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Entry Hazards are Pokemon techniques that damage Pokemon when they switch into battle. There are three types of entry hazards, each hitting certain types of Pokemon and each having a specific maximum number of layers. These are Stealth Rock, Spikes, and Toxic Spikes.
Stealth Rock is pretty useful for teams, for residual damange and is the best defense against teams running Focus Sash (not that Focus Sash is used for anything besides a lead). Stealth Rock will do damage based on how weak a Pokemon is to Rock-type attacks.
Spikes are set up in three layers, and damage all Pokemon that can be hurt by ground type moves, which is to say all Pokemon that aren't Flying-type or have the abilities Levitate or Magic Guard. Depending on how many layers of Spikes get set up, they will do different amounts of damage to opponents switching in.
Toxic Spikes are a slightly different form of entry hazard that induce a certain status ailment depending on how many layers are set up.
Now, here comes the discussion: What do you personally think of Entry Hazards? What sort of Entry Hazards do you normally use for your competitive, or in-game strategy? How do these entry hazards help your personal favourite strategy in battle?
Stealth Rock is pretty useful for teams, for residual damange and is the best defense against teams running Focus Sash (not that Focus Sash is used for anything besides a lead). Stealth Rock will do damage based on how weak a Pokemon is to Rock-type attacks.
4x Resistance: 3.125% (1/32) Damage
2x Resistance: 6.25% (1/16) Damage
1x Neutrality: 12.5% (1/8) Damage
2x Weakness: 25% (1/4) Damage
4x Weakness: 50% (1/2) Damage
Spikes are set up in three layers, and damage all Pokemon that can be hurt by ground type moves, which is to say all Pokemon that aren't Flying-type or have the abilities Levitate or Magic Guard. Depending on how many layers of Spikes get set up, they will do different amounts of damage to opponents switching in.
1 layer: 12.5% (1/8) Damage
2 layers: 18.75% (3/16) Damage
3 layers: 25% (1/4) Damage
Toxic Spikes are a slightly different form of entry hazard that induce a certain status ailment depending on how many layers are set up.
1 layers: Poison (steady 1/8th damage per turn)
2 layers: Bad Poison (1/16 * # of turns in play)
Now, here comes the discussion: What do you personally think of Entry Hazards? What sort of Entry Hazards do you normally use for your competitive, or in-game strategy? How do these entry hazards help your personal favourite strategy in battle?
source;
Smogon's entry hazard article
Smogon's entry hazard article