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How to Deal With Entry Hazards in BW2 NU (GP: 2/2)

Discussion in 'Uploaded Analyses' started by Governess, May 1, 2013.

  1. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    How to Deal With Entry Hazards in BW2 NU

    I. Introduction
    II. Entry Hazards

      • Stealth Rock
      • Spikes
      • Toxic Spikes
    III. How Can I Prevent or Remove Entry Hazards?
      • Rapid Spin
      • Taunt
      • Magic Bounce
      • Offensive Pressure
    IV. Common Users of Entry Hazards to Watch Out For
    V. Spinblocking
    VI. What if I'm Unable to Remove the Entry Hazards?
    VII. Conclusion



    Introduction

    <p>Almost everyone has experienced a moment in time when entry hazards have cost them the match. One minute, you have potent sweepers at full HP, ready to demolish the adversary. The next minute, you find yourself at the mercy to one of the forms of entry hazards, preventing you from switching into your all-star. Other times, you might even feel remorse about your team building, thinking, "Why have I not planned a tactic to deal with entry hazards?" However, some of us are so new to the competitive environment that we can't even comprehend what entry hazards are, let alone know how to handle them.</p>

    <p>Entry hazards are long-term effects on the battlefield that affects any Pokemon switching into the field. There are three types of entry hazards: Stealth Rock, Spikes, and Toxic Spikes, each of them wielding a unique trait. Entry hazards have shaped our metagame so greatly that we have made several strategies on how to prevent them, such as spinning, which led to spinblocking to keep them there. The NU metagame is crawling with entry hazard users, such as Scolipede, Golem, and Roselia. If you can recognize a Pokemon that might attempt to shower you in entry hazards, you will have a much easier time preventing hazards from being set or removing them from play.</p>

    <p>This guide will inform you about the three types of entry hazards in detail as well as the methods to prevent or remove them, including the list of Pokemon that can aid you in doing so. This guide will also inform you of the common NU Pokemon that you must watch out for pertaining to entry hazards, as well as a few tactics the opponent might use to keep entry hazards on the field. Finally, you will learn what to do if you are unable to prevent entry hazards from reaching your side of the field. You should feel pretty confident: you have taken your first step on how to become a master tamer of entry hazards in NU!</p>

    Entry Hazards

    <p>There are three different kinds of entry hazards: Stealth Rock, Spikes, and Toxic Spikes. Each of them has a certain purpose, and understanding that purpose really helps in knowing how to deal with them. One thing you might want to know about entry hazards is that they make you reconsider how often you wish to switch in and out. From passive damage to crippling statuses, the last thing you want for your sweeper is for it to be weakened, especially when you need it most! Some forms of entry hazards allow you to place them in layers, adding even more pressure to the ones who receive them. Let's take an in-depth look into each form of entry hazards.</p>

    Stealth Rock

    <p>Stealth Rock is the most popular entry hazard in the NU metagame. It can inflict damage on nearly every Pokemon that switches in and seriously harm some of NU's most dangerous threats, including Jynx, Scolipede, and Charizard.</p>

    <p>Stealth Rock only requires one layer to have its full effect, making it the easiest and most efficient entry hazard to set up, especially for hyper offensive and offensive teams where residual damage can make the difference between an OHKO and a 2HKO. The damage it inflicts depends on the typing of the opponent; Stealth Rock is a Rock-type move, so the passive damage taken will reflect whether the Pokemon's typing is neutral, resistant, or weak to Rock-type moves.</p>

    • If a Pokemon has a 4x resistant to Rock, it only takes 1/32 (3.125%) damage.
    • If a Pokemon has a 2x resistance to Rock, such as a Sawk, it only takes 1/16 (6.25%) damage.
    • If a Pokemon is neutral to Rock, such as a Normal-type, it takes 1/8 (12.5%) damage.
    • If a Pokemon has a 2x weakness to Rock, such as Flying-, Fire-, and Bug-types, take 1/4 (25%) damage.
    • If a Pokemon suffers a 4x weakness to Rock-types, such as Butterfree, it takes 1/2 (50%) damage from Stealth Rock.

    <p>Knowing these damage calculations helps in knowing which Pokemon on your team are safe to switch in. You might as well get to know Stealth Rock well, because almost every team has it, which is understandable. Its ability to inflict damage on nearly every Pokemon can really help in the long run. Sure, losing 1/8 of your HP doesn't seem like a big deal, but you will learn quickly that it adds up, slowly, yet steadily. Stealth Rock has been one of the biggest metagame-changers to date, and all the evidence backs this up.</p>

    Spikes

    <p>Spikes is the oldest of the entry hazards, and while it hasn't achieved as big an impact as Stealth Rock on the metagame, Spikes has definitely made its mark in the NU tier. For a while, Spikes wasn't used much, but with the grand arrival of Scolipede and Roselia, its usage sky-rocketed. One huge pro for Spikes is that they allow a variety of offensive threats to wear down Pokemon much more efficiently and push them close to KO range. In this offensive metagame, this is very relevant because most frail, offensive threats don't like the risk of missing out on KOs and taking a lot of damage in retaliation. Defensive teams in particular enjoy having Spikes in their arsenal, as they not only have the bulk to lay multiple layers on the field but also really appreciate its steady help in crippling the opponent. It is the most difficult entry hazard to fully lay out, as it has three layers, but it can inflict the most damage to the opponent. Spikes is a Ground-type move, so any Pokemon that isn't a Flying-type, doesn't Levitate, and doesn't have access to Magic Guard will be affected by Spikes. Unlike Stealth Rock, unless a Pokemon is flat-out immune to Spikes, it will take a specific amount of damage, regardless of the typing.</p>

    • If one layer of Spikes are down, the opponent takes 1/8 (12.5%) damage.
    • If two layers are laid down, the opponent takes 1/6 (16.67%) damage.
    • If all three layers are successfully laid, the opponent takes 1/4 (25%) damage.

    <p>While it might be tricky to set up all three layers of Spikes, it is well worth the hassle. Who doesn't love having their opponent's Pokemon lose 25% of its HP with every switch? You mostly find Spikes on balanced and stall teams, where the adversary wants to rack up as much passive damage as possible. Despite that, Spikes can also be commonly seen on offensive teams with suicide Spikes users, such as Scolipede. While Spikes might not have made as big an impact on the metagame as Stealth Rock has, it's just as dangerous, so don't underestimate Spikes—not even for a second.</p>

    Toxic Spikes

    <p>Toxic Spikes is the least used entry hazard in the NU tier, and for good reason. Not many Pokemon in NU wield Toxic Spikes as an entry hazard move. Also, as Toxic Spikes is absorbed by Poison-type Pokemon, the oh-so-common Garbodor can easily remove Toxic Spikes from the field, wasting the efforts you contributed to laying them. However, with Roselia and Scolipede entering the NU tier, Toxic Spikes has had a significant increase in usage, so players have had to adjust to the change. It is extremely useful against teams that lack a Poison-type, as even a single layer can stall out offensive teams much easier, especially when the damage combines with Life Orb recoil. Defensive teams also dislike Toxic Spikes, but most tend to carry Poison-types.</p>

    <p>One thing you should know about Toxic Spikes is that, unlike the former two entry hazards, it doesn't cause direct damage to the adversary; instead, it inflicts status on them!</p>

    • Toxic Spikes come in two layers: One layer on the field inflicts the poison status on anyone that isn't affected by another status already or immune to it, causing the Pokemon to lose 12.5% of its HP every turn.
    • When two layers of Toxic Spikes are in play, the opponent is badly poisoned, or Toxiced, resulting in accumulative damage to the Pokemon. When badly poisoned, the afflicted Pokemon will first lose 6.25% of their HP. However, with every passing turn, that number is increased by 6.25%. So, on the following turn, the Pokemon will lose 12.5%, on turn three, it will lose 18.75%, and so on. This cumulative effect will cease when the Pokemon switches out. When it comes back onto the field, it will start over at 6.25% and adds on from there.

    <p>Because of this, Toxic Spikes is most commonly used on stall teams, as their goal is to slowly cripple the opponent. Walls, such as Alomomola, and setup sweepers, such as Jynx, will think twice before switching in with Toxic Spikes on the field. You often see more defensive Pokemon utilizing this move more than anything else. Toxic Spikes can really turn a game around if used properly, so don't fall victim to its effects.</p>

    How Can I Prevent or Remove Entry Hazards?

    <p>You are sick and tired of having your prized Pokemon affected by entry hazards, and you want a stop to it. Maybe your Coil Serperior wasn't anticipating a Toxic Spikes, and now it can't set up due to its dwindling HP. What are you to do? Nothing to fear: There are many ways to prevent or avoid entry hazards; from using Rapid Spin to Magic Bounce, there are a plethora of options for you to select from that fits your style and situation. Here are the main—and most effective—ways to deal with entry hazards.</p>

    Rapid Spin

    <p>Rapid Spin is a Normal-type physical attack that, if it successfully makes contact with the opponent, will remove any entry hazards that have been laid on your side of the field. This method is one of the easier ways to remove entry hazards; however, because of the lack of good Rapid Spin users in the NU tier, it can be easily predicted and acted upon. It's a very popular move relating to entry hazards because there isn't much prediction or strategy to it; it's as simple as successfully landing the move on the opponent. However, bear in mind that unless you are using a stall-based team, Rapid Spin is not required, and offensive pressure (which will be thoroughly explained later on) is usually the best way to keep entry hazards off the field.</p>

    <p>If you plan on using Rapid Spin as your method to removing entry hazards, there is one thing you should keep in mind. Rapid Spin must successfully hit the opponent for the entry hazards to be removed. Therefore, if you use the move against Ghost-types, it will not be effective because they are immune to Normal-type attacks. This is called spinblocking and will be explained thoroughly near the end. Let's take a closer look at the Rapid Spin users in NU that might help your team remove entry hazards.</p>

    [​IMG][​IMG][​IMG]
    Wartortle
    Typing: Water
    Base Stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe
    Abilities: Torrent / Rain Dish

    <p>Firstly, we have Wartortle, who is a defensive Rapid Spin user. With Eviolite, Wartortle's defenses blast through the roof. While Wartortle doesn't have any way to outspeed or outright KO Ghost-types, it does have a very useful niche: Foresight. It might look pathetic at first glance, but with Foresight, Wartortle can hit Ghost-types with Rapid Spin, and when that niche is paired with its stellar defenses, it can nearly guarantee a Rapid Spin. It also has access to a great support move in Haze to take on sweepers that try to set up on Wartortle. However, that sums up Wartortle's usefulness; there aren't any other reasons to use it. Wartortle's offenses aren't very good. Because of this, it must resort to Eviolite to make its defenses stand out, so that eliminates the possibility of it using Leftovers. Wartortle works really well on stall teams because the flaws that Wartortle has (lack of recovery, vulnerability to status) are covered by typical moves found on stall teams (Wish, Heal Bell). Even with such great defenses, Wartortle's biggest drawback is its lack of recovery; it can be worn out with repeated attacks. If you want a defensively oriented Rapid Spin user, you should turn to Wartortle.</p>

    [​IMG][​IMG][​IMG]
    Torkoal
    Typing: Fire
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe
    Abilities: White Smoke / Shell Armor

    <p>Next, we have Torkoal, who can play the role of both an offensive and supportive Rapid Spin user. Its Defense is what stands out most, and its decent bulk follows. Because of that high Defense, Torkoal finds many chances to switch into physical attacks and use Rapid Spin. Torkoal's access to support moves, such as Stealth Rock, allow Torkoal to act as a defensive spinner for its team. In addition, Shell Smash grants opportunities to take a more offensive approach with Torkoal. With Shell Smash, Torkoal outspeeds every Ghost-type Pokemon in NU, bar Haunter, who cannot survive powerful attacks from the get-go. However, specially offensive Pokemon can handle it quite well, as it is one of the slowest Pokemon in the tier without Shell Smash, and its bad defensive typing doesn't help. Overall, if you'd like a Pokemon who has good support moves and potential as a offensive threat, Torkoal is the right Pokemon for you.</p>

    [​IMG][​IMG][​IMG]
    Armaldo
    Typing: Rock / Bug
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe
    Abilities: Battle Armor / Swift Swim

    <p>Armaldo is one of the worst Rapid Spin users in the tier, unfortunately. All of the spinblockers can either cripple it with status or severely dent it before it can do a thing due to its saddening Speed. Because it usually invests in Attack and Speed, Armaldo's bulk isn't enough to tank a strong hit, which makes its spinning days short-lived. Its Stealth Rock weakness also cripples it further, and because of its lack of offensive presence, it is often forced out, causing it to take even more entry hazard damage. Even the defensive set is horrid, as Armaldo has very few resistances and many weaknesses to exploit. The only place where Armaldo belongs is on a rain team, where it can take advantage of its ability, Swift Swim, to not only get a quick Rapid Spin but also potentially set up Swords Dance to attempt a sweep. Armaldo should only be used on a need basis, as its cons severely outweigh the pros of using it.</p>

    Taunt

    <p>While this tactic requires a bit of prediction, it is still proven to work successfully. Taunt prevents any status moves from being used for three turns. That might not seem like much, but it has the potential to force the adversary to switch out, which gains momentum for your side. If you know the opponent's moveset, you might also skillfully predict an attack that a teammate can absorb, which also maintains momentum. Also, unlike Rapid Spin, Taunt can be used on all Pokemon. However, because of the three turn limit, your chance to make a move on your opponent is limited. Overall, Taunt is an effective way to prevent entry hazards from being laid on your side. Let's take a look at some of the Pokemon in NU that use Taunt effectively.</p>

    [​IMG][​IMG][​IMG]
    Skuntank
    Typing: Poison / Dark
    Base Stats: 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe
    Abilities: Stench / Aftermath / Keen Eye

    <p>Skuntank has many unique traits that make it stand out from the competition. Its access to both Sucker Punch and Pursuit makes it the perfect Pokemon to deal with Psychic- and Ghost-type Pokemon, the former being very popular in the NU tier. Its quirky typing also grants it some handy resistances, which allows it to fare well against many Pokemon. Skuntank can be used on both offensive and defensive teams, as its ability to shut down setup Pokemon with Taunt is adored by both. Its ability, Aftermath, is a great last resort tactic against weakened threats. With all the entry hazard setters, notably Roselia and Garbodor, roaming the tier, it's up to Skuntank to reliably silence them. Unfortunately, Skuntank can only deal with the entry hazard setters mentioned above, as its Speed prevents it from silencing much else. In addition, Skuntank isn't the ideal Taunt user against common Stealth Rock users, as they can deal with it with little difficulty. Skuntank's Poison typing can also absorb Toxic Spikes, so the likes of Garbodor would have to think twice before attempting to set it down. While Skuntank doesn't have anything that significantly distinguishes it, it's still a fine Taunt user if its strengths are taken advantage of.</p>

    [​IMG][​IMG][​IMG]
    Mandibuzz
    Typing: Dark / Flying
    Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
    Abilities: Big Pecks / Overcoat / Weak Armor

    <p>Mandibuzz has recently begun calling NU its home, and it has promising features that will not disappoint; stand aside, Murkrow! Firstly, it has great bulk, which allows it to tank anything from a Choice Band Sawk's Stone Edge to a Choice Specs Rotom-S's Thunderbolt. A weakness to Stealth Rock might be a deal breaker, but do not fear: Mandibuzz also has access to Roost, and when paired with its great defenses, Mandibuzz will usually find time to recover. While it doesn't wield the best abilities, it makes up for this with a variety of support moves, most notably Taunt, Toxic, and Whirlwind. Like Skuntank, Mandibuzz can only truly stop Roselia and Garbodor from laying entry hazards, as its Speed holds it back. Mandibuzz's Flying typing also makes it match-up poorly against common Stealth Rock users. Compared to other Taunt users, its Speed might not be loved, but its ability to tank many attacks while slowly weakening the opponent is what makes Mandibuzz a great Taunt user, as it has many chances to utilize it.</p>

    [​IMG][​IMG][​IMG]
    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus's great bulk with Eviolite and typing allow it to not only tank several hits from entry hazard users but also shut them down with Taunt. Misdreavus has the advantage of being a spinblocker and a user of Taunt, which makes it easier to shut down entry hazard users and prevent them from being removed from its opponent's side of the field. While its Speed isn't stellar, it can naturally outpace the majority of entry hazard users, making it easy to silence them. With support moves such as Will-O-Wisp and Heal Bell at its command, Misdreavus has many tools to take advantage of in many situations. All in all, Misdreavus is a great Pokemon to use with Taunt, as it will generally get the job done.</p>

    [​IMG][​IMG][​IMG]
    Samurott
    Typing: Water
    Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
    Abilities: Torrent / Shell Armor

    <p>Though Samurott is more commonly used as a sweeper, it can also take the path of a Taunt user. Samurott is the ideal Taunt user for preventing Stealth Rock, as it fares well against all the common users in the tier thanks to its Water typing. While its Speed prevents it from using Taunt against the likes of Scolipede and offensive Garbodor, Samurott's large pool of coverage moves and great bulk enable it to survive a variety of situations, and it can even function as a anti-lead against opposing teams longing for entry hazards on your side.</p>

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    Serperior
    Typing: Grass
    Base Stats: 75 HP / 75 Atk / 95 Def / 75 SpA / 95 SpD / 113 Spe
    Abilities: Overgrow / Contrary

    <p>Speed is one of the essential traits a Taunt user needs to silence its prey, and Serperior has it. With an amazing base Speed, Serperior finds itself outspeeding the vast majority of the tier, making it a prime Taunt user. Its good bulk and great support options are also what make it so desirable to stop entry hazard setters. Serperior's decent offensive stats and powerful STAB moves allow it to take care of itself on the field. Serperior is the go-to Taunt user against Stealth Rock users, but because of its bad match-up against Spikes users, such as Roselia, Scolipede, and Garbodor, it doesn't do well against them. While quite a few Flying-types, such as Mandibuzz and Braviary, tend to rain on Serperior's parade by completely walling it, Serperior will not disappoint in its role of preventing entry hazards from being set on its side of the field.</p>

    Magic Bounce

    <p>Magic Bounce is a rare option to deal with entry hazards in NU because only one Pokemon wields the ability. With Magic Bounce, most status moves that are used against the Pokemon are bounced back, making this an excellent way to not only block entry hazards but to also place them on the opposing side. Although it requires a bit of prediction, if used correctly, it proves to be a great strategy.</p>

    [​IMG][​IMG][​IMG]
    Natu
    Typing: Psychic / Flying
    Base Stats: 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 70 Spe
    Abilities: Synchronize / Early Bird / Magic Bounce

    <p>Natu's base stats aren't appealing; is there any reason to even use it? Yes, there is. Because of Magic Bounce, Natu can reflect any entry hazard that is used against it, though this requires a bit of prediction to take advantage of because the opponent will not attempt to set them if it is in play. Natu also cannot be hit by any status moves, so it can run Reflect without fear of being hit by Taunt or afflicted by status. While its bulk is initially horrific, with an Eviolite attached, it actually is decent enough to work with. It can even check Sawk because of its typing, and it can wall Golem and Regirock. Natu commonly runs a set consisting of Reflect / Roost / Toxic / Night Shade with a physically defensive EV spread. Its Speed allows it to outspeed nearly every other entry hazard user besides Scolipede, which grants it many chances to prevent them from setting up. There's more: Natu also is blessed with a recovery option in Roost, which allows it to last longer on the field. However, Natu is major setup bait, as it radiates little offensive presence besides Night Shade and Taunt. In addition, a lot of powerful attacks can score the KO on it.</p>

    Offensive Pressure

    <p>While this isn't a surefire method to prevent entry hazards from being set up, it can be very effective in the long run if used correctly. Offensive pressure is when you threaten the opponent with consistently powerful attacks to the point where the opponent rarely has a free turn, whether that would be to set up, switch, or counterattack. Obviously, offensive Pokemon are needed to accomplish this; when used correctly, they can not only prevent entry hazards from being laid on the field but also flip the outcome of the game. There are many Pokemon, such as Samurott and Ludicolo, that can utilize offensive pressure to their advantage, but let's look at a very common example of a Pokemon who utilizes it.</p>

    [​IMG][​IMG][​IMG]
    Sawk
    Typing: Fighting
    Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe
    Abilities: Sturdy / Inner Focus / Mold Breaker

    <p>Sawk is a Pokemon that has been known for keeping offensive pressure on the field. Its secret lies in its ability, Mold Breaker. With Mold Breaker, Sawk can bypass abilities that would otherwise hinder its attacks, such as Sturdy and Solid Rock. Because of this ability, Sawk can cleanly OHKO Carracosta and Golem, two Pokemon that would normally be difficult to take down because of their abilities. It can also deal with Scolipede, a common Spikes user in the tier. Its access to Mold Breaker its ability to prevent Sturdy Pokemon from always getting up Stealth Rock is one of Sawk's main advantages over Primeape. Not only that, but Sawk does very well against many of the Pokemon in NU as a whole, making it very desirable for many teams. All in all, Sawk is a great example of a Pokemon that can maintain offensive pressure to prevent the opponent from attempting any risky actions.</p>

    Common Users of Entry Hazards to Watch Out For:

    <p>Knowing the most common users of entry hazards in NU is just as important as learning how to deal with them. While there are many, many Pokemon in the tier that can utilize entry hazards, there are only a handful of them that you should definitely keep an eye out for, as these guys are the most dangerous. Here is the list of the most common entry hazard users in NU that you should watch out for.</p>

    [​IMG][​IMG][​IMG]
    Golem
    Typing: Rock / Ground
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe
    Abilities: Rock Head / Sturdy / Sand Veil
    Accessible Entry Hazard(s): Stealth Rock

    <p>Golem is a very versatile Pokemon, able to play roles ranging from Custap Berry to a defensive route. With a Rock / Ground typing, Golem can utilize its dual STAB moves to tackle a wide range of Pokemon, making it harder to defeat. It also wields Sturdy, an ability that really makes it challenging to stop it from laying Stealth Rock on the field and allows it to stand out from other Stealth Rock users. Its Attack and Defense stats aren't something to ignore, either.</p>

    <p>Using Sawk against Golem is by far the best tactic; because Sawk has Mold Breaker, it can break through Golem's Sturdy for a KO, refusing to give it a chance to retaliate. Using Wartortle against Golem is a great choice as well; Golem has a 4x weakness to Water-type attacks, so it'll think twice about staying in with Wartortle around. Golem's pitiful Speed can also be targeted by Taunt users, stopping it from laying entry hazards. Aside from Water-types, Golem also suffers weakness to Grass- and Fighting-types. Finally, special attackers in general can severely dent Golem. Golem has many weaknesses to target, but it also has many tricks up its sleeve, so don't be fooled.</p>

    [​IMG][​IMG][​IMG]
    Scolipede
    Typing: Bug / Poison
    Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
    Abilities: Poison Point / Swarm / Quick Feet
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Scolipede's Speed should catch your eye; it is one of the fastest Pokemon in the tier. Outspeeding it without a boosting move or a Choice Scarf is really difficult, so it has a much easier time setting up entry hazards than some other threats. Additionally, with a plethora of powerful coverage moves and a decent base Attack, Scolipede can fight back when necessary. It even has Swords Dance, which makes it even more of an offensive threat, allowing it to scare away Pokemon that could otherwise threaten it while stacking up Spikes simultaneously.</p>

    <p>Scolipede has pitiful defenses, so aiming at them is a wise move. All three of the viable Rapid Spin users fare pretty well against Scolipede, so using Rapid Spin won't be a hassle. Even if Taunt is used against Scolipede, it has powerful coverage moves to bring the pain, so trying to stop it this way isn't truly advised. Additionally, because Scolipede is faster than most of the Pokemon that try to Taunt it, it cannot truly be stopped by it. There isn't much to say about Scolipede; it has a straightforward niche and is a threat if you aren't ready for it, but if you are well-equipped to handle Scolipede, defeating it won't be a challenge.</p>

