Attempt At Offensive Gravity Team - OU

I wanted to try something new so I figured a Gravity team would be nice especially considering I've never seen anyone use it as of yet. Note that I don't use any legendaries on any of my teams so I won't swap any of my pokes for them if given that advice.


smeargle.png

Lead - Smeargle
Own Tempo - Focus Sash - Jolly
252 Att / 252 Speed / 4 SpecA
-Endeavor
-Spore
-Gravity
-Extreme Speed

Smeargle guarantees immobilizing a opponent with spore and then setting up Gravity or he can take a opponent down with his Sash+Endeavor+Extreme Speed Combo. If the opponent is slower it gives Smeargle that much more freedom, opponent leads like Infernape with Fake Out pose a serious threat to Smeargle although Dusknoir can be switched to negate it and proceed from there.

electivire.png

Mixed Sweeper - Mixvire
Motor Drive - Life Orb - Mild
EV's, ???, Need help.
-Dynamic Punch
-Earthquake
-Thunder
-HP Ice

Electivire has such versatility with his movepool that I simply couldn't pass him up. Gravity gives D-Punch 83% Accuracy covering threats like Tyranitar, Blissey, Heatran, and very useful on a predicted switch to force the opponent into confusion. Thunder gets 100% accuracy+Stab and Earthquake hits everything while Gravity is in play threatening foes like Skarmory, Bronzong, Lucario. HP Ice covers Adamant natured Salamence although becomes weak to Jolly Natures with a DD as well as Scarfgon. Motor Drive allows him to switch into incoming electric attacks aimed at Starmie for a well needed speed boost. I really need help determining a EV spread considering this set takes full advantage of Gravity and replaces the regular Mixvire set of T-Bolt with Thunder.

starmie.png

Special Sweeper - Starmie
Natural Cure - Life Orb - Timid
252 SpecA / 252 Speed / 4 HP
-Blizzard
-Thunder
-Hydro Pump
-Recover

Not much to say besides being a absolute monster wth Gravity up, 100% accurate moves that do 120 damage destroy just about everything. Thunder especially comes in handy with 30% paralysis and Hydro Pump does even more damage since it is Stab. The only thing I'm unsure of is putting Recover in the final slot, is it worth it for Starmie considering it's not like a Standard Starmie that invests into HP and Defenses?


dusknoir.png

Gravity Support - Dusknoir
Pressure - Leftovers - Impish
252 HP / 252 Def / 4 SpD
-Pain Split
-Gravity
-Dynamic Punch
-Will O Wisp

Dusknoir is another supporter for Gravity and is built for durability to set it up more then once. Will O Wisp cripples any incoming dangers like Metagross, Scizor, etc and allows him to setup Gravity, Pain Split is there as a self recovery move and Dynamic Punch takes full advantage of its improved accuracy with Gravity. Not only will opponents get burned, but Dusknoir will be laughing at their face with a double status.


rhyperior.png

Physical Sweeper - Rhyperior
Solid Rock - Life Orb - Jolly
252 Atk / 4 SpD / 252 Spe
-Earthquake
-Stone Edge
-Megahorn
-Rock Polish

Rock Polish Rhyperior is a force to be reckoned with after he gets a opportunity to pull off a single RP. He sports 392 Speed after a RP to avoid most threats besides Bullet Punch Scizor and absolutely devastates opponents by taking advantage of 100% Accurate Stone Edge, Unavoidable Earthquake, and 120 damage Megahorn. He is sure to cause many problems for the opposing team when paired with Gravity and a Rock Polish.

gengar.png

Special Sweeper - Gengar
Life Orb - Timid
252 SpecA / 252 Speed / 4 HP
-Focus Blast
-Thunder
-Hidden Power Fire
-Hypnosis

Gengar loses his ground immunity due to Gravity, but gains additional benefits to his movepool. Rather then the standard Thunderbolt he now has access to 120 damage Thunder with full accuracy to hit Water Types, Focus Blast is fully reliable to take down threats such as Tyranitar, Rhyperior, and Heatran. Hidden Power Fire is a option against steel types like Bronzong, Skarmory, Forretress, and Metagross. In the last slot is Hypnosis which normally is very unreliable and means death for Gengar if it doesn't land, with Gravity Hypnosis is very reliable to use meaning it can cripple at least one pokemon if not 1HKO most others. The only issue is sending him in at the right moment and Hypnosis becomes useless in Standard if Smeargle has used his Spore on a opponent.

Advice would be great, thanks. Don't forget that this is a offensive minded team, I'd prefer people not to try to alter it to a Defensive Stall Team.
 
I would recommend a Serene Grace Thunder/Blizzard/Fire Blast or Aromateraphy/Softboiled to use and abuse of Serene Grace and of course give a very good SpWall, otherwise the teams looks to me very solid, but I really don't know much about gravity team so good luck.

Btw you forgot about Gengar moveset.
 
I would recommend a Serene Grace Thunder/Blizzard/Fire Blast or Aromateraphy/Softboiled to use and abuse of Serene Grace and of course give a very good SpWall, otherwise the teams looks to me very solid, but I really don't know much about gravity team so good luck.

Btw you forgot about Gengar moveset.

I was considering Togekiss earlier when I was creating this team, but I don't have any experience with Gravity so I did my best, wasn't sure how well Togekiss would do.
 
