firecape
This is the end...
A rough outline
Introduction
What can make the mighty Ho-Oh tremble; the ground-shaking Groudon uneasy to walk upon the earth; and the mighty Arceus slowly whither and die? Would you like to hazard a guess? If you guessed entry hazards, you are correct.
Entry hazards play an integral role in the Uber Metagame. In Ubers, even offensive Pokemon have sky-high defensive stats, and, therefore, entry hazards are needed by many Pokemon to secure the XHKO they need. Entry hazards also punish the switching that is needed to prevent one's team from being crushed underfoot by the many powerhouses that run rampant throughout the tier.
There are three forms of entry hazards, and all have their benefits. In addition, they are all commonly seen in Ubers; which cannot be said for all tiers. Stealth Rock is your bread-and-butter hazard, and it is utilized by almost every team to deal some damage to every single Pokemon as it switches in (unless said Pokemon has Magic Guard). Spikes is the second most common hazard. Spikes, unlike Stealth Rock, need to be set up multiple times, 3, for full effect. Still, one layer, in conjunction with Stealth Rock, is often-times sufficient to wear down the opponent. Finally, Toxic Spikes are often employed to eliminate the need for the use of Toxic on Pokemon that don't have the ability Levitate and aren't Flying-type, and annoy Pokemon with Natural Cure (namely Blissey and Chansey).
Entry hazards can be removed by Rapid Spin and abused in many ways. That and more is detailed further in this guide, so read on!
Stealth Rock
Spinning
Magic Bounce
Spinblocking
Abusing entry hazards
Phazing
Introduction
What can make the mighty Ho-Oh tremble; the ground-shaking Groudon uneasy to walk upon the earth; and the mighty Arceus slowly whither and die? Would you like to hazard a guess? If you guessed entry hazards, you are correct.
Entry hazards play an integral role in the Uber Metagame. In Ubers, even offensive Pokemon have sky-high defensive stats, and, therefore, entry hazards are needed by many Pokemon to secure the XHKO they need. Entry hazards also punish the switching that is needed to prevent one's team from being crushed underfoot by the many powerhouses that run rampant throughout the tier.
There are three forms of entry hazards, and all have their benefits. In addition, they are all commonly seen in Ubers; which cannot be said for all tiers. Stealth Rock is your bread-and-butter hazard, and it is utilized by almost every team to deal some damage to every single Pokemon as it switches in (unless said Pokemon has Magic Guard). Spikes is the second most common hazard. Spikes, unlike Stealth Rock, need to be set up multiple times, 3, for full effect. Still, one layer, in conjunction with Stealth Rock, is often-times sufficient to wear down the opponent. Finally, Toxic Spikes are often employed to eliminate the need for the use of Toxic on Pokemon that don't have the ability Levitate and aren't Flying-type, and annoy Pokemon with Natural Cure (namely Blissey and Chansey).
Entry hazards can be removed by Rapid Spin and abused in many ways. That and more is detailed further in this guide, so read on!
Stealth Rock
- why its useful
- Groudon
- Dialga
- Forretress
- Deoxys-(S/A)
- Chansey/Blissey
- Skarmory
- Tyranitar
- Jirachi
- Bronzong
- Mamoswine
- Heatran
- Ferrothorn
- Arceus (any type)
- why its useful
- Ferrothorn
- Deoxys-D
- Qwilfish
- Skarmory
- Forretress
- Deoxys-S
- why its useful
- Tentacruel
- Forretress
- Qwilfish
- Roserade
Spinning
- Excadrill
- Tentacruel
- Forretress
Magic Bounce
- Xatu
Spinblocking
- Giratina
- Giratina-O
- Ghost Arceus
Abusing entry hazards
Phazing
- Dialga
- Lugia
- Kyogre
- Arceus (all types)
- Groudon
- Heatran
- Giratina-O
- Giratina
- Skarmory