Other Entry Hazards

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SketchUp

Don't let your memes be dreams
Approved by Aragorn the King

One of the most important things to take into account when teambuilding is to have good hazards control. But what is good hazards control?
Entry hazards are moves that give pokemon that switch in a disadvantage. This can be a little loss of health (Spikes, Stealth Rock) losing speed (Sticky Web) or getting a status (Toxic Spikes) What moves and abilities apply to hazards control and what pokemon can use these moves or abilities?

Stealth Rock
Stealth Rock is the most common entry hazard. Stealth Rock always inflicts damage when the opponent switches in, except if the pokemon has the ability Magic Guard. 'Rocks' damage alternate between 1/32 of the pokemons health to 1/2 of the pokemons health, depending on the weakness to a Rock Type move. Another reason this move is very common is because many pokemon can learn this move, with almost every team having at least 1 pokemon able to learn this move.

Spikes
The second most used entry hazard is Spikes. Unlike Stealth Rocks, Spikes does not take resists into account when doing damage. However, a pokemon that has an immunity to ground type attacks does not take any Spikes damage. Spikes can be layed in 3 layers. The first layer deals 1/8 of the pokemons health when switching in, the second layer does a total of 1/6 health and with 3 layers the pokemon that switches in loses 1/4 of his health. The amount of pokemon that can learn Spikes is significantly lower than the amount of pokemon that can learn Stealth Rock, but it is still a pretty common entry hazard
Toxic Spikes
A more uncommon form of entry hazards is Toxic Spikes. Toxic Spikes is uncommon because it doesn't effect a huge part of the metagame. Just like Spikes, pokemon with a ground immunity can't get poisoned by the Toxic Spikes. Steel Types and Poison Types also have an immunity to Toxic Spikes. A grounded poison type pokemon will absorb the Toxic Spikes on their side of the field, so the use of Defog or Rapid Spin is not needed. Toxic Spikes can also be layed in multiple layers. One layer poisons the pokemon that switches into Toxic Spikes and with two layers the pokemon becomes badly poisoned. The amount of Toxic Spikes setters is very small and with the flaws this entry hazards have it makes an uncommon entry hazard.
Against offensive teams, it is usually better to only have 1 layer of Toxic Spikes on the field instead of two, because the damage from badly poison is only higher than the damage of regular poison after 4 turns. In many situations offensive pokemon are not longer than 4 turns on the field.

Sticky Web
The least common entry hazard is Sticky Web because the amount of Sticky Web setters is restricted to only Shuckle (Smeargle and Galvantula suck) Sticky web decreases the speed of every grounded pokemon with 1 stage. The biggest flaw of Sticky Web are the setters. Galvantula and Smeargle are both pretty bad Sticky Web setters, and even if they succeed to set Sticky Web they don't do much otherwise and they can only be used once. Shuckle is a more reliable Sticky Web setter because it has Sturdy, so he is guaranteed to get Sticky Web up. However, Shuckle lacks recovery so he often can do its job only once.

Defog
Defog is the most common way to remove entry hazards. Defog clears all entry hazards on both sides of the field, while also removing Reflect and Light Screen on the targets side. Defog users fit on every achetype, such as Stall (Zapdos, Skarmory) and weather offense (Lati@s) However, Defog has its downsides. Taunt prevents the use of Defog and a pokemon with Defiant or Competitive as ability will get a +2 boost in their attack or special attack, because Defog also has a secondary effect which gives the pokemon that is affected by Defog get a drop in their evasion stat. The evasion drop also works counterproductive against Serperior, who gets a +1 boost in its evasion.

Rapid Spin
Another way to remove hazards is by using the move Rapid Spin. Rapid Spin only removes the hazards on the users side, keeping the hazards on the opponents side intact. Rapid Spin cannot be taunted. However, Rapid Spin can be blocked by ghost types, because it is a normal type move. Furthermore, Rapid Spin does not remove hazards when the user dies after using the move (if it is at low HP and Life Orb, Rough Skin, Rocky Helmet or Iron Barbs make the user faint) Also, there are only a few Rapid Spin users, so it it not as easy to slap on your team as a Defog user.

