The Stronger the Gravity, the Harder They Fall

Gravity is a move I've always felt has been overlooked in the competitive community. Not only does it turn normally low accuracy moves into high accuracy moves, it makes all levitators and fliers vulnerable to Ground-type moves.

That last part is the important line. The only two types that actually outright resist Ground-type attacks are Grass and Bug, which in OU comprises all of Celebi, Scizor, and Foretress. This means that the only Pokemon that is going to resist your Earthquakes is going to be Celebi. Zapdos, Skarmory, Gengar, and plenty of other Pokemon that rely on their immunity to Ground-type attacks will suddenly find themselves in a much weaker position to switch in.

Combine this with a core that makes it very hard for opponents to switch in, and you've got a recipe for pain for your opponent.

Which brings me to may be my last 4th Generation team after a long, long hiatus, team Gravity.


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Interdictor, the Metagross
Metagross @ Leftovers
Ability: Clear Body
EVs: 248 HP/232 Atk/28 Def
Adamant nature (+Atk, -SAtk)
- Earthquake
- Bullet Punch
- Explosion
- Gravity


He's basically your average Metagross lead, with a few slight changes. With Gravity over Stealth Rock and Leftovers over a berry, this Metagross is designed to fight on the long term. Because there is no immediate advantage to using Gravity, as it only lasts for 5 turns, I don't have the prerogative to immediately set it up like other leads do for Stealth Rock. This gives me a lot more flexibility in playing with him. I can either try to take their lead out quickly, switch out, or set up Gravity at my leisure.

He can also come back in to play late game, finishing up with Bullet Punch or Exploding on any enemies that pressure me.

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Behemoth, the Heatran
Heatran (M) @ Leftovers
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Fire Blast
- Explosion
- Earth Power
- Substitute


Substitute Heatran is a huge part of the core of my team, giving me a lot of freedom during pivots. Enemy leads who often start off with Fire-type attacks for Metagross usually are immediately introduced to Behemoth, who substitutes up and can hit whatever comes in next with two boosted Fire Blasts in a row. With Gravity up, Fire Blast becomes 100% accurate as well.

Having two Exploders on my team is also an excellent insurance in case anything ever goes wrong.


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Death Star, the Starmie
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/6 SDef
Timid nature (+Spd, -Atk)
- Gravity
- Hydro Pump
- Blizzard
- Thunder


Lock up your Pokemon, because BoltBeam's bigger, meaner, and all-around nastier cousin has come home. Starmie gives me a second helping of Gravity if I ever need it, and with it comes three very hard-hitting attacks off of 115 Speed with a Life Orb.

Starmie can come in to force a switch, set up gravity, and tear apart anything coming in. If I'm in a bind, those three attacks are last resort moves that I'd rather not resort to, but sometimes there's no choice.


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Charity, the Shaymin
Shaymin @ Choice Scarf
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Air Slash
- Seed Flare
- Earth Power
- Hidden Power [Ice]


Would someone care to explain to me why Shaymin isn't more popular? Sure, Celebi's got more move options, but Shaymin has everything you need to succeed. With Air Slash and Seed Flare coming off of Serene Grace, it's almost impossible for anything to switch in on her safely, and her scarf variant has all the annoying of Sky-form's Air Slash with all of the bulk of her regular form.

Besides that, she's one of the few Pokemon that can absorb an incoming Earthquake when I have Gravity down, and can KO almost anything that can throw it at her.

Originally, I had her as a Grasswhistler, but I found that even with the evasion drop from Gravity, I wasn't using it often enough. Shaymin is great if I can hide her until later in the game, and have a good idea of what the opponent is going to switch in on her. Seed Flare can finish off foes with ease.

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Ravager, the Gyarados
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 156 HP/72 Atk/96 Def/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Taunt
- Waterfall


The classic Tauntdos, with Earthquake to better handle Steel-types and abuse Earthquake. This guy offers me so much coverage and and handles so many potential threats its not even funny. While without Stone Edge I'm a little harder up to handle opposing Gyarados, there's little else that poses a significant threat to this guy once I switch in.

Especially when I have my secret weapon...

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The Hammer, the Electivire
Electivire (M) @ Expert Belt
Ability: Motor Drive
EVs: 252 Atk/220 Spd/36 SAtk
Mild nature (+SAtk, -Def)
- Thunder
- Earthquake
- Dynamicpunch
- Flamethrower


I know what you're thinking. Electivire? Thunder? DYNAMICPUNCH? How crazy can this guy be? The answer is quite crazy, but that's not the point.

While this set is mediocre under normal battle circumstances, with the boost from Gravity, DynamicPunch and Thunder become accurate, deadly attacks in Electivire's arsenal, and Earthquake gives him an incredible boost to his coverage. If I can switch him in on an Electric attack as well, an Electivire sweep is entirely attainable. And with a Starmie and Gyarados to lure them in, if I keep Electivire hidden, it's not hard to get one.




This team plays with a lot of heavy offense, depending on the core of resistances and immunities around Heatran, Gyarados, Shaymin, and Electivire to get momentum, and making it very hard for the opponent to switch in using Gravity, Earthquake, and dangerous moves such as Seed Flare, Air Slash, and Earthquake, with two Exploders to keep the momentum firmly on my side.

Team Threats:

Gyarados: Starmie and Electivire have a hard time coming in on him, and if Gravity runs out, Thunder isn't guaranteed to hit. Will usually end up exploding on him, but if he gets a Dragon Dance, that can be trouble.

Dragonite: Usually end up taking him out with Shaymin's Hidden Power if I can, but sometimes have to explode on him. Dragon Dance Roost sets are hell.

Infernape: Starmie and Gyarados usually take care of this, and worst case scenario, I can revenge kill with Shaymin.

Tyranitar: I usually end up trying to get around whatever attacks he's throwing around, and hit him with whatever Super Effective attack I have on hand. And everyone has one, making him a fairly mild threat.

Rotom-A: If I have Gravity up, Electivire comes in on a Thunderbolt and takes him out with Earthquake. Without Gravity though, it's much harder, as Electivire doesn't have anything that can threaten it. Rotom-W is the hardest, as Heatran can't check it either. Usually if I can wear it down some though, I'll end up blowing it away with Shaymin Seed Flare. Trick variants aren't too scary, as little of my team is too terribly concerned with a Choice Scarf on.

Metagross: Earthquakes and Fire Blasts will take down lead variants fairly easily, but Agiligross variants can be very deadly. Worst case scenario is that Shaymin can revenge kill it with Earth Power if I can at least lower its health.

Snorlax:
Snorlax can be pretty annoying, as if they come at a bad time, I can't get Electivire to DynamicPunch it. Gyarados can taunt it and ruin most of its fun though, and I can just whittle it down.

Heatran: With a Subtran of my own, and Pokemon that can lure a Fire Blast in, it's pretty easy to scare these things off. Even then, every one on my team carries something Super Effective against, and almost everyone can one-hit-kill it. Assuming I land the right move, that is.

Thoughts to consider:


Does Gravity help my team enough to warrant its use, or would I be better off scrapping it altogether?

Would another Pokemon work better as a Gravity finisher than Electivire?

Is there a way I can factor in recovery better into my team? What about Sleep with Gravity boost?

How could I factor some more healing into my team without sacrificing the speed or base concept?
 
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