I think that you would be able to take much more hits on the special spectrum with Blissey, even without any ev on Hp/Defenses if you want to be original and try something new like a specs Serene Grace Blissey than with Togekiss, his bad tipping can be his dead... Any way you could heal your entire team with Aromateraphy or you could go with Fire Blast to cripple phisical treads that don't think twice switching into Blissey, you can also use Aromateraphy or even wish instead of the supose Thunder, I mean you already two Thunder users on your team.
Well like I said I don't got much experience with Gravity teams and I only faced one in all this time.
 
Regarding Charizard, I think that adding a second attack to complement EQ would still be a good choice, since after the 5 turns of Gravity (well, actually only 1 after the initial setup turn, switch, Sub, and Belly Drum), you'll have no way to deal with fliers.
 
Regarding Charizard, I think that adding a second attack to complement EQ would still be a good choice, since after the 5 turns of Gravity (well, actually only 1 after the initial setup turn, switch, Sub, and Belly Drum), you'll have no way to deal with fliers.

Hmm, now that I think about it Charizard is not that worthwhile, he takes too much time to set up that Gravity might expire too soon for him to do well. Actually he only gets one turn to attack with Earthquake and then he'd have to switch out to setup Gravity again which negates his Belly Drum. Dragon Rush would seem plausible, it'll hit everything but steel types for neutral damage.
 
Hey. First, Charizard doesn't "loose" it's flying type, it just gets hit by ground type attacks-so Charizard still has a 0.5 multiplier when hit by a fighting type attack in gravity. Nice going on using him though-fire pokemon do look good.
second. Where's the threat list? The link is: http://www.smogon.com/forums/announcement.php?f=52&a=29. Finally, I admire that you're using the gravity field effect-I don't understand why nobody appears to like it. Meh

-Jion628
 
Does no one have any experience with Gravity to lend me some useful advice?

Jion, thanks for the compliment and the threat list although I'm kind of lazy to go over it. The first team I made I did consider pokemon that would be threats, but in Gravity with the right setup I don't expect much of anything to survive when it's hit by 120 base damage moves and unavoidable Earthquakes.
 
I've had some experience with Gravity, so maybe I can help. It looks pretty good, but mono-attacking BellyZard takes too long to setup, as mentioned earlier, and doesn't even get STAB on Earthquake.

I recommend replacing Bellyzard with either a mixed Wallbreaker or a revenge killer. Mamoswine makes a good choice on Gravity teams with EQ/Ice Shard if you choose to pick a revenge killer(Ice Shard priority). It also helps cover your Salamence weakness (it beats you if it gets a DD in).

If you choose a mixed sweeper, I recommend bringing in something to set up entry hazards, which are key on a Gravity team. Mixpert makes a good choice, and Smeargle can run Spikes over a move if you want to as well.
 
I've had some experience with Gravity, so maybe I can help. It looks pretty good, but mono-attacking BellyZard takes too long to setup, as mentioned earlier, and doesn't even get STAB on Earthquake.

I recommend replacing Bellyzard with either a mixed Wallbreaker or a revenge killer. Mamoswine makes a good choice on Gravity teams with EQ/Ice Shard if you choose to pick a revenge killer(Ice Shard priority). It also helps cover your Salamence weakness (it beats you if it gets a DD in).

If you choose a mixed sweeper, I recommend bringing in something to set up entry hazards, which are key on a Gravity team. Mixpert makes a good choice, and Smeargle can run Spikes over a move if you want to as well.

It really doesn't matter if EQ is STAB or not with Belly Drum out. The concern with Charizard is that he will have problems with residual damage like Sandstorm, Stealth Rock(I didn't know Gravity doesn't remove his flying type until the poster above yours told me) which really kills off Sub+Salac Berry) etc and won't survive very long much less be able to take advantage of Gravity for more then one turn. Setting him up really isn't worth it at all.

For Smeargle I actually changed his moveset to Spore, Protect, Gravity, and am not sure about the 4th slot. The reason I changed it was because I completely forgot about Infernape leads with Fake Out, not only will it activate his Focus Sash, but it'll flinch him negating his Endeavor+Extreme Speed. Protect solves this problem. I considered Smeargle for Spikes or SR, but being as fragile as he is I don't see him making it past Spore+Setting up Gravity.
 
Swampert? Defensive? He has the same base attack power as Lucario. More of a mixed tank than a wall. (but without swords dance, he's unlikely to sweep) Ne'er the less, don't underestimate an EQ from the mudskipper! Personally, I'd run with the versatility of a mixpert set, link:http://www.smogon.com/dp/pokemon/swampert
 
Swampert? Defensive? He has the same base attack power as Lucario. More of a mixed tank than a wall. (but without swords dance, he's unlikely to sweep) Ne'er the less, don't underestimate an EQ from the mudskipper! Personally, I'd run with the versatility of a mixpert set, link:http://www.smogon.com/dp/pokemon/swampert

Again, I will think about it. Any ideas for the 4th slot for Smeargle?

I'm considering E-Vire to replace Charizard, a mixed set with Dynamic Punch, HP Ice, Fireblast, Thunder. His wide movepool comes in handy with Gravity and can serve as a counter for incoming electric attacks that threaten Starmie for a Motor Drive Boost. Gravity is really appealing to me now, Dynamic Punch would be so annoying. Could someone reccomend a Mixed EV Spread for him? I'm not sure how much to split between SpecA and Attack considering Fire Blast and Thunder replace the regular set's Flamethrower and T-Bolt.

