I have a question the more experienced player base. Coming from a low ladder scrub- hey, I’m just saying my skill level as it is- am I the only one who finds Spikes to be a bit obnoxious in the current metagame? Or is that just me? To a point, my concerns also stretch to Stealth Rock, but for now I’m mainly just focused on Spikes. I don’t have enough experience to speak on whether or not Spikes is “broken”, but what I can say with a decent level of confidence is that Spikes seems to restrict creative team building at both the lower and higher levels of play rather than encourage creative team building.
What makes Spikes unique in Gen 5 compared to other generations isn’t the move itself, but how this is arguably one of the hardest generations to actually deal with the move without specifically addressing the core issues. Gen 5 has multiple spinblockers available and while some of them are significantly more viable for the role than others, often times you don’t even need to run a spinblocker to punish the opponent for trying to clear your hazards. Yes, you absolutely can still run things like Jellicent to great success, but if your team doesn’t need a spinblocker or if none of the best options synergize well with your core, you still have Gen 5’s improved options for contact punishing. The distribution of Rough Skin was increased here, as was Iron Barbs being introduced, and on top of that you have the Rocky Helmet which is a common item on multiple viable hazard setters. Couple this with the fact that the available options for viable Rapid Spin users can feel somewhat limited at times, and you start to realize that the hazard metagame and specifically Spikes stacking is massively skewed towards the hazard setters to the point where teams are better off running multiple Spikes-immune Pokémon, which isn’t strictly a problem on its own. After all, Gen 3 has a lot of these “Superman” structures. The problem is, the ever-looming threat of Stealth Rock makes those kinds of structures hard to justify when you need to spend valuable team slots accounting for Gen 5’s powerful offensive threats and the ease of stacking Spikes makes those Pokémon feel unbearable to play against sometimes.
This brings me to my other point. I already mentioned Rapid Spin, but the other available counterplay to Spikes isn’t exactly viable either. Magic Bounce users are rare as is being limited in what teams they fit on, and while Xatu can still U-Turn out of Tyranitar to avoid a Pursuit trap, the Tyranitar user can elect to try and play around this accordingly. Using Taunt to stop the opponent from setting up their hazards seems like it would be more consistent, and it definitely is depending on your Taunt user, but if your opponent suspects you clicking Taunt is too obvious not to do, depending on the state of the battle and what their hazards setter is, they may blindside you with something you’re not expecting. In fact, this just happened to me in a Gen 4 battle earlier today, where I used my leads Crobat’s Taunt on their Azelf expecting Stealth Rock only to get blasted by a Psychic to the face. (Note to self- don’t forget the Focus Sash next time.) Ultimately my issue is just how easy it is for Spikes to be set up and stacked in Gen 5 relative to the difficulty of playing and building around it. Magic Guard and Levitate Pokémon have it the best where they’re immune to Spikes without being weak to Stealth Rock, and those same Magic Guard Pokémon would likely feel far less oppressive if Spikes were out of the picture. I can promise you a lot less people would think, say, Reuniclus is broken if Spikes aren’t involved.
Edit: I almost forgot, I also want to shout out two Spikes users in particular who on their own are definitely not broken Pokémon but have specific traits that enhance their ability to set hazards to a potential unhealthy degree. Ferrothorn is in a unique spot with its typing where it can used on both Sand and Rain and also to where it can set up hazards and also Leech Seed, while we’re on the subject of Rapid Spin, and naturally has Iron Barbs built in to punish spinning away Ferrothorn’s moves. You’d be surprised to see how often people forget Rapid Spin works against Leech Seed. Meanwhile Skarmory is seen more on hyper offense and has gained some stock of its own with both Rocky Helmet and Custap Berry + Sturdy as a dedicated Spikes lead who can, pending Taunt, usually get its team off to a strong start and synergizes well with Jellicent and various offensive sweepers, though I’ve also seen Skarmory on bulky Sand teams on occasion.
What makes Spikes unique in Gen 5 compared to other generations isn’t the move itself, but how this is arguably one of the hardest generations to actually deal with the move without specifically addressing the core issues. Gen 5 has multiple spinblockers available and while some of them are significantly more viable for the role than others, often times you don’t even need to run a spinblocker to punish the opponent for trying to clear your hazards. Yes, you absolutely can still run things like Jellicent to great success, but if your team doesn’t need a spinblocker or if none of the best options synergize well with your core, you still have Gen 5’s improved options for contact punishing. The distribution of Rough Skin was increased here, as was Iron Barbs being introduced, and on top of that you have the Rocky Helmet which is a common item on multiple viable hazard setters. Couple this with the fact that the available options for viable Rapid Spin users can feel somewhat limited at times, and you start to realize that the hazard metagame and specifically Spikes stacking is massively skewed towards the hazard setters to the point where teams are better off running multiple Spikes-immune Pokémon, which isn’t strictly a problem on its own. After all, Gen 3 has a lot of these “Superman” structures. The problem is, the ever-looming threat of Stealth Rock makes those kinds of structures hard to justify when you need to spend valuable team slots accounting for Gen 5’s powerful offensive threats and the ease of stacking Spikes makes those Pokémon feel unbearable to play against sometimes.
This brings me to my other point. I already mentioned Rapid Spin, but the other available counterplay to Spikes isn’t exactly viable either. Magic Bounce users are rare as is being limited in what teams they fit on, and while Xatu can still U-Turn out of Tyranitar to avoid a Pursuit trap, the Tyranitar user can elect to try and play around this accordingly. Using Taunt to stop the opponent from setting up their hazards seems like it would be more consistent, and it definitely is depending on your Taunt user, but if your opponent suspects you clicking Taunt is too obvious not to do, depending on the state of the battle and what their hazards setter is, they may blindside you with something you’re not expecting. In fact, this just happened to me in a Gen 4 battle earlier today, where I used my leads Crobat’s Taunt on their Azelf expecting Stealth Rock only to get blasted by a Psychic to the face. (Note to self- don’t forget the Focus Sash next time.) Ultimately my issue is just how easy it is for Spikes to be set up and stacked in Gen 5 relative to the difficulty of playing and building around it. Magic Guard and Levitate Pokémon have it the best where they’re immune to Spikes without being weak to Stealth Rock, and those same Magic Guard Pokémon would likely feel far less oppressive if Spikes were out of the picture. I can promise you a lot less people would think, say, Reuniclus is broken if Spikes aren’t involved.
Edit: I almost forgot, I also want to shout out two Spikes users in particular who on their own are definitely not broken Pokémon but have specific traits that enhance their ability to set hazards to a potential unhealthy degree. Ferrothorn is in a unique spot with its typing where it can used on both Sand and Rain and also to where it can set up hazards and also Leech Seed, while we’re on the subject of Rapid Spin, and naturally has Iron Barbs built in to punish spinning away Ferrothorn’s moves. You’d be surprised to see how often people forget Rapid Spin works against Leech Seed. Meanwhile Skarmory is seen more on hyper offense and has gained some stock of its own with both Rocky Helmet and Custap Berry + Sturdy as a dedicated Spikes lead who can, pending Taunt, usually get its team off to a strong start and synergizes well with Jellicent and various offensive sweepers, though I’ve also seen Skarmory on bulky Sand teams on occasion.
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