Defiant + Competitive

While there are not any good Competitive users in OU, there are two good Defiant users: Bisharp and Thundurus. What is Defiant exactly? Defiant gives the pokemon a +2 boost to their attack stat when one of their stats gets a drop. The use of Defog has a secondary effect which decreases the users evasion, so the Defiant user gets a +2 boost in their attack stat. Sticky Web's speed drop also gives the Bisharp a +2 Attack Boots (Thundurus is a flying type so it is not affected by Sticky Web)

Magic Bounce

Magic Bounce is an ability that bounces back almost every non-damaging move. Entry hazards are moves that are bounced back so the hazards user can't get up their hazards succesfully. Magic Bounce also reflects moves like Taunt, Defog and Toxic, which are all common moves on hazards users. Magic Bounce can be avoided by simply forcing the user out with a strong attack or a secondary status on one of the attacks, but there are also moves and abilities such as Mold Breaker and Skill Swap which are used to get hazards up against Magic Bounce users. Magic Coat has the same effect has Magic Bounce, but the amount of viable users is very small and Magic Coat costs a moveslot. Magic Coat users also can't freely switch in to prevent stealth rocks because they need to do the move first and the effect of magic coat only works the turn itself, so you can't keep hazards off consistently.

Taunt
Taunt is a pretty interesting move that has pretty much use on teams that don't like hazards. Taunt prevents the pokemon from using a non-damaging move, so it cancels moves like Stealth Rock and Spikes. It also stops Defog, so the opponent is not able to remove the hazards on the field. Taunt is a move that is pretty common and it should definitely be taken into account if you use a defogger.

Spinblockers
Spinblockers are not really common and they are not really a big deal when building teams, especially because the most common rapid spin users (Starmie and Excadrill) don't really have problems with the spinblockers. LO Analytic Starmie OHKO's Gengar and 2HKO's Mega Sableye and Excadrill under sand or with Scarf Mold Breaker can outspeed and OHKO Gengar. A pseudo-spinblocker (Rocky Helmet Garchomp or Rocky Helmet Ferrothorn) can stop the spinner if it is at low health, because Rapid Spin will not remove entry hazards if the user is KO'd by recoil.

Suicide Lead

A common way to get hazards up is by using a Suicide Lead. A suicide lead is a pokemon used for setting up any kind of hazards - often Stealth Rock - and die afterwards, often by using a move that blocks the defog and rapid spin (if a pokemon uses explosion and the opponent uses defog, it will fail because there is no target) such as Explosion or Brave Bird. Common suicide leads are Azelf, Skarmory and Mamoswine.

Other

There are also other ways hazards have an impact on the metagame.
*Anti Leads are pokemon that prevent the opposing pokémon from setting their hazards. This is especially useful when you use pokemon weak to stealth rocks as teammates. Some good antileads are Mega Sableye (Magic Bounce bounces hazards back while Sableye beats almost any stealth rock setter 1v1) Mega Lopunny (Fake Out + Ice Punch / Return / HJK is able to beat many leads because Fake Out breaks Sturdy and Sashes and the good coverage in Return and HJK can kill many stealth rock users such as Tyranitar and Azelf in 1 turn) and Breloom (a combination of a strong coverage move and Spore helps Breloom past many slower leads like Hippowdon and slow variants of Heatran)
*Entry hazards may force your team to run coverage so you are able to beat many hazards setters. For example Sand teams are usually weak to Spikestacking, because the most common hazard remover is Excadrill, who is easily worn down by Spikes + LO Recoil to a point where it is unable to sweep. The most common Spikes setters are Ferrothorn and Skarmory, who are both weak to fire. Luring these pokemon in with Fire Blast Tyranitar for example can keep the Spikes off the field. A similar situation applies to teams that are very weak to Toxic Spikes. Using lures for poison types can prevent the Toxic Spikes setters from doing their job.
*Hazard stacking is a popular strategy and is often used to wear down checks so a teammate can clean up the game. Hazard stacking is often used with Voltturn (pokemon such as Mega Manectric force switches and with a combination of Spikes this easily gets a lot op chip damage on the opposing walls) and phazing moves (Whirlwind, Roar and Dragon Tail will force the opponent to switch into a randomly chosen target. This is another way to easily wear down the opponents team)
A common example of this strategy was seen in the XY metagame where a core of Landorus-Therian and Mega Manectric was used very often. Landorus-Therian can switch in against a Heatran and force it out with a deadly Earthquake. If the opponent goes to a Ferrothorn for example, Landorus-T can U-Turn to Mega Manectric and put pressure on the Ferrothorn. If in this example there is 1 layer of spikes and stealth rocks up, both Heatran and Ferrothorn now have taken 25% of their health with the momentum for the Mega Manectric user. With the weakened Heatran and Ferrothorn, pokemon such as Clefable and Kyurem-B will later be able to clean up the game.
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Feel free to discuss any of the above mentioned moves and abilities and pokemon that can use one of these succesfully. What are good anti leads and which pokemon should you not use to set up a certain entry hazard? You can also discuss what the general impact is on the metagame (the viability of Charizards, Talonflame, Dragonite etc.)