Hmm, for Smeargle I just realized that fake out is a normal type move, if he does encounter a Lead Infernape I can switch in Dusknoir to absorb it so protect is unnecessary, the original movepool will do well.
 
You know what? Merry christmas/birthday/whatever. I'll do a threat list for you, so you can see the weaknesses of your team, and also because I need a break from calc study.

Azelf: Psychic. 115 Base Speed, 125 Base Special Attack and Attack, Nasty Plot, "Levitate", Psychic, Flamethrower, Grass Knot, Thunderbolt, U-turn, Trick and Explosion.

With gravity down, the pixie will either get killed, or kill itself. W/out gravity, try the ever study Rhyperior, and kill it with bug!

Breloom: Grass/Fighting. 130 Base Attack, 70 Base Speed. Spore is the best move in the game hands down, and "Poison Heal", which grants Breloom 12.5% HP Recovery (to Leftovers' 6.25%) when Poisoned (easy to accomplish with Toxic Orb), is arguably a top-five Ability when you consider it will grant Breloom immunity to other status as well. To complement these unique tools, Breloom can utilize Focus Punch, Seed Bomb, Mach Punch, Substitute, ThunderPunch, Superpower, Sky Uppercut, Stone Edge and Leech Seed.

Starmie and Gengar will give this tool a headache-Just try to stay awake-I recomend using Starmie's natural cure to handle spore.

Celebi: Psychic/Grass. 100 Base in every stat, boasts Calm Mind, Swords Dance, Recover, Baton Pass, Psychic, Energy Ball/Grass Knot, Leaf Storm, Earth Power, Seed Bomb, Zen Heabutt, U-Turn, Heal Bell, Leech Seed, Trick, Perish Song and "Natural Cure".

Kill it with fire! Try Gengar, Rhyperior or Starmie-but they all fear Celebi's STABs. Hmmm...

Dugtrio: Ground. 120 Base Speed, 80 Base Attack. Only used for its "Arena Trap" trait, which prevents all pokémon that aren't Flying types or that don't have the Levitate ability from switching, making Dugtrio's Choice Banded or Life Orbed Earthquake, Aerial Ace, Night Slash or Sucker Punch quick and efficient. Can even run Choice Scarf to revenge kill enemy Choice Scarfers. A "threat" because it can stop other threats like Tyranitar, Infernape and Raikou from running rampant, and makes you think twice about building a team loaded with pokémon Dugtrio can kill off easily.

Dugtrio is gonna be a problem. He can trap anybody with gravity up, so you're going to have to revenge kill the b*stard with Starmie. Potentially a big problem.

Electivire: Electric. 123 Base Attack, a unique Ability in "Motor Drive" that raises its speed by 1.5× whenever an electric attack is used on it, 95 Base Speed, and the ability, with a Thunderpunch/Cross Chop/Earthquake/Ice Punch moveset, to score a Super Effective Hit on 13 of the 17 pokémon types (all but Psychic, Ghost, Bug and Fighting types). Can also take advantage of his 95 Base Special Attack with attacks such as Thunderbolt, Flamethrower and Hidden Power Ice or Grass.

Rhyperior comes to mind, but must watch for a HP grass or water-even with solid rock, that's painful w/out sandstorm suport.

Empoleon: Water/Steel. 86 Base Attack, 88 Base Defense, 111 Base Special Attack, 101 Base Special Defense, 60 Base Speed. Empoleon's plethora of resistances (12 to be exact) allow it to switch in frequently and use Surf, Ice Beam, Grass Knot, Agility, Swords Dance, Waterfall, Aqua Jet and Drill Peck. Easily the best abuser of "Torrent" thanks to his Sandstorm immunity and resistance to popular priority moves.

Starmie and Gengar w. thunder do the job best. Just keep that gravity up!

Flygon: Ground/Dragon. 100 Base Attack, 80 Base Defense, Special Attack and Special Defense, 100 Base Speed. "Levitate," resistance to Stealth Rock and immunity to Sandstorm and Electric attacks offer plenty of oppurtunities for Flygon to switch in and use Earthquake, Outrage, U-Turn Stone Edge, Draco Meteor, Fire Blast, Fire Punch and Roost. Can also utilise Choice Band or Choice Scarf to great effect.

Killit with Ice! This is why you carry blizzard on Starmie and Gengar. Kill it!

Gengar: Ghost/Poison. 130 base Special Attack, 110 Base Speed and "Levitate". Its fantastic movepool includes: Shadow Ball, Thunderbolt, Hypnosis, Trick, Focus Blast, Will-o-wisp, Energy Ball and Destiny Bond. Poor 65 Base Attack but can abuse the high base powers of Focus Punch and Explosion to hit special walls.

Gravity+EQ=win. Even Charizard gets to have a little fun against the now grounded cloud of gas.

Gliscor: Ground/Flying. 95 Base Attack, 125 Base Defense, 95 Base Speed. Can use "Hyper Cutter" to block Intimidate or "Sand Veil" to grab an Evasion boost if Sandstorm is present. Great resistances and Defense allow Gliscor to make good use of Earthquake, Swords Dance, Ice Fang, Stone Edge, U-Turn, Roost, Rock Polish, Taunt and Baton Pass.

