- Base energy
For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.
The user greatly increases the pull of gravity within the bounds of the arena, making all attempts at flight or levitation incredibly energy-costly if not outright impossible. All Pokémon that can hover or fly will be forcibly brought back to earth and kept there until Gravity's effects end after five actions, and attacks that require leaping or temporary flight or levitation will be incredibly difficult to perform. Not only that, but the strain of moving around under high-gravity conditions causes Pokémon to become sluggish and clumsy, with the result that it is far more difficult to dodge incoming attacks. In effect, that means that all Pokémon within a field of high gravity behave as though their Evasion has been lowered by two levels.
|Bounce||Physical||85||5%||85%||Leaps up high, avoiding most moves, then attacks. Costs 3% extra energy to do both in one action. Has a 30% chance to paralyze the target.|
|Fly||Physical||90||5%||95%||Flies up high, dodging most moves, then hits. Costs 3% extra energy to do both in one action.|
|Flying Press||Fighting||Physical||100||6%||95%||Deals both Fighting- and Flying-type damage.|
|High Jump Kick||Fighting||Physical||130||8%||90%||Deals crash damage to the user if it misses, equal to half the damage it would have dealt.|
|Jump Kick||Fighting||Physical||100||6%||95%||Deals crash damage to the user if it misses, equal to half the damage it would have dealt.|
|Magnet Rise||Electric||—||—||4%||—||Grants the user Levitate for five actions in addition to all other abilities.|
|Sky Drop||Physical||60||3%||100%||Carries the target into the air, avoiding most moves, then drops it. Costs 3% extra energy to do both in one action.|
|Telekinesis||Psychic||—||—||4%||—||Raises the target in the air for three actions, giving all moves 100% accuracy against it.|