Also, this is not a thread to discuss a Stealth Rock suspect.
 
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Sebberball

formerly BoXeD
Can you add spin leads, like starbae and mew? Like mew using Defog first move, or leading with Starmie and spinning as soon as there is hazards?
 

DarkNostalgia

Fading in, fading out, on the edge of paradise
is a Contributor Alumnus
Wow this thread is cool! One thing, maybe you could start a discussion on some viable users/sets of these things you've listed up there in the OP?
 

SketchUp

Don't let your memes be dreams
Wow this thread is cool! One thing, maybe you could start a discussion on some viable users/sets of these things you've listed up there in the OP?
Well, there are actually tons of pokemon to discuss but I can start with 2 common pokemon that have much to do with entry hazards control.


Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast / Toxic

Fat Garchomp increased in usage a lot in the past few weeks because it can easily get chip damage off on Metagross, Lopunny, Talonflame etc. and get stealth rocks up when they are forced out to switch. Dragon Tail is another cool part of the hazards control part, as it phazes away pokemon so other pokemon will take more stealth rock damage. It can also pseudo-spinblock against a Starmie or Excadrill with < 28% of their health, though it is risky to switch into Starmie. It can force out many defoggers and spinners like Excadrill, Mandibuzz and Scizor because they don't want to get hit by an Earthquake, Toxic or Fire Blast. It is also a good antilead against Ferrothorn, Heatran and Landorus-T, who are the most common rock setters in the tier


Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Recover
- Knock Off
- Foul Play / Metal Burst
- Will-O-Wisp

This thing has more good sets that works against hazards setters but this one is probably the best because it is also a good anti-lead because of Knock Off. Sableye wins against many hazards setters 1v1, though it has problems switching in on Lava Plumes from Heatran and Scalds from Empoleon and it also loses 1v1 against Clefable and Landorus, which are also viable hazard setters. Nonetheless, it is a good spinblocker, antilead, magic bounce user and status spreader in only one teamslot. Metal Burst is a nice option over Foul Play because you often risk a burn against Heatran while not doing much back, with Metal Burst you can hit Heatran for decent damage while recovering off any damage you get.
 
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Sebberball

formerly BoXeD
What about gliscor stall lead?

Also you should put a set for every entry hazard thing, like azelf's and keys ( if you need a keys set just ask)

And damage calculations for each spikes and stealth rock, like with resistances and weaknesses
 
why do you have a pre-determined lead that isn't azelf? imo the best leads should be pokemon that threaten your opponent most as they immediately apply offensive pressure and hence this gives you the most momentum turn 1 or your best check against the opponent's most threatening pokemon to your team, as once again it grants you immediate momentum should they bring the pokemon.

I feel that spikestacking as a playstyle isn't as effective as before, because almost every team currently has a form of hazard control one way or another, and stall has an added advantage in having msableye to bounce back hazards. One of the main ways to beat stall teams was always to set up hazards then wear them down eventually through smart double switching, which is made impossible with MSableye. Pokemon such as Latios could beat stuff like Chansey with the help of SR by double switching twice and making Chansey take sr damage twice, then 2hko on the switch with psyshock. MSableye makes hazard orientated teams ineffective simply because they are unable to beat MSableye, and hence the team's wallbreaker has a much harder time dealing with the stall team's walls because they do not have any residual damage on their side. MSableye also cockblocks many common sr setters such as hippowdon, ferrothorn and tankchomp which makes entry hazards harder to set-up, and even if they do get set-up, you can't guarentee that the entry hazards will forever be on the field to do some chip damage. I'm just coming from a player who loves spikestacking since BW2 era.