Blizzard! Starmie and Gengar can take advantage of a 4x multiplied BP 120 attack! S+G FTW!

Gyarados: Water/Flying. 125 Base Attack, 100 Base Special Defense, 95 Base HP, Dragon Dance, "Intimidate", fantastic typing, and physical STAB in Waterfall and Bounce to replace its lost physical Hidden Power Flying from Advance. Also boasts Stone Edge, Earthquake, Ice Fang and, possibly its most threatening move, Taunt, which now lasts 3-5 turns instead of always two.

If Starmie and Gengar can actually get in, thunder will send the serpent back to the UU tier!

Heatran: Steel/Fire. 130 Base Special Attack, 106 Base Defense and Special Defense, 77 Base Speed, 90 Base Attack. Can utilize its "Flash Fire" ability to boost its Overheat, Fire Blast and Flamethrower. Also boasts: Earth Power, Dragon Pulse, Metal Sound, Lava Plume and Explosion. Unique typing grants him many oppurtunities to switch in making him a perfect candidate for either Choice Specs or Choice Scarf.

EQ. Need I say more?

Heracross: Bug/Fighting. 125 Base Attack, an Ability in "Guts" that raises its attack by 1.5× when afflicted with a status condition (PAR, BRN, PSN, SLP), 85 base Speed, 95 base Special Defense, and a great physical movepool, including, of most importance: Close Combat, Megahorn, Stone Edge/Rock Slide, Pursuit, Swords Dance, Night Slash, Facade, Sleep Talk, Endure and Reversal. Can also utilize Choice Scarf to boost its average speed to surprise enemies.

Ever eaten cooked bugs? I have, and they taste great. Gengar gets to have a little fun with this entree.

Infernape: Fire/Fighting. Nasty Plot, Swords Dance, 108 Base Speed, 104 Base Attack and Special Attack, and a very, very diverse movepool, including, of most importance: Close Combat, Flamethrower, Hidden Power Ice, Grass Knot, Flare Blitz, Thunderpunch and Stone Edge.

Nudge it gently. All jokes aside, the even more reliable EQ will OHKO the monkey almost every time. (Just remember to break the sash)

Jirachi: Psychic/Steel. 100 Base in every stat, boasts Calm Mind, Psychic, Grass Knot, Thunderbolt, Wish, U-Turn, Reflect, Thunder Wave, Iron Head, Body Slam, Ice Punch, Fire Punch, Thunderpunch, Trick, Zen Headbutt and greatly benefits from "Serene Grace".

EQ. HP fire. So, half your team, really. Not much of a threat at all, if you can dodge his Paraflinch strategy. Dusknoir w.Dynamicpunch would be funny...

Kingdra: Water/Dragon. 95 Base Attack, Defense, Special Attack and Special Defense, 85 Base Speed, 75 Base HP. Sports two fun abilities in "Swift Swim", which doubles its speed in the rain, and "Sniper", which grants its critical hits 3× power instead of 2×. Among the most effective moves for Kingdra are: Rain Dance, Surf, Waterfall, Dragon Pulse, Draco Meteor, Dragon Dance, Outrage, Substitute and Yawn. It's worth noting that with Swift Swim, the single turn it takes to set up Rain Dance will not only double Kingdra's speed but boost both its physical and special Water-type moves one stage, which makes both Life Orb and Mystic Water look great on it.

The only dragon w/out a 4x weakness. Still, hit hard, hit fast, and the seahorse from hell goes down. Might want a dragon to help, though.

Latias: Dragon / Psychic: 110 base Special Attack, 110 base Speed, 80 base HP, 90 base Defense, 130 base Special Defense. Quite bulky on the special side and reasonably durable on the physical side it can easily switch in on a many Pokemon and threaten them with a powerful STAB Draco Meteor. Also can utilized a variety of other special moves such as: Dragon Pulse, Surf, Thunderbolt, and Grass Knot. Can utilize Calm Mind with one of its recovery options to set up a sweep. Also has Trick as its disposal.

Latias will give you problems. Once it sets up, even Rhyperior starts shaking in his boots. If you hit it with megahorn, however, and it'll die quickly. A mixmence would be useful, however.

Lucario: Fighting/Steel: 110 Base Attack, 115 Base Special Attack, 90 base speed. Its obscene movepool includes: Close Combat, Swords Dance, Crunch, Ice Punch, Stone Edge, Endure, Reversal, ExtremeSpeed, Aura Sphere, Vacuum Wave, Bullet Punch, Agility, Shadow Ball, Dark Pulse, Hidden Power Ice and Dragon Pulse.

Lucario has no true counters, per se, but once you know the set, it'll die. Physical sets (the majority) go to Rhyperior, special sets...Might need a special Lucario counter. Maybe... Latias? Work on it.

Machamp: Fighting. 130 Base Attack, 90 Base HP, 80 Base Defense, 85 Base Special Defense. Already a viable threat with "Guts", Machamp's "No Guard" gives all of its attacks — and its opponents' — 100% accuracy, which is great news for its Dynamicpunch which causes all sorts of problems for potential counters with it's 100% confusion rate. Cross Chop and Stone Edge also benefit. Machamp also has Close Combat, Thunderpunch, Ice Punch, Fire Punch, Payback, Bullet Punch and Bulk Up at its disposal.