    [​IMG][​IMG][​IMG]
    Carracosta
    Typing: Water / Rock
    Base Stats: 74 HP / 108 Atk / 133 Def / 83 SpA / 65 SpD / 32 Spe
    Abilities: Solid Rock / Sturdy / Swift Swim
    Accessible Entry Hazard(s): Stealth Rock

    <p>You will quickly learn that Carracosta is one of the most difficult entry hazard users to get by. Firstly, it has two fantastic abilities: Sturdy and Solid Rock, both of which can nearly guarantee that Stealth Rock is placed on the field. Carracosta also sports threatening Attack and Defense stats; it can dent the majority of the tier with its STAB moves and tank hits. Additionally, Carracosta's Shell Smash set is very common, so it can bluff that and simply set up Stealth Rock.</p>

    <p>To get past this guy, the best thing to do is to use a Grass-type, such as Tangela or Vileplume, as its 4x weakness to Grass-type attacks can be used against it. Mold Breaker Sawk and Taunt can easily stop Carracosta as well. Outspeeding Carracosta is also a great way to defeat it, as it has a saddening Speed stat. All in all, be cautious when dealing with Carracosta; preventing it from getting Stealth Rock is a very difficult task.</p>

    [​IMG][​IMG][​IMG]
    Garbodor
    Typing: Poison
    Base Stats: 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe
    Abilities: Stench / Weak Armor / Aftermath
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>In a tier lacking in Spikes and Toxic Spikes users, Garbodor has all the necessities needed to be successful. With many powerful Fighting-type Pokemon in NU, Garbodor's Poison typing is useful to stop them cold. 80 / 82 / 82 aren't that bad when it comes to defenses either. Garbodor also has access to Clear Smog, preventing all those setup Pokemon from taking advantage of it. Some of the main reasons to use Garbodor are its superior physical defense in comparison to other Spikers, Aftermath, and lack of a Stealth Rock weakness.</p>

    <p>In spite of all this, you will find that Garbodor can still be taken care of without too much difficulty. For one, the NU tier is crawling with powerful Psychic-type Pokemon, especially Gardevoir, Jynx, and Musharna, to rain on Garbodor's parade. Ground-types, such as Seismitoad and Golem, also find Garbodor easy prey. While Garbodor's Speed isn't god-awful, faster Taunt users can get the jump on it, preventing it from laying entry hazards. Armaldo can tank Garbodor's attacks and stop entry hazards from going on the field as well. Garbodor has its perks, but if you can exploit its weaknesses, you can take out the trash.</p>

    [​IMG][​IMG][​IMG]
    Regirock
    Typing: Rock
    Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
    Abilities: Clear Body / Sturdy
    Accessible Entry Hazard(s): Stealth Rock

    <p>Regirock is a physically defensive behemoth; a base 200 Defense is something worth bragging about. It also has decent base Attack and Special Defense stats to bring more to the table. Regirock's astounding defenses, access to a recovery move in Drain Punch, and powerful STAB selections are what make it a blessing to have on your side and a curse to battle against.</p>

    <p>The best way to handle Regirock is to weaken it with a special attacker, such as Gorebyss, Samurott, or Roselia. However, unless it is hit by Taunt or weakened beforehand, it is a very hard task to prevent Stealth Rock from invading your side of the field when Regirock is in play, so don't let your guard down for a moment.</p>

    [​IMG][​IMG][​IMG]
    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard
    Accessible Entry Hazard(s): Stealth Rock

    <p>Ever since Golurk stepped foot in the NU tier, it has been a pain to battle against. For one, it has many handy resistances and immunities, notably to Fighting-type attacks, with great bulk to back them up. It also has an amazing base Attack, making it no pushover. Iron Fist can really bring the pain to an unprepared team, and Golurk has many punching attacks to take full advantage of it. The thing that makes Golurk stand out is that it's the only Ghost-type Pokemon with Stealth Rock, allowing it to lay hazards and spinblock at the same time. Golurk doesn't have a bad match up against the Rapid Spin users if it comes in at the right time.</p>

    <p>That being said, Golurk is by no means invincible and can be taken down with the right strategy. Golurk has weaknesses to the common Water-, Grass-, and Ice-type attacks, so powerful users of these can come in and score a KO. Because of its low Speed, Taunt users seem like a good idea to prevent Golurk from laying Stealth Rock. The thing about that is Golurk can either outright KO or wall all of the best users, bar Pursuit Skuntank, who can checkmate it. As you can see, Golurk is no easy Pokemon to get through, but don't let that discourage you from your goal of stopping it.</p>

    [​IMG][​IMG][​IMG]
    Seismitoad
    Typing: Water / Ground
    Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe
    Abilities: Swift Swim / Poison Touch / Water Absorb
    Accessible Entry Hazard(s): Stealth Rock

    <p>While Seismitoad seems to be outclassed by fellow Water-types, such as Samurott and Gorebyss, it has its own unique strategy that can quickly become a pain to deal with. Besides having great defenses and a good defensive typing, Seismitoad has access to Water Absorb, allowing it to be a great switch-in for teams that are weak against Water-types, such as Carracosta. Seismitoad also has Swift Swim, raising its average Speed to amazing heights, which makes it twice as easy to lay Stealth Rock on the field before its opponents can do a thing. Seismitoad is capable of running a defensive or offensive set, so by first glance, you won't know what it's going to do. What's even worse is that Seismitoad can deal with all three of the viable spinners with ease, and being hit by Taunt won't affect it that much, as it has many powerful attack moves to get rid of the opponent.</p>

    <p>That being said, not all is lost when dealing with Seismitoad, as it actually has some pretty notable weaknesses. The first is its crippling 4x weakness to Grass-type attacks. If you carry a Roselia, Tangela, Serperior, or any relatively strong Grass-type, you won't have any troubles defeating Seismitoad. It's best to remove Stealth Rock from the field after Seismitoad is removed, as doing it while it's in play is quite difficult. While Taunt does bother Seismitoad temporarily, it can still severely dent the adversary with a Hydro Pump or Scald, so it's not advised to touch it while it's on the field. Make sure you play smart around Seismitoad; it has many strategies and tricks that could leave you with Stealth Rock intact on your side of the field.</p>

    [​IMG][​IMG][​IMG]
    Roselia
    Typing: Grass / Poison
    Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
    Abilities: Natural Cure / Poison Point / Leaf Guard
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Roselia's debut in NU, along with Scolipede, has drastically increased the usage of Spikes and Toxic Spikes in the tier. What makes Roselia stand out is its access to Eviolite, raising its defenses to great heights. It also can use Synthesis, giving it a great recovery move to back up its defenses. Natural Cure is another fantastic trait that Roselia wields; it can switch out and have any status condition cured, making it difficult to cripple and turning Rest into a wonderful option for it to use. It's more than a fragile flower: it has a usable base Special Attack and powerful STAB moves to use. With all of these traits in mind, Roselia has many ways to ensure entry hazards are on the field, whether it be by force or stalling.</p>

    <p>However, even with Eviolite, Roselia's Defense stat is still quite weak, so focusing on that is the best option for defeating it. Outspeeding Roselia can also be a tactic, as it has a mediocre Speed stat. Powerful special attackers, such as Gardevoir, Jynx, and Charizard, can still severely dent Roselia; Eviolite can only raise its defenses so far. Natu actually has some use: it can outspeed Roselia and reflect any entry hazards it lays. Poison-types, such as Garbodor, can absorb Toxic Spikes as well. All in all, Roselia is a pretty good entry hazard user that you should prepare for, as many of its talents can ensure at least one layer of entry hazards.</p>

    [​IMG][​IMG][​IMG]
    Gigalith
    Typing: Rock
    Base Stats: 85 HP / 135 Atk / 130 Def / 60 SpA / 70 SpD / 25 Spe
    Abilities: Sturdy / Sand Force
    Accessible Entry Hazard(s): Stealth Rock

    <p>The first things that probably stand out about Gigalith are its enormous Attack and Defense stats and its ability, Sturdy. If you combine these together, you create a Pokemon that is nearly guaranteed to set up Stealth Rock. With access to powerful and useful STAB moves, such as Stone Edge and Rock Blast, Gigalith can slip out of tricky situations. It also is effective at using the Custap Berry, which not only highlights its ability, Sturdy, but also allows it to go out with a bang when its mission is complete.</p>

    <p>The easiest way to handle Gigalith is to target its saddening Special Defense. Ground-type Pokemon, such as Golurk and Golem, can take Gigalith's STAB moves pretty well and weaken it. Another way to defeat Gigalith is to use multi-hit moves to get around Sturdy. Also, because of its disastrous Speed stat, using Taunt before it can set up is an effective tactic as well. However, unless Gigalith takes damage prior to its debut on the field or one of these tactics is used, it will be challenging to stop it from laying Stealth Rock.</p>

    [​IMG][​IMG][​IMG]
    Piloswine
    Typing: Ice / Ground
    Base Stats: 100 HP / 100 Atk / 80 Def / 60 SpA / 60 SpD / 50 Spe
    Abilities: Oblivious / Snow Cloak / Thick Fat
    Accessible Entry Hazard(s): Stealth Rock

    <p>Piloswine finds a niche as an offensive entry hazard user. With a typing that hits almost every Pokemon hard and raised bulk with Eviolite, Piloswine makes for a great Stealth Rock user who can defeat nearly anyone who thinks otherwise. The bulk Piloswine possesses with Eviolite is what allows it to be so effective with Stealth Rock; it can set up on many offensive Pokemon in the tier.</p>

    <p>Ironically enough, Piloswine is actually weak to all forms of entry hazards, so you can use that against it. Knock Off, while not always the best move overall, can remove Eviolite and make Piloswine less threatening, so using a Pokemon who has that is recommended. Taunt users can easily Taunt Piloswine because of its Speed, but be wary of its powerful attacks and priority with Ice Shard. Wartortle in particular fares extremely well against Piloswine, tanking all of the attacks it can offer. Piloswine isn't common, so don't make an entire team revolving around defeating it, but underestimate it at your own risk.</p>

    [​IMG][​IMG][​IMG]
    Cacturne
    Typing: Grass / Dark
    Base Stats: 70 HP / 115 Atk / 60 Def / 115 SpA / 60 SpD / 55 Spe
    Abilities: Sand Veil / Water Absorb
    Accessible Entry Hazard(s): Spikes

    <p>While Cacturne isn't the most common Spikes user in the tier, it has gained more usage because of its access to the move. While it has mediocre defenses and poor Speed, Cacturne compensates for this with its amazing offensive presence. Sucker Punch ignores Cacturne's Speed, making it a useful move. Swords Dance enhances Cacturne's Attack, turning it into an even more threatening Pokemon.</p>

    <p>However, believe it or not, Cacturne is pretty easy to beat with appropriate Pokemon, such as Vileplume, Braviary, and Sawk. Another advantage is that Armaldo and Torkoal have no difficulties defeating Cacturne, causing it to be at the mercy of two of the three viable Rapid Spin users. Honestly, don't stress about facing Cacturne, but don't underestimate its capabilities, as one slip up can earn its team a KO.</p>

    Spinblocking

    <p>Some teams, specifically defensive and stall teams, anticipate the adversary attempting to remove the entry hazards they have placed on the field with Rapid Spin. Spinblocking is a tactic that can prevent Rapid Spin from removing the entry hazards. Because Rapid Spin is a Normal-type attack, Ghost-type Pokemon are immune to it, allowing them to stop it from working. There aren't many good spinblockers in NU, but there are a few that stand out from the rest and should definitely stand out when you see them in battle. Knowing these Pokemon will have you prepared against their attempts to spinblock.</p>

    [​IMG][​IMG][​IMG]
    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus is unarguably one of the most common spinblockers in the tier, and it isn't difficult to see why. It has access to Eviolite; a plethora of support moves, such as Will-O-Wisp, Taunt, and Heal Bell; and viable offenses, all of which make it a formidable opponent. Because of these traits, Rapid Spin users have difficulties getting past Misdreavus. Generally, Misdreavus is one of the first spinblockers a battler would go to, as it can fit on a variety of teams. However, Misdreavus does have exploitable weak points you can take advantage of to remove it from play. It lacks a reliable healing move, so hitting hard with powerful attacks will slowly wear it down. Shell Smash Torkoal can power through Misdreavus, but if Misdreavus uses Taunt before it can set up, Torkoal fails to inflict a lot of damage onto it. Overall, be very careful&mdash;and prepared&mdash;when battling Misdreavus, as it is the most likely spinblocker to get in your way.</p>

    [​IMG][​IMG][​IMG]
    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard

    <p>Golurk's usable defenses and many immunities and resistances allow it to function as a great spinblocker. With Stealth Rock, Golurk is always ready to handle the adversary, crushing them with its high base Attack. It also can support the team well with Stealth Rock. While its common weaknesses and low Speed can be easily targeted by those wanting to get rid of it, Golurk has many tricks up its sleeve, giving opponents a real run for their money.</p>

    [​IMG][​IMG][​IMG]
    Haunter
    Typing: Ghost / Poison
    Base Stats: 45 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe
    Ability: Levitate

    <p>Haunter has many resistances and immunities to take advantage of, granting it many opportunities to switch in to spinblock. Haunter is an offensive spinblocker; while it's not reliable at spinblocking, it can use the free switch in from Rapid Spin to inflict serious damage. It has many useful support moves, including Taunt, Trick, and Disable, allowing it to silence the opposing team quite easily; its above average base Speed also helps make this possible. The problem is Haunter is extremely frail, so all three viable spinners can shut it down with brute force. Even with Substitute, Haunter just doesn't have the sheer bulk that, say, Golurk has to last long enough on the field, and many spinners trying to get rid of entry hazards can target that. While Haunter has its perks, you will find that it isn't that difficult to defeat, so don't stress over it.</p>

    [​IMG][​IMG][​IMG]
    Drifblim
    Typing: Ghost / Flying
    Base Stats: 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe
    Abilities: Aftermath / Unburden / Flare Boost

    <p>Drifblim has always been an odd Pokemon, and that is also true when it comes to its role as a spinblocker. While its HP is extremely high, its typing and defenses aren't so hot, so many offensive Pokemon can get the jump on it (hint hint). From Baton Pass to SubCM to Will-O-Wisp, Drifblim has many options and support moves in its arsenal, making it an unpredictable Pokemon. Another trait it possesses is handling spinners, especially Armaldo, quite well with Destiny Bond, which makes it a prime spinblocker. That being said, it's not very reliable at KOing Armaldo because if it switches into Armaldo's Rock-type STAB, it is dead. It is rather uncommon in the tier, but while it isn't quite that hard to KO, its unpredictability can be used against you, so be cautious.</p>

    [​IMG][​IMG][​IMG]
    Lampent
    Typing: Ghost / Fire
    Base Stats: 60 HP / 40 Atk / 60 Def / 95 SpA / 60 SpD / 55 Spe
    Abilities: Flash Fire / Flame Body

    <p>A large quantity of support moves, increased bulk because of Eviolite, a great Special Attack, nearly perfect coverage with its STAB moves... and yet Lampent is still dwelling in the depths of NU usage. Well, for one, it needs a pretty good core that specifically revolves around it to work, as it is outclassed by many many Fire- and Ghost-types in terms of power and bulk. It also has many weaknesses, allowing many offensive Pokemon, and Armaldo and Wartortle, to defeat it. It can't just fit on any team, which is why it isn't as common as, say, Misdreavus. In spite of this, with many set options to choose from, it takes a bit of prediction to figure out what Lampent is going to do on the battlefield. In spite of not being common in the slightest, it can seize control of the match if used correctly.</p>

    What if I'm Unable to Remove the Entry Hazards?

    <p>If you have failed in preventing or removing entry hazards from your side of the field, there isn't much you can do about it, to be honest. The only thing you could try is avoiding switching as much as possible, but if you happen to be using a stall team, this is extremely difficult. Another 'solution' is using Pokemon that aren't weak to entry hazards, but unfortunately, in the NU tier, there aren't as many good Pokemon that can rise to that title as in other tiers. If you were expecting an elaborate explanation of what to do if you couldn't effectively prevent entry hazards from being permanently set up, you're out of luck; there isn't much you can truly do about it if you don't have any tactics to avoid this. To avoid this scenario, it's best if you remove or prevent the entry hazards before they become a problem for your team.</p>

    Conclusion

    <p>At this point, you should have a clear understanding of how much entry hazards have impacted the NU tier as well as how to deal with them. While this guide cannot explain every scenario you might come across, hopefully it has given you some strategies you can utilize when entry hazards have your back against the wall. Or, maybe you have decided to ignore the tips I have given you and skip to the end of this guide. Well, that works for me as well as all of your future opponents. We can rack up a free win against you with entry hazards by our side.</p>
    Last edited by a moderator: Jul 18, 2014 at 2:11 AM
  2. Governess

    Governess A Beautiful Blossom Waiting to Bloom
    is a Researcher Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnus

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    Code:
    [B][U]Daily To-Do List[/U][/B]
    [B]*Will add / change this list when needed.*[/B]
    [B][I][U]Friday, May 3rd:[/U][/I][/B]
    [LIST]
    [*]Post all the Pokemon's name needed for each section by testing them, and deciding which one goes where. [[B][COLOR=Indigo]✓[/COLOR][/B]]
    [/LIST]
    
    ---I think that's as far as I'll get to today; If i have free time, I can always add more to my daily to-do list. Just doing pieces at a time.---
    
    [B][I][U]Saturday, May 4th[/U][/I][/B]
    [LIST]
    [*]Write out the Introduction for the Article. [✓]
    [/LIST]
    
    
    [U][I][B]Monday, May 6th - Sunday, May 12th[/B][/I][/U]
    
    [LIST]
    [*]Write out the final draft of descriptions for each of the three kind of entry hazards. [✓]
    [*]Edit what I have witten so far. [✓][/LIST]
    
    [B][I][U]Wednesday, May 15 - June 5th[/U][/I][/B]
    [LIST]
    [*]Work on little pieces for this article until Summer, where I will be very active with this article.[/LIST]
    
    [B][I][U]Wednesday, June 5th - Thursday, June 6th[/U][/I][/B]
    [list]
    [*]Edit and fix the top portion of the article. [[B][COLOR=Indigo]✓[/COLOR][/B]]
    [*]Alphabatize and organize the Pokemon examples used in the article. [[B][COLOR=Indigo]✓[/COLOR][/B]][/list]
    
    [B][I][U]Friday, June 7th[/U][/I][/B]
    [list]
    [*]At the least, write out the three Rapid Spin users in detail. [[B][COLOR=Indigo]✓[/COLOR][/B]][/list]
     
    [B][I][U]Saturday, June 8th - Monday, June 10th[/U][/I][/B]
    [list]
    [*]Work on Preventing Entry Hazards. [[B][COLOR=Indigo]✓[/COLOR][/B]]
    [/list]
    
    [B][I][U]Tuesday, June 11th - End of June[/U][/I][/B]
    [list]
    [*]Edit this article and add the finishing touches to it. [[B][COLOR=Indigo]✓[/COLOR][/B]]
    [*]Have this article finished! :) [[B][COLOR=Indigo]✓[/COLOR][/B]]
    [/list]
    
    
    Feel free to comment at any point on any part of the process, I'm always willing for suggestions and feedback! :)

    School is finally over, so now, I'm back in full swing with this. Expect this to be updated very often. :)

    Date got pushed back; a lot of things are happening irl, sorry. :<
  3. Governess

    Governess A Beautiful Blossom Waiting to Bloom
    is a Researcher Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnus

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    Finally! I have this article fully written out! This is my first article, so make sure you tell me if I have done something wrong, but other than that, it's ready for whatever stage happens next! (Still have no idea how this works, exactly. @-@)

    EDIT: Any advice + changes that need to be done can be mentioned as well. .3.
  4. No Luck Involved

    No Luck Involved

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    Cool article! Just noticed in the Stealth Rock section you said "If the Pokemon has a 4x resistant to Rock, such as a Lairon, it would only take 1/32 (3.125%) damage."

    Lairon is not 4x resistant to Rock, I don't think there are any Pokémon in NU that is 4x resistant to Rock in fact!
  5. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    Thank you, I didn't notice that; I'll make the change to it immediately.
    EDIT: Made the change.

    EDIT2: Ugh, they have updated so many things (Like Golurk's analysis) I apologise if some things aren't up to date, I'll fix it.
  6. Detective Dell

    Detective Dell Winter Hibernation of the Yarnasauruses
    is a Team Rater Alumnusis a Forum Moderator Alumnusis a Battle Server Moderator Alumnus

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    I see a talk of primarily the attributes of the entry hazard moves and users. That is nice and all, but there is a general lack of information about how these Pokemon match up against other variants of Pokemon, and how and what they are capable of setting entry hazards up on (not to mention a lot of misinformation in this article, but I'll cover most of that later). This also applies the same towards the topic of how they are prevented or removed from the field. In this category, you did not cover much topic about how one can utilize offensive pressure to keep them at bay. This category includes specific Mold Breaker users, notably Sawk who is capable of OHKOing any of the Stealth Rock users that are weak to its Fighting STAB besides occasionally Regirock with its Choice Band set, bypassing those who uses Sturdy as an ability (Golem, Carracosta). Regarding Taunt, most of the users that you've listed here are not particularly reliable at performing that job against most common entry hazard users since all of the listed ones lose to Stealth Rock users and are situational at best otherwise. I'm fine with Skuntank listed here since its prediction-based against Stealth Rock users, can beat a weakened Golurk, and can Taunt slower Spikes users reliably. The rest that you have listed are irrelevant (and thus should be removed) and this would be a much more useful information source if you just focused on the guideline of relevance and primarily discussing more-so of the most viable Pokemon in each category. Likewise, I also would find the information better sorted out if you listed the order of what you're going to talk about based on relevance (better to worse).

    More on the topic of Taunt users, you should include Misdreavus here, as its typing, bulk, and Speed allows it to deter and wall a lot of Stealth Rock and Spikes users and can naturally outpace most of them and shut them down with Taunt. Samurott and Serperior should also be accounted here, as both are able to outpace the majority of the users, and can reliably Taunt Stealth Rock users and proceed to setup or attack.

    On the topic of entry hazards as a whole, you talk about the attributes a bit, but there isn't much talk about what they are useful for and how they fare in the current metagame. Despite Stealth Rock being among the most influential, Spikes are a lot more effective than what you perceive them to be, and they allow a lot of offensive threats to wear down Pokemon and better push them into KO range. In this offensive metagame, this is very relevant because most frail, offensive threats don't like the risk of missing out on KOs and be retaliated for a lot of damage. You should also talk about how more defensive teams can help wear down opposing teams with Spikes. As for Toxic Spikes, some of that also applies here, but you should talk about how useful it is against teams that lack a Poison-type. Even then, Scolipede often sports a suicidal nature and Toxic Spikes tends to make things a lot more easier against offensive teams when you setup even a single layer against them since it makes them easier to stall out and beat, especially when that racks up with Life Orb recoil. This also applies to making more defensive teams have trouble performing their job, but most teams tend to carry Poison-types.

    A short nitpick is that Golem and Regirock are definitely not the single most common users of Stealth Rock right now. There's also Golurk and Piloswine. Seismitoad is also getting a rise as well. Regarding Carracosta, it's worth noting that Shell Smash is what most players expect when they see Carracosta, and thus you should emphasize how that allows Carracosta to bluff that and simply set up rocks instead.

    Regarding Natu, there's a lot of incorrect information listed there, and the first sentence is already misleading and untrue (it performs a different role than most other Psychic-type users that doesn't make it at all outclassed and you just have a lot of fluff there, so I would just OMIT that part and just go on with the topic if I were you). You should emphasize about how decent its bulk is with an Eviolite attached, how its Speed allows it to outspeed nearly every other hazard user besides Scolipede, and how it has reliable recovery in the form of Roost. The set that is most effective against performing against Stealth Rock users is a set of with Reflect / Roost / Toxic / and Night Shade of Toxic, with an EV spread of 248 HP, 204 Defense, and 56 Speed, which allows it to outspeed Max Speed Golem. It can counter most entry hazard users and is capable of stalling out a lot of Stealth Rock users with the combination of Roost, Reflect, and Toxic from even Pokemon that hits it super effectively once Reflect is up, preventing rocks from. It also hard counters Cacturne and more defensive users like Bastiodon and Garbodor. You could also talk about its ability to check Sawk because of its typing.

