What it does
Gravity creates a 5-turn field condition with three main effects.
First, Ground-type immunity is gone. Flying-type Pokémon, Levitate users, and Air Balloon holders all become vulnerable to Ground moves for the duration. This is the whole reason to use the move.
Second, every Pokémon on the field takes -2 evasion. Both sides. That sounds bad for you, but in practice most moves in Champions hit at 100% accuracy anyway, so this rarely matters as much as the first effect.
Third, a handful of moves are disabled: Bounce, Fly, Sky Drop, High Jump Kick, and Jump Kick can't be used while Gravity is active. This cuts both ways.
The field lasts exactly 5 turns from the turn it's used. No way to end it early.
Who runs it
Meowstic (17% usage) runs Gravity in a support role, usually alongside a Ground-type attacker on the team. The idea is simple: set Gravity, then let your Ground moves reach every Pokémon on the field.
How to use it
The classic doubles sequence: Meowstic uses Gravity while the partner sets up, then next turn a Ground attacker uses Earthquake or a similar spread Ground move. Targets that would normally be immune — Corviknight, any Levitate user — are now wide open.
This combo pays off most when the opponent is running at least one Ground-immune Pokémon. Check team preview: if they have something that floats, Gravity immediately makes your Ground moves threatening across the full board.
Tips & strategy
Gravity affects your own team too. If you have a Flying-type or Levitate Pokémon partnered up, be careful about your own spread Ground moves — they'll hit your partner during Gravity.
The High Jump Kick suppression is a small bonus against Fighting-type opponents who rely on it. If the opponent has one, Gravity quietly cuts their most powerful option.
5 turns goes by fast in doubles. Use Gravity early enough that you can actually play into the Ground spam window — don't burn it late when the field is already decided.