Entry Hazards and Status Conditions have changed the metagame since the beginning of pokemon. They have been very useful and could've cost loses without them. These also cause some rage-quits if the opponent has no rapid spin user and you have Stealth Rock against a team of x4 weak to stealth rock. How do you think these shaped the metagame. Is status counterable? Here is quick reference to your status to conditions and entry hazard an dpokemon that use it well.
Entry Hazards
Stealth Rock:These things are the most common because its one set-up and can do from 1/2 to 1/32 damage every switch in
-1/8 to nuetral damage to rock
-1/16 to x2 resistance to rock
-1/32 to x4 resistance to rock
-1/4 to x2 weakness to rock
-1/2 to x4 weakness to rock
Spikes: These are less common because it varies and rapid spin spoiles the turns you wasted but the do decent damage combined with stealth rock
-1/8 with one layer
-3/16 with two layers
-1/4 with three layers
Toxic Spikes: Probably, ultimate rage-quit hazard if opponent has no spinner or heal bell support because after two layer, it'll make survivabilty five times harder, but a experienced player usually has a way to take it away not to mention that a lot of pokemon can avoid it
-Poison with one layer
-Badly Poison with two layers
There are many users of entry hazards but lets talk about the viable ones.
Forretress has amazing defensive stats. 75 / 140 / 60 is awesome letting it wall physical attackers easily. It has aceess to all entry hazards and can hit hard with STAB Gyro Ball. Not only that, but it has an amazing typing. Bug / Steel counters evrything and in rain, it is almost impossible to beat on the physical side. They have rapid spin which is a great tool because it removes all entry hazards and isn't blocked by taunt. The bagworm has its cons though. It is complete taunt bait so crawdaunt and gyarados can set-up on it or get a free dragon dance and possibly end the match. Team Preview completely spoiled it as a lead and is easy to predict when it comes in, however all walls have been affected like that. But, it doesn't matter. Forretress is great for entry hazards.
Ferrothorn was released in Gen V and has completely changed the metagame. It had amazing defensive stats letting it go physical or special. It also had high power moves like Power Whip and Gyro Ball which gained STAB. It had Iron Barbs to hurt rapid spinners and possibly cause ends because of spinners sitting at sturdy position and typing. Grass / Steel lets it wall common attacking types such as Electric, Water, Dragon, Psychic, Dark, and Rock. However it has a weakness to common attacking types too, Fire and Fighting. These traits let it set-up Spikes and Stealth Rock with ease. This lets it become the #3 pokemon on most used OU.
Espeon doesn't have any hazards on its side, but it can set-up hazards using its ability Magic Bounce which bounces back all non-attacking moves like Thunder Wave, Taunt, and Spikes. All it does is switch in on something like Qwilfish or Blissey and free entry hazards. This also means rapid spin will never be needed because its almost garunteed that hazards won't be on your side. Espeon also has an impressive 110 Base Speed so it can run Dual Screens efficiently with max HP. It 130 Base Special Attack makes it a threat so Fighting and Poison types lose their value a little. Magic Bounce is also available with Xatu in UU, another great member who has access to Roost.
Deoxys-D has departed ubers into OU where it is a top defensive threat. It can lay down Stealth Rock and Spikes, recover off the damage, and then kill the opponent's spinner with HP Fire, Thunderbolt, or Psycho Boost. With 50 / 160 / 160 defenses, it'll take prediction if its running a special or physical wall / both. However, it has a poor defensive typing. Psychic fails to wall top threats like Volcarona and Tyranitar. However, there is more to it. Deoxys-D can wall dragons easily and its almost unknown what its running, like Ice Beam, Thunderbolt, Psycho Boost, HP out of 17 types so its hard to know what its checked for. Gyarados thinks its running Ice Beam, goes in and zapped by T-Bolt. Period. Deoxys-D is a great entry hazard setter that supports a team completely.
Spinners
Spinner help take away entry hazards and are very imporotant especially if you have volcarona or something
Donphan jumped the borderline into OU this generation. It has great defense and amazing offense with base 120 Attack. It is a great spinner in the OU metagame, but there is one problem, it can't absorb toxic spikes. Like other spinners, he is a ground-type not a steel-type, so he'll get badly poisoned which is really bad. Despite that, he is great for revenge killing Salamence and Garchomp with priority Ice Shard and has Earthquake which is super powerful which is great to take out walls like Heatran and killing Lucario. Donphan has an immunity to thunder wave which is great. His special defense is low even with investment, so thats another problem. Also, the recent ban of sand veil makes it harder for Donphan to avoid attacks, so its forced to use Sturdy. It may go to the borderline again, but its still a great spinner.