tspikes is an incredible entry hazard that immediately applies pressure to both offense and stall as the small amount of chip damage gets added up very quickly and this causes a lot of problems for both teams, the former usually lacks cleric support and hence this straps all grounded members on a time bomb, the latter means it has to spend time to rid itself of the poison and eventually gets their heal bell pp stalled and poison wears all of them down eventually.

one thing I have noted when using a suicide lead like azelf is that your team has to be prepared to keep the entry hazards up the entire game, because you usually will never get the chance to set-up a second time. They need to be specifically built to apply as much offensive pressure to keep up the entry hazards just to do that bit of chip damage.

that being said, despite the omnipresence of defog and spin, I still feel that entry hazards have a really big role to play in deciding games, especially when a good player can capitialise on entry hazards to wear down the opponent through smart double switches.

good thread!
 
On the effectiveness of hazards vs stall, the metagame has adapted to mega sableye. leads like landorus i and lum SD garchomp are able to force sableye out and set up hazards. while it's easy to say that mega sableye makes hazards a lot harder to get up against stall. i think even azelf has begun carrying skill swap to set up hazards on sableye. on the other hand we are somewhat lacking in spikes users capable of beating sableye (maybe klefki can somehow?), unless you wanted to lead with cloyster or omastar, or even belly drum chesnaught to force your way past it. which is, a terrible idea. Toxic spikes aren't entirely out of luck either, as Dragalae can burn sableye with scald or phase it out with dragon tail before setting toxic spikes up. Or if it's the offensive nuke set (although i fail to see why it would have not specs and have toxic spikes over another move) can blow sableye away. Another pokemon, bisharp can actively discourage defoging through defiant, and while not as reliable as spin blocking in the previous generations, it will make a lot of players think twice about defogging. Not to mention the offensive pressure you can apply to stall's main spinner, tentacruel with powerful ground or psychic stabs from pokemon like garchomp or latios. DracoNinja what you say has a lot of truth in it, but i feel like you're overstating mega sableye's effect on hazard prevention. It is obviously a big effect, but it doesn't make it "impossible with MSableye." of course this does somewhat invalidate hazard setting on balance teams that usually rely on pokemon like hippo and ferro to set up hazards.
 
I should note that watching the cores thread and a few matches, Sableye is also starting to find his way onto balanced teams with other sets as hazard control, so he shouldn't be reserved solely for discussing how hazards match up against Stall.

The thing that I thin affects each playstyle's match up against hazards lies in two things: dependency on switching and longevity. Offense tends to be a bit less deterred because it's less about switching for momentum and more just keeping pressure up by attacking hard. Stall has to do more switching, but usually has the longevity to afford sacrificing momentum to clear hazards if it needs to and relay them later.

Hazards are probably most important to teams that want to force switches (which Stall often does by walling), since it inherently punishes those switches just by having them happen, rather than depending a bit on proper prediction to set-up or smack a predicted switch in.
 
Trevenant is the best spin blocker in the metagame IMO, as it can easily check two of the most common Rapid Spinners, Starmie and Excadrill.
Thanks to Sitrus Berry, Starmie fails to 2HKO Standard SubSeed Trevenant with Psyshock (Psyshock deals more damage than Ice Beam), while Trevenant can OHKO

Starmie in return with Horn Leech/Shadow Claw, if Rocks are up.
252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def Trevenant: 177-211 (47.3 - 56.4%) -- 81.3% chance to 2HKO
4 Atk Trevenant Horn Leech vs. 4 HP / 0 Def Starmie: 204-240 (77.8 - 91.6%) -- guaranteed 2HKO

As for Excadrill, Trevenant only has a 33% chance to be 2HKO'd by Excadrill's Iron Head while Trevenant threatens Excadrill out with Will-o-wisp. You can easily force a switch and set up substitute, leech seed, or will-o-wisp.

252 Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Trevenant: 169-199 (45.1 - 53.2%) -- 32.4% chance to 2HKO

Trevenant can sadly not check Tentecruel, however, as it is threatened by Knock Off (Without Sitrus Berry, Trevenant fails to be able to take hits repeatedly), and is also vulnerable to Toxic and Scald burns.

