Anyone who has played competitive Pokemon knows that entry hazards can be important factors in a battle. Stealth Rock can often turn a decent Pokemon into a rather bad choice, simply because they are weak to Rock, and thus will lose 25% (or more!) of their health upon switching in. Spikes can be stacked up to three times, and will take off a chunk of health from grounded Pokemon. And Toxic Spikes inflict poison upon any Pokemon who isn't immune to Poison, although this can be averted by using non grounded Pokemon. With multiple hazards, merely switching can rip an impressive amount of damage from a Pokemon, which makes taking attacks and/or setting up a tougher job, and can easily kill them off with repeated switching. Fortunately (or unfortunately, depending on which side of the field the hazards are on), there are ways to remove hazards. Toxic Spikes can be eliminated by switching a Poison type into them, while all hazards can be removed from the field by using Rapid Spin. It is also possible to keep hazards off the field altogether, by switching in a Pokemon with the ability Magic Bounce while the opponent tries to lay down the hazards. Of course, there are ways to prevent the removal of hazards as well. Ghost types are immune to Rapid Spin, and thus can prevent the removal of hazards by taking the attack. So lets hear from you, now. What Pokemon have you found are successful at laying down entry hazards? What Pokemon are good at removing or preventing the use of entry hazards? What Pokemon or strategies can be used to prevent the spinning of entry hazards?