Status Conditions
Burn: Very useful against physical attackers. Scald is one of the best moves for defensive pokemon out there
-12.5% damage per turn
-Foe's Attack is cut in half
Paralysis: Great condition because it cause lots of hax when combined creating ParaFlinch, ParaFusion, and crippling fast threats like Terrakion and Choice Scarf users.
-25% chance to not move per turn
-Foe's Speed is lowered to 25%
Sleep: The most useful condition thats reliable which may cause free set-ups or forcing the foe to switch
-Cannot move when asleep
-Last 1 to 4 turns
-Can only use Sleep Talk or Snore
Freeze: This is super rare, but the most useful condition because it can last longer than sleep and there is nothing else called Ice Talk, just unthawed moves like Flare Blitz
-20% chance to unthaw per turn
-Can defrost with certain moves Ex. Flame Wheel
Confusion: Super annoying especially when you have a bunch of boosts in your belt, you'll hit yourself!
-50% to attack your self
-Last 2 to 5 Turns
Poison / Badly Poison
: The most common condition in the metagame because it can be used to stall out HP and is widely distributed
-Badly Poison cause +6.25% damage per turn (Reset after switch)
-Poison causes 12.5% damage per turn
Pokemon that use status well
Sableye was one of the worst pokemon during its release with two crappy abilities but this generation and useful for only spin blocking and its good typing that has no weaknesses, but it came to UU with Prankster where it got priority Will-O-Wisp increasing its physical bulk before it got hit and recover off the damage first and set up substitutes then attack with a strong foul play. Taunt gets rid of Deoxys-D and if foul play isn't enough, it can use Night Shade. Despite this, Sableye can only burn and has a BST of 380 which is horrible. All in all, Sableye can be deadly especially against Hyper-Offense teams where burn is a big solution to them.
Best Moves for Status
Scald
Thunder Wave
Will-O-Wisp
Confuse Ray
Discharge
Force Palm
Spore
Abilities for Status
Effect Spore
Poison Touch
Flame Body
Magic Bounce
Synchronize
When you post keep these in mind.
1. Will any new hazards become a pro or con? Ex. ParaNeedles
2. Are Status and Entry Hazards overpowered?
3. Are Choice Users greatly affected by status?
4. Will Clerics become more popular? Ex. Heal Bell
5. All conditions are easy to induce except Freeze. Is it overpowered?
Are there any mistakes in this? Anything you want me to add? Say whatever you want, I don't care if it follows the questions or not. Well, See Ya Later.
Entry Hazards
Stealth Rock:These things are the most common because its one set-up and can do from 1/2 to 1/32 damage every switch in
-1/8 to nuetral damage to rock
-1/16 to x2 resistance to rock
-1/32 to x4 resistance to rock
-1/4 to x2 weakness to rock
-1/2 to x4 weakness to rock
Spikes: These are less common because it varies and rapid spin spoiles the turns you wasted but the do decent damage combined with stealth rock
-1/8 with one layer
-3/16 with two layers
-1/4 with three layers
Toxic Spikes: Probably, ultimate rage-quit hazard if opponent has no spinner or heal bell support because after two layer, it'll make survivabilty five times harder, but a experienced player usually has a way to take it away not to mention that a lot of pokemon can avoid it
-Poison with one layer
-Badly Poison with two layers
There are many users of entry hazards but lets talk about the viable ones.
Forretress has amazing defensive stats. 75 / 140 / 60 is awesome letting it wall physical attackers easily. It has aceess to all entry hazards and can hit hard with STAB Gyro Ball. Not only that, but it has an amazing typing. Bug / Steel counters evrything and in rain, it is almost impossible to beat on the physical side. They have rapid spin which is a great tool because it removes all entry hazards and isn't blocked by taunt. The bagworm has its cons though. It is complete taunt bait so crawdaunt and gyarados can set-up on it or get a free dragon dance and possibly end the match. Team Preview completely spoiled it as a lead and is easy to predict when it comes in, however all walls have been affected like that. But, it doesn't matter. Forretress is great for entry hazards.
Ferrothorn was released in Gen V and has completely changed the metagame. It had amazing defensive stats letting it go physical or special. It also had high power moves like Power Whip and Gyro Ball which gained STAB. It had Iron Barbs to hurt rapid spinners and possibly cause ends because of spinners sitting at sturdy position and typing. Grass / Steel lets it wall common attacking types such as Electric, Water, Dragon, Psychic, Dark, and Rock. However it has a weakness to common attacking types too, Fire and Fighting. These traits let it set-up Spikes and Stealth Rock with ease. This lets it become the #3 pokemon on most used OU.