Trevenant@Sitrus Berry
Careful
252 Sp.Def, 252 HP, 4 Att
Harvest
Leech Seed
Will-o-wisp
Substitute
Horn Leech/Shadow Claw/Phantom Force

I was in a rush to post this, so sorry if it's a tad short.
 
Trevenant is the best spin blocker in the metagame IMO, as it can easily check two of the most common Rapid Spinners, Starmie and Excadrill.
Thanks to Sitrus Berry, Starmie fails to 2HKO Standard SubSeed Trevenant with Psyshock (Psyshock deals more damage than Ice Beam), while Trevenant can OHKO

Starmie in return with Horn Leech/Shadow Claw, if Rocks are up.
252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def Trevenant: 177-211 (47.3 - 56.4%) -- 81.3% chance to 2HKO
4 Atk Trevenant Horn Leech vs. 4 HP / 0 Def Starmie: 204-240 (77.8 - 91.6%) -- guaranteed 2HKO

As for Excadrill, Trevenant only has a 33% chance to be 2HKO'd by Excadrill's Iron Head while Trevenant threatens Excadrill out with Will-o-wisp. You can easily force a switch and set up substitute, leech seed, or will-o-wisp.

252 Atk Mold Breaker Excadrill Iron Head vs. 252 HP / 0 Def Trevenant: 169-199 (45.1 - 53.2%) -- 32.4% chance to 2HKO

Trevenant can sadly not check Tentecruel, however, as it is threatened by Knock Off (Without Sitrus Berry, Trevenant fails to be able to take hits repeatedly), and is also vulnerable to Toxic and Scald burns.

Trevenant@Sitrus Berry
Careful
252 Sp.Def, 252 HP, 4 Att
Harvest
Leech Seed
Will-o-wisp
Substitute
Horn Leech/Shadow Claw/Phantom Force

I was in a rush to post this, so sorry if it's a tad short.
You forgot the part where mega Sableye is an infinitely better spin blocker and that Trevenant is terrible in OU. Its healing is RNG based and fairly unreliable, plus given the advent of Defog being able to spin block is much less relevant. It may beat Starmie and Excadrill but it loses to just about every defogger and every spinner, plus it just kind of sits there and dies. There is no reason to use Trevenant in OU. If you really need to spin block. use Gengar, who has Taunt for stopping Defog, or Mega Sableye, but don't use Trevenant.

EDIT: forgot about Gourgeist. So 3 spin blockers better than Trevenant. Thanks to DN for reminding me about Gourgeist.
 
You forgot the part where mega Sableye is an infinitely better spin blocker and that Trevenant is terrible in OU. Its healing is RNG based and fairly unreliable, plus given the advent of Defog being able to spin block is much less relevant. It may beat Starmie and Excadrill but it loses to just about every defogger and every spinner, plus it just kind of sits there and dies. There is no reason to use Trevenant in OU. If you really need to spin block. use Gengar, who has Taunt for stopping Defog, or Mega Sableye, but don't use Trevenant.

EDIT: forgot about Gourgeist. So 3 spin blockers better than Trevenant. Thanks to DN for reminding me about Gourgeist.
A few points here.
1. I have to agree with you that Mega Sableye is much better as a spin blocker in general. Other than the fact that Trevenant doesn't take up a Mega Slot (which isn't even that much of an advantage), I've got nothing to say.

2. Spin blocker=/=Defog Counter. The usual situation is that the opposing Defog pokemon comes out on a Pokemon that it is able to check/counter. No pokemon comes to mind that would switch in on a Gengar and attempt to Defog. Besides, Trevenant's job is to check spinners, not Defog users.
3. Gengar is crapped upon by Excadrill and Starmie and isn't a reliable switch in. It also fails to deal with Tentecruel and, unlike Trevenant, can't deal with Kabutops.
4. How does it lose to every spinner? It beats Excadrill and Starmie one on one and only loses to Tentecruel.
5. This calc explains everything that needs to be said about Gourgiest.
252 SpA Life Orb Starmie Ice Beam vs. 252 HP / 0 SpD Gourgeist-Large: 270-320 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Trevenant is shit. It has average bulk so it can't take too many neutral hits, the definition of unreliable recovery because it is RNG based, is unable to effectively check physical attacks due to being slower than them and not resisting a lot, and gives free switches to a ton of threatening shit like Clefable, Talonflame, and the Zards.
 