    I should note that EBeast will cover the topic about Rapid Spinners, and thus I 'm not obligated to have my input there.

    I'll get back to this later, as I just wanted to cover the major points to contend to.
  7. ebeast

    ebeast she's probably sexting nprtprt
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    This is tackling mainly the Spinners section.

    Armaldo (open)
    You make Armaldo sound better than it is, because it's honestly the worst possible Rapid Spin user in the tier you can use barring SPINDA, DELIBIRD, TENTACOOL, and STARYU (is dank). The only way it's going to even attempt to get off a Rapid Spin is by going full offensive with Swords Dance to break through Misdreavus and Golurk. Without any spinblockers to beat, it's an extremely mediocre boosting Pokemon and even if it does beat a Misdreavus or Golurk, chances are it still won't be able to get off the Rapid Spin anyways.

    This is due to a few reasons: 1) If Armaldo needs to Rapid Spin, it has already taken at least Stealth Rock damage at least once 2) All of the spinblockers are capable of getting off a hit before being KOed by Armaldo. This means that even if it lives vs a spinblocker, whatever they switch in next to check Armaldo can easily KO it or force it out. If Armaldo is forced out it's forced to take Stealth Rock again (meaning 50% absolute minimum damage possible) and is too weak and two slow to get off a Rapid Spin against basically anything. Since it's forced to invest in Attack and Speed, it has doesn't have much bulk to even take resisted hits at that point.

    And if you use the Defensive set with Stealth Rock and Rapid Spin, you will basically never Spin vs Ghosts and you have a poor user of Stealth Rock that brings tons of weaknesses without any real resists. The only kind of teams I have found that can actually benefit from Armaldo are Rain teams as Swift Swim Armaldo is actually capable of outspeeding and properly beating all of the spinblockers with SD / Spin / Rock Blast / Aqua Tail with Lum Berry, but it can also get off a fast Rapid Spin and have enough Speed to be able to sweep with Swords Dance if it doesn't need to Rapid Spin.

    So I think all of those points should be emphasized with the Armaldo section rewritten to represent how it truly does in NU.


    The last sentence on Wartortle is incorrect. Wartortle is not used on Rain teams because Rain Dish is illegal with Foresight and Swift Swim Armaldo is better there for keeping offensive momentum. (since it can actually do that in Rain unlike in normal conditions) I would instead put that Wartortle is often used on stall teams because they'e capable of easily giving it the support it needs to be consistent: Wish and Heal Bell. On the flipside Wartortle not only provides Spin but Haze support as well, which is nice.

    For Torkoal I wouldn't emphasize its SMASHKOAL set that much. At the moment, its Defensive set its the best one to use because it also handles Scolipede. I wouldn't make a mention of Yawn either, it's not that good of an option at all on stall.

    I like AgentDell's idea of having them listed in order of effectiveness. In that case the order should be: Wartortle, Torkoal, then Armaldo. Another thing that should be done is emphasize somewhere that unless you're using stall, Rapid Spin is not required at all on any team. Offensive presence is usually the most effective way to keep hazards off the field.
  8. ScraftyIsTheBest

    ScraftyIsTheBest lovin'
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    Yeah, backing up what Ebeast said, Armaldo is a crappy choice for spinning, and is far from the best offensive spinner. Armaldo can't spin worth two damns, and loses to most of the spinners. being weak to SR and Spikes is also pretty pathetic. It's basically the Sandslash/Claydol of NU, in that it's a pretty shitty choice.

    Honestly, the best offensively oriented spinner is by far Shell Smash Torkoal, since it can boost as a spinner comes in, and burn the spinblockers to hell with Fire Blast. Wartorle is yeah, not a staple on rain.

    Also mention that Scolipede can run Spikes+SD to beat all of the spinners 1v1, that's notable.
  9. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    Thank you, all of you. I'm still fairly new to this, and I'll make sure I'll fix all of these errors (I won't be here to fix them tomorrow, and I don't have that much time today, so I'll make sure to get to them when I can.) If there is anything else that needs to be notified, feel free to say so, but for now, I'm going to steadily fix the errors the previous posters have given.

    EDIT: I will get to this soon; I have a lot to balance out with this and other work, I'll work on it steadily.
    EDIT2: I have been really procrastinating this for a while.. I want to get this back on track soon, so I'll be sure to get it done. :/
  10. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    My apologies for me pushing this back; I've been procrastinating this for a while now, but I have finally added / fixed the gist of what everyone above me has posted:

    @Agent Dell: I have added Serperior and Samurott to the Taunt list and removed the ones you mentioned, and I fixed up the Natu section as well. I have tried to make sure to have the information correct, but I would appreciate it if you can really find more things that aren't right with it, as I would assume there are still quite a bit. Also, I tried to explain what about the Pokemon's skills and talents separate them from the others, but I'm sure there are a few I have under/overdone it.

    @ebeast: Made all the changes you mentioned, especially with Armaldo. I switched the order around as well.
    @ScraftyIsTheBest: I have mentioned Spikes + SD (double-checking to make sure I did it <.>), thank you.

    Some other news:

    1.) I added Mandibuzz to the Taunt list; because of its amazing bulk, access to Roost, and useful support moves, I feel it earns a spot in the article. I admit, I am not gushing with experience with Mandibuzz, so if any information is incorrect, please notify me as such.

    2.) I tried the best to my ability to switch the order of the Pokemon around from the most effective to the less effective; some of them were really close calls, so hopefully I was close with the majority of them, if not, please post as such.

    3.) I added a section on Offensive Pressure as Agent Dell mentioned; since there are a lot of Pokemon who can use it, I just mentioned Sawk, one of the commonly used Pokemon for that role, for now, but if there is anyone else who deserves to be in that section, please mention them.

    Again, sorry for taking so long for this, but I really want to have this finished and on-site (whenever it can) so it can be out of my hair, and so I can focus on other things. I'd like it if a NU QC or two could also look at it to make sure all of the info is valid so that it can be the best it can be. Thanks! :)
  11. ebeast

    ebeast she's probably sexting nprtprt
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    Ok time to look over this.

    Checks (open)

    On the last paragraph of the Spikes section you say that its mainly found on stall and balanced teams. While this is true to an extend, Spikes are also commonly found on really offensive teams mainly via suicide Spikers (Scolipede). Hot N Cold's Copacabana team is a perfect example of this being done. Definitely make a mention of this in there.

    On Wartortle add a mention of it being very useful on stall teams since the flaws it has (no recovery, susceptible to status, and easy to take advantage) are covered by stall. (Wish, Heal Bell, walls, and phazing)

    On Skuntank, its Speed means that it's only really preventing Roselia and Garbodor from getting up hazards as Scolipede can just Spikes and switch out to Spikes again later. Mention that it doesn't have a good match up against common Stealth Rock Pokemon.

    On Mandibuzz mention that like Skuntank it can only really prevent Roselia and Garbodor from getting up Spikes with Taunt. Also bring up that its not the ideal Taunt user for stopping Stealth Rock as its typing makes it weak to the Rock-type Pokemon and Piloswine that set it up.

    On Samurott mention that it's the ideal Taunt user for preventing Stealth Rock as it fares well against all the common Stealth Rock users in the tier thanks to its Water-typing.

    On Serperior mention that it also does well against common Stealth Rock Pokemon, but struggles against the Spikers. (Rose, Garbo, Scoli)

    On Natu its most common set is: Reflect / Roost / Toxic / Night Shade with a physically defensive spread. You mention dual screens, but it generally only packs Reflect, so make the correct change. With Reflect and Roost it can actually Toxic stall Golem and Regirock. It can still can be considered set up fodder though. Make sure to make the changes on Natu.

    On Sawk I wouldn't be so hasty to say that Primeape has less offensive pressure than Sawk. Is it weaker? Yes, but U-turn does a lot in keeping it an annoying threat to handle. Instead say that Sawk is generally picked over Primeape for Mold Breaker and its ability to prevent Sturdy Pokemon from always getting up Stealth Rock.

    On Scolipede, it's either faster than every Taunt user or has a good match up against them (Serperior's case) so I would add on that even if it does get Taunted, it's not actually being stopped.

    On Carracosta both Mold Breaker Sawk and Taunt can easily stop it, so mention that.

    On Garbodor, idk why you mention its Special Attack stat. Garbodor is generally: Spikes / Toxic / Rock Blast / TSpikes so it does have problems keeping any sort of offensive presence. SubBU Braviary actually does set up on Garbodor as Clear Smog does not work through Substitute so I wouldn't mention that either. The reason to use Garbodor is because of superior physical defense compared to the other Spikers, Aftermath, and lack of Stealth Rock weakness. This definitely needs to be looked over and fixed.

    On Golurk's first mention, it doesn't beat every Rapid Spinner in the tier. It doesn't like switching into Wartortle's Scalds and Swords Dance Armaldo can simply OHKO it with Aqua Tail. SmashKoal OHKOes it after a Smash with Fire Blast too. Do say that it doesn't have a bad match up if it gets in at the right time. (Like before Torkoal and Armaldo boost up)

    On Seismitoad: "Seismitoad also has access to Water Absorb, allowing it to be a great switch-in for teams who are weak against it." Specify what "it" is. I would mainly just say Carracosta as the other Water-types(Samu,Ludicolo, Gorebyss, Simipour) tend to have Grass-type coverage.

    On Roselia, remember that Natu doesn't use Light Screen. Do keep the Natu mention though, that it can make Spikes backfire for Roselia if played correctly.

    On Piloswine, it's always been pretty common and now the ladder is catching on as well. So don't make it seem like it has no usage :(. Also I wouldn't call its defensive typing to be horrible either. Ground/Ice + Thick Fat is actually really cool for stopping a lot of Electric-type Pokemon.

    On Haunter emphasize more that its an offensive spinblocker as in that while it's not reliable at blocking, if played correctly it can use the free switch from Rapid Spin to start inflicting serious damage.

    On Drifblim, elaborate on how it's beating Armaldo because if I was someone who doesn't know what Drifblim does I would have no clue. (Destiny Bond) Make sure to say that it's not reliable at beating Armaldo either because if it switches into its Rock-type STAB Drifblim is gone.


    @Governess Overall this was a good read, great job on the write up! Just some things that could use some tweaking. VM/PM or tag me when you make the changes and I can look over it again and give you the ok. B)
    dcae likes this.
  12. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    Thank you @ebeast, I have made all the changes you said, and it's easy for a final look! :)
  13. ebeast

    ebeast she's probably sexting nprtprt
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    Yeah, this is good enough from a quality standpoint, send it to GP! @Governess
    dcae likes this.
  14. Governess

    Governess A Beautiful Blossom Waiting to Bloom
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    Thank you, ebeast. This is now ready for GP! :)
  15. melvni

    melvni
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    GP check. Good job on writing this. All the removals of base stat numbers are optional. I removed them because they are listed in the header above each set, but you are free to leave them if you want as they're perfectly fine if you like them.
    Additions in Blue
    Subtractions in Red
    Comments in Purple
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    How to Deal With Entry Hazards in BW2 NU

    I. Introduction
    II. Entry Hazards

      • Stealth Rock
      • Spikes
      • Toxic Spikes
    III. How Can I Prevent or Remove Entry Hazards?
      • Rapid Spin
      • Taunt
      • Magic Bounce
      • Offensive Pressure
    IV. Common Users of Entry Hazards to Watch Out For
    V. Spinblocking
    VI. What if I'm Unable to Remove the Entry Hazards?
    VII. Conclusion



    Introduction

    <p>Almost everyone has experienced a moment in time where when entry hazards have cost them the match. One minute, you have potent sweepers at full HP, ready to demolish the adversary. The next minute, you find yourself at the mercy to one of the forms of entry hazards, preventing you from switching into your all-star. Other times, you may might even feel remorse about the preparation of your team building, thinking, "Why have I not planned a tactic to deal with entry hazards?". Although, some of us are so new to the competitive environment that they can't even comprehend what entry hazards are, let alone know how to handle them.</p>

    <p>Entry hazards are long-term effects on the battlefield that affects any Pokemon switching into the field in (field and battlefield seemed redundant to me, but that could just be me, so this is optional). There are three types of entry hazards: Stealth Rock, Spikes, and Toxic Spikes, each of them wielding an a unique trait. Entry hazards have shaped our metagame so powerfully, greatly that we have made several strategies on how to prevent them, such as Spinblocking, and NU is no exception to the change spinblocking. The NU metagame is crawling with entry hazard users, specifically such as Scolipede, Golem, and Roselia. If you can recognize a Pokemon that might attempt to shower you in entry hazards, you will have a much easier time preventing it from doing this or removing it from play.</p>

    <p>This guide will inform you of about the three types of entry hazards in detail, (remove comma) as well as the methods of how to prevent or remove them, including the list of Pokemon that can aid you in the removal or prevention of entry hazards doing so. This guide will also inform you of the common NU Pokemon that you must watch out for pertaining to entry hazards, as well as a few tactics the opponent may might use to keep entry hazards on the field. Finally, you will learn of what to do if you are unable to prevent entry hazards from reaching its way to your side of the field. You should feel pretty confident: You you have taken your first step on how to become a master tamer of entry hazards in NU!</p>

    Entry Hazards

    <p>There are a three different kinds of entry hazards: Stealth Rock, Spikes, and Toxic Spikes. Each of them have has a certain purpose, and understanding that purpose really helps in knowing how to deal with them. Some things One thing you may might want to know about entry hazards is that they make you re-consider reconsider how often you wish to switch in and out. From passive damage to crippling statuses, the last thing you want for your sweeper is for it to be weakened, especially when you need it most! Some forms of entry hazards allow you to place them in layers, adding even more pressure to the ones who receive it them. Let's take an in-depth look into each form of entry hazards.</p>

    Stealth Rock

    <p>Stealth Rock is the most popular entry hazard in the NU metagame. It can inflict damage on nearly every Pokemon that switches in and seriously harm some of NU's most dangerous threats, including Jynx, Scolipede, and Charizard.</p>

    <p>Stealth Rock only requires one layer to have its full effect (or something like that phrased a way you prefer), making it the easiest and most efficient entry hazard to set up, especially on for hyper offensive or and offensive teams, (remove comma) where residual damage can make the difference between an OHKO and a 2HKO. The damage it inflicts depends on the typing of the opponent; Stealth Rock is a Rock-type move, so the passive damage taken will reflect on whether the Pokemon's typing is neutral, super effective resistant, or weak to Rock-type moves.</p>

    • If the a Pokemon has a 4x resistant to Rock, it would only take takes 1/32 (3.125%) damage.
    • If a Pokemon has a 2x resistance to Rock-types, such as a Sawk, it would only take takes 1/16 (6.25%) damage.
    • A If a Pokemon defensively is neutral to Rock-types, such as a Normal-type, would take it takes 1/8 (12.5%) damage.
    • A If a Pokemon that has a 2x weakness to Rock-types, such as Flying-, Fire-, and Bug-types, take it takes 1/4 (25%) damage.
    • Finally, If a Pokemon that suffers a 4x weakness to Rock-types, such as Butterfree, it takes 1/2 (50%) damage from Stealth Rock. Knowing these damage calculations help in knowing which Pokemon on your team is safe to switch into.

    <p>You may Knowing these damage calculations helps in knowing which Pokemon in your team is safe to switch into. You might as well get to know Stealth Rock well, because almost every team has it, which is understandable. Its versatility ability to inflict damage on nearly every Pokemon can really help you in the long run. Sure, losing 1/8 of your HP doesn't seem like a big deal, but you will learn quickly that it adds up, slowly, yet steadily. Stealth Rock has been one of the biggest metagame-changers to date, and it has all the evidence it needs to back it backs this up.</p>

    Spikes

    <p>Spikes is the oldest of the entry hazards, and while it hasn't achieved as big an impact as Stealth Rock had on the metagame, Spikes has definitely made its mark in the NU tier. For a while, Spikes wasn't used much, but with the grand arrival of Scolipede and Roselia, the its usage in the entry hazard sky-rocketed. One huge pro for Spikes is that they allow a variety of offensive threats to wear down Pokemon much more efficiently while pushing and push them further into the close to KO range. In this offensive metagame, this is very relevant because most frail, offensive threats don't like the risk of missing out on KOs and be retaliated for taking a lot of damage in retaliation. Defensive teams in particular enjoy having Spikes in their arsenal, as they not only have the bulk to lay multiple layers of Spikes on the field, (remove comma) but also steadily helps also really appreciate its steady help in crippling the opponent. It is the most difficult entry hazard to fully lay out, as it has three layers, but it can inflicts inflict the most damage to the opponent. Spikes is a Ground-type move, so any Pokemon that isn't a Flying-type, has doesn't Levitate, or claims and doesn't have access to Magic Guard will be affected by Spikes. Unlike Stealth Rock, unless a Pokemon is flat-out immune to Spikes, it will take a specific amount of damage, regardless of the typing.</p>

    • If one layer of Spikes are down, the opponent would take takes 1/8 (12.5%) damage.
    • If two layers are laid down, the opponent would take takes 1/6 (16-17%) damage.
    • Finally, if If all three layers of hazards are successfully laid, the opponent will take takes 1/4 (25%) damage from Spikes.

    <p>While Spikes may it might be tricky to set up all three layers of Spikes, it would be is worth the hassle. Who doesn't love having your opponent losing lose 25% of its HP with every switch? You would mostly find Spikes on balanced and stall teams, where the adversary wants to rack up as much passive damage as possible. Despite that, Spikes can also be commonly seen on offensive teams with suicide Spikes users, such as Scolipede. While Spikes may might not have made the biggest as big an impact on the metagame like as Stealth Rock has, it's just as dangerous, so don't underestimate Spikes—not even for a second.</p>

    Toxic Spikes

    <p>Toxic Spikes is the least used entry hazard in the NU tier, and for good reasons reason. Not many Pokemon in NU wields wield Toxic Spikes as a entry hazard move. Also, since as Toxic Spikes is absorbed by Poison-type Pokemon, the oh-so-common Garbador Garbodor (maybe mention Roselia and Scolipede here too) can easily remove Toxic Spikes from the field, wasting the efforts you contributed to laying them. However, with Roselia ane and Scolipede entering the NU tier, Toxic Spikes has had a significant increase in usage, so many players have had to adjust to the change. It is extremely useful against teams that lack a Poison-type, as even a single layer of Toxic Spikes can stall out offensive teams much easier, especially when that racks up the damage combines with Life Orb recoil. Defensive teams also dislike Toxic Spikes, but most teams tend to carry Poison-types.</p>

    <p>One thing you should know about Toxic Spikes is that, unlike the former two entry hazards, Toxic Spikes it doesn't cause direct damage to the adversary, (change to semicolon) but instead, it inflicts status to on them!</p>

    • Toxic Spikes come in two layers: One layer on the field inflicts the poision status to everyone on anyone that isn't affected by another status already or immune to it, causing the Pokemon to lose 12% 12.5% of its HP every turn.
    • When two layers of Toxic Spikes are in play, the user opponent is badly poisioned, or toxiced Toxiced, resulting in accumulative damage to the Pokemon. When badly poisoned, the user afflicted Pokemon will first lose 6% 6.25% of their HP. However, with every passing turn, that number is increased by 6% 6.25%. So, on the following turn, the Pokemon will lose 12% 12.5%, and on turn three, the user it will lose 18% 18.75%, and so on. This cumulative effect will cease when the Pokemon switches out of the field. When it comes back on onto the field, it will start over at 6% 6.25% and add on from there.

    <p>Because of this, Toxic Spikes is most commonly used on stall teams, as the their goal is to slowly cripple the opponent. Walls, such as Alomomola, and setup sweepers, notably such as Jynx, will think twice before switching in with Toxic Spikes on the field. You would often see more defensive Pokemon utilizing this move more than anything else. Toxic Spikes can really turn a game around if used properly, so don't fall victim to its effects.</p>

    How Can I Prevent or Remove Entry Hazards?

    <p>You are sick and tired of having your prized Pokemon affected by entry hazards, and you want a stop to it. Maybe your Coil Serperior wasn't anticipating a Toxic Spikes, and now it can't set up due to its dwindling HP. What are you to do? Nothing to fear: There are many ways to prevent or avoid entry hazards; from using Rapid Spin to spinblocking, there are a plethora of options for you to select from that fits your style and situation. Here are the main—and most effective waysways to deal with entry hazards.</p>

    Rapid Spin

    <p>Rapid Spin is a Normal-type physical attack that, if given direct it successfully makes contact to with the opponent, will remove any entry hazards that have been laid on your side of the field. This method is one of the easier ways to remove entry hazards; however, because of the lack of good Rapid Spin users in the NU tier, it can be easily predicted and acted upon. It's a very popular move relating to entry hazards because there is no other purpose for it (I'm not sure what, but I'd consider giving a different reason here; if Rapid Spin was a sucky way of removing entry hazards it wouldn't be popular, even if the move still served no other purpose). However, bear in mind that unless you are using a stall-based team, Rapid Spin is not required, and offensive pressure (which will be thoroughly explained later on) is usually the best way to keep entry hazards off the field.</p>

    <p>If you plan on using Rapid Spin as your method to removing entry hazards, there is one thing you should keep in mind. Rapid Spin must give direct contact to successfully hit the opponent for the entry hazards to be removed. Therefore, if you use the move against Ghost-types, it will not be effective because Ghost-types they are immune to Normal-type attacks. That method This is called Spinblocking, which spinblocking and will be explained thoroughly near the end. Let's take a closer look at the Rapid Spin users in NU that may might help your team to removing remove entry hazards.</p>

    [​IMG][​IMG][​IMG]
    Wartortle
    Typing: Water
    Base Stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe
    Abilities: Torrent / Rain Dish

    <p>Firstly, we have Wartortle, who is a defensive Rapid Spin user. With Eviolite, Wartortle defenses blast through the roof. While Wartortle doesn't have any ways way to outspeed or outright KO Ghost-types, it does have a very useful niche: Foresight. It might look pathetic from at first glance, but with Foresight, Wartortle can hit Ghost-types with Rapid Spin, and when that niche is paired with its stellar defenses, Wartortle it can nearly guarantee a Rapid Spin. It also has access to a great support moves through move in Haze to take on set-up sweepers who that try to set up on Wartortle. However, that sums up Wartortle's usefulness in a nutshell; there aren't any other reasons to use it. Wartortle's offenses—to be blunt—aren't very good. Because of this, Wartorle it must resort to Eviolite to make its defenses stand out, so that eliminates the usage of possibility of it using Leftovers on Wartortle. Wartortle works really well on stall teams because the flaws that Wartortle it has (lack if of recovery, vulnerable vulnerability to status) are covered by typical moves found on stall teams (Wish, Heal Bell). Even with such great defenses, Wartortle's biggest drawback is is still held back by its lack of recovery; it can be worn out with repeated attacks. If However if you want a defensive defensively oriented Rapid Spin user, you should turn to Wartortle.</p>

    [​IMG][​IMG][​IMG]
    Torkoal
    Typing: Fire
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe
    Abilities: White Smoke / Shell Armor

    <p>Next, we have Torkoal, who can play the role of both an offensive and supportive Rapid Spin user. Its base 140 Defense is what stands out most about Torkoal, and its decent bulk follows. Because of that high Defense, Torkoql Torkoal finds many chances to switch into physical attacks and use Rapid Spin. Torkoal's access to support moves, such as Stealth Rock, allow Torkoal it to act as a defensive spinner for its team. In addition, Shell Smash grants opportunities to take a more offensive route for approach with Torkoal. With Shell Smash, Torkoal outspeeds every Ghost-type Pokemon in NU, bar Haunter, who cannot survive powerful attacks from the get-go. However, specially offensive Pokemon can handle it quite well, and without Shell Smash, Torkoal it is one of the slowest Pokemon in the tier without Shell Smash, and its bad defensive typing doesn't help. Overall, if you'd like a Pokemon who has good support moves while having and potential as a offensive threat, Torkoal is the right Pokemon for you.</p>