Espeon doesn't have any hazards on its side, but it can set-up hazards using its ability Magic Bounce which bounces back all non-attacking moves like Thunder Wave, Taunt, and Spikes. All it does is switch in on something like Qwilfish or Blissey and free entry hazards. This also means rapid spin will never be needed because its almost garunteed that hazards won't be on your side. Espeon also has an impressive 110 Base Speed so it can run Dual Screens efficiently with max HP. It 130 Base Special Attack makes it a threat so Fighting and Poison types lose their value a little. Magic Bounce is also available with Xatu in UU, another great member who has access to Roost.
Deoxys-D has departed ubers into OU where it is a top defensive threat. It can lay down Stealth Rock and Spikes, recover off the damage, and then kill the opponent's spinner with HP Fire, Thunderbolt, or Psycho Boost. With 50 / 160 / 160 defenses, it'll take prediction if its running a special or physical wall / both. However, it has a poor defensive typing. Psychic fails to wall top threats like Volcarona and Tyranitar. However, there is more to it. Deoxys-D can wall dragons easily and its almost unknown what its running, like Ice Beam, Thunderbolt, Psycho Boost, HP out of 17 types so its hard to know what its checked for. Gyarados thinks its running Ice Beam, goes in and zapped by T-Bolt. Period. Deoxys-D is a great entry hazard setter that supports a team completely.
Spinners
Spinner help take away entry hazards and are very imporotant especially if you have volcarona or something
Donphan jumped the borderline into OU this generation. It has great defense and amazing offense with base 120 Attack. It is a great spinner in the OU metagame, but there is one problem, it can't absorb toxic spikes. Like other spinners, he is a ground-type not a steel-type, so he'll get badly poisoned which is really bad. Despite that, he is great for revenge killing Salamence and Garchomp with priority Ice Shard and has Earthquake which is super powerful which is great to take out walls like Heatran and killing Lucario. Donphan has an immunity to thunder wave which is great. His special defense is low even with investment, so thats another problem. Also, the recent ban of sand veil makes it harder for Donphan to avoid attacks, so its forced to use Sturdy. It may go to the borderline again, but its still a great spinner.
Status Conditions
Burn: Very useful against physical attackers. Scald is one of the best moves for defensive pokemon out there
-12.5% damage per turn
-Foe's Attack is cut in half
Paralysis: Great condition because it cause lots of hax when combined creating ParaFlinch, ParaFusion, and crippling fast threats like Terrakion and Choice Scarf users.
-25% chance to not move per turn
-Foe's Speed is lowered to 25%
Sleep: The most useful condition thats reliable which may cause free set-ups or forcing the foe to switch
-Cannot move when asleep
-Last 1 to 4 turns
-Can only use Sleep Talk or Snore
Freeze: This is super rare, but the most useful condition because it can last longer than sleep and there is nothing else called Ice Talk, just unthawed moves like Flare Blitz
-20% chance to unthaw per turn
-Can defrost with certain moves Ex. Flame Wheel
Confusion: Super annoying especially when you have a bunch of boosts in your belt, you'll hit yourself!
-50% to attack your self
-Last 2 to 5 Turns
Poison / Badly Poison
: The most common condition in the metagame because it can be used to stall out HP and is widely distributed
-Badly Poison cause +6.25% damage per turn (Reset after switch)
-Poison causes 12.5% damage per turn
Pokemon that use status well
Sableye was one of the worst pokemon during its release with two crappy abilities but this generation and useful for only spin blocking and its good typing that has no weaknesses, but it came to UU with Prankster where it got priority Will-O-Wisp increasing its physical bulk before it got hit and recover off the damage first and set up substitutes then attack with a strong foul play. Taunt gets rid of Deoxys-D and if foul play isn't enough, it can use Night Shade. Despite this, Sableye can only burn and has a BST of 380 which is horrible. All in all, Sableye can be deadly especially against Hyper-Offense teams where burn is a big solution to them.
Best Moves for Status
Scald
Thunder Wave
Will-O-Wisp
Confuse Ray
Discharge
Force Palm
Spore
Abilities for Status
Effect Spore
Poison Touch
Flame Body
Magic Bounce
Synchronize
When you post keep these in mind.
1. Will any new hazards become a pro or con? Ex. ParaNeedles
2. Are Status and Entry Hazards overpowered?
3. Are Choice Users greatly affected by status?
4. Will Clerics become more popular? Ex. Heal Bell
5. All conditions are easy to induce except Freeze. Is it overpowered?
Are there any mistakes in this? Anything you want me to add? Say whatever you want, I don't care if it follows the questions or not. Well, See Ya Later.