A few points here.
2. Spin blocker=/=Defog Counter. The usual situation is that the opposing Defog pokemon comes out on a Pokemon that it is able to check/counter. No pokemon comes to mind that would switch in on a Gengar and attempt to Defog. Besides, Trevenant's job is to check spinners, not Defog users.
That was more my point. If you're using Trevenant to Spin Block, then spin-blocking unto itself is a more niche role, which means that Trevenant's ability to spin block is not particularly relevant. It's not an obsolete role, but there's a difference between devoting a space on my team to a wall and devoting a space to spin-blocking. It also makes for a poor defensive Grass type considering you have Mega Venusaur, Amoongus, and Tangrowth to choose from.

3. Gengar is crapped upon by Excadrill and Starmie and isn't a reliable switch in. It also fails to deal with Tentecruel and, unlike Trevenant, can't deal with Kabutops.
Gengar is more for offensive teams. Obviously Gengar can rarely, if ever, get a free switch, but you can bet that if you have Gengar out none of those spinners will be able to get a free switch in easily, and even if they do they will HAVE to deal with Gengar, giving you a free switch in to something that can force them out, thus still accomplishing the goal of spin-blocking.

4. How does it lose to every spinner? It beats Excadrill and Starmie one on one and only loses to Tentecruel.
I'll admit I made a mistake on that one. I meant every spinner besides those two, and after that the only ones left are Tentacruel, Rapid Spin Kabutops , and Custap Forretress, though really beating a statistically irrelevant variant of Kabutops and a niche Suicide Lead's not a huge accomplishment. Further, while I was mistake on the bit about the spinners and defoggers, as a defensive Grass-Type it's still sub-par.

5. This calc explains everything that needs to be said about Gourgiest.
252 SpA Life Orb Starmie Ice Beam vs. 252 HP / 0 SpD Gourgeist-Large: 270-320 (76.2 - 90.3%) -- guaranteed 2HKO after Leftovers recovery
Not really. Never mind that you used Large instead of Super (~5% damage difference), this tells me that a mon with no Special Defense investment can't eat an Ice Beam when it's weak to it. You want to run calcs on who can take Physical Attacks better? We can also talk about who has reliable non-RNG based recovery.

I don't want to derail the thread further, so if you really want to continue this debate, you can take this to my profile page, or better yet you can try and convince people in OU viability thread that Trevenant is a viable threat worth ranking, but as pretty much everyone has said, Trevenant is unviable and has been denied a spot on the list multiple times.
 
How well do you think Defog Gliscor would do?
It can prevent hazards most of the time from pokemon such as Ferrothorn, Landorus T, and Skarmory with a combination of taunt and Defog, theoretically being a good partner for pokemon who hate stealth rock, such as Talonflame. It also has good recovery in the form of Poison Heal. It can also provide stealth rock support itself. In theory, it would work similarly to Mandibuzz.

Gliscor@Toxic Orb
Poison Heal
Impish
252 def, 252 hp, 4 att
Defog
Stealth Rock/Earthquake
Taunt
Earthquake/Knock Off

Thoughts?
 

Spinblockers
Spinblockers are not really common and they are not really a big deal when building teams, especially because the most common spinblockers (Starmie and Excadrill) don't really have problems with the spinblockers. LO Analytic Starmie OHKO's Gengar and 2HKO's Mega Sableye and Excadrill under sand or with Scarf Mold Breaker can outspeed and OHKO Gengar. A pseudo-spinblocker (Rocky Garchomp or Rocky Ferrothorn) can be used to keep your hazards against the spinner if it is at low health, because if the spinner is below 7/24th of its health, it won't remove the hazards.
Minor nitpick-change bolded into spinners
 
Veeery nitpicky; but in the description for Sticky Web another big reason Shuckle > Galvantula & Smeargle is because it can also set up Stealth Rocks; Sticky Web on it's own is pretty bad.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
Spinblockers
Spinblockers are not really common and they are not really a big deal when building teams, especially because the most common spinblockers (Starmie and Excadrill) don't really have problems with the spinblockers. LO Analytic Starmie OHKO's Gengar and 2HKO's Mega Sableye and Excadrill under sand or with Scarf Mold Breaker can outspeed and OHKO Gengar. A pseudo-spinblocker (Rocky Garchomp or Rocky Ferrothorn) can be used to keep your hazards against the spinner if it is at low health, because if the spinner is below 7/24th of its health, it won't remove the hazards.
For the sake of clarity, I think it should be mentioned in the last part that they can't spin because the effect of Rapid Spin does not trigger if the user dies to recoil.