Hmmm... Sleep him (Taking advantage of No Guard, of course), bounce in Rhyperior, and kill him before he realises what's happening. potentially dangerous

Magnezone: Electric/Steel. 115 Base Defense, 130 Base Special Attack, 90 Base Special Defense, 60 Base Speed. Primarily used for its "Magnet Pull" ability which allows it to prevent opposing Steel-types from switching out of battle. Boasts the strongest STAB Thunderbolt in the game and often compliments it with Hidden Power Ice. Other common moves include Substitute, Magnet Rise, Explosion, Thunder Wave and Metal Sound.

EQ. It really is that simple.

Mamoswine: Ice/Ground. 130 Base Attack, 80 Base Speed, 70 Base Special Attack. Boasts one of the strongest STAB Earthquakes in the game, which, coupled with its STAB Ice Shard and Avalance, grant it great physical STAB coverage. Stone Edge, Ice Fang, Curse, Superpower and Blizzard round out the main options of a monster that works very well with a Choice Band.

If you can predict those EQ's, or just let gravity run out, Gengar can sleep/HP fire him into a world of pain. Otherwise, burn him, so he can't rip you to shreds so quickly.

Metagross: Steel/Psychic. 135 Base Attack, 130 Base Defense, 80 Base HP, 70 Base Speed, 95 Base Special Attack, 90 Base Special Defense. Doesn't need a Choice Band to wreak havoc with moves like Meteor Mash, ThunderPunch, Ice Punch, Earthquake, Zen Headbutt, Agility/Rock Polish, Trick, Explosion, Grass Knot and Pursuit. Its "Clear Body" prevents its stats from being lowered, most notably by Intimidate.

EQ. But be warned! a LO Agiligross in Gravity is even more deadly, unresisted by the entire OU tier, with just EQ and meteor mash. Handle with care.

Ninjask: Bug/Flying. 90 Base Attack, 160 Base Speed, an Ability in "Speed Boost" that raises its speed by one stage every turn. Among its main options: Substitute, Swords Dance, Baton Pass, Aerial Ace, X-Scissor, U-Turn and Protect. Mainly a threat on full-fledged Baton Pass teams that utilize Ingrain to keep both it and stat-ups from getting Whirlwinded away, but Ninjask can probably beat you in the right hands anyway if you don't have Haze, Taunt, Roar or Whirlwind handy.

Nudge. Perhaps giving Charizard a fire type attack will let him see a little action. Nevertheless, Rhyperior's stone edge will swat the little twerp.

Porygon-Z: Normal. 135 Base Special Attack, 90 Base Speed, two unique Abilities in "Adaptability" that makes its Same Type Attack Bonus 2× instead of 1.5× and "Download" which grants Porygon-Z +1 Special Attack if the opponent's Defense is higher than his Special Defense. Nasty Plot, Tri Attack, Shadow Ball, Recover, Agility, Hidden Power Fighting for Rock and Steel types and the ability to use Trick to screw over special walls.

Rhyperior. Crushing Porygon Z with a STAB EQ, and watching it die is fun. Dusknoir would work too, now that I think about it.

Rhyperior: Ground/Rock. 115 Base HP, 140 Base Attack, 130 Base Defense and a Rock typing that grants him a 1.5x boost to his Special Defense when in a Sandstorm. "Solid Rock" reduces the damage taken by super-effective attacks by 1/4. STAB Earthquake and Stone Edge are the mainstay attacks of any offensive Rhyperior with Megahorn, Aqua Tail, Fire Punch, Swords Dance and Rock Polish available to compliment them.

Oh, the Irony! Starmie w. Hydro pump is not going to let the physical tank of awesome get away w/out removing a hefty chunk of HP.

Roserade: Grass/Poison. 125 Base Special Attack, 95 Base Speed, 105 Base Special Defense. Has Leaf Storm, Sludge Bomb, Sleep Powder, Weather Ball, Leech Seed, Spikes (illegal with Sleep Powder), and Toxic Spikes. Further, the constant switching associated with using a rather handy Choice Scarf or Choice Specs makes "Natural Cure" a great ability on Roserade.

Gengar resists both STAB's, and can kill it with either hp fire, or Blizzard. NEXT!

Rotom-A: Electric/Ghost. 50 Base HP, 107 Base Defense and Special Defense, 105 Base Special Attack. Rotom-As fabulous typing combined with "Levitate" makes it pretty tough to kill. Works very well with or without Choice Specs or Choice Scarf and has an excellent movepool that includes Thunderbolt, Shadow Ball, Will-o-Wisp, Thunder Wave, Charge Beam and Trick. Depending on which variant of Rotom-A is used it also has access to one of Air Slash, Blizzard, Hydro Pump, Leaf Storm or Overheat.

EQ. Will the awesome never end in gravity?

Salamence: Dragon/Flying. 135 Base Attack, 110 Base Special Attack, 100 Base Speed, "Intimidate", and the ability, with either Choice Band or Choice Specs, to hit EXTREMELY hard off the bat from both ends of the damage spectrum. Besides Dragon Dance, its large movepool includes: Draco Meteor, Outrage, Earthquake, Rock Slide/Stone Edge, Brick Break, Flamethrower/Fire Blast, Hydro Pump, Aqua Tail, Dragon Pulse and Roost.

If you're ballsy enough to try, sleep w. Gengar, then Blizzard to victory! In gravity, forget not that EQ will hit it too.