    [​IMG][​IMG][​IMG]
    Armaldo
    Typing: Rock / Bug
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe
    Abilities: Battle Armor / Swift Swim

    <p>Armaldo is the one of the worst Rapid Spin users in the tier, unfortunately. All of the spinblockers can either cripple it with status or severely dent it before Armaldo it can do a thing, (remove comma) thanks due to its saddening Speed. Because it usually invests in Attack and Speed, Armaldo's bulk isn't enough to tank a strong hit, which makes its spinning days short-lived. Its Stealth Rock weakness also cripples it further, and because of the its lack of offensive presence, it is often forced out, causing it to take even more entry hazard damage. Even the defensive set is horrid, as Armaldo has very few resistances and many weaknesses to exploit. The only place where Armaldo belongs is on a rain team, where it can take advantage of its ability, Swift Swim, to not only get a quick Rapid Spin but to also potentially set up Swords Dance to attempt a sweep. Armaldo should only be used on a need basis, as its cons severely outweigh the pros of using it.</p>

    Taunt

    <p>While this tactic requires a bit of prediction, it is still proven to work successfully. Taunt prevents any status (non-attacking) moves from being used for three turns. That may might not seem like much, but it has the potential to force the adversary to switch out, which gains momentum on for your side. If you know the opponent's moveset, you may might also skillfully predict an attack that a teammate can absorb, which also maintains the momentum. Also, unlike Rapid Spin, Taunt can be used on all Pokemon. However, because of the three turn limit, your chance to make a move on your opponent is limited. Overall, Taunt is an effective way to prevent entry hazards from being laid on your side. Let's take a look at some of the Pokemon in NU that uses Taunt effectively.</p>

    [​IMG][​IMG][​IMG]
    Skuntank
    Typing: Poison / Dark
    Base Stats: 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe
    Abilities: Stench / Aftermath / Keen Eye

    <p>Skuntank has many unique traits that makes make it stand out from the competition. Its access to both Sucker Punch and Pursuit makes it the perfect Pokemon to deal with Psychic- and Ghost-type Pokemon, the former being very popular in the NU tier. Its quirky typing also grants it some handy resistances, which allows it to fare well against many Pokemon. Skuntank can be used on both offensive and defensive teams, as its ability to shut down setup Pokemon with Taunt is adored by many teams both. Its ability, Aftermath, is a great last resort tactic against weakened threats. With all these new the (Garbodor isn't new) entry hazard setters, notably Roselia and Garbodor, roaming the tier, it's up to Skuntank to reliably silence them. Unfortunately, Skuntank can only deal with the aforementioned entry hazard setters mentioned above, as its Speed prevents it from silencing much else. In addition, Skuntank isn't the ideal Taunt user against common Stealth Rock users, as they can deal with Skuntank it with little difficulty. Skuntank's Posion Poison typing can also absorb Toxic Spikes, so the likes of Garbador would have to think twice before attempting to setting set it down. While Skuntank doesn't have anything significant about it that significantly distinguishes it, it's still a fine Taunt user if its strengths are taken advantage of.</p>

    [​IMG][​IMG][​IMG]
    Mandibuzz
    Typing: Dark / Flying
    Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
    Abilities: Big Pecks / Overcoat / Weak Armor

    <p>Mandibuzz has recently called begun calling NU its home, and it has promising features that will not disappoint; stand aside, Murkrow! Firstly, it has great bulk, which allows it to tank anything from a Choice Band Sawk's Stone Edge to a Choice Specs Rotom-S's Thunderbolt. A weakness to Stealth Rock might be a deal breaker, but no do not fear: Mandibuzz also has access to Roost, and when it's paired with its great defenses, Mandibuzz will usually find time to recover. While it doesn't wield the best abilities, it makes up for it this with a variety of support moves, specifically most notably Taunt, Toxic, and Whirlwind. Like Skuntank, Mandibuzz can only truly stop Roselia and Garbodor from laying entry hazards, as its Speed holds Mandibuzz it back. Mandibuzz's Flying typing also makes it a bad matchup poorly against common Stealth Rock users. Compared to other Taunt users, its Speed may might not be loved, but its ability to tank many attacks while slowly weakening the opponent is what makes Mandibuzz a great Taunt user, as it has many chances to utilize it.</p>

    [​IMG][​IMG][​IMG]
    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus's great bulk with Eviolite and typing allow it to not only tank several hits from entry hazard users, (remove comma) but also shut them down with Taunt. Misdreavus has received the gift the advantage of being a spinblocker and a user of Taunt, which makes it easier to shut down entry hazard users and prevent them from being removed from our its opponent's side of the field. While its Speed isn't stellar, it can naturally outpace the majority of the entry hazard users, making it easy to silence them. With support moves such as Will-O-Wisp and Heal Bell at its fingertips (lol Misdreavus doesn't have fingers), Misdreavus has many tools to take advantage of in many situations. All in all, Misdreavus is a great Pokemon to use with Taunt, as it will generally get the job done.</p>

    [​IMG][​IMG][​IMG]
    Samurott
    Typing: Water
    Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
    Abilities: Torrent / Shell Armor

    <p>In spite of Though Samurott being is more commonly used as a sweeper on teams, it can also take the path of a Taunt user. Samurott is the ideal Taunt user for preventing Stealth Rock, as it fares well against all the common Stealth Rock users in the tier thanks to its Water typing. While its Speed prevents it from using Taunt against the likes of Scolipede and offensive Garbodor, Samurott's large pool of coverage moves and great bulk enables enable it to survive a variety of situations, and it can even function as a anti-lead against opposing teams, (remove coma) longing for entry hazards on your side.</p>

    [​IMG][​IMG][​IMG]
    Serperior
    Typing: Grass
    Base Stats: 75 HP / 75 Atk / 95 Def / 75 SpA / 95 SpD / 113 Spe
    Abilities: Overgrow / Contrary

    <p>Speed is one of the essential traits a Taunt user needs to silence the its prey, and Serperior has it. With an amazing base 113 Speed, Serperior finds itself outspeeding the vast majority of the tier, making it a prime Taunt user. Its great good bulk and great support options are also what makes make it so desirable to stop entry hazard setters. Don't be fooled, however; Serperior should not be perceive as setup fodder, as its (it has Taunt so it's not going to be setup fodder regardless barring Magic Coat and Natu) Serperior's decent offensive stats and powerful STAB moves allow it to take care of itself on the field. Serperior is the go-to Taunt user against Stealth Rock users, but because of its bad matchup against Spikes users, such as Roselia, Scolipede, and Garbodor, Serperior it doesn't do well against Spikes users them. While quite a few Flying-types, such as Mandibuzz and Braviary, tend to rain on Serperior's parade by completely walling it, Serperior should will not disappoint in its role to prevent preventing entry hazards from being set on the its side of the field.</p>

    Magic Bounce

    <p>Magic Bounce is a rare option to deal with entry hazards in NU for the reason that because only one Pokemon wields the ability. With Magic Bounce, most status moves that are inflicted used against the Pokemon are bounced back, making this an excellent way to not only block entry hazards, (remove comma) but to also place them on the opposing side. Although it requires a bit of prediction, if used correctly, it will prove proves to be a great strategy.</p>

    [​IMG][​IMG][​IMG]
    Natu
    Typing: Psychic / Flying
    Base Stats: 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 70 Spe
    Abilities: Synchronize / Early Bird / Magic Bounce

    <p>Natu's base stats aren't appealing; is there any reason to even use it? Yes, there is. Because of Magic Bounce, Natu can reflect any entry hazard that is used against it on that turn, which though this requires a bit of prediction to take advantage of because the opponent will not attempt to set them if it is in play. Natu also cannot be hit by any status moves, so it can run Reflect without fear of being hit by Taunt or afflicted by status. Despite While its initial bulk is initially horrific bulk, with an Eviolite attached, it actually is decent enough to work with. It can even check Sawk because of its typing, and it can wall Golem and Regirock. Natu commonly runs a set consisting of Reflect / Roost / Toxic / Night Shade with a physically defensive EV spread. Its Speed allows it to outspeed nearly every other entry hazard user besides Scolipede, which grants it many chances to prevent them from laying on the field setting up. There's more: Natu also is blessed with a recovery option in Roost, which allows it to last longer on the field. However, Natu is seen as major setup bait, as it radiates has little offensive presence besides Night Shade and Taunt. In addition, A lot of powerful attacks can score the KO on Natu it.</p>

    Offensive Pressure

    <p>While this isn't a surefire method in removing or preventing to prevent entry hazards being set up, it can be very effective in the long run if it's used correctly. In summary, offensive Offensive pressure is when you threaten the opponent with consistently powerful attacks to the point where the opponent rarely has a free turn, whether that would be to set up, switch, or counterstrike counterattack. Obviously, offensive Pokemon is are needed to accomplish this, (change to semicolon) and when used correctly, it they can not only prevent entry hazards from being laid on the field, (remove comma) but can also flip the outcome of the game. There are many Pokemon, such as Samurott and Ludicolo, who that can utilize offensive pressure to their advantage, but let's look at a very common example of a Pokemon who utilizes it.</p>

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    Sawk
    Typing: Fighting
    Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe
    Abilities: Sturdy / Inner Focus / Mold Breaker

    <p>Sawk is a Pokemon that has been known for keeping offensive pressure on the field, (start new sentence) and its Its secret lies in its ability, Mold Breaker. With Mold Breaker, Sawk can bypass abilities that would otherwise hinder its attacks, such as Sturdy and Solid Rock. Because of this ability, Sawk can cleanly OHKO Carracosta and Golem, two Pokemon that would normally be difficult to take down because of their abilities. It can also deal with Scolipede, a common Spikes user in the tier. Sawk is generally picked over Primeape in this aspect because of its This access to Mold Breaker and its ability to prevent Sturdy Pokemon from always getting up Stealth Rock is one of Sawk's main advantages over Primeape. Sawk has also been commonly used to take down Stealth Rock users, as very few can find a chance to set up Stealth Rock when Sawk has issued offensive pressure against is pressuring them. Not only that, but Sawk does very well against many of the Pokemon in NU as a whole, making it very desirable on most for many teams. All in all, Sawk is a great example of a Pokemon who that can maintain offensive pressure to prevent the opponent from attempting any risky actions.</p>

    Common Users of Entry Hazards to Watch Out For:

    <p>Knowing the most common users of entry hazards in NU are is just as important as learning how to deal with them. While there are many, many Pokemon in the tier who that can utilize entry hazards, there are only a handful of them that you should definitely keep an eye out for, as these guys are the most dangerous. Here is the list of the most common entry hazard users in NU that you should watch out for.</p>

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    Golem
    Typing: Rock / Ground
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe
    Abilities: Rock Head / Sturdy / Sand Veil
    Accessible Entry Hazard(s): Stealth Rock

    <p>Golem is very a very versatile Pokemon, which allows it to play many roles, able to play roles ranging from Custap Berry to a defensive route. With a Rock / Ground typing, Golem can utilize its dual STAB moves to tackle a wider wide range of Pokemon, making it harder to defeat. It also wields Sturdy, an ability that really makes it challenging to stop it from laying Stealth Rock on the field while allowing Golem and allows it to stand out from other Stealth Rock users. Its Attack and Defense stat isn't stats aren't something to ignore, either.</p>

    <p>Using Sawk against Golem is by far the best tactic; since because Sawk has Mold Breaker, it can break past Golem through Golem's Sturdy for a KO, refusing to give it a chance to retaliate. Using Wartorle Wartortle against Golem is a great option choice as well; Golem has a 4x weakness to Water-types Water-type attacks, so it'll think twice before about staying in with Wartortle around. Golem's pitiful Speed can also be targeted by Taunt users, stopping it from laying entry hazards. Aside from Water-types, Golem also suffers weakness to Grass- and Fighting-types. Finally, special attackers in general can severely dent Golem. Golem has many weaknesses to target, but it also has many tricks up its sleeve, so don't be fooled.</p>

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    Scolipede
    Typing: Bug / Poison
    Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
    Abilities: Poison Point / Swarm / Quick Feet
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Scolipede's Speed should catch your eye; it is one of the fastest Pokemon in the tier. Trying to outspeed Outspeeding it without a boosting move or a Choice Scarf is really difficult, so it has a much easier setting up entry hazards are much easier than some other threats. Along Additionally, with a plethora of powerful coverage moves and a decent base 90 Attack, Scolipede will can fight back when necessary. It even has Swords Dance, which makes it even more of an offensive threat, allowing it weaken its threats to scare away Pokemon that could otherwise threaten it (you can use something else here or make a different change, but Scolipede can't simultaneously attack and lay Spikes) while stacking up Spikes simultaneously.</p>

    <p>Scolipede's Scolipede has pitiful defenses, so aiming for that at them is a wise move. All three of the viable (technically there are the other terrible spinners available) Rapid Spin users can fare pretty well against Scolipede, so using Rapid Spin won't be a hassle. Even if Taunt is used against Scolipede, it has powerful coverage moves to bring the pain upon them, so it trying to stop it this way isn't truly advised. Additionally, because Scolipede is faster than most of the Pokemon who that try to Taunt it, it cannot truly be stopped by it. There isn't much to say about Scolipede; it has a straightforward niche and is a threat to the tier if the opposing team isn't expecting you aren't ready for it, but if you are well-equipped to handle Scolipede, defeating it won't be a challenge.</p>

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    Carracosta
    Typing: Water / Rock
    Base Stats: 74 HP / 108 Atk / 133 Def / 83 SpA / 65 SpD / 32 Spe
    Abilities: Solid Rock / Sturdy / Swift Swim
    Accessible Entry Hazard(s): Stealth Rock

    <p>You will quickly learn that Carracosta will be is one of the most difficult entry hazard users to get by. Firstly, it has two fantastic abilities: Sturdy and Solid Rock, both of which can nearly guarantee that Stealth Rock is placed on the field. Carracosta also sports a threatening Attack and Defense stat stats; it can dent the majority of the tier with its STAB moves while tanking a hit and tank hits. Additionally, a Carracosta's Shell Smash set is very common with Carracosta, which can allow it to so it can bluff that and simply set up Stealth Rock.</p>

    <p>To get past this guy, the best thing to do is to use a Grass-type, such as Tangela and or Vileplume, as its 4x weakness to Grass-type attacks can be used against it. Mold Breaker Sawk and Taunt can easily stop Carracosta as well. Outspeeding Carracosta is also a great way to defeat it, as it has a saddening Speed stat. All in all, be cautious when dealing with Carracosta; preventing it from getting Stealth Rock is a very difficult task.</p>

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    Garbodor
    Typing: Poison
    Base Stats: 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe
    Abilities: Stench / Weak Armor / Aftermath
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>In a tier lacking in Spikes and Toxic Spikes users, Garbodor has all the necessities needed to reign be successful against you. With many powerful Fighting-type Pokemon in NU, Garbodor stops them cold with a useful Garbodor's Poison typing is useful to stop them cold. 80 / 82 / 82 aren't that bad when it comes to defenses either. Garbodor also has access to Clear Smog, preventing all those setup Pokemon from taking advantage of Garbodor it. One Some of the main reason reasons to use Garbodor is because of are its superior physical defense in comparison to other Spikers, Aftermath, and lack of a Stealth Rock weakness.</p>

    <p>In spite of all this, you will find that Garbodor can still be taken care of without too much difficulty. For one, the NU tier is crawling with powerful Psychic-type Pokemon, specifically especially Gardevoir, Jynx, and Musharna, to rain on Garbodor's parade. Ground-types, such as Seismitoad and Golem, also find Garbodor as easy prey. While Garbodor's Speed isn't god-awful, faster Taunt users can jump the gun on it get the jump on it (jump the gun means more like making assumptions before you have the necessary information), preventing it from laying entry hazards. Armaldo can tank Garbodor's attacks and stop entry hazards from going on the field as well. Garbodor has its perks, but if you can exploit its weaknesses, you can take out the trash.</p>

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    Regirock
    Typing: Rock
    Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
    Abilities: Clear Body / Sturdy
    Accessible Entry Hazard(s): Stealth Rock

    <p>Regirock is a physically defensive behemoth; a base 200 Defense is something worth bragging about. It also has a decent base 100 Attack and Special Defense to bring more to the table. Regirock's astounishing astonishing defenses, access to a recovery move in Drain Punch, and powerful STAB selections are what makes Regirock make it a blessing to have on your side and a curse to battle against.</p>

    <p>The best way to handle Regirock is to use weaken it with a special attacker to weaken it, such as Gorebyss, Samurott, and or Roselia. However, unless it is inflicted by hit with Taunt or weakened beforehand, it would be is a very hard task to prevent Stealth Rock from invading your side of the field when Regirock is in play, so don't let your guard down for a moment.</p>

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    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard
    Accessible Entry Hazard(s): Stealth Rock

    <p>Ever since Golurk stepped foot in the NU tier, it has been a pain to battle against. For one, it has many handy resistances and immunities, notably Fighting-types to Fighting-type attacks, with great bulk to back it them up. It also has an amazing base 124 Attack, making it no pushover. Iron Fist can really bring the pain to an unprepared team, and Golurk has many punching attacks to take full advantage of it. The thing that makes Golurk stand out is that it's the only Ghost-type Pokemon in the tier with Stealth Rock, allowing it to lay hazards and spinblock at the same time. Golurk doesn't have a bad match up against the Rapid Spin users if it comes in at the right time, as they can easily KO Golurk otherwise.</p>

    <p>That being said, Golurk is by no means invincible and can be taken down with the right strategy. Golurk has weaknesses to the common Water-, Grass Grass-, and Ice-type attacks, so powerful users of those respective types these can come in and score a KO. Because of its low Speed, Taunt users seem like a good idea to prevent Golurk from laying Stealth Rock. The thing about that is Golurk can either outright KO the user or wall them all the best users, bar Pursuit Skuntank, who can checkmate Golurk it. As you can see, Golurk is no easy Pokemon to get through, but don't let that discourage you from your goal of stopping it.</p>

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    Seismitoad
    Typing: Water / Ground
    Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe
    Abilities: Swift Swim / Poison Point Touch / Water Absorb
    Accessible Entry Hazard(s): Stealth Rock

    <p>While Seismitoad seems to be outclassed by its fellow Water-type brethren Water-types, such as Samurott and Gorebyss, it has its own unique strategy that will can quickly become a pain to deal with. Besides having great defenses and a good defensive typing, Seismitoad has access to Water Absorb, allowing it to be a great switch-in for teams who that are weak against Water-types, namely especially / such as Carracosta. Seismitoad also has Swift Swim, raising its average Speed to amazing heights, which makes it twice as easy to lay Stealth Rock on the field before you its opponents can do a thing. Seismitoad is capable of running a defensive or offensive set, so by at first glance, you may not know which set it has won't know what it's going to do. What's even worse is that Seismitoad can deal with all three spinners with ease, and being hit by Taunt won't affect it that much, as it has many powerful attack moves to get rid of the opponent.</p>

    <p>That being said, not all is lost when dealing with Seismitoad, as it actually has some pretty notable weaknesses; (start new sentence) the The first being is its crippling 4x weakness to Grass-type attacks. If you carry a Roselia, Tangela, Serperior, or any relatively strong Grass-type, you won't have any troubles defeating Seismitoad. It's best to remove Stealth Rock from the field after Seismitoad is removed, as doing it while it's in play is quite difficult. While Taunt does bother Seismitoad temporarily, Seismitoad it can still severely dent the adversary with a Hydro Pump or Scald, so it's not advised to touch it while it's on the field. Make sure you play smart around Seismitoad; it has many strategies and tricks that could leave you with Stealth Rock intact on your side of the field.</p>

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    Roselia
    Typing: Grass / Poison
    Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
    Abilities: Natural Cure / Poison Point / Leaf Guard
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Roselia's debut in NU, along with Scolipede, has dratistically drastically increased the usage of Spikes and Toxic Spikes in the tier. What makes Roselia stand out is its access to Eviolite, raising its defenses to great heights. It also can use Synthesis, giving it a great recovery move to back up its defenses. Natural Cure is another fantastic trait that Roselia wields; it can switch out and have any status condition cured, making it difficult to cripple Roselia and turning Rest into a wonderful option for it to use. It's more than a fragile flower: it has a useable usable (I think both spellings are acceptable but usable is more common according to the internet and you use usable further down so this is consistent) base 100 Special Attack and powerful STAB moves to use. With all of these traits in mind, Roselia has many ways to ensure entry hazards are on the field, whether it be by force or stalling out.</p>

    <p>However, even with Eviolite, Roselia's Defense stat is still quite weak, so focusing on that stat is the best option for defeating Roselia it. Outspeeding Roselia can also be a tactic, as it has a mediocre Speed stat. Powerful special attackers, such as Gardevoir, Jynx, and Charizard, can still serverly dent Roselia; Eviolite can only raise its defenses so far. Natu may can actually have some usage; it can outspeed Roselia and reflect any entry hazards it lays. Poison-types, specifically such as Garbodor, can absorb Toxic Spikes as well. All in all, Roselia is a pretty good entry hazard user that you should prepare for, as many of its talents can ensure at least one layer of entry hazards.</p>

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    Gigalith
    Typing: Rock
    Base Stats: 85 HP / 135 Atk / 130 Def / 60 SpA / 70 SpD / 25 Spe
    Abilities: Sturdy / Sand Force
    Accessible Entry Hazard(s): Stealth Rock

    <p>The first thing things that might probably stand out at you is Gigalith's about Gigalith is its enormous Attack and Defense stat stats and its ability, Sturdy. If you combine those two these together, you create a Pokemon that is nearly guaranteed a to set up Stealth Rock layer. With access to powerful and useful STAB moves, such as Stone Edge and Rock Blast, Gigalith can slip out of tricky situations. It also has access to a is effective at using Custap Berry strategy, which not only highlights Gigalith's its ability, Sturdy, but it also allows Gigalith it to go out in with a bang when its mission is complete.</p>

    <p>The easiest way to handle Gigalith is to target its saddening Special Defense. Ground-type Pokemon, such as Golurk and Golem, can take Gigalith's STAB moves pretty well and weaken it. Another way to defeat Gigalith is to use combo multi-hit moves so forgo to get around Sturdy. Also, because of its disasterous Speed stat, using Taunt users beforehand before it can set up is an effective tactic as well. Unless However, unless Gigalith takes prior damage prior to its debut on the field or one of these tactics are is used, it might be a challenge will be challenging to stop it from laying Stealth Rock.</p>

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    Piloswine
    Typing: Ice / Ground
    Base Stats: 100 HP / 100 Atk / 80 Def / 60 SpA / 60 SpD / 50 Spe
    Abilities: Oblivious / Snow Cloak / Thick Fat
    Accessible Entry Hazard(s): Stealth Rock

    <p>Piloswine finds a niche as an offensive entry hazard user. With a typing that hits almost every Pokemon for unique coverage hard and raised bulk with Eviolite, Piloswine makes for a great Stealth Rock user who can defeat nearly anyone who thinks otherwise. The bulk Piloswine possesses with Eviolite is what allows it to be so effective with Stealth Rock; it can set up Stealth Rock on many offensive Pokemon in the tier.</p>

    <p>Ironically enough, Piloswine is actually weak to all forms of entry hazards, so you can use that against it. Knock Off, while slightly looked down upon not always the best move overall, can remove Eviolite and make Piloswine less threatening, so using a Pokemon who has that is recommended. Taunt users can easily Taunt Piloswine because of its Speed, but be wary of its powerful attacks and priority with Ice Shard. Wartortle in particular can fare fares extremely well against Piloswine, tanking all of the attacks it can offer. Piloswine isn't common, so don't make an entire team revolving to defeat around defeating it, but underestimate it at your own risk.</p>

