-Approved by Genny the Generous-
Hello! Since there seems to be a lot of great discussion going around DST about various items and playstyles, I figured it might be beneficial to start up a topic about entry hazards. Hopefully we can all contribute unique and thoughtful insights and learn more about our metagame through each other. If you feel that you already have a complete knowledge of entry hazards, feel free to skip to the last section of this OP to the questions that discuss today's metagame. But if you're looking for inspiration in terms of entry hazards or a better understanding, feel free to use this topic as a tool to better your knowledge of today's metagame. PM me if you have any suggestions or questions about this topic. Thanks for reading!
What are entry hazards?
Entry hazards are an attack that do damage to opponents as they switch in. It essentially punishes switching in and out continuously throughout the match. There are three categories of entry hazards in fifth generation:
Hello! Since there seems to be a lot of great discussion going around DST about various items and playstyles, I figured it might be beneficial to start up a topic about entry hazards. Hopefully we can all contribute unique and thoughtful insights and learn more about our metagame through each other. If you feel that you already have a complete knowledge of entry hazards, feel free to skip to the last section of this OP to the questions that discuss today's metagame. But if you're looking for inspiration in terms of entry hazards or a better understanding, feel free to use this topic as a tool to better your knowledge of today's metagame. PM me if you have any suggestions or questions about this topic. Thanks for reading!
What are entry hazards?
Entry hazards are an attack that do damage to opponents as they switch in. It essentially punishes switching in and out continuously throughout the match. There are three categories of entry hazards in fifth generation:
- Stealth Rock - Upon activation of this Rock-type move, a set amount of damage is done every time the opponent switches Pokemon, as opposed to the layered mechanics of Spikes and Toxic Spikes. The damage of the chart is based on the switching Pokemon's weakness to Rock-type attacks:
- x.025 Effective = 3.125% HP (e.g. Lucario)
- x.5 Effective = 6.25% HP (e.g. Hippowdon)
- x1 Effective = 12.5% HP (e.g. Tyranitar)
- x2 Effective = 25% HP (e.g. Gyarados)
- x4 Effective = 50% HP (e.g. Volcarona)
With Stealth Rock on the field, some Pokemon can take massive amounts of damage simply for switching in (Ninjask only gets two switch-ins at full HP (without recovery) before it faints). A deciding factor when choosing a member of your team might be how resistant they are to Stealth Rock to grant them more switch ins. Another advantage is to prevent Pokemon with a Focus Sash or Sturdy from surviving what would normally be a OHKO move, making sweeps much more reliable. Overall, Stealth Rock is a very effective move that is wildly popular in any competitive tier you play.
Sandslash
Nidoqueen
Nidoking
Clefable
Wigglytuff
Dugtrio
Golem
Cloyster
Marowak
Chansey
Pinsir
Omastar
Kabutops
Aerodactyl
Mew
Sudowoodo
Forretress
Dunsparce
Steelix
Shuckle
Macargo
Corsola
Skarmory
Donphan
Miltank
Blissey
Tyranitar
Celebi
Swampert
Aggron
Camerupt
Torkoal
Lunatone
Solrock
Claydol
Cradily
Armaldo
Kecleon
Relicanth
Metagross
Regirock
Registeel
Jirachi
Deoxys (All Formes)
Torterra
Infernape
Empoleon
Bibarel
Rampardos
Bastiodon
Wormadam
Bronzong
Hippowdon
Rhyperior
Gliscor
Mamoswine
Probopass
Uxie
Mesprit
Azelf
Ferrothorn
Bisharp
- Spikes - Once used, Spikes lays a field of entry hazards on the ground of your opponent's Pokemon. Unlike Stealth Rock, the amount of damage done by Spikes is set by the amount of times the move is used (measured in layers):
- 1 Layer = 12.5% Maximum HP
- 2 Layers = 16.6% Maximum HP
- 3 Layers and Up = 25% Maximum HP
As you can tell, a lot of damage can be added up via Spikes. However, it should be noted that it is a Ground-type move, and as such, Flying-type Pokemon (e.g. Skarmory) and Pokemon with the ability Levitate (e.g. Latias) don't take any damage from Spikes. This immunity can temporarily be alleviated when Gravity is in effect and the immune Pokemon switches in. Spikes can be especially useful on teams that incorporate phazing (forcing the opposing Pokemon out via Whirlwind, Roar, Dragon Tail, or other such moves) to rack up lots of damage on the opposing team.
Cloyster
Omastar
Forretress
Qwilfish
Skarmory
Cacturne
Glalie
Deoxys (All Formes)
Roserade
Froslass
Scolipede
Maractus
Garbador
Crustle
Ferrothorn
Accelgor
- Toxic Spikes - Within the same vein of Spikes, Toxic Spikes only works on Pokemon who are ground-ward bound (those who lack a Flying-type or Levitate). But instead of dealing damage like Spikes do, Toxic Spikes affects the opponents with a "Poisoned" condition. The degree of toxicity is determined by the amount of layers used:
- 1 Layer = Poisons Opponent (Opponent loses 12.5% HP per turn)
- 2 Layers and Up = Badly Poisons Opponent (Opponent loses X/16 HP per turn, where X equals the amount of consecutive turns that Pokemon has been in battle)
This gives Toxic Spikes the power to be very deadly when used in the correct situations. However, Steel-type Pokemon (e.g. Scizor) join the ranks of Flying-type and Levitating Pokemon as immune to this hazard as they are immune to Poison-type moves altogether. Furthermore, opposing Poison-type Pokemon not only aren't Poisoned by them, but absorb them off the battlefield upon switching in. Toxic Spikes are only effective in some situations, but can provide a steep advantage to the team utilizing them in those times.
Beedrill
Nidoqueen
Nidoking
Venomoth
Tentacruel
Cloyster
Omastar
Ariados
Forretress
Qwilfish
Roserade
Drapion
Scolipede
Garbador
