Scizor: Bug/Steel. 130 Base Attack, 100 Base Defense, 65 Base Speed. Makes great use of its new "Technician" ability, which grants a 1.5× boost to all attacks 60 Base Power or less most notably to Bullet Punch, and can still benefit from "Swarm" which grants the same boost to Bug-type Attack when at 33% or less HP. Scizor's decent movepool includes, X-Scissor, U-Turn, Superpower, Brick Break, Pursuit, Quick Attack, Swords Dance, Agility, Baton Pass, Reversal and Roost. It very much welcomes the benefits of Life Orb and Choice Band.

Kill it with fire! Really, that's about you're only choice. Gengar has much fun with HP fire.

Snorlax: Normal. 160 Base HP, 110 Base Attack and Special Defense, 65 Base Defense. With Curse, Fire Punch, Ice Punch, Thunderpunch, Pursuit, Return/Frustration/Body Slam, Earthquake, Fire Blast, Selfdestruct and Crunch, Snorlax can contend with Skarmory a little better in this generation. Its "Thick Fat" Ability still halves the damage from Fire and Ice attack, and Rest can annoy you with or without Sleep Talk if you're not prepared.

Dusknoir. Take advantage of Gravity, use Will-o-wisp and pressure to PP-stall rest, or just Dynamicpunch the soft toy into next week.

Starmie: Water/Psychic. 115 Base Speed, 100 Base Special Attack and "Natural Cure". Can work very well with or without Choice Specs thanks to a great movepool that includes: Surf, Psychic, Thunderbolt, Ice Beam, Grass Knot, Recover, Rapid Spin and Trick. Its adequate, somewhat-overlooked 85 base Defense and Special Defense make it a surprisingly durable threat with Recover.

Rule34-Starmie on Starmie action! But if that's not your thing, Gengar works too.

Suicune: Water. 100 Base HP, 90 Base Special Attack, 115 Base Defense and Special Defense, 85 Base Speed. Calm Mind, Surf, Ice Beam, Roar, Rest and Sleep Talk with its "Pressure" Ability make this virtually unchanged threat from Advance just as hard to beat in DP if you're not ready. Suicune's natural bulk also allows him to use a Life Orb and invest heavily in his Special Attack and Speed to run a more offensive set than what was seen in ADV.

Sleep is peaceful... Until you wake up to a thunder in the face! Gengar will have much fun.

Togekiss: Normal/Flying. 120 Base Special Attack, 115 Base Special Defense, 80 Base Speed, and an Ability in "Serene Grace" that doubles the extra effects of moves that have them. Its movepool includes: Nasty Plot, Air Slash (60% flinch with "Serene Grace"), Aura Sphere, Wish/Softboiled/Roost, Thunder Wave (or Body Slam to paralyse foes immune to Thunder Wave), Baton Pass, Tri Attack (illegal with Nasty Plot), Trick and Grass Knot. Can also utilise a Choice Scarf set to further abuse Air Slash's flinch rate.

Just EQ when Gravity is down, and the flying mallowpuff dies.

Tyranitar: Rock/Dark. Choice Banded Crunch, Stone Edge/Rock Slide, Pursuit, Earthquake and Aqua Tail from 134 Base Attack. Tyranitar can also boast Dragon Dance or 101 HP Substitutes and utilize Ice Beam, Thunderbolt, and Flamethrower/Fire Blast with 95 Base Special Attack and great all around defenses. Its "Sand Stream" also limits the durability of non-Rock, -Steel and -Ground Types, while also boosting by 1.5× the Special Defense of itself and all other Rock type pokémon.

Dusknoir. Dynamicpuch FTW?

Weavile: Dark/Ice. 120 Base Attack, 125 Base Speed, Swords Dance, Night Slash, Ice Punch, Brick Break and a STABbed Pursuit and Ice Shard make this a threat with or without Choice Band.

"". "" ""? Just watch out for night slash. Not fun.

Yanmega: Bug/Flying. 116 Base Special Attack, 95 Base Speed, 86 Base HP and Defense. Has two very useful abilities in "Tinted Lens", which doubles the power of NVE (not very effective) hits, and "Speed Boost". Yanmega can use Air Slash, Bug Buzz, Hypnosis, Protect, and Choice Specs, Choice Scarf or Focus Sash very well.

Gengar sez-Kill it with fire!

Zapdos: Electric/Flying. 125 Base Special Attack, 100 base Speed, 90 Base HP, Attack and Special Defense, 85 Base Defense. With Thunderbolt, Roost, Discharge, U-turn, Heat Wave, Hidden Power Ice or Grass, Substitute, Agility, and Baton Pass, Zapdos can be quite the nuisance, not to mention how well it can use Rest/Sleep Talk with its "Pressure" Ability.

Gravity has never been so much fun. Killing any flier with EQ is sooo funny, But freaking Zapdos!

Merry whatever.

-Jion628
 
Wow, that was very helpful, thank you. I liked your side comments, some of them were funny lol. I added E-Vire earlier so I think he will compliment some more threats and wreak havoc.
 
Thanks. Now, about the drugs...

Seriously, perhaps a LO Latias (here:http://www.smogon.com/dp/pokemon/latias ) could help,and would give you the freedom to make Gengar purely annoyance, dropping Starmie for something else, without loosing too mush poweron the special side. Still, JMNSHO (just my not-so-humble opinion)
 
Thanks. Now, about the drugs...

