Other The state of entry hazards for gen 6

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Defog just makes entry hazards so much more interesting. Instead of just laying hazards and finding a way to deal with spinners, you now have to play with an almost unblockable hazard remover in mind. Making the most out of your hazards now becomes a more intense game as now you have to find a way to punish a defog (particularly suicide spike stacking teams).

Spikes are still great. It's no longer guaranteed advantage. Now you actually have to fight to keep them on the field, and make sure your opponent pays the price for removing them. It just adds another layer to the game and to team building. You can't just throw 2 layers and be done with it. You have to consider the different ways in which you'll use it. There's a hyperoffensive make-every-turn count way of utilizing spikes, and there's a bulkier approach where your spike stacker can come in multiple times and repeatedly lay spikes. Defog certainly changes the approach to spike stacking

You may think Defog kills spikes, you may think Defog is completely overhyped, but at the very least you need to keep Defog in mind when team building now. Its existence just adds so much to the game and makes it so much more fun
 
Defog just makes entry hazards so much more interesting. Instead of just laying hazards and finding a way to deal with spinners, you now have to play with an almost unblockable hazard remover in mind. Making the most out of your hazards now becomes a more intense game as now you have to find a way to punish a defog (particularly suicide spike stacking teams).

Spikes are still great. It's no longer guaranteed advantage. Now you actually have to fight to keep them on the field, and make sure your opponent pays the price for removing them. It just adds another layer to the game and to team building. You can't just throw 2 layers and be done with it. You have to consider the different ways in which you'll use it. There's a hyperoffensive make-every-turn count way of utilizing spikes, and there's a bulkier approach where your spike stacker can come in multiple times and repeatedly lay spikes. Defog certainly changes the approach to spike stacking

You may think Defog kills spikes, you may think Defog is completely overhyped, but at the very least you need to keep Defog in mind when team building now. Its existence just adds so much to the game and makes it so much more fun
I think that sums it up quite nicely. Personally, my opinion is thus: Use Rapid Spin OR Defog, whichever better suits your team. Neither is neccasarily better. They each have their own pros and cons. So don't try to judge one as better than the other. Just the fact that Rapid Spin gets rid of their hazards only, and Defog gets rid of both teams hazards +does other things, makes it so that neither will ever be always better. If that makes any sense.
 
Defog definitely has to factor into thinking when using a hazard heavy team but I don't think it'll cause people to use certain hazards any less.

Single-turn setup hazards (Sticky Web and Stealth Rock) will probably see plenty of usage as even if they get removed, it's easy enough to set them up again later in the match and with the massive advantage having them up gives, it's hard to see anyone shying away from using them at all.

Spikes and Toxic Spikes might see a slight drop in usage since they they take multiple turns to set up and are now easier to remove, however, there is still enough upside to consider using either of them. Spikes will still cause damage to switch ins until it's removed and even if Toxic Spikes is removed, the poisoning caused up until that point will remain.

What we might see is a rise in extremely bulky hazard setters that can survive long enough to re-set hazards if necessary.
 
Defog just makes entry hazards so much more interesting. Instead of just laying hazards and finding a way to deal with spinners, you now have to play with an almost unblockable hazard remover in mind.
That's Deo-D. Guaranteed hazards in at least two turns, probably more, and throw some paralysis on top of that.

Heavy hazard HO with SR and Spikes is probably the biggest thing on the ladder right now, and much of it is exactly because of Defog. You never want to give a free +2 to Bisharp, no matter what.
 
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