Spinblockers
Spinblockers are not really common and they are not really a big deal when building teams, especially because the most common spinblockers (Starmie and Excadrill) don't really have problems with the spinblockers. LO Analytic Starmie OHKO's Gengar and 2HKO's Mega Sableye and Excadrill under sand or with Scarf Mold Breaker can outspeed and OHKO Gengar. A pseudo-spinblocker (Rocky Helmet Garchomp or Rocky Helmet Ferrothorn) can stop the spinner if it is at low health, because Rapid Spin will not remove entry hazards if the user is KO'd by recoil.
 
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SketchUp

Don't let your memes be dreams
For the sake of clarity, I think it should be mentioned in the last part that they can't spin because the effect of Rapid Spin does not trigger if the user dies to recoil.
That is what I meant but it was poorly formulated. I changed it
 
Recently, I've been using Aerodactyl as a suicide lead on my HO teams, and it actually works decently well. Against opposing HO teams, they almost always lead with Azelf. Thanks to Aero's high speed, it can outrun Azelf and Taunt it, basically forcing it to go skill swap which kinda does nothing, Fire Blast, which also does nothing, or Explosion. Azelf is pretty much forced out, allowing Aerodactyl to get up SR and maybe attack something too. Aerodactyl lacks a suicide move, but a focus sash combined with double edge is sufficient to stop attempts at trying to remove hazards. The advantage Azelf has over Aerodactyl is a reliable suicide move, as Double Edge only works when Aero is at low health, but explosion works any time. Azelf also has skill swap, but that's not really a major advantage considering not all sets run it, and that many sableye users know that Azelf runs skill swap, so it's down to a 50/50.

tl;dr, Aerodactyl is a pretty cool suicide lead that can basically guarantee SR and a Taunt on the opposing lead, and you should definitely give it a go.
 

Mew @ Colbur Berry
Ability: Synchronize
EVs: 248 HP / 88 Def / 172 Spe
Impish Nature
- Will-O-Wisp
- Defog
- Low Kick
- Soft-Boiled

Defogs in bisharps face and ohkos it on the switch.

+2 252+ Atk Bisharp Sucker Punch vs. 248 HP / 88+ Def Colbur Berry Mew: (57.5 - 67.9%)
0 Atk Mew Low Kick (80 BP) vs. 4 HP / 0 Def Bisharp: (85.2 - 101.4%)

Speed is for faster than max heatrans.

0 Atk Mew Low Kick (120 BP) vs. 248 HP / 0 Def Heatran: (42.5 - 50.3%)
 
Can we talk about Defoggers? This a pretty nasty set:


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
- Air Slash
- Aura Sphere
- Defog
- Roost

This a pretty decent set if you need a Defogger and are Bisharp weak. It can safely Defog, take a Sucker Punch, and Aura Sphere Bisharp before it can get an Iron Head off.

+2 252+ Atk Life Orb Bisharp Sucker Punch vs. 252 HP / 0 Def Togekiss: 188-222 (50.2 - 59.3%) -- guaranteed 2HKO
80 SpA Togekiss Aura Sphere vs. 0 HP / 0 SpD Bisharp: 388-460 (143.1 - 169.7%) -- guaranteed OHKO

I mean it's not the best Defogger in the tier by any stretch of the imagination, but it serves a useful purpose on some balanced teams while also contributing good coverage and a solid defensive typing.
 