Seriously, perhaps a LO Latias (here:http://www.smogon.com/dp/pokemon/latias ) could help,and would give you the freedom to make Gengar purely annoyance, dropping Starmie for something else, without loosing too mush poweron the special side. Still, JMNSHO (just my not-so-humble opinion)

I would, but I dislike using Legendaries otherwise my lead would probably be Jirachi. Although I'm looking to win and build a good team I also play with pokes I like as well. I can't abandon Shiny Starmie, he looks too awesome!
 
If you have any spare time could you recommend a EV Spread for Mixvire, I know it's on the site, but having Thunder and Fire Blast should make a big difference in the EV Spread considering they do 40 more damage.
 
I wouldnt recommend dynamic punch on electivire anyway, he is extremely fragile, and the power from cross chop is 20 higher, and now with 100% accuracy, use it.

No shadow ball on gengar?? Really shadow ball is a staple on him, so i would recommend Substitute, Shadow Ball, Focus Blast, HP Fire/Hypnosis, what is thunder supposed to take care of anyway, vaporeon? Suicune? Really you dont need this, even though it is good, Shadow Ball > Thunder(bolt) any day (on gengar that is)

Also there are so many threats to this team is unbearable, SDLucario takes care of all but dusknoir, maybe starmie has a chance i dunno. Any Scizor also takes this team fairly easily, electivire would probably die from a +2 LO, or 2HKO from CB Bullet punch anyway, and dusknoir takes hefty damage from pursuit.

You are also very weak to any DDmence (and gyarados to an extent), and scarfed gengar takes care of this team in a second.

Even though i like this team, it has some major threats it needs to address.
 
I wouldnt recommend dynamic punch on electivire anyway, he is extremely fragile, and the power from cross chop is 20 higher, and now with 100% accuracy, use it.

No shadow ball on gengar?? Really shadow ball is a staple on him, so i would recommend Substitute, Shadow Ball, Focus Blast, HP Fire/Hypnosis, what is thunder supposed to take care of anyway, vaporeon? Suicune? Really you dont need this, even though it is good, Shadow Ball > Thunder(bolt) any day (on gengar that is)

Also there are so many threats to this team is unbearable, SDLucario takes care of all but dusknoir, maybe starmie has a chance i dunno. Any Scizor also takes this team fairly easily, electivire would probably die from a +2 LO, or 2HKO from CB Bullet punch anyway, and dusknoir takes hefty damage from pursuit.

You are also very weak to any DDmence (and gyarados to an extent), and scarfed gengar takes care of this team in a second.

Even though i like this team, it has some major threats it needs to address.

Lucario is sweeped by half my team, Gengar HP Fire, E-Vire's Dynamic Punch or Fire Blast, Dusknoir's Dynamic Punch, Rhyperior's EQ+Rock Polish. Scizor is taken care of by Gengar's HP Fire or Electivire's Fire Blast, not to mention Dusknoir can cripple it with Will-O-Wisp and Dynamic Punch. Starmie safely takes care of Gyarados with a Thunder, Gengar can if he hasn't DD'ed, and Electivire beats even Jolly Gyarados after a Motor Drive allowing him to 1HKO with Thunder as well. DD Salamence? Thank you Earthquake from Rhyperior and HP Ice from E-Vire after a Motor Drive assuming it's not jolly, Starmie outspeeds it if it hasn't Dragon Dance and is especially no trouble if Mence is missing Crunch. Not too worried about Gengar, don't think I've encountered a Scarfed version yet.

The only huge threat I have is Dugtrio although that threat is gone if Gravity is out of play. I might consider EQ rather then Dynamic Punch on E-Vire, Cross Chop has the exact same damage except it criticals occasionally.
 
Lucario is sweeped by half my team, Gengar HP Fire, E-Vire's Dynamic Punch or Fire Blast, Dusknoir's Dynamic Punch, Rhyperior's EQ+Rock Polish. Scizor is taken care of by Gengar's HP Fire or Electivire's Fire Blast, not to mention Dusknoir can cripple it with Will-O-Wisp and Dynamic Punch. Starmie safely takes care of Gyarados with a Thunder, Gengar can if he hasn't DD'ed, and Electivire beats even Jolly Gyarados after a Motor Drive allowing him to 1HKO with Thunder as well. DD Salamence? Thank you Earthquake from Rhyperior and HP Ice from E-Vire after a Motor Drive assuming it's not jolly, Starmie outspeeds it if it hasn't Dragon Dance and is especially no trouble if Mence is missing Crunch. Not too worried about Gengar, don't think I've encountered a Scarfed version yet.

The only huge threat I have is Dugtrio although that threat is gone if Gravity is out of play. I might consider EQ rather then Dynamic Punch on E-Vire, Cross Chop has the exact same damage except it criticals occasionally.

Umm, wow sorry this is one of the noobiest posts i have actually ever seen.

Sure gengar can check lucario, but electivire? After a +2 i am sure electivire will die easily from extremespeed, rhyperior getting a chance to use Rock Polish on a +2 Atk SDluke is never going to happen, i am not sure if you know, but an adamant SDLuke +2 Atk Close Combat OHKOes all skarmory variants, and your rhyperior doesnt pack any defensive EVs, and it takes SE from close combat. Dusknoir could get the Dynamic Punch off, but can be OHKOd by adamant SDluke +2 Crunch (LO).

