This short article introduces the right now known entry Hazards, explaining why they have such a prominent place in competitive metagames and also how you can counteract them.

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through gimmepie, November 13, 2019, 6:56 PM

An Entry hazard is any kind of move that has a lasting visibility on the battlefield, causing damage or an additional adverse effect to a Pokémon any kind of time castle switch right into the battle. At first, to the uninitiated, this moves can be easily overlooked, but they have actually held a prominent place in nearly all Pokémon metagames since their inception in Generation II.

In this article, we will certainly be evaluating each that the Entry hazards that exist approximately Generation VII. We will look at what provides them a valuable part of the metagame and, also, how to counter them.

Spikes litters the battlefield through pointy caltrops.

Spikes was the an initial and, for many years, only Entry Hazard. Exit in Generation II, it deals a tiny amount the chip damage to any grounded Pokémon (those there is no the paris type, Levitate ability, or a few other distinct conditions) upon switching in. 

This doesn’t seem prefer a big deal, yet this tiny amount of damages can include up quite rapid when girlfriend switch into it repeatedly, particularly when Spikes have the right to stack increase to three layers! A solitary layer of Spikes could be the difference in between a KO and also a barely-surviving heavy hitter, yet the little amount of damage dealt is admittedly negligible (1/8th the victim’s max HP). However, a second layer of Spikes ups that damages to 1/6th, and the 3rd and last layer ups that damage to a full quarter of your victim’s best HP! while it’s easy to shrug turn off a measly 1/8th drop, even if that small amount can be the difference in between success or defeat, it can be destructive to lose a 4 minutes 1 of her health before even acquisition an attack. 

That gift said, the is entirely possible that your enemy will be able to remove your Spikes prior to you acquire much benefit from a second or third layer. This forces you to spend more moves to construct them increase again. As such, Spikes is perhaps finest served as a supplement to much more potent Hazards rather of your primary Hazard. Because that this reason, Spikes ranks as one of the less popular Entry Hazards. It have to be provided that the is still an important in the so late game, as when your adversary has shed their method of removing your Hazards, a few layers of Spikes have the right to be absolutely terrible to her opponent.

Common customers of Spikes incorporate Klefki, Ferrothorn and Greninja.

Toxic Spikes

Toxic Spikes was a component of the new generation the Entry dangers to show up in Generation IV. Unlike ordinary Spikes, which deal chip damages to foe Pokémon switching in, toxic Spikes inflicts the crippling Poisoned condition, leaving a lasting health-sapping effect on your foes that persists also after the peril itself is removed, handle 1/8th that the afflicted Pokémon’s best HP in ~ the end of every turn.

If the sounds unpleasant, and it is, keep in mind that toxicity Spikes additionally has a stacking effect. A second layer of toxicity Spikes upgrades the Poisoned problem inflicted to badly Poisoned, which is much worse. Rather of merely inflicting a level eighth of a Pokémon’s max HP as damages each turn they are active, this enhanced condition increases its damage by second 1/8th every revolve the Poisoned Pokémon is active. This can lead to a very quick and also unceremonious fatality if the problem is not eliminated or the respond to continuously reset earlier to 1/8th through switching the end (and even that is just a delaying tactic). 

Unfortunately though, toxic Spikes share its weaknesses with its plain counterpart and its stacking effect. It will only occupational on grounded Pokémon and also it is entirely feasible that your toxic Spikes will certainly be removed before you can set up the devastating second stack. Furthermore, there is an even greater variety of Pokémon immune come this risk as Poison and Steel types are generally immune to gift Poisoned, as space Pokémon v abilities such together Immunity or toxicity Heal. In fact, Poison varieties switching into collection Toxic Spikes will absorb them and remove them native the ar completely.

Poisoned is arguably the most debilitating that the status conditions, so the capacity to spread out it passively come multiple foe team members have the right to be a substantial boon. The being said, prefer its predecessor, toxic Spikes works ideal in associate with other hazards.

Common toxic Spikes setters incorporate Toxapex, Scolipede and also Greninja.

Stealth RockWatch out, Kingler! Switching right into Stealth Rock method being assaulted by jagged stones.

If, ~ reading around the previous two Hazards, you believed that her Flying species were safe from the danger of entry Hazards, you assumed wrong. Stealth Rock, exit in Generation IV in addition to Toxic Spikes, is a different breed that Entry peril that access time both grounded and ungrounded Pokémon!

At very first glance, Stealth rock is very comparable to Spikes. It transaction chip damages to opposing Pokémon as soon as they move in. It could seem less impressive in ~ first, together it doesn’t stack. This is the thing though, unequal Spikes, Stealth rock deals damage based on kind effectiveness. The deals almost everywhere from 1/32 to fifty percent the just arrive Pokémon’s health depending upon how resistant, or weak, they room to the absent type. 

