Setting Up Your Hazards!

DdogTheKing

On the surfside.
Member
You know them you probably have a love / hate thing for them. But ever since Generation II. They have either helped us, or hindered us. That's right we're talking about hazards! Watch your step.

For you to begin you MUST know what a 'Entry Hazard' is.

A Entry Hazard is a thing placed to cause an effect when a pokemon switches in. This 'effect' can vary from damage, status, or even stat changes.

Let's explain how they work! Shall we?

Spikes | Generation II | Ground | 3 Uses for max effect.​

Spikes was introduced in Generation II as stated sbove. Spikes could only be learned by not that many mons. Skarmory / Forretress are good users of this. For each layer the opposer will deal a x% amount of damage. Spikes was also not effected by Resistances / Weaknesses. For each layer you'd take more & more damage.

1 Layer - 12.5% of damage to your HP.
2 Layers- 16.67% of damage to your HP.
3 Layers- 25% of damage to your HP.

Stealth Rock | Generation IV | Rock | 1 use for max effect​

Next, we have Stealth Rock. Stealth Rock is the most famous hazard around and is used in almost EVERY standard team. Pretty incredible right? One thing that makes Stealth Rock more used is that it only takes 1 turn to set up. Also, unlike Spikes, Stealth Rock is effected by resistances / weaknesses on switchins.

x0.25 to Rock - 3% of damage of your HP.
x0.5 to Rock - 6% of damage of your HP.
x1 to Rock - 13% of damage of your HP.
x2 to Rock - 25% of damage of your HP.
x4 to Rock - 50% of damage to your HP.

Toxic Spikes | Generation IV | Poison | 2 uses for max effect.​

After that, we have Toxic Spikes. Toxic Spikes is a hazard that deals no damage whatsoever. What no damage? That sounds so stupid. Actually, It's not. Toxic Spikes instead of dealing damage it poisons the target gradually taking the opposers of it's HP at the end of the turn. After each layer the poisoned status gets worse.

1 Layer - [Regularly Poisoned] - Loses 13% of it's HP after each turn.
2 Layers - [Badly Poisoned] - Loses more and more HP each turn.

Sticky Web | Generation VI | Bug | 1 use for max effect.​

This generation we got a new hazard to fully mess around with. That was Sticky Web this move was given to a exclusive amount of bug types only few pokemon can use this move. Sticky Web is also another hazard that deals no damage at all. But, it does lower the speed of opponents by 1.

Different Kinds of Hazard Stacking!​

There is numberous methods to use to apprioately get up your hazards on the opponents side of the field. Here are some of these methods.

The Turn 1 Method: This is the easiest way to set up hazards of any kind but you need a few things. First, you wanna lead with the pokemon who has the Sturdy ability / or have a Focus Sash on it. This gurantees that you will get off at least one hazard on the opponents side of the field. They should be examples of so. Also, don't use Sturdy and Focus Sash on the same set. It doesn't work that way.

Examples
shuckle.gif

Shuckle @ Leftovers
Ability: Sturdy
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
-Stealth Rock
-Sticky Web

-Knock Off
-Toxic

or

leavanny.gif

Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
-Sticky Web
-Magic Coat
-Knock Off
-X-Scissor​

The Mid / Late Game Method: This is used by people who don't wanna have the hazard user to be destroyed yet in battle. You can still Turn 1 this but you have a high chance to be counter lead forcing a switch. The Pokemon who fit this bill are usually offensive pokemon to scare out the opposer, or can take a hit fairly well.

Examples
landorus.gif

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SAtk / 4 Def / 252 Spd
Timid Nature
-Stealth Rock
-Earth Power
-Focus Blast
-Hidden Power [Ice]

or

ferrothorn.gif

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 SDef / 4 Atk
Sassy Nature
-Stealth Rock
-Leech Seed
-Power Whip
-Gyro Ball​

The Suprise!! Method: This is used by players who'll put a hazard on a pokemon who doesn't normally run a hazard move. This usally follows in the end of the mid / late game method. But is not commonly seen by battlers. This usally adds a suprise factor is all.

Examples
bisharp.gif

Bisharp @ Life Orb
Ability: Defaint
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
-Stealth Rock
-Knock Off
-Iron Head
-Sucker Punch​

Cons About Hazards!​

Hazards don't have to be in place for ALL of the battle. Here are some tips & help to make sure you aren't swamped in hazards.