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    Cacturne
    Typing: Grass / Dark
    Base Stats: 70 HP / 115 Atk / 60 Def / 115 SpA / 60 SpD / 55 Spe
    Abilities: Sand Veil / Water Absorb
    Accessible Entry Hazard(s): Spikes

    <p>While Cacturne isn't the most common Spikes user it in the tier, it has gained more usage because of it its access to the move. While it has mediocre defenses and poor Speed, Cacturne compensates for it this with its amazing offensive presence. Sucker Punch can forgo ignores Cacturne's Speed, making it a useful move to utilize. Swords Dance enhances Cacturne's Attack, turning it into an even more threatening Pokemon.</p>

    <p>However, (remove comma) believe it or not, Cacturne is pretty easy to beat, (remove comma) with the appropriate Pokemon, including such as Vileplume, Braviary, and Sawk. Another advantage is that Armaldo and Torkoal have no difficulties defeating Cacturne, causing it to be at the mercy of two of the three viable Rapid Spin users. Honestly, don't stress about facing Cacturne, but don't underestimate its capabilities, as one slip up can earn your its team a KO.</p>

    Spinblocking

    <p>Some teams, specifically defensive and staff stall teams, anticipate the adversary attempting to remove the entry hazards they have placed on the field with Rapid Spin. Spinblocking is a tactic that can prevent Rapid Spin from removing the entry hazards. Since Because Rapid Spin is a Normal-type attack, Ghost-type Pokemon are immune to it, allowing it them to remove entry hazards stop it from working. There aren't many good spinblockers in NU, but there are a few that stand out from the rest, (remove comma) and should definitely stand out to you when you see them in battle. Knowing these Pokemon will have you prepared against their attempts to spinblock.</p>

    [​IMG][​IMG][​IMG]
    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus is unarguably one of the most common spinblockers in the tier, and it isn't difficult to see why. It has access to Eviolite, (change to semicolon) a plethora of support moves, such as Will-O-Wisp, Taunt, and Heal Bell, (change to semicolon) and viable offenses, all of which make Misdreavus it a formidable opponent. Because of these traits, Rapid Spin users have difficulties getting past Misdreavus. Generally, Misdreavus is one of the first spinblockers a battler would go to, as it can fit on a variety of teams. However, Misdreavus does have exploitable weak points you can counter take advantage of to remove it from play. It lacks a reliable healing move, so hitting hard with powerful attacks will slowly wear it down. Shell Smash Torkoal can power through Misdreavus, but if Misdreavus uses Taunt before they it can set up, it fail Torkoal fails to inflict a lot of damage onto Misdreavus it. Overall, be very careful&mdash;and prepared&mdash;when battling Misdreavus, as it will is the most likely be the spinblocker that will always to get in your way.</p>

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    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard

    <p>Golurk's usable defenses and access to many immunities and resistances allow Golurk it to function as a great spinblocker. With Stealth Rock, Golurk is always ready to handle the adversary, crushing them with its high base 124 Attack. It also can support the team well with Stealth Rock. While its common weaknesses and slow low Speed can be easily targeted for by those wanting to get rid of the spinblocker it, Golurk has many tricks up its sleeve, giving the opponent opponents a real run for their money.</p>

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    Haunter
    Typing: Ghost / Poison
    Base Stats: 45 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe
    Ability: Levitate

    <p>Haunter has many resistances and immunities to take advantage of, granting it many opportunities to switch in to spinblock. Haunter is an offensive spinblocker; while it's not reliable at spinblocking, Haunter it can use the free switch in from Rapid Spin to inflict serious damage. It has many useful support moves, including Taunt, Trick, and Disable, allowing Haunter it to silence the opposing team quite easily; its above average / high / something you like better base 95 Speed also helps makes it this possible. The problem is, (remove comma) Haunter is extremely frail, and meaning / so all three entry hazard users viable spinners can shut it down with brute force. Even with Substitute, Haunter just doesn't have the sheer bulk that, per say, Golurk has to last long enough in on the field, and many users spinners trying to prevent get rid of entry hazards can target that. While Haunter has its perks, you will find that it isn't that difficult to defeat, so don't stress over it.</p>

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    Drifblim
    Typing: Ghost / Flying
    Base Stats: 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe
    Abilities: Aftermath / Unburden / Flare Boost

    <p>Drifblim has always been an odd Pokemon, and that fact remains as a is also true when it comes to its role as a spinblocker. While it is extremely bulky in the HP section its HP is extrememly high, its typing and defenses aren't so hot, so many offensive Pokemon can jump the gun get the jump on it (hint hint). From Baton Pass to SubCM to Will-O-Wisp, Drifblim has many options and support moves at in its arsenal, making it an unpredictable Pokemon. Another trait it possesses is handling spinners, specifically especially Armaldo, quite well with Destiny Bond, and that's what which makes it a prime spinblocker. That being said, it's not very reliable at KOing Armaldo because if Drifblim it switches into Armaldo's Rock-type STAB, Drifblim it is dead. It is rather uncommon in the tier, and but while it isn't quite that hard to KO, its unpredictability can be used against you, so be catious cautious.</p>

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    Lampent
    Typing: Ghost / Fire
    Base Stats: 60 HP / 40 Atk / 60 Def / 95 SpA / 60 SpD / 55 Spe
    Abilities: Flash Fire / Flame Body / Shadow Tag

    <p>A large quantity of support moves, increased bulk because of Eviolite, a great Special Attack, nearly perfect coverage with its STAB moves.. (add a third period) And and yet Lampent is still dwelling in the depths of NU usage. Well, for one, it needs a pretty good core that specifically revolves around it to work, as it is outclassed by many many Fire- and Ghost-types in terms of power and bulk. It also has many weaknesses, allowing many offensive Pokemon, and even Armaldo and Wartortle, to defeat this spinblocker it. It can't just fit on any team, which is why it isn't as common as, per say, Misdreavus. In spite of this, with many set options to choose from, it takes a bit of prediction to see figure out what Lampent has to offer is going to do on the battlefield. In spite of not being common in the slightest, it can seize control of the match if used correctly.</p>

    What if I'm Unable to Remove the Entry Hazards?

    <p>If you have failed in preventing or removing entry hazards from your side of the field, there isn't much you can to do about it, (remove comma) to be honest. The only thing you could try is avoid avoiding switching as much as possible, but if you happen to have been be using a stall team, it would be this is extremely difficult. Another 'solution' is using Pokemon who that aren't weak to entry hazards, but unfortunately, in the NU tier, there are very few aren't as many good Pokemon who that can rise up to that title as in other tiers. If you were expecting an elaborate explanation of what to do if you couldn't effectively prevent them entry hazards being permanently set up, you were wrong you're out of luck; there isn't much you can truly do about it if you don't have any tactics to avoid it this. To avoid this scenario, it's best if you remove or prevent the entry hazards before it becomes they become a problem for your team.</p>

    Conclusion

    <p>At this point, you should have a clear understanding of how much entry hazards have impacted the NU tier, (remove comma) as well as how to deal with them. While this guide cannot explain every scenario you might go through come across, hopefully it has given you some strategies you can utilize when entry hazards have your back against the wall. Or, maybe you decided to ignore the tips I have given you and skip to the end of this guide. Well, that works for me, (remove comma) as well as all your future opponents. We can rack up a free win against you with entry hazards by our side.</p>


    GP: 1/2
  16. Governess

    Governess A Beautiful Blossom Waiting to Bloom
    is a Researcher Alumnusis a Smogon Media Contributor Alumnusis a Contributor Alumnus

    Joined:
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    Messages:
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    Sorry for the big delay in implementing this (took small steps to add all this in), and thank you melvni for taking the time to GP this. It only needs one more to (finally) go on-site! :)
  17. piikachuu

    piikachuu now with a scarf
    is a Contributor to Smogon

    Joined:
    Jun 17, 2013
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    Great job! gp
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    How to Deal With Entry Hazards in BW2 NU

    I. Introduction
    II. Entry Hazards

      • Stealth Rock
      • Spikes
      • Toxic Spikes
    III. How Can I Prevent or Remove Entry Hazards?
      • Rapid Spin
      • Taunt
      • Magic Bounce
      • Offensive Pressure
    IV. Common Users of Entry Hazards to Watch Out For
    V. Spinblocking
    VI. What if I'm Unable to Remove the Entry Hazards?
    VII. Conclusion



    Introduction

    <p>Almost everyone has experienced a moment in time when entry hazards have cost them the match. One minute, you have potent sweepers at full HP, ready to demolish the adversary. The next minute, you find yourself at the mercy to one of the forms of entry hazards, preventing you from switching into your all-star. Other times, you might even feel remorse about your team building, thinking, "Why have I not planned a tactic to deal with entry hazards?". Although However, some of us are so new to the competitive environment that they we (changed to "we" due to the use of "us" at the beginning of the sentence) can't even comprehend what entry hazards are, let alone know how to handle them.</p>

    <p>Entry hazards are long-term effects on the battlefield that affects any Pokemon switching into the field. There are three types of entry hazards: Stealth Rock, Spikes, and Toxic Spikes, each of them wielding a unique trait. Entry hazards have shaped our metagame so greatly that we have made several strategies on how to prevent them, such as spinblocking (this is unclear. Entry hazards are so great that we created spinblocking to prevent them? I assume you meant spinning? If you did intend to use spinblocking, I would suggest "we have made several strategies on how to prevent their removal..."). The NU metagame is crawling with entry hazard users, such as Scolipede, Golem, and Roselia. If you can recognize a Pokemon that might attempt to shower you in entry hazards, you will have a much easier time preventing it from doing this hazards from being set or removing it them from play.</p>

    <p>This guide will inform you about the three types of entry hazards in detail as well as the methods to prevent or remove them, including the list of Pokemon that can aid you in doing so. This guide will also inform you of the common NU Pokemon that you must watch out for pertaining to entry hazards, as well as a few tactics the opponent might use to keep entry hazards on the field. Finally, you will learn what to do if you are unable to prevent entry hazards from reaching your side of the field. You should feel pretty confident: you have taken your first step on how to become a master tamer of entry hazards in NU!</p>

    Entry Hazards

    <p>There are three different kinds of entry hazards: Stealth Rock, Spikes, and Toxic Spikes. Each of them has a certain purpose, and understanding that purpose really helps in knowing how to deal with them. One thing you might want to know about entry hazards is that they make you reconsider how often you wish to switch in and out. From passive damage to crippling statuses, the last thing you want for your sweeper is for it to be weakened, especially when you need it most! Some forms of entry hazards allow you to place them in layers, adding even more pressure to the ones who receive them. Let's take an in-depth look into each form of entry hazards.</p>

    Stealth Rock

    <p>Stealth Rock is the most popular entry hazard in the NU metagame. It can inflict damage on nearly every Pokemon that switches in and seriously harm some of NU's most dangerous threats, including Jynx, Scolipede, and Charizard.</p>

    <p>Stealth Rock only requires one layer to have its full effect, making it the easiest and most efficient entry hazard to set up, especially for hyper offensive and offensive teams where residual damage can make the difference between an OHKO and a 2HKO. The damage it inflicts depends on the typing of the opponent; Stealth Rock is a Rock-type move, so the passive damage taken will reflect whether the Pokemon's typing is neutral, resistant, or weak to Rock-type moves.</p>

    • If a Pokemon has a 4x resistant to Rock, it only takes 1/32 (3.125%) damage.
    • If a Pokemon has a 2x resistance to Rock, such as a Sawk, it only takes 1/16 (6.25%) damage.
    • If a Pokemon is neutral to Rock, such as a Normal-type, it takes 1/8 (12.5%) damage.
    • If a Pokemon has a 2x weakness to Rock, such as Flying-, Fire-, and Bug-types, take 1/4 (25%) damage.
    • If a Pokemon suffers a 4x weakness to Rock-types, such as Butterfree, it takes 1/2 (50%) damage from Stealth Rock.

    <p>Knowing these damage calculations helps in knowing which Pokemon in your team is safe to switch into on your team are safe to switch in (seemed a little awkwardly worded). You might as well get to know Stealth Rock well, because almost every team has it, which is understandable. Its ability to inflict damage on nearly every Pokemon can really help in the long run. Sure, losing 1/8 of your HP doesn't seem like a big deal, but you will learn quickly that it adds up, slowly, yet steadily. Stealth Rock has been one of the biggest metagame-changers to date, and all the evidence backs this up.</p>

    Spikes

    <p>Spikes is the oldest of the entry hazards, and while it hasn't achieved as big an impact as Stealth Rock on the metagame, Spikes has definitely made its mark in the NU tier. For a while, Spikes wasn't used much, but with the grand arrival of Scolipede and Roselia, its usage sky-rocketed. One huge pro for Spikes is that they allow (seeing as you have been using "Spikes" as singular up to now ("Spikes is the oldest...", "Spikes wasn't used much..."), I would suggest continuing its usage in the singular. My suggestion would be, "One huge pro for Spikes is that it allows...") a variety of offensive threats to wear down Pokemon much more efficiently and push them close to KO range. In this offensive metagame, this is very relevant because most frail, offensive threats don't like the risk of missing out on KOs and taking a lot of damage in retaliation. Defensive teams in particular enjoy having Spikes in their arsenal, as they not only have the bulk to lay multiple layers on the field but also really appreciate its steady help in crippling the opponent. It is the most difficult entry hazard to fully lay out, as it has three layers, but it can inflict the most damage to the opponent. Spikes is a Ground-type move, so any Pokemon that isn't a Flying-type, doesn't Levitate, and doesn't have access to Magic Guard will be affected by Spikes. Unlike Stealth Rock, unless a Pokemon is flat-out immune to Spikes, it will take a specific amount of damage, regardless of the typing.</p>

    • If one layer of Spikes are down, the opponent takes 1/8 (12.5%) damage.
    • If two layers are laid down, the opponent takes 1/6 (16-17% (maybe just 16.67%?)) damage.
    • If all three layers are successfully laid, the opponent takes 1/4 (25%) damage.

    <p>While it might be tricky to set up all three layers of Spikes, it is well worth the hassle. Who doesn't love having your their opponent's Pokemon lose 25% of its HP with every switch? You mostly find Spikes on balanced and stall teams, where the adversary wants to rack up as much passive damage as possible. Despite that, Spikes can also be commonly seen on offensive teams with suicide Spikes users, such as Scolipede. While Spikes might not have made as big an impact on the metagame as Stealth Rock has, it's just as dangerous, so don't underestimate Spikes—not even for a second.</p>

    Toxic Spikes

    <p>Toxic Spikes is the least used entry hazard in the NU tier, and for good reason. Not many Pokemon in NU wield Toxic Spikes as a an entry hazard move. Also, as Toxic Spikes is absorbed by Poison-type Pokemon, the oh-so-common Garbodor can easily remove Toxic Spikes from the field, wasting the efforts you contributed to laying them. However, with Roselia and Scolipede entering the NU tier, Toxic Spikes has had a significant increase in usage, so players have had to adjust to the change. It is extremely useful against teams that lack a Poison-type, as even a single layer can stall out offensive teams much easier, especially when the damage combines with Life Orb recoil. Defensive teams also dislike Toxic Spikes, but most tend to carry Poison-types.</p>

    <p>One thing you should know about Toxic Spikes is that, unlike the former two entry hazards, it doesn't cause direct damage to the adversary; instead, it inflicts status on them!</p>

    • Toxic Spikes come in two layers: One layer on the field inflicts the poision poison status on anyone that isn't affected by another status already or immune to it, causing the Pokemon to lose 12.5% of its HP every turn.
    • When two layers of Toxic Spikes are in play, the opponent is badly poisioned poison, or Toxiced, resulting in accumulative damage to the Pokemon. When badly poisoned, the afflicted Pokemon will first lose 6.25% of their HP. However, with every passing turn, that number is increased by 6.25%. So, on the following turn, the Pokemon will lose 12.5%, on turn three, it will lose 18.75%, and so on. This cumulative effect will cease when the Pokemon switches out. When it comes back onto the field, it will start over at 6.25% and add adds on from there.

    <p>Because of this, Toxic Spikes is most commonly used on stall teams, as their goal is to slowly cripple the opponent. Walls, such as Alomomola, and setup sweepers, such as Jynx, will think twice before switching in with Toxic Spikes on the field. You often see more defensive Pokemon utilizing this move more than anything else. Toxic Spikes can really turn a game around if used properly, so don't fall victim to its effects.</p>

    How Can I Prevent or Remove Entry Hazards?

    <p>You are sick and tired of having your prized Pokemon affected by entry hazards, and you want a stop to it. Maybe your Coil Serperior wasn't anticipating a Toxic Spikes, and now it can't set up due to its dwindling HP. What are you to do? Nothing to fear: There are many ways to prevent or avoid entry hazards; from using Rapid Spin to spinblocking (again, this doesn't really prevent or avoid entry hazards; rather, it prevents their removal), there are a plethora of options for you to select from that fits your style and situation. Here are the main—and most effective—ways to deal with entry hazards.</p>

    Rapid Spin

    <p>Rapid Spin is a Normal-type physical attack that, if it successfully makes contact with the opponent, will remove any entry hazards that have been laid on your side of the field. This method is one of the easier ways to remove entry hazards; however, because of the lack of good Rapid Spin users in the NU tier, it can be easily predicted and acted upon. It's a very popular move relating to entry hazards because there isn't much prediction or strategy to it; it's as simple as successfully landing the move on the opponent. However, bear in mind that unless you are using a stall-based team, Rapid Spin is not required, and offensive pressure (which will be thoroughly explained later on) is usually the best way to keep entry hazards off the field.</p>

    <p>If you plan on using Rapid Spin as your method to removing entry hazards, there is one thing you should keep in mind. Rapid Spin must successfully hit the opponent for the entry hazards to be removed. Therefore, if you use the move against Ghost-types, it will not be effective because they are immune to Normal-type attacks. This is called spinblocking and will be explained thoroughly near the end. Let's take a closer look at the Rapid Spin users in NU that might help your team remove entry hazards.</p>

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    Wartortle
    Typing: Water
    Base Stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe
    Abilities: Torrent / Rain Dish

    <p>Firstly, we have Wartortle, who is a defensive Rapid Spin user. With Eviolite, Wartortle's defenses blast through the roof. While Wartortle doesn't have any way to outspeed or outright KO Ghost-types, it does have a very useful niche: Foresight. It might look pathetic at first glance, but with Foresight, Wartortle can hit Ghost-types with Rapid Spin, and when that niche is paired with its stellar defenses, it can nearly guarantee a Rapid Spin. It also has access to a great support move in Haze to take on sweepers that try to set up on Wartortle. However, that sums up Wartortle's usefulness; there aren't any other reasons to use it. Wartortle's offenses—to be blunt— (unnecessary) aren't very good. Because of this, it must resort to Eviolite to make its defenses stand out, so that eliminates the possibility of it using Leftovers. Wartortle works really well on stall teams because the flaws that Wartortle has (lack of recovery, vulnerability to status) are covered by typical moves found on stall teams (Wish, Heal Bell). Even with such great defenses, Wartortle's biggest drawback is its lack of recovery; it can be worn out with repeated attacks. If you want a defensively oriented Rapid Spin user, you should turn to Wartortle.</p>

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    Torkoal
    Typing: Fire
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe
    Abilities: White Smoke / Shell Armor

    <p>Next, we have Torkoal, who can play the role of both an offensive and supportive Rapid Spin user. Its Defense is what stands out most, and its decent bulk follows. Because of that high Defense, Torkoal finds many chances to switch into physical attacks and use Rapid Spin. Torkoal's access to support moves, such as Stealth Rock, allow Torkoal to act as a defensive spinner for its team. In addition, Shell Smash grants opportunities to take a more offensive approach with Torkoal. With Shell Smash, Torkoal outspeeds every Ghost-type Pokemon in NU, bar Haunter, who cannot survive powerful attacks from the get-go. However, specially offensive Pokemon can handle it quite well, as it is one of the slowest Pokemon in the tier without Shell Smash, and its bad defensive typing doesn't help. Overall, if you'd like a Pokemon who has good support moves and potential as a offensive threat, Torkoal is the right Pokemon for you.</p>

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    Armaldo
    Typing: Rock / Bug
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe
    Abilities: Battle Armor / Swift Swim

    <p>Armaldo is one of the worst Rapid Spin users in the tier, unfortunately. All of the spinblockers can either cripple it with status or severely dent it before it can do a thing due to its saddening Speed. Because it usually invests in Attack and Speed, Armaldo's bulk isn't enough to tank a strong hit, which makes its spinning days short-lived. Its Stealth Rock weakness also cripples it further, and because of its lack of offensive presence, it is often forced out, causing it to take even more entry hazard damage. Even the defensive set is horrid, as Armaldo has very few resistances and many weaknesses to exploit. The only place where Armaldo belongs is on a rain team, where it can take advantage of its ability, Swift Swim, to not only get a quick Rapid Spin but also potentially set up Swords Dance to attempt a sweep. Armaldo should only be used on a need basis, as its cons severely outweigh the pros of using it.</p>

    Taunt

    <p>While this tactic requires a bit of prediction, it is still proven to work successfully. Taunt prevents any status moves from being used for three turns. That might not seem like much, but it has the potential to force the adversary to switch out, which gains momentum for your side. If you know the opponent's moveset, you might also skillfully predict an attack that a teammate can absorb, which also maintains momentum. Also, unlike Rapid Spin, Taunt can be used on all Pokemon. However, because of the three turn limit, your chance to make a move on your opponent is limited. Overall, Taunt is an effective way to prevent entry hazards from being laid on your side. Let's take a look at some of the Pokemon in NU that uses use Taunt effectively.</p>

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    Skuntank
    Typing: Poison / Dark
    Base Stats: 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe
    Abilities: Stench / Aftermath / Keen Eye

    <p>Skuntank has many unique traits that make it stand out from the competition. Its access to both Sucker Punch and Pursuit makes it the perfect Pokemon to deal with Psychic- and Ghost-type Pokemon, the former being very popular in the NU tier. Its quirky typing also grants it some handy resistances, which allows it to fare well against many Pokemon. Skuntank can be used on both offensive and defensive teams, as its ability to shut down setup Pokemon with Taunt is adored by both. Its ability, Aftermath, is a great last resort tactic against weakened threats. With all the entry hazard setters, notably Roselia and Garbodor, roaming the tier, it's up to Skuntank to reliably silence them. Unfortunately, Skuntank can only deal with the p entry hazard setters mentioned above, as its Speed prevents it from silencing much else. In addition, Skuntank isn't the ideal Taunt user against common Stealth Rock users, as they can deal with it with little difficulty. Skuntank's Poison typing can also absorb Toxic Spikes, so the likes of Garbador would have to think twice before attempting to set it down. While Skuntank doesn't have anything that significantly distinguishes it, it's still a fine Taunt user if its strengths are taken advantage of.</p>

    [​IMG][​IMG][​IMG]you're using missy sprites here :P
    Mandibuzz
    Typing: Dark / Flying
    Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe
    Abilities: Big Pecks / Overcoat / Weak Armor

    <p>Mandibuzz has recently begun calling NU its home, and it has promising features that will not disappoint; stand aside, Murkrow! Firstly, it has great bulk, which allows it to tank anything from a Choice Band Sawk's Stone Edge to a Choice Specs Rotom-S's Thunderbolt. A weakness to Stealth Rock might be a deal breaker, but do not fear: Mandibuzz also has access to Roost, and when paired with its great defenses, Mandibuzz will usually find time to recover. While it doesn't wield the best abilities, it makes up for this with a variety of support moves, most notably Taunt, Toxic, and Whirlwind. Like Skuntank, Mandibuzz can only truly stop Roselia and Garbodor from laying entry hazards, as its Speed holds it back. Mandibuzz's Flying typing also makes it match(space)up poorly against common Stealth Rock users. Compared to other Taunt users, its Speed might not be loved, but its ability to tank many attacks while slowly weakening the opponent is what makes Mandibuzz a great Taunt user, as it has many chances to utilize it.</p>

