Hey, guys! Welcome to another segment of Competitive Crunch! Today, we will be talking about Entry Hazards.
If you don't know what entry hazards do, you will learn now! Entry Hazards do specific damages to Pokemon on the other side of the field as they switch in and out.
The four main entry hazards are as follows:
Spikes: Introduced in GSC. You could only set up one layer of Spikes at a time until DPPt. The spikes would hurt your opponent's Pokemon if they switched in by one-sixteenth of their health. Two layers of Spikes would do one-eighth of their health, and three would do one quarter. Three is the maximum amount of Spikes that can be put onto your opponent's side of the battlefield.
Common Spikes Users: Roserade, Skarmory, Froslass, Ferrothorn, Forretress, Klefki, Greninja
Toxic Spikes: Introduced in DPPt. You could set up one layer of TSpikes (as they are called) to poison your foe in switch-in. Set up a second layer will cause them to be badly poisoned! Two layers of TSpikes is the maximum amount.
Common Toxic Spikes Users: Ferrothorn, Forretress, Roserade, Tentacruel, Drapion, Nidoqueen
Stealth Rock: Introduced in DPPt. This is a very interesting entry hazard. It cannot be layered like the previous two, but does damage that varies with your opponent's type. If the type of Pokemon they switch in is weak to Rock-type moves by 2x, it would do 25% damage on switch-in. If they are weak to Rock-type moves by 4x, it would do 50% damage! Resistance to Rock-type moves will lower the damage percentages for SR (a common abbreviation for Stealth Rock) to do to your opponent.
Common Stealth Rock Users: Aggron, Tyranitar, Forretress, Ferrothorn, Heatran, Skarmory
Sticky Web: The newest entry hazard, introduced in X and Y. It cannot be layered and will lower your opponent's Speed stat on switch-in. It doesn't seem useful at first, but it can be a real life-saver if used with a slow team that can benefit from it.
Common Sticky Web Users: Galvantula, Leavanny, Ariados, Smeargle, Masquerain, Shuckle
How can I get rid of annoying Entry Hazards on my side?
Excellent question! There are a couple of ways to deal with pesky Entry Hazards.
Rapid Spin: A very common counter to hazards. Rapid Spin spins away all entry hazards currently on your side of the field except Sticky Web.
Common Rapid Spin Users: Blastoise, Claydol, Starmie, Forretress, Donphan, Hitmontop, Tentacruel
Defog: A previously useless move has been given some use in X and Y. It will get rid of all entry hazards including Sticky Web, but also gets rid of the entry hazards you've set up! A somewhat tactical move that is commonly used on teams with many Fire and Flying-Types that are weak to Stealth Rock.
Common Defog Users: Mandibuzz, Staraptor, Skarmory, Crobat
Magic Bounce: A fantastic ability to counter Entry Hazards. If this Pokemon is on the battlefield when Entry Hazards are set up, Magic Bounce will bounce them right back at their side of the field. Magic Bounce also bounces back status moves, Leech Seed, and a couple of others, too!
Common Magic Bounce Users: Espeon, Xatu, Mega-Absol
Magic Coat: By far not as common or useful as Magic Bounce, Magic Coat reflects all hazards and status moves back to the other team for one turn. I highly recommend the ability over the move, but I suppose this isn't a bad option.
Common Magic Coat Users: Milotic, Alakazam, Clefable, Porygon-Z
That's all I have to say on today's Competitive Crunch. Thanks for reading!
~Credits to Smogon, Serebii, and Bulbapedia for my information. THANKS, SOURCES!!!~
~Credits to pkparaiso.com for this Heatran. THANKS, PKPARAISO!!!~
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