Because this thread is about Entry Hazards, it seems like the perfect place to bring up this question that's been bugging me the past few days: Which lead has the best chance of setting up Stealth Rock on the opponent's side while concurrently keeping it off its own side of the field? Recently, I have been having much success with a Hyper Offense and I've noticed that with these kinds of teams the presence/lack of Stealth Rock on either side can make or break the match. If you ask me, the lead is one of the most important parts to any Hyper Offense team. Some of my pokemon are weak to Stealth Rock, and my team being the way it is I have no means nor intentions of removing any hazards. Yet, my strategy is dependent on using hazards against my opponent to wear them down and have an easier time sweeping. As you can see, it is imperative that I win the hazards war, which begins and ends with my lead at the beginning of the match. Therefore, having a good lead is not enough and I'm determined to find the best. So I ask again, "Which lead has the best chance of setting up Stealth Rock on the opponent's side while concurrently keeping it off its own side of the field?"

To answer this question, we need to go more in depth and define what the "perfect" lead needs to be capable of.

Offensively
  • Have access to Stealth Rock
  • Prevent Magic Bounce users, Spinners, and Defoggers from immediately doing their job (Skill Swap, Mold Breakers, or just flat out beating them)
  • Win other notable matchups (Such as avoiding the 50/50 between Scarf Lando-T and Defensive Lando-T, getting rocks down on Mega-Lopunny, Tyranitar (remember sand stream stops Sturdy and Focus Sash), etc.)
  • Be able to live at least one hit (Sturdy, Focus Sash)
  • Have a means to avoid getting Taunted (Have Taunt themselves, Mental Herb, Oblivious, Magic Coat)
  • Is not setup fodder
  • GOAL IS TO SET UP STEALTH ROCK

Defensively
  • Needs to have Taunt, Magic Bounce, or Rapid Spin
  • Usually a base speed 102 or higher, which is necessary to stop Garchomp from putting down rocks
  • GOAL IS TO PREVENT STEALTH ROCK

Common Threatlist

  • Mega Sabeleye (Magic Bounce)
  • Mega Diancie (Magic Bounce)
  • Landorus-T (Scarf or Defensive Stealth Rock forces 50/50)
  • Garchomp (Base 102 Speed and Stealth Rock)
  • Tyranitar/Hippowdon (Sand Stream negates Sturdy and Focus Sash, they have Stealth Rock, 50/50)
  • Mega-Lopunny (Fake Out + High Jump Kick/Return with high speed)
  • Mamoswine (Oblivious Stealth Rock)
  • Starmie, Latios, Latias (High speed allows them to remove hazards by going first)
  • Thundurus (Prankster Taunt)
*I'm not including here Ferrothorn, Skarmory, etc. because they are slow and all leads should easily stop them
*Others that aren't that common such as Frosglass, Terrakion, and even Azelf aren't included either

In attempt to answer my own question I have come up with two sets that do well, however, neither is perfect. I am hoping someone else can come up with a better solution. Who knows, maybe some low tier pokemon can surprise us all!

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Stealth Rock
- Taunt
- Fake Out

I actually made this set myself last night, but I'm sure it has been used before. Flare Blitz allows. Infernape to kill itself when brought down to its sash, and also has the benefiting of packing a punch due to Blaze. Stealth Rock and Taunt are obvious of course, also keep in mind Infernape has a base 108 speed. Finally, Fake-Out allows Infernape to prevent Oblivious Mamoswine from setting up rocks, guarantees Infernape beating Landorus-T (after Fake Out if Leftovers heals they will have Stealth Rock 99% of the time, and vice versa if they aren't holding Leftovers), and stops Mega Lopunny in its tracks (108>105 when Mega Lop is in base form, Infernape will keep its sash and set up Stealth Rock). Fake Out also breaks random sashes to help the team and adds chip damage in general. Infernape can will also usually scare Tyranitar out, avoiding the 50/50, but faces the 50/50 with Hippowdon.

Unfortunately, Infernape can't get through either of the Magic Bounce megas, loses to Azelf, and loses to both Starmie and the Lati@s. I would suggest pairing Infernape with Bisharp, Weavile, or Tyranitar to deal with the latter problem.

The other set I was thinking of was the Azelf set we're all familiar with consisting of Taunt, SR, Skill Swap, and Explosion. Also, I suppose a Custap Berry Forretress set with Stealth Rock, Rapid Spin, Explosion, and Volt Switch/Spikes/Gyro Ball/Toxic Spikes is interesting as well. And Jolly Mental Herb Skarmory too. What do you guys think?
 
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