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    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus's great bulk with Eviolite and typing allow it to not only tank several hits from entry hazard users but also shut them down with Taunt. Misdreavus has the advantage of being a spinblocker and a user of Taunt, which makes it easier to shut down entry hazard users and prevent them from being removed from its opponent's side of the field. While its Speed isn't stellar, it can naturally outpace the majority of entry hazard users, making it easy to silence them. With support moves such as Will-O-Wisp and Heal Bell at its command, Misdreavus has many tools to take advantage of in many situations. All in all, Misdreavus is a great Pokemon to use with Taunt, as it will generally get the job done.</p>

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    Samurott
    Typing: Water
    Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe
    Abilities: Torrent / Shell Armor

    <p>Though Samurott is more commonly used as a sweeper, it can also take the path of a Taunt user. Samurott is the ideal Taunt user for preventing Stealth Rock, as it fares well against all the common users in the tier thanks to its Water typing. While its Speed prevents it from using Taunt against the likes of Scolipede and offensive Garbodor, Samurott's large pool of coverage moves and great bulk enable it to survive a variety of situations, and it can even function as a anti-lead against opposing teams longing for entry hazards on your side.</p>

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    Serperior
    Typing: Grass
    Base Stats: 75 HP / 75 Atk / 95 Def / 75 SpA / 95 SpD / 113 Spe
    Abilities: Overgrow / Contrary

    <p>Speed is one of the essential traits a Taunt user needs to silence its prey, and Serperior has it. With an amazing base Speed, Serperior finds itself outspeeding the vast majority of the tier, making it a prime Taunt user. Its good bulk and great support options are also what make it so desirable to stop entry hazard setters. Serperior's decent offensive stats and powerful STAB moves allow it to take care of itself on the field. Serperior is the go-to Taunt user against Stealth Rock users, but because of its bad matchup against Spikes users, such as Roselia, Scolipede, and Garbodor, it doesn't do well against them. While quite a few Flying-types, such as Mandibuzz and Braviary, tend to rain on Serperior's parade by completely walling it, Serperior will not disappoint in its role of preventing entry hazards from being set on its side of the field.</p>

    Magic Bounce

    <p>Magic Bounce is a rare option to deal with entry hazards in NU because only one Pokemon wields the ability. With Magic Bounce, most status moves that are used against the Pokemon are bounced back, making this an excellent way to not only block entry hazards but to also place them on the opposing side. Although it requires a bit of prediction, if used correctly, it proves to be a great strategy.</p>

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    Natu
    Typing: Psychic / Flying
    Base Stats: 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 70 Spe
    Abilities: Synchronize / Early Bird / Magic Bounce

    <p>Natu's base stats aren't appealing; is there any reason to even use it? Yes, there is. Because of Magic Bounce, Natu can reflect any entry hazard that is used against it, though this requires a bit of prediction to take advantage of because the opponent will not attempt to set them if it is in play. Natu also cannot be hit by any status moves, so it can run Reflect without fear of being hit by Taunt or afflicted by status. While its bulk is initially horrific, with an Eviolite attached, it actually is decent enough to work with. It can even check Sawk because of its typing, and it can wall Golem and Regirock. Natu commonly runs a set consisting of Reflect / Roost / Toxic / Night Shade with a physically defensive EV spread. Its Speed allows it to outspeed nearly every other entry hazard user besides Scolipede, which grants it many chances to prevent them from setting up. There's more: Natu also is blessed with a recovery option in Roost, which allows it to last longer on the field. However, Natu is major setup bait, as it radiates little offensive presence besides Night Shade and Taunt. In addition, A a lot of powerful attacks can score the KO on it.</p>

    Offensive Pressure

    <p>While this isn't a surefire method to prevent entry hazards from being set up, it can be very effective in the long run if it's used correctly. Offensive pressure is when you threaten the opponent with consistently powerful attacks to the point where the opponent rarely has a free turn, whether that would be to set up, switch, or counterattack. Obviously, offensive Pokemon are needed to accomplish this; when used correctly, they can not only prevent entry hazards from being laid on the field but also flip the outcome of the game. There are many Pokemon, such as Samurott and Ludicolo, that can utilize offensive pressure to their advantage, but let's look at a very common example of a Pokemon who utilizes it.</p>

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    Sawk
    Typing: Fighting
    Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe
    Abilities: Sturdy / Inner Focus / Mold Breaker

    <p>Sawk is a Pokemon that has been known for keeping offensive pressure on the field. Its secret lies in its ability, Mold Breaker. With Mold Breaker, Sawk can bypass abilities that would otherwise hinder its attacks, such as Sturdy and Solid Rock. Because of this ability, Sawk can cleanly OHKO Carracosta and Golem, two Pokemon that would normally be difficult to take down because of their abilities. It can also deal with Scolipede, a common Spikes user in the tier. Its access to Mold Breaker its ability to prevent Sturdy Pokemon from always getting up Stealth Rock is one of Sawk's main advantages over Primeape. Sawk has also been commonly used to take down Stealth Rock users, as very few can find a chance to set up Stealth Rock when Sawk is pressuring them (isn't that already stated when you say "its ability to prevent Sturdy Pokemon from always getting up Stealth Rock..." in the previous sentence?). Not only that, but Sawk does very well against many of the Pokemon in NU as a whole, making it very desirable for many teams. All in all, Sawk is a great example of a Pokemon that can maintain offensive pressure to prevent the opponent from attempting any risky actions.</p>

    Common Users of Entry Hazards to Watch Out For:

    <p>Knowing the most common users of entry hazards in NU is just as important as learning how to deal with them. While there are many, many Pokemon in the tier that can utilize entry hazards, there are only a handful of them that you should definitely keep an eye out for, as these guys are the most dangerous. Here is the list of the most common entry hazard users in NU that you should watch out for.</p>

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    Golem
    Typing: Rock / Ground
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe
    Abilities: Rock Head / Sturdy / Sand Veil
    Accessible Entry Hazard(s): Stealth Rock

    <p>Golem is very a very versatile Pokemon, able to play roles ranging from Custap Berry to a defensive route. With a Rock / Ground typing, Golem can utilize its dual STAB moves to tackle a wide range of Pokemon, making it harder to defeat. It also wields Sturdy, an ability that really makes it challenging to stop it from laying Stealth Rock on the field and allows it to stand out from other Stealth Rock users. Its Attack and Defense stats aren't something to ignore, either.</p>

    <p>Using Sawk against Golem is by far the best tactic; because Sawk has Mold Breaker, it can break through Golem's Sturdy for a KO, refusing to give it a chance to retaliate. Using Wartortle against Golem is a great choice as well; Golem has a 4x weakness to Water-type attacks, so it'll think twice about staying in with Wartortle around. Golem's pitiful Speed can also be targeted by Taunt users, stopping it from laying entry hazards. Aside from Water-types, Golem also suffers weakness to Grass- and Fighting-types. Finally, special attackers in general can severely dent Golem. Golem has many weaknesses to target, but it also has many tricks up its sleeve, so don't be fooled.</p>

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    Scolipede
    Typing: Bug / Poison
    Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe
    Abilities: Poison Point / Swarm / Quick Feet
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Scolipede's Speed should catch your eye; it is one of the fastest Pokemon in the tier. Outspeeding it without a boosting move or a Choice Scarf is really difficult, so it has a much easier time setting up entry hazards than some other threats. Additionally, with a plethora of powerful coverage moves and a decent base Attack, Scolipede can fight back when necessary. It even has Swords Dance, which makes it even more of an offensive threat, allowing it to scare away Pokemon that could otherwise threaten it while stacking up Spikes simultaneously.</p>

    <p>Scolipede has pitiful defenses, so aiming at them is a wise move. All three of the viable Rapid Spin users fare pretty well against Scolipede, so using Rapid Spin won't be a hassle. Even if Taunt is used against Scolipede, it has powerful coverage moves to bring the pain, so trying to stop it this way isn't truly advised. Additionally, because Scolipede is faster than most of the Pokemon that try to Taunt it, it cannot truly be stopped by it. There isn't much to say about Scolipede; it has a straightforward niche and is a threat if you aren't ready for it, but if you are well-equipped to handle Scolipede, defeating it won't be a challenge.</p>

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    Carracosta
    Typing: Water / Rock
    Base Stats: 74 HP / 108 Atk / 133 Def / 83 SpA / 65 SpD / 32 Spe
    Abilities: Solid Rock / Sturdy / Swift Swim
    Accessible Entry Hazard(s): Stealth Rock

    <p>You will quickly learn that Carracosta is one of the most difficult entry hazard users to get by. Firstly, it has two fantastic abilities: Sturdy and Solid Rock, both of which can nearly guarantee that Stealth Rock is placed on the field. Carracosta also sports threatening Attack and Defense stats; it can dent the majority of the tier with its STAB moves and tank hits. Additionally, Carracosta's Shell Smash set is very common, so it can bluff that and simply set up Stealth Rock.</p>

    <p>To get past this guy, the best thing to do is to use a Grass-type, such as Tangela or Vileplume, as its 4x weakness to Grass-type attacks can be used against it. Mold Breaker Sawk and Taunt can easily stop Carracosta as well. Outspeeding Carracosta is also a great way to defeat it, as it has a saddening Speed stat. All in all, be cautious when dealing with Carracosta; preventing it from getting Stealth Rock is a very difficult task.</p>

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    Garbodor
    Typing: Poison
    Base Stats: 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe
    Abilities: Stench / Weak Armor / Aftermath
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>In a tier lacking in Spikes and Toxic Spikes users, Garbodor has all the necessities needed to be successful. With many powerful Fighting-type Pokemon in NU, Garbodor's Poison typing is useful to stop them cold. 80 / 82 / 82 aren't that bad when it comes to defenses either. Garbodor also has access to Clear Smog, preventing all those setup Pokemon from taking advantage of it. Some of the main reasons to use Garbodor are its superior physical defense in comparison to other Spikers, Aftermath, and lack of a Stealth Rock weakness.</p>

    <p>In spite of all this, you will find that Garbodor can still be taken care of without too much difficulty. For one, the NU tier is crawling with powerful Psychic-type Pokemon, especially Gardevoir, Jynx, and Musharna, to rain on Garbodor's parade. Ground-types, such as Seismitoad and Golem, also find Garbodor easy prey. While Garbodor's Speed isn't god-awful, faster Taunt users can get the jump on it, preventing it from laying entry hazards. Armaldo can tank Garbodor's attacks and stop entry hazards from going on the field as well. Garbodor has its perks, but if you can exploit its weaknesses, you can take out the trash (good one).</p>

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    Regirock
    Typing: Rock
    Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe
    Abilities: Clear Body / Sturdy
    Accessible Entry Hazard(s): Stealth Rock

    <p>Regirock is a physically defensive behemoth; a base 200 Defense is something worth bragging about. It also has decent base Attack and Special Defense stats to bring more to the table. Regirock's astounding defenses, access to a recovery move in Drain Punch, and powerful STAB selections are what make it a blessing to have on your side and a curse to battle against.</p>

    <p>The best way to handle Regirock is to weaken it with a special attacker, such as Gorebyss, Samurott, or Roselia. However, unless it is hit by Taunt or weakened beforehand, it is a very hard task to prevent Stealth Rock from invading your side of the field when Regirock is in play, so don't let your guard down for a moment.</p>

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    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard
    Accessible Entry Hazard(s): Stealth Rock

    <p>Ever since Golurk stepped foot in the NU tier, it has been a pain to battle against. For one, it has many handy resistances and immunities, notably to Fighting-type attacks, with great bulk to back them up. It also has an amazing base Attack, making it no pushover. Iron Fist can really bring the pain to an unprepared team, and Golurk has many punching attacks to take full advantage of it. The thing that makes Golurk stand out is that it's the only Ghost-type Pokemon with Stealth Rock, allowing it to lay hazards and spinblock at the same time. Golurk doesn't have a bad match up against the Rapid Spin users if it comes in at the right time.</p>

    <p>That being said, Golurk is by no means invincible and can be taken down with the right strategy. Golurk has weaknesses to the common Water-, Grass-, and Ice-type attacks, so powerful users of these can come in and score a KO. Because of its low Speed, Taunt users seem like a good idea to prevent Golurk from laying Stealth Rock. The thing about that is Golurk can either outright KO or wall all of the best users, bar Pursuit Skuntank, who can checkmate it. As you can see, Golurk is no easy Pokemon to get through, but don't let that discourage you from your goal of stopping it.</p>

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    Seismitoad
    Typing: Water / Ground
    Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe
    Abilities: Swift Swim / Poison Touch / Water Absorb
    Accessible Entry Hazard(s): Stealth Rock

    <p>While Seismitoad seems to be outclassed by fellow Water-types, such as Samurott and Gorebyss, it has its own unique strategy that can quickly become a pain to deal with. Besides having great defenses and a good defensive typing, Seismitoad has access to Water Absorb, allowing it to be a great switch-in for teams that are weak against Water-types, such as Carracosta. Seismitoad also has Swift Swim, raising its average Speed to amazing heights, which makes it twice as easy to lay Stealth Rock on the field before its opponents can do a thing. Seismitoad is capable of running a defensive or offensive set, so by first glance, you won't know what it's going to do. What's even worse is that Seismitoad can deal with all three of the viable spinners with ease, and being hit by Taunt won't affect it that much, as it has many powerful attack moves to get rid of the opponent.</p>

    <p>That being said, not all is lost when dealing with Seismitoad, as it actually has some pretty notable weaknesses. The first is its crippling 4x weakness to Grass-type attacks. If you carry a Roselia, Tangela, Serperior, or any relatively strong Grass-type, you won't have any troubles defeating Seismitoad. It's best to remove Stealth Rock from the field after Seismitoad is removed, as doing it while it's in play is quite difficult. While Taunt does bother Seismitoad temporarily, it can still severely dent the adversary with a Hydro Pump or Scald, so it's not advised to touch it while it's on the field. Make sure you play smart around Seismitoad; it has many strategies and tricks that could leave you with Stealth Rock intact on your side of the field.</p>

    [​IMG][​IMG][​IMG]
    Roselia
    Typing: Grass / Poison
    Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe
    Abilities: Natural Cure / Poison Point / Leaf Guard
    Accessible Entry Hazard(s): Spikes, Toxic Spikes

    <p>Roselia's debut in NU, along with Scolipede, has drastically increased the usage of Spikes and Toxic Spikes in the tier. What makes Roselia stand out is its access to Eviolite, raising its defenses to great heights. It also can use Synthesis, giving it a great recovery move to back up its defenses. Natural Cure is another fantastic trait that Roselia wields; it can switch out and have any status condition cured, making it difficult to cripple and turning Rest into a wonderful option for it to use. It's more than a fragile flower: it has a usable base Special Attack and powerful STAB moves to use. With all of these traits in mind, Roselia has many ways to ensure entry hazards are on the field, whether it be by force or stalling.</p>

    <p>However, even with Eviolite, Roselia's Defense stat is still quite weak, so focusing on that is the best option for defeating it. Outspeeding Roselia can also be a tactic, as it has a mediocre Speed stat. Powerful special attackers, such as Gardevoir, Jynx, and Charizard, can still serverly dent Roselia; Eviolite can only raise its defenses so far. Natu can actually have some usage; actually has some use: it can outspeed Roselia and reflect any entry hazards it lays. Poison-types, such as Garbodor, can absorb Toxic Spikes as well. All in all, Roselia is a pretty good entry hazard user that you should prepare for, as many of its talents can ensure at least one layer of entry hazards.</p>

    [​IMG][​IMG][​IMG]
    Gigalith
    Typing: Rock
    Base Stats: 85 HP / 135 Atk / 130 Def / 60 SpA / 70 SpD / 25 Spe
    Abilities: Sturdy / Sand Force
    Accessible Entry Hazard(s): Stealth Rock

    <p>The first things that probably stand out about Gigalith is are (since you use "The first things") its enormous Attack and Defense stats and its ability, Sturdy. If you combine these together, you create a Pokemon that is nearly guaranteed to set up Stealth Rock. With access to powerful and useful STAB moves, such as Stone Edge and Rock Blast, Gigalith can slip out of tricky situations. It also is effective at using the Custap Berry, which not only highlights its ability, Sturdy, but also allows it to go out with a bang when its mission is complete.</p>

    <p>The easiest way to handle Gigalith is to target its saddening Special Defense. Ground-type Pokemon, such as Golurk and Golem, can take Gigalith's STAB moves pretty well and weaken it. Another way to defeat Gigalith is to use multi-hit moves to get around Sturdy. Also, because of its disasterous Speed stat, using Taunt before it can set up is an effective tactic as well. However, unless Gigalith takes damage prior to its debut on the field or one of these tactics is used, it will be challenging to stop it from laying Stealth Rock.</p>

    [​IMG][​IMG][​IMG]
    Piloswine
    Typing: Ice / Ground
    Base Stats: 100 HP / 100 Atk / 80 Def / 60 SpA / 60 SpD / 50 Spe
    Abilities: Oblivious / Snow Cloak / Thick Fat
    Accessible Entry Hazard(s): Stealth Rock

    <p>Piloswine finds a niche as an offensive entry hazard user. With a typing that hits almost every Pokemon hard and raised bulk with Eviolite, Piloswine makes for a great Stealth Rock user who can defeat nearly anyone who thinks otherwise. The bulk Piloswine possesses with Eviolite is what allows it to be so effective with Stealth Rock; it can set up on many offensive Pokemon in the tier.</p>

    <p>Ironically enough, Piloswine is actually weak to all forms of entry hazards, so you can use that against it. Knock Off, while not always the best move overall, can remove Eviolite and make Piloswine less threatening, so using a Pokemon who has that is recommended. Taunt users can easily Taunt Piloswine because of its Speed, but be wary of its powerful attacks and priority with Ice Shard. Wartortle in particular fares extremely well against Piloswine, tanking all of the attacks it can offer. Piloswine isn't common, so don't make an entire team revolving around defeating it, but underestimate it at your own risk.</p>

    [​IMG][​IMG][​IMG]
    Cacturne
    Typing: Grass / Dark
    Base Stats: 70 HP / 115 Atk / 60 Def / 115 SpA / 60 SpD / 55 Spe
    Abilities: Sand Veil / Water Absorb
    Accessible Entry Hazard(s): Spikes

    <p>While Cacturne isn't the most common Spikes user in the tier, it has gained more usage because of its access to the move. While it has mediocre (I might even call them pitiful) defenses and poor Speed, Cacturne compensates for this with its amazing offensive presence. Sucker Punch ignores Cacturne's Speed, making it a useful move. Swords Dance enhances Cacturne's Attack, turning it into an even more threatening Pokemon.</p>

    <p>However, (added comma in case it's hard to see) believe it or not, Cacturne is pretty easy to beat with appropriate Pokemon, such as Vileplume, Braviary, and Sawk. Another advantage is that Armaldo and Torkoal have no difficulties defeating Cacturne, causing it to be at the mercy of two of the three viable Rapid Spin users. Honestly, don't stress about facing Cacturne, but don't underestimate its capabilities, as one slip up can earn its team a KO.</p>

    Spinblocking

    <p>Some teams, specifically defensive and stall teams, anticipate the adversary attempting to remove the entry hazards they have placed on the field with Rapid Spin. Spinblocking is a tactic that can prevent Rapid Spin from removing the entry hazards. Because Rapid Spin is a Normal-type attack, Ghost-type Pokemon are immune to it, allowing them to stop it from working. There aren't many good spinblockers in NU, but there are a few that stand out from the rest and should definitely stand out when you see them in battle. Knowing these Pokemon will have you prepared against their attempts to spinblock.</p>

    [​IMG][​IMG][​IMG]
    Misdreavus
    Typing: Ghost
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe
    Ability: Levitate

    <p>Misdreavus is unarguably one of the most common spinblockers in the tier, and it isn't difficult to see why. It has access to Eviolite; a plethora of support moves, such as Will-O-Wisp, Taunt, and Heal Bell;, and viable offenses, all of which make it a formidable opponent. Because of these traits, Rapid Spin users have difficulties getting past Misdreavus. Generally, Misdreavus is one of the first spinblockers a battler would go to, as it can fit on a variety of teams. However, Misdreavus does have exploitable weak points you can take advantage of to remove it from play. It lacks a reliable healing move, so hitting hard with powerful attacks will slowly wear it down. Shell Smash Torkoal can power through Misdreavus, but if Misdreavus uses Taunt before it can set up, Torkoal fails to inflict a lot of damage onto it. Overall, be very careful&mdash;and prepared&mdash;when battling Misdreavus, as it is the most likely spinblocker to get in your way.</p>

    [​IMG][​IMG][​IMG]
    Golurk
    Typing: Ground / Ghost
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe
    Abilities: Iron Fist / Klutz / No Guard

    <p>Golurk's usable defenses and many immunities and resistances allow it to function as a great spinblocker. With Stealth Rock, Golurk is always ready to handle the adversary, crushing them with its high base Attack. It also can support the team well with Stealth Rock. While its common weaknesses and low Speed can be easily targeted by those wanting to get rid of it, Golurk has many tricks up its sleeve, giving opponents a real run for their money.</p>

    [​IMG][​IMG][​IMG]
    Haunter
    Typing: Ghost / Poison
    Base Stats: 45 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe
    Ability: Levitate

    <p>Haunter has many resistances and immunities to take advantage of, granting it many opportunities to switch in to spinblock. Haunter is an offensive spinblocker; while it's not reliable at spinblocking, it can use the free switch in from Rapid Spin to inflict serious damage. It has many useful support moves, including Taunt, Trick, and Disable, allowing it to silence the opposing team quite easily; its above average base Speed also helps make this possible. The problem is Haunter is extremely frail, so all three viable spinners can shut it down with brute force. Even with Substitute, Haunter just doesn't have the sheer bulk that, say, Golurk has to last long enough on the field, and many spinners trying to get rid of entry hazards can target that. While Haunter has its perks, you will find that it isn't that difficult to defeat, so don't stress over it.</p>

    [​IMG][​IMG][​IMG]
    Drifblim
    Typing: Ghost / Flying
    Base Stats: 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe
    Abilities: Aftermath / Unburden / Flare Boost

    <p>Drifblim has always been an odd Pokemon, and that is also true when it comes to its role as a spinblocker. While its HP is extrememly extremely high, its typing and defenses aren't so hot, so many offensive Pokemon can get the jump on it (hint hint). From Baton Pass to SubCM to Will-O-Wisp, Drifblim has many options and support moves in its arsenal, making it an unpredictable Pokemon. Another trait it possesses is handling spinners, especially Armaldo, quite well with Destiny Bond, which makes it a prime spinblocker. That being said, it's not very reliable at KOing Armaldo because if it switches into Armaldo's Rock-type STAB, it is dead. It is rather uncommon in the tier, but while it isn't quite that hard to KO, its unpredictability can be (or "can certainly be") used against you, so be cautious.</p>

    [​IMG][​IMG][​IMG]
    Lampent
    Typing: Ghost / Fire
    Base Stats: 60 HP / 40 Atk / 60 Def / 95 SpA / 60 SpD / 55 Spe
    Abilities: Flash Fire / Flame Body / Shadow Tag (unreleased)(this is optional)

    <p>A large quantity of support moves, increased bulk because of Eviolite, a great Special Attack, nearly perfect coverage with its STAB moves... and yet Lampent is still dwelling in the depths of NU usage. Well, for one, it needs a pretty good core that specifically revolves around it to work, as it is outclassed by many many Fire- and Ghost-types in terms of power and bulk. It also has many weaknesses, allowing many offensive Pokemon, and even Armaldo and Wartortle, to defeat it. It can't just fit on any team, which is why it isn't as common as, say, Misdreavus. In spite of this, with many set options to choose from, it takes a bit of prediction to figure out what Lampent is going to do on the battlefield. In spite of not being common in the slightest, it can seize control of the match if used correctly.</p>

    What if I'm Unable to Remove the Entry Hazards?