Helpful Moves
Rapid Spin | Attack | 20 base power | Normal | Prioritized: No​

Rapid Spin is a pretty cool move. The user spins at high speeds and tackles you with it. But, Rapid Spin comes with the effect of clearing away any entry hazard on your side of the field. However, ths can be blocked by a ghost type of any kind. They are known as 'spinblockers' since Ghost is immuned to normal based attacks.

Taunt | Other | 0 Base Power | Dark | Prioritized: No​

Taunt is a move that forces a target to only use moves that deal damage only. This acts as a temporary stop from the opposer from using any of the hazard moves for 4 turns. Allowing you to deal with them easier.

Magic Coat | Other | 0 base power | Psychic | Prioritized: Yes​

Magic Coat is mentionable but not as used as one would think. Magic Coat puts a shield and bounces back all status moves , and hazards. But, this move is a prediction toss up. You got a 50/50 chance to see if the opponent will attack; or, set up a hazard.

Defog | Other | 0 base power | Flying | Prioritized: No​

Defog got a mechanic boost in Generation VI. It now rids the entire field of any hazard on BOTH sides of the field. Making the battle feel fresh & new. It also lowers the opposers evasion stat by 1.

Helpful Abilities
Magic Bounce​

Magic Bounce is the permanent version of Magic Coat. It does all of what that move can do and it also takes away the prediction process of using Magic Coat as well.

Magic Guard​

Magic Guard is a neat ability that actually protects the user from all effects that deal damage to the user. Magic Guard gives it a immunity from taking damage from Stealth Rocks / Spikes. It won't lose any HP at the end of the turn. It does still get a speed drop from Sticky Web however.

Levitate​

Levitate is a ability that allows the user to be floating on the field. This denys the user from taking damage from Spikes, getting poisoned from Toxic Spikes, and getting a speed drop from Sticky Web. But, you still take damage from Stealth Rock.

Tips About Hazards​

The 248 HP Method: Alot of people run 248 HP on a fair amount of pokemon for one reason. It decreases the damage done to them by 1%. 1% OH MY GOD THAT IS GREAT. In a sense, it really is. This allows for another switch in for the ideal use of a pokemon. If we was using a pokemon that was x2 to Rock. It would lose 25% if it's HP stat was even. But, If we're using 248 with lands the total amount of HP at a odd number such as 443. You take 24% on switch ins. Pretty neat?

Poison Typing: Poison types have a pretty unique thing about them. They can remove Toxic Spikes on the field just by switching into the field. Poison types absorb their effects making it all good for your team.

That's all I have on hazards! Make sure to use this advice well. :]
 
I believe that Defiant should be included in the list of abilities involving hazards. Many teams, especially the offensive ones, will use Defog instead of Rapid Spin to clear any hazards. The presence of Bisharp (and Thundurus, as Defiant Thundurus is an effective strategy) is often enough for teams to delay Defogging until the Defiant Pokemon is defeated because giving Bisharp and Thundurus a free Swords Dance boost can often be enough to cause you to lose the game. This is further an issue with the most common Defoggers, Latias and Latios, being very weak to Defiant Pokemon, as Bisharp can trap them with Pursuit and Sucker Punch, while Thundurus outspeeds and OHKOs with Knock Off.

If this is to be some sort of article explaining entry hazards, then I think it would be worth your time to include the most common users of hazard moves, as well as Rapid Spin and Defog;
 
It could be something to add yes. However. I might look into add like 5 users of each thing. Also, Competitive would be a thing to add as well. Cause its like Defiant.
 
Actually, the first layer of Spikes does 12.5% damage and the second does 16.67% damage. Some other helpful tips are that if you're facing an offense team, one layer of T-spikes is actually better than two because your opponents will be staying in for less time and regular poison does more damage in the short term and you generally don't have to worry about your opponent healing. Another one is if you're running a Pokemon with both spikes and SR, the one you want to set up first depends on your opponents team. Generally speaking, SR is better, but if your opponent has a larger ratio of grounded Pokemon or ones that resist rock, then spikes would be better. Also if you're using your stacker as a suicide lead, SR+ one layer of spikes is better than no SR+ two layers because the second layer is weaker, even against more spike weak teams, than SR.
 
Spikes was introduced in gen two, not three. In gen two, it could only be used once.
 
Thanks for Spikes percentages. I'll add them both in right now.

I might add a pokemon that is considered a Suicide Lead.


PMJ said:
Spikes was introduced in gen two, not three. In gen two, it could only be used once.

Was it really? Let me fix it for you.
 
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