This provides Stealth absent important, together not also un-grounded Pokémon are safe from perils with Stealth absent on the field, due to the fact that nothing is immune come the rock type. Furthermore, four types take super-effective damage from the absent type, consisting of Flying, and also thanks come how usual the Flying form is, a large portion of practically every meta can be expected to shed a quarter or even fifty percent of their maximum HP any time they switch in.

Stealth absent is horrifying to attend to for the unprepared, and oftentimes even for knowledgeable battlers. That is unquestionably the finest of the entry Hazards. Most competitive players consider it crucial component on their teams. In fact, the is together a visibility in most competitive metagames the in the past there have been (unsuccessful) phone call to ban it in Smogon tiers. It is essential that her team has method to deal with it.

Some users of Stealth Rock incorporate Tyranitar, Chansey and Garchomp.

Sticky Web

The last of the right now existing Entry perils is difficult Web, introduced in Generation VI. This peril is vastly different than its 3 predecessors. Unlike the other Hazards, Sticky internet does not directly harm the opposite Pokémon v damage. Instead, Sticky internet indirectly weakens your adversary by reduce the rate of Pokémon switching right into it through one stage. 

Compared to the damaging results of its counterparts, this can seem underwhelming, especially against slow, bulky teams. However, against fast, offensive teams, difficult Web have the right to be game changing. The vast bulk of fast sweepers are very fragile, investing most of your stat full into your Speed and an attack stat. This means that if they can not outspeed you, lock are fairly easy to faint. As such, Sticky net can completely shut under hyper-offensive teams that rely on quick hit-and-run Pokémon and also like Stealth Rock, walk not manipulate stacking to reach its full potential to carry out this.

Unfortunately, Sticky internet does have its shortcomings. It have the right to be situational, being useless versus slow and also bulky Pokémon choose those provided in stall teams and some well balanced teams. Difficult Web likewise shares the exact same weakness as Spikes and Toxic Spikes: it doesn’t have any effect ~ above un-grounded Pokémon. Furthermore, Sticky internet is a rare move, accessible only to a handful of weak pest types, the Swirlix line, and Smeargle. This means that that is very hard to fit onto a sensible competitive team and also as such, it frequently goes overlooked. Attempting to build a Sticky internet team is no recommended because that beginners, however for those v the skills and expertise to make use of it, it have the right to be a potent weapon in a player’s arsenal, albeit not one that will ever have the impact of Stealth Rock.

Pokémon that exploit Sticky Web include Araquanid, Galvantula and the previously mentioned Smeargle.

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Countering Hazards

When assessing the assorted Entry Hazards and the significant impact they have the right to have top top a battle, the is clear to watch why these moves space such a big part of most competitive metagames and why most make a allude of including at the very least Stealth absent on your teams. Thankfully though, risks are not without counterplay. 

Perhaps the most obvious, and also the simplest, an approach of counterplay versus Entry risks is to merely remove them from the battlefield before they can do too much damage. There space two approaches of act this at this time: fast Spin and also Defog. Quick Spin is a rarer move, and also can it is in countered by moves prefer Protect and Ghost form Pokémon. Defog is harder to counter and is not nearly as uncommon, but does have the downside of removing your very own Hazards as well as your opponents, and is mostly learned by Pokémon who experience switching right into Stealth absent to remove it. Defog also runs the threat of triggering abilities such as Contrary or Defiant, make the the opposite Pokémon stronger by raising their stats once their Evasiveness drops. However, many players will opt because that Defog over rapid Spin as it is harder to counter and can be provided by countless Pokémon, make it much easier to fit ~ above a team throughout teambuilding. Some players will opt to incorporate both, or to have two Defoggers on your team if they have actually room, but only one danger remover is necessary. 

The other method of counterplay against Entry perils is to stop them native being supplied entirely. This method is trickier and also relies greatly on predicting your opponent’s moves. Together such, that is best used in addition to Defog or fast Spin. The very first method of staying clear of your foe from setup Hazards is Taunt. Taunt is a common move that avoids your opponent from using any type of moves that don’t directly damage you (such together Entry Hazards) until they switch out. If you deserve to predict as soon as your opponent is going to move to their peril Setter, you deserve to Taunt them and likely force them come switch back out. The other an approach of staying clear of Hazards is the capacity Magic Bounce. This doesn’t take up a moveslot favor Taunt, but is a lot rarer. Magic Bounce deflects any kind of non-damaging effects ago at your opponent. This method that if your enemy attempts to collection an entry Hazard, that will finish up on their side that the battlefield instead. That course, similarly to Taunt, this needs you come switch your Magic Bouncer in in ~ the best moment.