    <p>If you have failed in preventing or removing entry hazards from your side of the field, there isn't much you can do about it, (add comma) to be honest. The only thing you could try is avoiding switching as much as possible, but if you happen to be using a stall team, this is extremely difficult. Another 'solution' is using Pokemon that aren't weak to entry hazards, but unfortunately, in the NU tier, there aren't as many good Pokemon that can rise to that title as in other tiers. If you were expecting an elaborate explanation of what to do if you couldn't effectively prevent entry hazards from being permanently set up, you're out of luck; there isn't much you can truly do about it if you don't have any tactics to avoid this. To avoid this scenario, it's best if you remove or prevent the entry hazards before they become a problem for your team.</p>

    Conclusion

    <p>At this point, you should have a clear understanding of how much entry hazards have impacted the NU tier as well as how to deal with them. While this guide cannot explain every scenario you might come across, hopefully it has given you some strategies you can utilize when entry hazards have your back against the wall. Or, maybe you have decided to ignore the tips I have given you and skip to the end of this guide. Well, that works for me as well as all of your future opponents. We can rack up a free win against you with entry hazards by our side.</p>


    gp 2/2
    although i would suggest going over it once more by yourself, it's a really long article
    Last edited: Oct 5, 2013
  18. Oglemi

    Oglemi it's me heysup's gay friend, the legendary gaysup
    is a Tournament Directoris a member of the Site Staffis a Super Moderatoris a Pokemon Researcheris a Smogon Media Contributoris a Contributor to Smogonis a Tiering Contributor Alumnus
    C&C Leader

    Joined:
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    [title]
    How to Deal With Entry Hazards in BW2 NU
    [head]
    <meta name="description" content="A Complete Guide to Entry Hazards in BW NU, courtesy of Governess." />
    [page]
    <div class="author">By <a href="/forums/members/governess.168470/">Governess</a>.</div>
    
    <h2>Introduction</h2>
    
    <p>Almost everyone has experienced a moment in time when entry hazards have cost them the match. One minute, you have potent sweepers at full HP, ready to demolish the adversary. The next minute, you find yourself at the mercy to one of the forms of entry hazards, preventing you from switching into your all-star. Other times, you might even feel remorse about your team building, thinking, "Why have I not planned a tactic to deal with entry hazards?" However, some of us are so new to the competitive environment that we can't even comprehend what entry hazards are, let alone know how to handle them.</p>
    
    <p>Entry hazards are long-term effects on the battlefield that affects any Pokemon switching into the field. There are three types of entry hazards: Stealth Rock, Spikes, and Toxic Spikes, each of them wielding a unique trait. Entry hazards have shaped our metagame so greatly that we have made several strategies on how to prevent them, such as spinning, which led to spinblocking to keep them there. The NU metagame is crawling with entry hazard users, such as Scolipede, Golem, and Roselia. If you can recognize a Pokemon that might attempt to shower you in entry hazards, you will have a much easier time preventing hazards from being set or removing them from play.</p>
    
    <p>This guide will inform you about the three types of entry hazards in detail as well as the methods to prevent or remove them, including the list of Pokemon that can aid you in doing so. This guide will also inform you of the common NU Pokemon that you must watch out for pertaining to entry hazards, as well as a few tactics the opponent might use to keep entry hazards on the field. Finally, you will learn what to do if you are unable to prevent entry hazards from reaching your side of the field. You should feel pretty confident: you have taken your first step on how to become a master tamer of entry hazards in NU!</p>
    
    <h2>Entry Hazards</h2>
    
    <p>There are three different kinds of entry hazards: Stealth Rock, Spikes, and Toxic Spikes. Each of them has a certain purpose, and understanding that purpose really helps in knowing how to deal with them. One thing you might want to know about entry hazards is that they make you reconsider how often you wish to switch in and out. From passive damage to crippling statuses, the last thing you want for your sweeper is for it to be weakened, especially when you need it most! Some forms of entry hazards allow you to place them in layers, adding even more pressure to the ones who receive them. Let's take an in-depth look into each form of entry hazards.</p>
    
    <h3>Stealth Rock</h3>
    
    <p>Stealth Rock is the most popular entry hazard in the NU metagame. It can inflict damage on nearly every Pokemon that switches in and seriously harm some of NU's most dangerous threats, including Jynx, Scolipede, and Charizard.</p>
    
    <p>Stealth Rock only requires one layer to have its full effect, making it the easiest and most efficient entry hazard to set up, especially for hyper offensive and offensive teams where residual damage can make the difference between an OHKO and a 2HKO. The damage it inflicts depends on the typing of the opponent; Stealth Rock is a Rock-type move, so the passive damage taken will reflect whether the Pokemon's typing is neutral, resistant, or weak to Rock-type moves.</p>
    
    <ul>
    <li>If a Pokemon has a 4x resistant to Rock, it only takes 1/32 (3.125%) damage.</li>
    <li>If a Pokemon has a 2x resistance to Rock, such as a Sawk, it only takes 1/16 (6.25%) damage.</li>
    <li>If a Pokemon is neutral to Rock, such as a Normal-type, it takes 1/8 (12.5%) damage.</li>
    <li>If a Pokemon has a 2x weakness to Rock, such as Flying-, Fire-, and Bug-types, take 1/4 (25%) damage.</li>
    <li>If a Pokemon suffers a 4x weakness to Rock-types, such as Butterfree, it takes 1/2 (50%) damage from Stealth Rock.</li>
    </ul>
    
    <p>Knowing these damage calculations helps in knowing which Pokemon on your team are safe to switch in. You might as well get to know Stealth Rock well, because almost every team has it, which is understandable. Its ability to inflict damage on nearly every Pokemon can really help in the long run. Sure, losing 1/8 of your HP doesn't seem like a big deal, but you will learn quickly that it adds up, slowly, yet steadily. Stealth Rock has been one of the biggest metagame-changers to date, and all the evidence backs this up.</p>
    
    <h3>Spikes</h3>
    
    <p>Spikes is the oldest of the entry hazards, and while it hasn't achieved as big an impact as Stealth Rock on the metagame, Spikes has definitely made its mark in the NU tier. For a while, Spikes wasn't used much, but with the grand arrival of Scolipede and Roselia, its usage sky-rocketed. One huge pro for Spikes is that they allow a variety of offensive threats to wear down Pokemon much more efficiently and push them close to KO range. In this offensive metagame, this is very relevant because most frail, offensive threats don't like the risk of missing out on KOs and taking a lot of damage in retaliation. Defensive teams in particular enjoy having Spikes in their arsenal, as they not only have the bulk to lay multiple layers on the field but also really appreciate its steady help in crippling the opponent. It is the most difficult entry hazard to fully lay out, as it has three layers, but it can inflict the most damage to the opponent. Spikes is a Ground-type move, so any Pokemon that isn't a Flying-type, doesn't Levitate, and doesn't have access to Magic Guard will be affected by Spikes. Unlike Stealth Rock, unless a Pokemon is flat-out immune to Spikes, it will take a specific amount of damage, regardless of the typing.</p>
    
    <ul>
    <li>If one layer of Spikes are down, the opponent takes 1/8 (12.5%) damage.</li>
    <li>If two layers are laid down, the opponent takes 1/6 (16.67%) damage.</li>
    <li>If all three layers are successfully laid, the opponent takes 1/4 (25%) damage.</li>
    </ul>
    
    <p>While it might be tricky to set up all three layers of Spikes, it is well worth the hassle. Who doesn't love having their opponent's Pokemon lose 25% of its HP with every switch? You mostly find Spikes on balanced and stall teams, where the adversary wants to rack up as much passive damage as possible. Despite that, Spikes can also be commonly seen on offensive teams with suicide Spikes users, such as Scolipede. While Spikes might not have made as big an impact on the metagame as Stealth Rock has, it's just as dangerous, so don't underestimate Spikes—not even for a second.</p>
    
    <h3>Toxic Spikes</h3>
    
    <p>Toxic Spikes is the least used entry hazard in the NU tier, and for good reason. Not many Pokemon in NU wield Toxic Spikes as an entry hazard move. Also, as Toxic Spikes is absorbed by Poison-type Pokemon, the oh-so-common Garbodor can easily remove Toxic Spikes from the field, wasting the efforts you contributed to laying them. However, with Roselia and Scolipede entering the NU tier, Toxic Spikes has had a significant increase in usage, so players have had to adjust to the change. It is extremely useful against teams that lack a Poison-type, as even a single layer can stall out offensive teams much easier, especially when the damage combines with Life Orb recoil. Defensive teams also dislike Toxic Spikes, but most tend to carry Poison-types.</p>
    
    <p>One thing you should know about Toxic Spikes is that, unlike the former two entry hazards, it doesn't cause direct damage to the adversary; instead, it inflicts status on them!</p>
    
    <ul>
    <li>Toxic Spikes come in two layers: One layer on the field inflicts the poison status on anyone that isn't affected by another status already or immune to it, causing the Pokemon to lose 12.5% of its HP every turn.</li>
    <li>When two layers of Toxic Spikes are in play, the opponent is badly poisoned, or Toxiced, resulting in accumulative damage to the Pokemon. When badly poisoned, the afflicted Pokemon will first lose 6.25% of their HP. However, with every passing turn, that number is increased by 6.25%. So, on the following turn, the Pokemon will lose 12.5%, on turn three, it will lose 18.75%, and so on. This cumulative effect will cease when the Pokemon switches out. When it comes back onto the field, it will start over at 6.25% and adds on from there.</li>
    </ul>
    
    <p>Because of this, Toxic Spikes is most commonly used on stall teams, as their goal is to slowly cripple the opponent. Walls, such as Alomomola, and setup sweepers, such as Jynx, will think twice before switching in with Toxic Spikes on the field. You often see more defensive Pokemon utilizing this move more than anything else. Toxic Spikes can really turn a game around if used properly, so don't fall victim to its effects.</p>
    
    <h2>How Can I Prevent or Remove Entry Hazards?</h2>
    
    <p>You are sick and tired of having your prized Pokemon affected by entry hazards, and you want a stop to it. Maybe your Coil Serperior wasn't anticipating a Toxic Spikes, and now it can't set up due to its dwindling HP. What are you to do? Nothing to fear: There are many ways to prevent or avoid entry hazards; from using Rapid Spin to Magic Bounce, there are a plethora of options for you to select from that fits your style and situation. Here are the main—and most effective—ways to deal with entry hazards.</p>
    
    <h3>Rapid Spin</h3>
    
    <p>Rapid Spin is a Normal-type physical attack that, if it successfully makes contact with the opponent, will remove any entry hazards that have been laid on your side of the field. This method is one of the easier ways to remove entry hazards; however, because of the lack of good Rapid Spin users in the NU tier, it can be easily predicted and acted upon. It's a very popular move relating to entry hazards because there isn't much prediction or strategy to it; it's as simple as successfully landing the move on the opponent. However, bear in mind that unless you are using a stall-based team, Rapid Spin is not required, and offensive pressure (which will be thoroughly explained later on) is usually the best way to keep entry hazards off the field.</p>
    
    <p>If you plan on using Rapid Spin as your method to removing entry hazards, there is one thing you should keep in mind. Rapid Spin must successfully hit the opponent for the entry hazards to be removed. Therefore, if you use the move against Ghost-types, it will not be effective because they are immune to Normal-type attacks. This is called spinblocking and will be explained thoroughly near the end. Let's take a closer look at the Rapid Spin users in NU that might help your team remove entry hazards.</p>
    
    <p><img src="/dex/media/sprites/bw/wartortle.gif" /><br />
    <a href="/dex/bw/pokemon/wartortle"><strong>Wartortle</strong></a><br />
    Typing: Water<br />
    Base Stats: 59 HP / 63 Atk / 80 Def / 65 SpA / 80 SpD / 58 Spe <br />
    Abilities: Torrent / Rain Dish</p>
    
    <p>Firstly, we have Wartortle, who is a defensive Rapid Spin user. With Eviolite, Wartortle's defenses blast through the roof. While Wartortle doesn't have any way to outspeed or outright KO Ghost-types, it does have a very useful niche: Foresight. It might look pathetic at first glance, but with Foresight, Wartortle can hit Ghost-types with Rapid Spin, and when that niche is paired with its stellar defenses, it can nearly guarantee a Rapid Spin. It also has access to a great support move in Haze to take on sweepers that try to set up on Wartortle. However, that sums up Wartortle's usefulness; there aren't any other reasons to use it. Wartortle's offenses aren't very good. Because of this, it must resort to Eviolite to make its defenses stand out, so that eliminates the possibility of it using Leftovers. Wartortle works really well on stall teams because the flaws that Wartortle has (lack of recovery, vulnerability to status) are covered by typical moves found on stall teams (Wish, Heal Bell). Even with such great defenses, Wartortle's biggest drawback is its lack of recovery; it can be worn out with repeated attacks. If you want a defensively oriented Rapid Spin user, you should turn to Wartortle.</p>
    
    <p><img src="/dex/media/sprites/bw/torkoal.gif" /><br />
    <a href="/dex/bw/pokemon/Torkoal"><strong>Torkoal</strong></a><br />
    Typing: Fire<br />
    Base Stats: 70 HP / 85 Atk / 140 Def / 85 SpA / 70 SpD / 20 Spe <br />
    Abilities: White Smoke / Shell Armor </p>
    
    <p>Next, we have Torkoal, who can play the role of both an offensive and supportive Rapid Spin user. Its Defense is what stands out most, and its decent bulk follows. Because of that high Defense, Torkoal finds many chances to switch into physical attacks and use Rapid Spin. Torkoal's access to support moves, such as Stealth Rock, allow Torkoal to act as a defensive spinner for its team. In addition, Shell Smash grants opportunities to take a more offensive approach with Torkoal. With Shell Smash, Torkoal outspeeds every Ghost-type Pokemon in NU, bar Haunter, who cannot survive powerful attacks from the get-go. However, specially offensive Pokemon can handle it quite well, as it is one of the slowest Pokemon in the tier without Shell Smash, and its bad defensive typing doesn't help. Overall, if you'd like a Pokemon who has good support moves and potential as a offensive threat, Torkoal is the right Pokemon for you.</p>
    
    <p><img src="/dex/media/sprites/bw/armaldo.gif" /><br />
    <a href="/dex/bw/pokemon/armaldo"><strong>Armaldo</strong></a><br />
    Typing: Rock / Bug<br />
    Base Stats: 75 HP / 125 Atk / 100 Def / 70 SpA / 80 SpD / 45 Spe <br />
    Abilities: Battle Armor / Swift Swim</p>
    
    <p>Armaldo is one of the worst Rapid Spin users in the tier, unfortunately. All of the spinblockers can either cripple it with status or severely dent it before it can do a thing due to its saddening Speed. Because it usually invests in Attack and Speed, Armaldo's bulk isn't enough to tank a strong hit, which makes its spinning days short-lived. Its Stealth Rock weakness also cripples it further, and because of its lack of offensive presence, it is often forced out, causing it to take even more entry hazard damage. Even the defensive set is horrid, as Armaldo has very few resistances and many weaknesses to exploit. The only place where Armaldo belongs is on a rain team, where it can take advantage of its ability, Swift Swim, to not only get a quick Rapid Spin but also potentially set up Swords Dance to attempt a sweep. Armaldo should only be used on a need basis, as its cons severely outweigh the pros of using it.</p>
    
    <h3>Taunt</h3>
    
    <p>While this tactic requires a bit of prediction, it is still proven to work successfully. Taunt prevents any status moves from being used for three turns. That might not seem like much, but it has the potential to force the adversary to switch out, which gains momentum for your side. If you know the opponent's moveset, you might also skillfully predict an attack that a teammate can absorb, which also maintains momentum. Also, unlike Rapid Spin, Taunt can be used on all Pokemon. However, because of the three turn limit, your chance to make a move on your opponent is limited. Overall, Taunt is an effective way to prevent entry hazards from being laid on your side. Let's take a look at some of the Pokemon in NU that use Taunt effectively.</p>
    
    <p><img src="/dex/media/sprites/bw/skuntank.gif" /><br />
    <a href="/dex/bw/pokemon/skuntank"><strong>Skuntank</strong></a><br />
    Typing: Poison / Dark<br />
    Base Stats: 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe <br />
    Abilities: Stench / Aftermath / Keen Eye</p>
    
    <p>Skuntank has many unique traits that make it stand out from the competition. Its access to both Sucker Punch and Pursuit makes it the perfect Pokemon to deal with Psychic- and Ghost-type Pokemon, the former being very popular in the NU tier. Its quirky typing also grants it some handy resistances, which allows it to fare well against many Pokemon. Skuntank can be used on both offensive and defensive teams, as its ability to shut down setup Pokemon with Taunt is adored by both. Its ability, Aftermath, is a great last resort tactic against weakened threats. With all the entry hazard setters, notably Roselia and Garbodor, roaming the tier, it's up to Skuntank to reliably silence them. Unfortunately, Skuntank can only deal with the entry hazard setters mentioned above, as its Speed prevents it from silencing much else. In addition, Skuntank isn't the ideal Taunt user against common Stealth Rock users, as they can deal with it with little difficulty. Skuntank's Poison typing can also absorb Toxic Spikes, so the likes of Garbodor would have to think twice before attempting to set it down. While Skuntank doesn't have anything that significantly distinguishes it, it's still a fine Taunt user if its strengths are taken advantage of.</p>
    
    <p><img src="/dex/media/sprites/bw/mandibuzz.gif" /><br />
    <a href="/dex/bw/pokemon/mandibuzz"><strong>Mandibuzz</strong></a><br />
    Typing: Dark / Flying<br />
    Base Stats: 110 HP / 65 Atk / 105 Def / 55 SpA / 95 SpD / 80 Spe <br />
    Abilities: Big Pecks / Overcoat / Weak Armor </p>
    
    <p>Mandibuzz has recently begun calling NU its home, and it has promising features that will not disappoint; stand aside, Murkrow! Firstly, it has great bulk, which allows it to tank anything from a Choice Band Sawk's Stone Edge to a Choice Specs Rotom-S's Thunderbolt. A weakness to Stealth Rock might be a deal breaker, but do not fear: Mandibuzz also has access to Roost, and when paired with its great defenses, Mandibuzz will usually find time to recover. While it doesn't wield the best abilities, it makes up for this with a variety of support moves, most notably Taunt, Toxic, and Whirlwind. Like Skuntank, Mandibuzz can only truly stop Roselia and Garbodor from laying entry hazards, as its Speed holds it back. Mandibuzz's Flying typing also makes it match-up poorly against common Stealth Rock users. Compared to other Taunt users, its Speed might not be loved, but its ability to tank many attacks while slowly weakening the opponent is what makes Mandibuzz a great Taunt user, as it has many chances to utilize it.</p>
    
    <p><img src="/dex/media/sprites/bw/misdreavus.gif" /><br />
    <a href="/dex/bw/pokemon/misdreavus"><strong>Misdreavus</strong></a><br />
    Typing: Ghost<br />
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe <br />
    Ability: Levitate</p>
    
    <p>Misdreavus's great bulk with Eviolite and typing allow it to not only tank several hits from entry hazard users but also shut them down with Taunt. Misdreavus has the advantage of being a spinblocker and a user of Taunt, which makes it easier to shut down entry hazard users and prevent them from being removed from its opponent's side of the field. While its Speed isn't stellar, it can naturally outpace the majority of entry hazard users, making it easy to silence them. With support moves such as Will-O-Wisp and Heal Bell at its command, Misdreavus has many tools to take advantage of in many situations. All in all, Misdreavus is a great Pokemon to use with Taunt, as it will generally get the job done.</p>
    
    <p><img src="/dex/media/sprites/bw/samurott.gif" /><br />
    <a href="/dex/bw/pokemon/samurott"><strong>Samurott</strong></a><br />
    Typing: Water<br />
    Base Stats: 95 HP / 100 Atk / 85 Def / 108 SpA / 70 SpD / 70 Spe <br />
    Abilities: Torrent / Shell Armor </p>
    
    <p>Though Samurott is more commonly used as a sweeper, it can also take the path of a Taunt user. Samurott is the ideal Taunt user for preventing Stealth Rock, as it fares well against all the common users in the tier thanks to its Water typing. While its Speed prevents it from using Taunt against the likes of Scolipede and offensive Garbodor, Samurott's large pool of coverage moves and great bulk enable it to survive a variety of situations, and it can even function as a anti-lead against opposing teams longing for entry hazards on your side.</p>
    
    <p><img src="/dex/media/sprites/bw/serperior.gif" /><br />
    <a href="/dex/bw/pokemon/serperior"><strong>Serperior</strong></a><br />
    Typing: Grass<br />
    Base Stats: 75 HP / 75 Atk / 95 Def / 75 SpA / 95 SpD / 113 Spe <br />
    Abilities: Overgrow</p>
    
    <p>Speed is one of the essential traits a Taunt user needs to silence its prey, and Serperior has it. With an amazing base Speed, Serperior finds itself outspeeding the vast majority of the tier, making it a prime Taunt user. Its good bulk and great support options are also what make it so desirable to stop entry hazard setters. Serperior's decent offensive stats and powerful STAB moves allow it to take care of itself on the field. Serperior is the go-to Taunt user against Stealth Rock users, but because of its bad match-up against Spikes users, such as Roselia, Scolipede, and Garbodor, it doesn't do well against them. While quite a few Flying-types, such as Mandibuzz and Braviary, tend to rain on Serperior's parade by completely walling it, Serperior will not disappoint in its role of preventing entry hazards from being set on its side of the field.</p>
    
    <h3>Magic Bounce</h3>
    
    <p>Magic Bounce is a rare option to deal with entry hazards in NU because only one Pokemon wields the ability. With Magic Bounce, most status moves that are used against the Pokemon are bounced back, making this an excellent way to not only block entry hazards but to also place them on the opposing side. Although it requires a bit of prediction, if used correctly, it proves to be a great strategy.</p>
    
    <p><img src="/dex/media/sprites/bw/natu.gif" /><br />
    <a href="/dex/bw/pokemon/natu"><strong>Natu</strong></a><br />
    Typing: Psychic / Flying<br />
    Base Stats: 40 HP / 50 Atk / 45 Def / 70 SpA / 45 SpD / 70 Spe <br />
    Abilities: Synchronize / Early Bird / Magic Bounce</p>
    
    <p>Natu's base stats aren't appealing; is there any reason to even use it? Yes, there is. Because of Magic Bounce, Natu can reflect any entry hazard that is used against it, though this requires a bit of prediction to take advantage of because the opponent will not attempt to set them if it is in play. Natu also cannot be hit by any status moves, so it can run Reflect without fear of being hit by Taunt or afflicted by status. While its bulk is initially horrific, with an Eviolite attached, it actually is decent enough to work with. It can even check Sawk because of its typing, and it can wall Golem and Regirock. Natu commonly runs a set consisting of Reflect / Roost / Toxic / Night Shade with a physically defensive EV spread. Its Speed allows it to outspeed nearly every other entry hazard user besides Scolipede, which grants it many chances to prevent them from setting up. There's more: Natu also is blessed with a recovery option in Roost, which allows it to last longer on the field. However, Natu is major setup bait, as it radiates little offensive presence besides Night Shade and Taunt. In addition, a lot of powerful attacks can score the KO on it.</p>
    
    <h3>Offensive Pressure</h3>
    
    <p>While this isn't a surefire method to prevent entry hazards from being set up, it can be very effective in the long run if used correctly. Offensive pressure is when you threaten the opponent with consistently powerful attacks to the point where the opponent rarely has a free turn, whether that would be to set up, switch, or counterattack. Obviously, offensive Pokemon are needed to accomplish this; when used correctly, they can not only prevent entry hazards from being laid on the field but also flip the outcome of the game. There are many Pokemon, such as Samurott and Ludicolo, that can utilize offensive pressure to their advantage, but let's look at a very common example of a Pokemon who utilizes it.</p>
    
    <p><img src="/dex/media/sprites/bw/sawk.gif" /><br />
    <a href="/dex/bw/pokemon/sawk"><strong>Sawk</strong></a><br />
    Typing: Fighting<br />
    Base Stats: 75 HP / 125 Atk / 75 Def / 30 SpA / 75 SpD / 85 Spe <br />
    Abilities: Sturdy / Inner Focus / Mold Breaker</p>
    
