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My conclusion on Gravity and RainDance in conjunction.
#1
Gravity is not a weather-effect, but rather, similar to a temporary status that affects even switch-ins. Bulbapedia's description:

Quote:Gravity disables moves that requires the user to go into the air, including Bounce, Fly, Splash, Jump Kick and Hi Jump Kick, and the moves that require levitation such as Magnet Rise. If a Pokémon is using Fly or Bounce when Gravity comes into effect, it will immediately be stopped.
It also disables the immunity of Flying-type Pokémon and Pokémon with the Levitate ability to Ground-type moves. Spikes, Toxic Spikes and Arena Trap will also affect the Flying-type Pokémon and the Pokémon with Levitate. It also decreases the Evasion of all Pokémon in battle by two stages.
After five turns, the intense gravity will wear off, much like a weather condition (though weather conditions do not supersede it)
After testing this immensely on my Rain Dance team, I've learned several things.



a) Jirachi is literally, a must for RD teams
b) Gravity + RD works extremely well with anything that has low-acc and is water-elemental or electric-elemental (duh):
ie ---- Thunder, Zap Cannon, Hydro Pump, etc
c) Though Gravity shouldn't be required, it helps if you want to have a back-up in case your water-typing Pokemon gets screwed over a bit by anything Gyarados or / and it's mother. [ie: Gravity -> Thunder = GG Gyarados, instaKO]





Gravity can work in conjunction with SandStorm, though the effect isn't as helpful. Gravity+Sandstorm = little insignificant damage, but all Flying-types+Levitating ability Pokemon gets fcked by EQ if that's your only resort. This works extremely well for Skarmory, who likes to laugh at Ttar during 3rd gen. Well, too bad Ttar has Fire Punch now, gg Skarm. But for Pokemon such as Flygon who has mediocre spe. att stats, using EQ @ Skarm after a Gravity = gg.

Highly recommending RD teams to start using Gravity. Gravity has uses for Dynamic Punch as well.

PS: I think people just under-estimate Gravity. I rarely see it in any of the OU matches I've played. I've abused Gravity as much as possible to get as much benefits out of EQ, Dynamic Punch, Thunder, and of course, Spikes + Tox Spikes per match.
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#2
Thunder is already 100% in the Rain, though, so Gravity only helps Hydro Pump. Which is kinda useful, but still.

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.
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#3
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.
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#4
That's because they're stall teams. They're supposed to do that.

Sweepers that rely on DD only need 1. 2 if they're the bulky variant. 4 is overkill.

Gravity should be used more, though.
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#5
ClawofBeta Wrote:That's because they're stall teams. They're supposed to do that.

Sweepers that rely on DD only need 1. 2 if they're the bulky variant. 4 is overkill.

Gravity should be used more, though.


I disagree with DD'ers needing only 1 DD to sweep a team. Usually, if I use DD, I try to get 2-3 in for OHKOs. I usually set up my teams to predict status infliction (as you've noticed, I'm sure). For Salamence, this isn't the case since his ATT stat is extremely high and 1 DD is enough to wipe out more than half a team, that and along with STAB'd Outrage. IMO, personal preference, but when I spam Curse, DD, or SD, I try to reach the limit to ensure that I can wipe out most of the opposing team. Though if I know for sure I won't survive the upcoming attack, I'll immediately stop and start attacking.

Gravity is great. I stop Bronzongs from abusing that Levitate ability and start spamming STAB'd EQs on them.
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#6
May i ask which Pokemon you are spamming SD and DD on? Curse I can understand.
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#7
ClawofBeta Wrote:May i ask which Pokemon you are spamming SD and DD on? Curse I can understand.



