2010-04-15, 04:36 PM
ClawofBeta Wrote:Thunder is already 100% in the Rain, though, so Gravity only helps Hydro Pump. Which is kinda useful, but still.
Is it? You're probably right about that, since I think I do remember people saying it's 100% acc in rain. For other techs such as Zap Cannon and Hydro Pump though, Gravity+RD still applies.
I'm a bit O_O at the amount of turns to set it up, though.
1. Rain Dance, assuming 7 turns.
2. Gravity.
3. Switch.
4 turns to abuse the Rain, and this is only the best case scenario. Sure, it might be more than enough, but 3 turns is a lot for your opponent to set up, too.
It looks like a long time to set-up. But can't you say the same for the typical:
Turn 1: SR
Turn 2: Tox Spikes / reg Spikes
Turn 3-4: Repeat
Turn 5: Mass-roar (forced-switches)
Same can be said for sweepers that relies on DD (6 turns for maximal damage output). 4 turns = enough for it to be effective. And there are Pokemon that can set up both RD+Gravity in a single moveset, but Taunt > beats this if they predict it properly. Gravity is pretty underestimated in the metagame, and not used as often as I thought. I made 2 out of 3 teams to abuse Gravity. For further evidence, view my first log in the Log thread. I used Gravity to set up an accurate Dynamic Punch.
It might take a good 2-3 turns to set up RD+Gravity, but 2 turns aren't a lot. Unless it takes 5-6, then I'd say it's too much time.