    <p>Sawk is a Pokemon that has been known for keeping offensive pressure on the field. Its secret lies in its ability, Mold Breaker. With Mold Breaker, Sawk can bypass abilities that would otherwise hinder its attacks, such as Sturdy and Solid Rock. Because of this ability, Sawk can cleanly OHKO Carracosta and Golem, two Pokemon that would normally be difficult to take down because of their abilities. It can also deal with Scolipede, a common Spikes user in the tier. Its access to Mold Breaker its ability to prevent Sturdy Pokemon from always getting up Stealth Rock is one of Sawk's main advantages over Primeape. Not only that, but Sawk does very well against many of the Pokemon in NU as a whole, making it very desirable for many teams. All in all, Sawk is a great example of a Pokemon that can maintain offensive pressure to prevent the opponent from attempting any risky actions.</p>
    
    Common Users of Entry Hazards to Watch Out For:
    
    <p>Knowing the most common users of entry hazards in NU is just as important as learning how to deal with them. While there are many, many Pokemon in the tier that can utilize entry hazards, there are only a handful of them that you should definitely keep an eye out for, as these guys are the most dangerous. Here is the list of the most common entry hazard users in NU that you should watch out for.</p>
    
    <p><img src="/dex/media/sprites/bw/golem.gif" /><br />
    <a href="/dex/bw/pokemon/golem"><strong>Golem</strong></a><br />
    Typing: Rock / Ground<br />
    Base Stats: 80 HP / 110 Atk / 130 Def / 55 SpA / 65 SpD / 45 Spe <br />
    Abilities: Rock Head / Sturdy / Sand Veil<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>Golem is a very versatile Pokemon, able to play roles ranging from Custap Berry to a defensive route. With a Rock / Ground typing, Golem can utilize its dual STAB moves to tackle a wide range of Pokemon, making it harder to defeat. It also wields Sturdy, an ability that really makes it challenging to stop it from laying Stealth Rock on the field and allows it to stand out from other Stealth Rock users. Its Attack and Defense stats aren't something to ignore, either.</p>
    
    <p>Using Sawk against Golem is by far the best tactic; because Sawk has Mold Breaker, it can break through Golem's Sturdy for a KO, refusing to give it a chance to retaliate. Using Wartortle against Golem is a great choice as well; Golem has a 4x weakness to Water-type attacks, so it'll think twice about staying in with Wartortle around. Golem's pitiful Speed can also be targeted by Taunt users, stopping it from laying entry hazards. Aside from Water-types, Golem also suffers weakness to Grass- and Fighting-types. Finally, special attackers in general can severely dent Golem. Golem has many weaknesses to target, but it also has many tricks up its sleeve, so don't be fooled.</p>
    
    <p><img src="/dex/media/sprites/bw/scolipede.gif" /><br />
    <a href="/dex/bw/pokemon/scolipede"><strong>Scolipede</strong></a><br />
    Typing: Bug / Poison<br />
    Base Stats: 60 HP / 90 Atk / 89 Def / 55 SpA / 69 SpD / 112 Spe <br />
    Abilities: Poison Point / Swarm / Quick Feet<br />
    Accessible Entry Hazard(s): Spikes, Toxic Spikes</p>
    
    <p>Scolipede's Speed should catch your eye; it is one of the fastest Pokemon in the tier. Outspeeding it without a boosting move or a Choice Scarf is really difficult, so it has a much easier time setting up entry hazards than some other threats. Additionally, with a plethora of powerful coverage moves and a decent base Attack, Scolipede can fight back when necessary. It even has Swords Dance, which makes it even more of an offensive threat, allowing it to scare away Pokemon that could otherwise threaten it while stacking up Spikes simultaneously.</p>
    
    <p>Scolipede has pitiful defenses, so aiming at them is a wise move. All three of the viable Rapid Spin users fare pretty well against Scolipede, so using Rapid Spin won't be a hassle. Even if Taunt is used against Scolipede, it has powerful coverage moves to bring the pain, so trying to stop it this way isn't truly advised. Additionally, because Scolipede is faster than most of the Pokemon that try to Taunt it, it cannot truly be stopped by it. There isn't much to say about Scolipede; it has a straightforward niche and is a threat if you aren't ready for it, but if you are well-equipped to handle Scolipede, defeating it won't be a challenge.</p>
    
    <p><img src="/dex/media/sprites/bw/carracosta.gif" /><br />
    <a href="/dex/bw/pokemon/carracosta"><strong>Carracosta</strong></a><br />
    Typing: Water / Rock<br />
    Base Stats: 74 HP / 108 Atk / 133 Def / 83 SpA / 65 SpD / 32 Spe <br />
    Abilities: Solid Rock / Sturdy / Swift Swim<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>You will quickly learn that Carracosta is one of the most difficult entry hazard users to get by. Firstly, it has two fantastic abilities: Sturdy and Solid Rock, both of which can nearly guarantee that Stealth Rock is placed on the field. Carracosta also sports threatening Attack and Defense stats; it can dent the majority of the tier with its STAB moves and tank hits. Additionally, Carracosta's Shell Smash set is very common, so it can bluff that and simply set up Stealth Rock.</p>
    
    <p>To get past this guy, the best thing to do is to use a Grass-type, such as Tangela or Vileplume, as its 4x weakness to Grass-type attacks can be used against it. Mold Breaker Sawk and Taunt can easily stop Carracosta as well. Outspeeding Carracosta is also a great way to defeat it, as it has a saddening Speed stat. All in all, be cautious when dealing with Carracosta; preventing it from getting Stealth Rock is a very difficult task.</p>
    
    <p><img src="/dex/media/sprites/bw/garbodor.gif" /><br />
    <a href="/dex/bw/pokemon/garbodor"><strong>Garbodor</strong></a><br />
    Typing: Poison<br />
    Base Stats: 80 HP / 95 Atk / 82 Def / 60 SpA / 82 SpD / 75 Spe <br />
    Abilities: Stench / Weak Armor / Aftermath<br />
    Accessible Entry Hazard(s): Spikes, Toxic Spikes</p>
    
    <p>In a tier lacking in Spikes and Toxic Spikes users, Garbodor has all the necessities needed to be successful. With many powerful Fighting-type Pokemon in NU, Garbodor's Poison typing is useful to stop them cold. 80 / 82 / 82 aren't that bad when it comes to defenses either. Garbodor also has access to Clear Smog, preventing all those setup Pokemon from taking advantage of it. Some of the main reasons to use Garbodor are its superior physical defense in comparison to other Spikers, Aftermath, and lack of a Stealth Rock weakness.</p>
    
    <p>In spite of all this, you will find that Garbodor can still be taken care of without too much difficulty. For one, the NU tier is crawling with powerful Psychic-type Pokemon, especially Gardevoir, Jynx, and Musharna, to rain on Garbodor's parade. Ground-types, such as Seismitoad and Golem, also find Garbodor easy prey. While Garbodor's Speed isn't god-awful, faster Taunt users can get the jump on it, preventing it from laying entry hazards. Armaldo can tank Garbodor's attacks and stop entry hazards from going on the field as well. Garbodor has its perks, but if you can exploit its weaknesses, you can take out the trash.</p>
    
    <p><img src="/dex/media/sprites/bw/regirock.gif" /><br />
    <a href="/dex/bw/pokemon/regirock"><strong>Regirock</strong></a><br />
    Typing: Rock<br />
    Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe <br />
    Abilities: Clear Body / Sturdy<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>Regirock is a physically defensive behemoth; a base 200 Defense is something worth bragging about. It also has decent base Attack and Special Defense stats to bring more to the table. Regirock's astounding defenses, access to a recovery move in Drain Punch, and powerful STAB selections are what make it a blessing to have on your side and a curse to battle against.</p>
    
    <p>The best way to handle Regirock is to weaken it with a special attacker, such as Gorebyss, Samurott, or Roselia. However, unless it is hit by Taunt or weakened beforehand, it is a very hard task to prevent Stealth Rock from invading your side of the field when Regirock is in play, so don't let your guard down for a moment.</p>
    
    <p><img src="/dex/media/sprites/bw/golurk.gif" /><br />
    <a href="/dex/bw/pokemon/golurk"><strong>Golurk</strong></a><br />
    Typing: Ground / Ghost<br />
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe <br />
    Abilities: Iron Fist / Klutz / No Guard<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>Ever since Golurk stepped foot in the NU tier, it has been a pain to battle against. For one, it has many handy resistances and immunities, notably to Fighting-type attacks, with great bulk to back them up. It also has an amazing base Attack, making it no pushover. Iron Fist can really bring the pain to an unprepared team, and Golurk has many punching attacks to take full advantage of it. The thing that makes Golurk stand out is that it's the only Ghost-type Pokemon with Stealth Rock, allowing it to lay hazards and spinblock at the same time. Golurk doesn't have a bad match up against the Rapid Spin users if it comes in at the right time.</p>
    
    <p>That being said, Golurk is by no means invincible and can be taken down with the right strategy. Golurk has weaknesses to the common Water-, Grass-, and Ice-type attacks, so powerful users of these can come in and score a KO. Because of its low Speed, Taunt users seem like a good idea to prevent Golurk from laying Stealth Rock. The thing about that is Golurk can either outright KO or wall all of the best users, bar Pursuit Skuntank, who can checkmate it. As you can see, Golurk is no easy Pokemon to get through, but don't let that discourage you from your goal of stopping it.</p>
    
    <p><img src="/dex/media/sprites/bw/seismitoad.gif" /><br />
    <a href="/dex/bw/pokemon/seismitoad"><strong>Seismitoad</strong></a><br />
    Typing: Water / Ground<br />
    Base Stats: 105 HP / 85 Atk / 75 Def / 85 SpA / 75 SpD / 74 Spe <br />
    Abilities: Swift Swim / Poison Touch / Water Absorb<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>While Seismitoad seems to be outclassed by fellow Water-types, such as Samurott and Gorebyss, it has its own unique strategy that can quickly become a pain to deal with. Besides having great defenses and a good defensive typing, Seismitoad has access to Water Absorb, allowing it to be a great switch-in for teams that are weak against Water-types, such as Carracosta. Seismitoad also has Swift Swim, raising its average Speed to amazing heights, which makes it twice as easy to lay Stealth Rock on the field before its opponents can do a thing. Seismitoad is capable of running a defensive or offensive set, so by first glance, you won't know what it's going to do. What's even worse is that Seismitoad can deal with all three of the viable spinners with ease, and being hit by Taunt won't affect it that much, as it has many powerful attack moves to get rid of the opponent.</p>
    
    <p>That being said, not all is lost when dealing with Seismitoad, as it actually has some pretty notable weaknesses. The first is its crippling 4x weakness to Grass-type attacks. If you carry a Roselia, Tangela, Serperior, or any relatively strong Grass-type, you won't have any troubles defeating Seismitoad. It's best to remove Stealth Rock from the field after Seismitoad is removed, as doing it while it's in play is quite difficult. While Taunt does bother Seismitoad temporarily, it can still severely dent the adversary with a Hydro Pump or Scald, so it's not advised to touch it while it's on the field. Make sure you play smart around Seismitoad; it has many strategies and tricks that could leave you with Stealth Rock intact on your side of the field.</p>
    
    <p><img src="/dex/media/sprites/bw/roselia.gif" /><br />
    <a href="/dex/bw/pokemon/roselia"><strong>Roselia</strong></a><br />
    Typing: Grass / Poison<br />
    Base Stats: 50 HP / 60 Atk / 45 Def / 100 SpA / 80 SpD / 65 Spe <br />
    Abilities: Natural Cure / Poison Point / Leaf Guard<br />
    Accessible Entry Hazard(s): Spikes, Toxic Spikes</p>
    
    <p>Roselia's debut in NU, along with Scolipede, has drastically increased the usage of Spikes and Toxic Spikes in the tier. What makes Roselia stand out is its access to Eviolite, raising its defenses to great heights. It also can use Synthesis, giving it a great recovery move to back up its defenses. Natural Cure is another fantastic trait that Roselia wields; it can switch out and have any status condition cured, making it difficult to cripple and turning Rest into a wonderful option for it to use. It's more than a fragile flower: it has a usable base Special Attack and powerful STAB moves to use. With all of these traits in mind, Roselia has many ways to ensure entry hazards are on the field, whether it be by force or stalling.</p>
    
    <p>However, even with Eviolite, Roselia's Defense stat is still quite weak, so focusing on that is the best option for defeating it. Outspeeding Roselia can also be a tactic, as it has a mediocre Speed stat. Powerful special attackers, such as Gardevoir, Jynx, and Charizard, can still severely dent Roselia; Eviolite can only raise its defenses so far. Natu actually has some use: it can outspeed Roselia and reflect any entry hazards it lays. Poison-types, such as Garbodor, can absorb Toxic Spikes as well. All in all, Roselia is a pretty good entry hazard user that you should prepare for, as many of its talents can ensure at least one layer of entry hazards.</p>
    
    <p><img src="/dex/media/sprites/bw/gigalith.gif" /><br />
    <a href="/dex/bw/pokemon/gigalith"><strong>Gigalith</strong></a><br />
    Typing: Rock<br />
    Base Stats: 85 HP / 135 Atk / 130 Def / 60 SpA / 70 SpD / 25 Spe <br />
    Abilities: Sturdy / Sand Force<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>The first things that probably stand out about Gigalith are its enormous Attack and Defense stats and its ability, Sturdy. If you combine these together, you create a Pokemon that is nearly guaranteed to set up Stealth Rock. With access to powerful and useful STAB moves, such as Stone Edge and Rock Blast, Gigalith can slip out of tricky situations. It also is effective at using the Custap Berry, which not only highlights its ability, Sturdy, but also allows it to go out with a bang when its mission is complete.</p>
    
    <p>The easiest way to handle Gigalith is to target its saddening Special Defense. Ground-type Pokemon, such as Golurk and Golem, can take Gigalith's STAB moves pretty well and weaken it. Another way to defeat Gigalith is to use multi-hit moves to get around Sturdy. Also, because of its disastrous Speed stat, using Taunt before it can set up is an effective tactic as well. However, unless Gigalith takes damage prior to its debut on the field or one of these tactics is used, it will be challenging to stop it from laying Stealth Rock.</p>
    
    <p><img src="/dex/media/sprites/bw/piloswine.gif" /><br />
    <a href="/dex/bw/pokemon/piloswine"><strong>Piloswine</strong></a><br />
    Typing: Ice / Ground<br />
    Base Stats: 100 HP / 100 Atk / 80 Def / 60 SpA / 60 SpD / 50 Spe <br />
    Abilities: Oblivious / Snow Cloak / Thick Fat<br />
    Accessible Entry Hazard(s): Stealth Rock</p>
    
    <p>Piloswine finds a niche as an offensive entry hazard user. With a typing that hits almost every Pokemon hard and raised bulk with Eviolite, Piloswine makes for a great Stealth Rock user who can defeat nearly anyone who thinks otherwise. The bulk Piloswine possesses with Eviolite is what allows it to be so effective with Stealth Rock; it can set up on many offensive Pokemon in the tier.</p>
    
    <p>Ironically enough, Piloswine is actually weak to all forms of entry hazards, so you can use that against it. Knock Off, while not always the best move overall, can remove Eviolite and make Piloswine less threatening, so using a Pokemon who has that is recommended. Taunt users can easily Taunt Piloswine because of its Speed, but be wary of its powerful attacks and priority with Ice Shard. Wartortle in particular fares extremely well against Piloswine, tanking all of the attacks it can offer. Piloswine isn't common, so don't make an entire team revolving around defeating it, but underestimate it at your own risk.</p>
    
    <p><img src="/dex/media/sprites/bw/cacturne.gif" /><br />
    <a href="/dex/bw/pokemon/cacturne"><strong>Cacturne</strong></a><br />
    Typing: Grass / Dark<br />
    Base Stats: 70 HP / 115 Atk / 60 Def / 115 SpA / 60 SpD / 55 Spe <br />
    Abilities: Sand Veil / Water Absorb<br />
    Accessible Entry Hazard(s): Spikes</p>
    
    <p>While Cacturne isn't the most common Spikes user in the tier, it has gained more usage because of its access to the move. While it has mediocre defenses and poor Speed, Cacturne compensates for this with its amazing offensive presence. Sucker Punch ignores Cacturne's Speed, making it a useful move. Swords Dance enhances Cacturne's Attack, turning it into an even more threatening Pokemon.</p>
    
    <p>However, believe it or not, Cacturne is pretty easy to beat with appropriate Pokemon, such as Vileplume, Braviary, and Sawk. Another advantage is that Armaldo and Torkoal have no difficulties defeating Cacturne, causing it to be at the mercy of two of the three viable Rapid Spin users. Honestly, don't stress about facing Cacturne, but don't underestimate its capabilities, as one slip up can earn its team a KO.</p>
    
    <h2>Spinblocking</h2>
    
    <p>Some teams, specifically defensive and stall teams, anticipate the adversary attempting to remove the entry hazards they have placed on the field with Rapid Spin. Spinblocking is a tactic that can prevent Rapid Spin from removing the entry hazards. Because Rapid Spin is a Normal-type attack, Ghost-type Pokemon are immune to it, allowing them to stop it from working. There aren't many good spinblockers in NU, but there are a few that stand out from the rest and should definitely stand out when you see them in battle. Knowing these Pokemon will have you prepared against their attempts to spinblock.</p>
    
    <p><img src="/dex/media/sprites/bw/misdreavus.gif" /><br />
    <a href="/dex/bw/pokemon/misdreavus"><strong>Misdreavus</strong></a><br />
    Typing: Ghost<br />
    Base Stats: 60 HP / 60 Atk / 60 Def / 85 SpA / 85 SpD / 85 Spe <br />
    Ability: Levitate</p>
    
    <p>Misdreavus is unarguably one of the most common spinblockers in the tier, and it isn't difficult to see why. It has access to Eviolite; a plethora of support moves, such as Will-O-Wisp, Taunt, and Heal Bell; and viable offenses, all of which make it a formidable opponent. Because of these traits, Rapid Spin users have difficulties getting past Misdreavus. Generally, Misdreavus is one of the first spinblockers a battler would go to, as it can fit on a variety of teams. However, Misdreavus does have exploitable weak points you can take advantage of to remove it from play. It lacks a reliable healing move, so hitting hard with powerful attacks will slowly wear it down. Shell Smash Torkoal can power through Misdreavus, but if Misdreavus uses Taunt before it can set up, Torkoal fails to inflict a lot of damage onto it. Overall, be very careful&mdash;and prepared&mdash;when battling Misdreavus, as it is the most likely spinblocker to get in your way.</p>
    
    <p><img src="/dex/media/sprites/bw/golurk.gif" /><br />
    <a href="/dex/bw/pokemon/golurk"><strong>Golurk</strong></a><br />
    Typing: Ground / Ghost<br />
    Base Stats: 89 HP / 124 Atk / 80 Def / 55 SpA / 80 SpD / 55 Spe <br />
    Abilities: Iron Fist / Klutz / No Guard</p>
    
    <p>Golurk's usable defenses and many immunities and resistances allow it to function as a great spinblocker. With Stealth Rock, Golurk is always ready to handle the adversary, crushing them with its high base Attack. It also can support the team well with Stealth Rock. While its common weaknesses and low Speed can be easily targeted by those wanting to get rid of it, Golurk has many tricks up its sleeve, giving opponents a real run for their money.</p>
    
    <p><img src="/dex/media/sprites/bw/haunter.gif" /><br />
    <a href="/dex/bw/pokemon/haunter"><strong>Haunter</strong></a><br />
    Typing: Ghost / Poison<br />
    Base Stats: 45 HP / 50 Atk / 45 Def / 115 SpA / 55 SpD / 95 Spe <br />
    Ability: Levitate</p>
    
    <p>Haunter has many resistances and immunities to take advantage of, granting it many opportunities to switch in to spinblock. Haunter is an offensive spinblocker; while it's not reliable at spinblocking, it can use the free switch in from Rapid Spin to inflict serious damage. It has many useful support moves, including Taunt, Trick, and Disable, allowing it to silence the opposing team quite easily; its above average base Speed also helps make this possible. The problem is Haunter is extremely frail, so all three viable spinners can shut it down with brute force. Even with Substitute, Haunter just doesn't have the sheer bulk that, say, Golurk has to last long enough on the field, and many spinners trying to get rid of entry hazards can target that. While Haunter has its perks, you will find that it isn't that difficult to defeat, so don't stress over it.</p>
    
    <p><img src="/dex/media/sprites/bw/drifblim.gif" /><br />
    <a href="/dex/bw/pokemon/drifblim"><strong>Drifblim</strong></a><br />
    Typing: Ghost / Flying<br />
    Base Stats: 150 HP / 80 Atk / 44 Def / 90 SpA / 54 SpD / 80 Spe <br />
    Abilities: Aftermath / Unburden / Flare Boost</p>
    
    <p>Drifblim has always been an odd Pokemon, and that is also true when it comes to its role as a spinblocker. While its HP is extremely high, its typing and defenses aren't so hot, so many offensive Pokemon can get the jump on it (hint hint). From Baton Pass to SubCM to Will-O-Wisp, Drifblim has many options and support moves in its arsenal, making it an unpredictable Pokemon. Another trait it possesses is handling spinners, especially Armaldo, quite well with Destiny Bond, which makes it a prime spinblocker. That being said, it's not very reliable at KOing Armaldo because if it switches into Armaldo's Rock-type STAB, it is dead. It is rather uncommon in the tier, but while it isn't quite that hard to KO, its unpredictability can be used against you, so be cautious.</p>
    
    <p><img src="/dex/media/sprites/bw/lampent.gif" /><br />
    <a href="/dex/bw/pokemon/lampent"><strong>Lampent</strong></a><br />
    Typing: Ghost / Fire<br />
    Base Stats: 60 HP / 40 Atk / 60 Def / 95 SpA / 60 SpD / 55 Spe <br />
    Abilities: Flash Fire / Flame Body</p>
    
    <p>A large quantity of support moves, increased bulk because of Eviolite, a great Special Attack, nearly perfect coverage with its STAB moves... and yet Lampent is still dwelling in the depths of NU usage. Well, for one, it needs a pretty good core that specifically revolves around it to work, as it is outclassed by many many Fire- and Ghost-types in terms of power and bulk. It also has many weaknesses, allowing many offensive Pokemon, and Armaldo and Wartortle, to defeat it. It can't just fit on any team, which is why it isn't as common as, say, Misdreavus. In spite of this, with many set options to choose from, it takes a bit of prediction to figure out what Lampent is going to do on the battlefield. In spite of not being common in the slightest, it can seize control of the match if used correctly.</p>
    
    <h2>What if I'm Unable to Remove the Entry Hazards?</h2>
    
    <p>If you have failed in preventing or removing entry hazards from your side of the field, there isn't much you can do about it, to be honest. The only thing you could try is avoiding switching as much as possible, but if you happen to be using a stall team, this is extremely difficult. Another 'solution' is using Pokemon that aren't weak to entry hazards, but unfortunately, in the NU tier, there aren't as many good Pokemon that can rise to that title as in other tiers. If you were expecting an elaborate explanation of what to do if you couldn't effectively prevent entry hazards from being permanently set up, you're out of luck; there isn't much you can truly do about it if you don't have any tactics to avoid this. To avoid this scenario, it's best if you remove or prevent the entry hazards before they become a problem for your team.</p>
    
    <h2>Conclusion</h2>
    
    <p>At this point, you should have a clear understanding of how much entry hazards have impacted the NU tier as well as how to deal with them. While this guide cannot explain every scenario you might come across, hopefully it has given you some strategies you can utilize when entry hazards have your back against the wall. Or, maybe you have decided to ignore the tips I have given you and skip to the end of this guide. Well, that works for me as well as all of your future opponents. We can rack up a free win against you with entry hazards by our side.</p>
    uploaded http://www.smogon.com/bw/articles/nu_hazards

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