Pokemon that can't hurt you:

-LOLbronzong
-LOLforretress (spamming Spikes/Tox Spikes x3, during that 3 turns, spam 3 DDs and start blasting away before it explodes)
-Suicune (depends, if it's a Rest/sleeptalk Cune, spam it. If it's CMing Cune, be careful here, they can Roar)
-Curselax (enjoys to Curse up, thinking that it will survive everything in the metagame)
-Swampert (depends as well. Some might have Roar. But if it's one for support or tanking, expect SR and Protect-spam)
-Hippowdon (Supportives will always have Roar. Though some won't.)
-LOLcradily (Curse x6 + sleeptalk + rest Standard set. Will try to abuse Curse if especially in Sandstorm mode)



Some prime examples you can spam and sweep on. Experienced players will insta-switch and prevent more than even 1 DD or SD. I do, n't recommend spamming SD against a Cune though, too risky, since they can CM and fake you out a bit, then Roar away and you're left to fend against a CM'ed-up Cune with either STAB'd Surf or non-STAB'd Ice Beam. Their HP and Def is so thick that it might take a good 2-3 SDs to ensure that you even OHKO a Cune.

I know full well about the following though, tested during 3rd gen meta:

Aero@White Herb
Jolly
252 ATT / 252 Speed / 6 HP
-Rock Slide <STAB>
-etc etc etc

Under 6x Curse, and White Herb, it has about 1,000 total ATT. Against a Cune that has Bold nature, with 252 / 252 HP+Def EVs, Cune can withstand a direct Rock Slide and probably tank it. Only dealing near 50% damage, roughly. This shows you that even with maxed up att, Aero < Cune. Cunes are great Physical Walls too. Cunes can be tanks with just roughly 2-3 CMs as well. The reason Cune's OU is because of it's defensive-stats and awesome HP. It just needs to beware of Raikou, especially.
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#8
Thunder is more than 100% accurate in the rain. It doesn't even go through an accuracy check. It just HITS. 25% chance to break Protect and Detect.

If you switch in an obvious Thunder user into Gyarados, there's a good chance they'll switch to something that's immune or resistant to it. Hippowdon fucks your pomegranate up with a Thunder immunity and Sand Stream.
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#9
Rayquaza2233 Wrote:Thunder is more than 100% accurate in the rain. It doesn't even go through an accuracy check. It just HITS. 25% chance to break Protect and Detect.

If you switch in an obvious Thunder user into Gyarados, there's a good chance they'll switch to something that's immune or resistant to it. Hippowdon fucks your pomegranate up with a Thunder immunity and Sand Stream.

Well, thing is, would you expect Thunder from Jirachi? Good chance it does if I'm switching it out @ Gyarados. However, then assuming they do switch to Hippowdon, so what? Ok, Sandstorm negates Rain Dance instantly. So Jirachi sets up Gravity. What can Hippowdon do? Spam STAB'd EQ? Unless it's an Adamant nature one with maxed att EVs, I'm not too worried. I'll spam accurate-Dynamic Punches at it to confuse it, thus forcing the player to switch to something else, or he/she will use Roar at me. Technically, it could go either way here.
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#10
Omni Wrote:Well, thing is, would you expect Thunder from Jirachi? Good chance it does if I'm switching it out @ Gyarados. However, then assuming they do switch to Hippowdon, so what? Ok, Sandstorm negates Rain Dance instantly. So Jirachi sets up Gravity. What can Hippowdon do? Spam STAB'd EQ? Unless it's an Adamant nature one with maxed att EVs, I'm not too worried. I'll spam accurate-Dynamic Punches at it to confuse it, thus forcing the player to switch to something else, or he/she will use Roar at me. Technically, it could go either way here.