Also gengar using HP fire on scizor? Are you insane, people only send scizor into gengar when they dont have a sub up, HP fire is quite common on gengars these days. Sure Dusknoir can will o wisp, but is barely not 2HKOd by pursuit. And remember scizor can switch out.

Other than starmie, DD gyarados runs through this team, and an offensive version with bounce is gonna OHKO your starmie, and Stone Edge will leave starmie again in KO range, which again brings up dugtio. Now this is where i am confused, you think you will get a motor drive boost while coming into a gyarados? LOL. May i again reiterate the fact that electivire has shit ore defenses, a 108 Atk Adamant gyarados +1 waterfall OHKOs (-Def Nature) 100% of the time.

Rhyperior is OHKOd by +1 Atk Salamence Earthquake (i didnt factor in solid rock), but i imagine he still gets OHKOd the majority of the time. Electivire is OHKOd by either outrage or earthquake, and salamence is faster than electivire after a +1. And please stop referring to electivire as though he always has motor drive, seriously, i mean you dont even have gyarados, so using electivire is fairly pointless. Starmie is also OHKOd by +1 outrage (outrage is stronger than a super effective crunch..).

And sorry about the mistake with cross chop.
 
Hey, me again.
vGX, you do make some valid points, so personally, I'd drop Starmie for a standard mixpert w. blizzard + hydro pump, and a new mixmence, dropping flamethrower for whatever, and draco meteor for dragon rush, to avoid the -2 SpA. Their combined powers should be sufficient in stopping a lot of threats.
 
Umm, wow sorry this is one of the noobiest posts i have actually ever seen.

Sure gengar can check lucario, but electivire? After a +2 i am sure electivire will die easily from extremespeed, rhyperior getting a chance to use Rock Polish on a +2 Atk SDluke is never going to happen, i am not sure if you know, but an adamant SDLuke +2 Atk Close Combat OHKOes all skarmory variants, and your rhyperior doesnt pack any defensive EVs, and it takes SE from close combat. Dusknoir could get the Dynamic Punch off, but can be OHKOd by adamant SDluke +2 Crunch (LO).

Also gengar using HP fire on scizor? Are you insane, people only send scizor into gengar when they dont have a sub up, HP fire is quite common on gengars these days. Sure Dusknoir can will o wisp, but is barely not 2HKOd by pursuit. And remember scizor can switch out.

Other than starmie, DD gyarados runs through this team, and an offensive version with bounce is gonna OHKO your starmie, and Stone Edge will leave starmie again in KO range, which again brings up dugtio. Now this is where i am confused, you think you will get a motor drive boost while coming into a gyarados? LOL. May i again reiterate the fact that electivire has shit ore defenses, a 108 Atk Adamant gyarados +1 waterfall OHKOs (-Def Nature) 100% of the time.

Rhyperior is OHKOd by +1 Atk Salamence Earthquake (i didnt factor in solid rock), but i imagine he still gets OHKOd the majority of the time. Electivire is OHKOd by either outrage or earthquake, and salamence is faster than electivire after a +1. And please stop referring to electivire as though he always has motor drive, seriously, i mean you dont even have gyarados, so using electivire is fairly pointless. Starmie is also OHKOd by +1 outrage (outrage is stronger than a super effective crunch..).

And sorry about the mistake with cross chop.


You keep talking about specific situations where I'd allow my opponent to be able to set up a Swords Dance or DD. I really don't see that happening very often at all considering the sheer amount of problems the team would cause an opponent with hax alone(Burn, paralyze, confusion, hypnoisis). I could throw around Dynamic Punch on every predicted switch and go for confusion, they could still go for a SD or DD, but risk KO'ing themselves. Dropping Ice from E-Vire for EQ might be better for me as well to take advantage of Gravity, again I could keep throwing around Earthquake on switches from Rhyperior or E-Vire since there's nothing that resists either with Gravity up. As far as Motor Drive goes Starmie is weak to electric, I'm pretty sure on a well predicted electric attack I can switch in Electivire for a boost, not sure why I would need a Gyarados to do the same thing on my team. Yeah, Gyarados would bring on more electric attacks since enough opponents pack Dark Moves such as Pursuit and Crunch against Starmie, but even so there will be situations where I'll see a electric attack for my benefit.

So does anyone have a nice EV spread for my E-Vire or a site with a reliable calculator on determining damage that takes into consideration IV's, EV's, etc? I just need to get E-Vire done to test this team out a bit.
 
Hey, me again.
vGX, you do make some valid points, so personally, I'd drop Starmie for a standard mixpert w. blizzard + hydro pump, and a new mixmence, dropping flamethrower for whatever, and draco meteor for dragon rush, to avoid the -2 SpA. Their combined powers should be sufficient in stopping a lot of threats.

If Starmie doesn't work too well I will drop him for your earlier advice for a LO Latias or aim for the Mixmence.
 
I was looking over Latias's moveset and noticed Psywave. I'm pretty curious as to why none of the sets take this move into consideration, it does 1.5x damage times its level which is 150 damage with no turn to recharge, not to mention that it is a STAB move. The accuracy is iffy at 80%, but goes to 100% with Gravity up, really makes me interested to use that move if I went with Latias.
 
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