shed Shell is used to escape from the clutches of the dreaded Magnezone. The EVs and Nature were changed from Forretress' Physically Bulky Set. Because I am using Zap Cannon, I figured that I should put the attack EVs normally in the set into Special Defense to keep a simple Thunderbolt from taking it out. I also changed the nature to Calm because I needed a bit more Sp. Def.
General Strategy: Come in and set up Gravity when possible. If I can, I'll also use Spikes, Zap Cannon, and Rapid Spin when I can.
So, there you have it, my Gravity themed team, however, it is not without it's problems:
- Forretress is good, but I find that I never use his support options to my advantage, he takes a few hits, sets up Gravity once or twice, then dies, so I'm in the market for a new Gravity supporter [heck, I'm even thinking about using Regigigas for crying out loud].
- Both of my Pokemon with physical attacks typically take a lot of attacks, which may open me up to being walled by Blissey.
- Three words: Electivire...owns...team
- No Dark type moves to take out Latias and friends.