A good player would figure out the gimmick with time. Gravity isn't completely unheard of, just more difficult to use. Hippowdon was the first thing that came to mind, a bulky Tyranitar could do much the same.
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#11
Omni Wrote:Pokemon that can't hurt you:

-LOLbronzong
-LOLforretress (spamming Spikes/Tox Spikes x3, during that 3 turns, spam 3 DDs and start blasting away before it explodes)
-Suicune (depends, if it's a Rest/sleeptalk Cune, spam it. If it's CMing Cune, be careful here, they can Roar)
-Curselax (enjoys to Curse up, thinking that it will survive everything in the metagame)
-Swampert (depends as well. Some might have Roar. But if it's one for support or tanking, expect SR and Protect-spam)
-Hippowdon (Supportives will always have Roar. Though some won't.)
-LOLcradily (Curse x6 + sleeptalk + rest Standard set. Will try to abuse Curse if especially in Sandstorm mode)



Some prime examples you can spam and sweep on. Experienced players will insta-switch and prevent more than even 1 DD or SD. I do, n't recommend spamming SD against a Cune though, too risky, since they can CM and fake you out a bit, then Roar away and you're left to fend against a CM'ed-up Cune with either STAB'd Surf or non-STAB'd Ice Beam. Their HP and Def is so thick that it might take a good 2-3 SDs to ensure that you even OHKO a Cune.

I know full well about the following though, tested during 3rd gen meta:

Aero@White Herb
Jolly
252 ATT / 252 Speed / 6 HP
-Rock Slide <STAB>
-etc etc etc

Under 6x Curse, and White Herb, it has about 1,000 total ATT. Against a Cune that has Bold nature, with 252 / 252 HP+Def EVs, Cune can withstand a direct Rock Slide and probably tank it. Only dealing near 50% damage, roughly. This shows you that even with maxed up att, Aero < Cune. Cunes are great Physical Walls too. Cunes can be tanks with just roughly 2-3 CMs as well. The reason Cune's OU is because of it's defensive-stats and awesome HP. It just needs to beware of Raikou, especially.

Worded it wrong.

What Pokemon do you spam DD/SD with?
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#12
The two best ones for DD:

-Ttar
-Draggy

Ttar is easy, since he has decent Def + Spe. Def stats. With around 100 in both base Def and Spe. Def (correct me if I'm wrong, but it should be near 100 for both). With automatic SandStorm, T-tar has an additional +50% more Spe. Def boost too. He only has to worry about Scizor and Metagross using STAB'd Bullet Punch, or anything with priority (Mach Punching Lucario). Dragonite is 2nd in choice, because his defensive stats are pretty decent too. Problem is 4x weak to Ice. <_< But his Def isn't too bad. You've never seen someone setting up a Dragonite with 2x DD?

I was going to say Kingdra, but his stats aren't as superior as these two. Though the 1x weak to Dragon makes it compelling to use him over Draggy with DD.

Draggy with Lum Berry not only cures it of confusion from STAB'd Outrage, but also counters status-infliction (Oh hi Toxic and T-wave) for 1 turn. That's how you get in at least 2 DD's. Someone will either try to take it out asap, or attempt to stop it by Parz'ing it asap.
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#13
Dude, if you let someone set up DD more than four times (or heck even two), you either have a bad team, you're a bad trainer, or a lot of your counters and checks and revenge killers are dead.
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#14
ClawofBeta Wrote:Dude, if you let someone set up DD more than four times (or heck even two), you either have a bad team, you're a bad trainer, or a lot of your counters and checks and revenge killers are dead.

That's not my problem to worry about. That would be my opponent's. You'd be surprised how many people lets me DD more than twice in OU battles. When they do switch or attempt to Roar me out, it's too late. I usually do randoms though, so it finds an opponent for me.
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#15
Omni Wrote:That's not my problem to worry about. That would be my opponent's. You'd be surprised how many people lets me DD more than twice in OU battles. When they do switch or attempt to Roar me out, it's too late. I usually do randoms though, so it finds an opponent for me.

If you're facing people that bad, your CRE must be around mine. LOL

By Kingdra being 1x weak to dragon, do you mean 1x weak to ice?
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#16
Oh, sorry, I meant 2x weak to Dragon. 1x, lol. <_<; Oh, and I don't face bad people all the time. There have been teams that swept mine pretty well.
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