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Hazards ![]() ![]() Introduction: Hazards are some of the most important pieces of a team in RU. With Pokemon such as Moltres, Scyther, and Entei flying (or running) around, hazards become extremely important in dealing with these threats. Additionally, Stealth Rock coupled with a few layers of Spikes makes it so that Pokemon such as Lilligant can easily dispose of what would usually be 100% counters. This brought about the rise in the Dual Ghost + Hazards combo as well as the increase in usage of Ghost-types in general. Seeing how powerful hazards can really be, Pokemon such as Cryogonal and Sandslash have risen in usage due to their ability to Rapid Spin. However, this usually leads to a fierce battle between Cryogonal and the opposing team, which further leads to Cryogonal's demise. With your spinner down and Stealth Rock and three layers of Spikes on your field, what will you do next? Stealth Rock Stealth Rock is a staple on RU teams, as otherwise, Fire-types would run rampant in the tier. It also weakens strong walls such as Cryogonal and Mandibuzz, turning some 2HKOs into OHKOs. Let's take a closer look at Stealth Rock: Users of Stealth Rock Steelix
Sandslash
Spikes and Toxic Spikes Spikes-stacking is a very common strategy, and a very effective one at that. With only a few reliable spinners in RU, Spikes can easily dismantle any team with grounded Pokemon. Toxic Spikes, on the other hand, are less effective. There are many Pokemon with the Levitate ability in RU, as well as a few Poison-types. Both Drapion and Roselia are pretty common, so they can immediately remove Toxic Spikes upon switching in. Let's take a closer look at Spikes and Toxic Spikes: Users of Spikes Accelgor
Users of Spikes AND Toxic Spikes Roselia
Pokemon with all Hazards Omastar
"Countering" Hazards Now that we know how dangerous hazards can be, let's take a look at how to remove them. Rapid Spin Rapid Spin is the most common way of removing entry hazards; in fact, it's a move designated for removing hazards! Here are some good Rapid Spin users in RU: Sandslash
Taunt Taunt is an unreliable method of dealing with hazards, because, of course, you have to have the Taunt user on the field. Nevertheless, most hazard users are sent out first, so you can counter them by leading with a Taunt user. Aerodactyl
Other Smeargle
Keeping Hazards on the Field Now that we know all the ways to prevent hazards, let's find out how to prevent the prevention of hazards :o. Oh wait, most of us already know that: Ghost-types. Cofagrigus
So, what is your input on entry hazards. Are they overpowered? How do you use and remove them? What are some other good users of Stealth Rock / Spikes / Toxic Spikes? What are some cool strategies you use that involve hazards? Hazards are a prominent force in RU, so I'm eager to get your take on them. Last edited by DittoCrow; Jun 21st, 2012 at 7:15:55 PM. |
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#2 |
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Join Date: Feb 2012
Posts: 162
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Stealth Rocks are a near neccesity in this metagame, unless you have a reliable way to defeat the hard hitting pokemon that suffer from them. I, personally, think Mesprit is the best option to set them up. While she suffers from 4MMS, it really isn't hard to find the moves to fit on your team. Spikes on the other hand? In my opinion, in order to get the most out of a spike stacking team, you have to know exactly how many layers you need to turn a 3HKO into a 2HKO, or a 2HKO into a 1HKO because you can't always get 3 layers up.
I.E. You're aiming for a sweep with SubDD-Crawdaunt, but your opponent has a Tangrowth. This Tangrowth is the only thing on your opponents team that can survive a +1 anything without being 1HKOed. You also have Offensive SD Drapion you use to soften up any of your opponents dark resists. On this Drapion, you decided a secondary STAB (Poison Jab) was more important than another coverage move (Aqua Tail) since you had Crawdaunt. Continuing on, your opponent also has what you know from facing him in a previous battle where it swept you effortlessly, an Unburden Sceptile. If this Sceptile gets two free turns to set up (And it needs them both in order to sweep the team), you lose. In other words, while getting your spikes up, you need know how many layers you need to beat that Tangrowth so Sub-DD Crawdaunt can get said Sub, a DD, and run down the opponent's team, without giving Sceptile too many oppurtunities to set up (since your primary counter to it (a phazer) can only phaze it twice before it loses, and there's a small chance it will only be able to take one assault). In other words, three layers aren't an option. Two layers are risky. Will one layer be able to do it? A +2 Adamant 252 Atk Drapion won't be able to gurantee a KO with Poison Jab on 252/+252 Tangrowth without a layer of spikes. Knowing this, you can get a layer up, which only gives Sceptile one free turn to attempt to set up, which means it won't win in the long run. If you had attempted two layers, you could have lost. You handle Sceptile, then switch in Drapion and SD. Your opponent (not knowing you carry Poison Jab), switches in Tangrowth to wall you. You OHKO it, and Crawdaunt goes on to sweep the rest of his team. Sorry if this is sort of convoluted, but if you read all that, you can see my point. A good spike-stacking team should be able to have a back-up plan for sweeping if three layers is impossible. |
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#3 |
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Join Date: Mar 2012
Posts: 277
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Quick note, you left out Scolipede entirely.
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#4 |
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Join Date: May 2012
Posts: 44
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#5 | |
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Quote:
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#6 |
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Join Date: Apr 2010
Posts: 61
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Hazards, outside of Stealth Rock are really weak in RU at the moment. Lots of flying, levitation, and poison types. Especially with Cryogonal existing, being able to come in on any type of spikes and just spin them out with impunity.
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