Entry hazards are used on most teams in our meta game! Many types of teams can utilize them, hyper offense, to snag some extra KO's that wouldn't have happened without the residual damage, stall, to cause damage as they switch back and forth to combat you, and so on.
Hazards are used to break sashes, lower hp into KO range, and prevent the freedom to switch as often as you want.
Stealth Rock: The most common entry hazard seen. It does damage each switch in based on types, and hits everything, bar users with Magic Guard. It only takes on turn to set up and mostly is found on leads. Good SR leads are fast, and can taunt to prevent the opponent from using SR themselves. A few pokemon with 4x weakness to rock, are limited in use due to SR cuting their HP in half on the switch in. Other pokemon with even just 2x super effective lose 25% of their health and that limits them to not switch a lot. Stealth Rock stops the use of sturdy and focus sash which gets some extra KO's you wouldn't have gotten. Damage calcs based on resistance(s) to the rock type. 0.25× effective = 3.125% 0.5× effective = 6.25% 1× effective = 12.5% 2× effective = 25% 4× effective = 50% Overall, SR is the quickest to set up, can potentially do the most damage, and is quite common!
Pokemon Who Learn Stealth Rock~
These are all in the finalist form of the pokemon, so I won't list Sandshrew AND Sandslash:
|Sandslash, Nidoqueen, Nidoking, Clefable, Wigglytuff, Dugtrio, Golem, Marowak, Pinsir, Omastar, Kabutops, Aerodactyl, Mew, Sudowoodo, Forretress, Dunsparce, Steelix, Shuckle, Magcargo, Corsola, Skarmory, Donphan, Miltank, Blissey, Tyranitar, Celebi, Swampert, Aggron, Camerupt, Torkoal, Lunatone, Solrock, Claydol, Cradily, Armaldo, Kecleon, Relicanth, Metagross, Regirock, Registeel, Groudon, Jirachi, Deoxys,(All Formes) Torterra, Infernape, Empoleon, Bibarel, Ramparados, Bastiodon, Wormadam-S, Bronzong, Garchomp, Hippowdon, Rhyperior, Gliscor Mamoswine, Probopass, Uxie, Azelf, Mesprit, Dialga, Heatran, Arceus, Gigalith, Crustle, Ferrothorn and Bisharp|
Spikes: Not as common as Stealth Rock but still is used. It is put down in layers, a maximum of three, with each one doing more damage. Layer one doing 12.5%, the second doing 18.75% and the third and final layer doing 25% upon each switch in made by the opponent. If they have levitate, balloon, or are flying type then they won't take damage from spikes, unless gravity is in effect or the pokemon is holding iron ball. The ability Synchronize doesn't usually activate them but if the pokemon with it is brought out by a forced switch, by a phasing move, such as Roar, Whirlwind, Dragon Tail or Overhead Throw, or the Red Card item it does activate them. Pretty much, spikes take a little while but do the most consistent damage!
Pokemon Who Learn Spikes~
|Cloyster, Omastar, Forretress, Qwilfish, Skarmory, Cacturne, Glalie, Deoxys,(All Formes) Roserade, Froslass, Scolipede, Maractus, Crustle, Garbodor, Ferrothorn and Accelgor|
Toxic Spikes: The least common but still very effective in their job. They induce poison to non-flying, non-steel and levitating pokemon when they switch in, and if a poison type switches in they are removed. Pokemon with the immunity ability aren't infected also. Just like normal spikes, if gravity is in effect, or the user is holding an iron ball, then they become poisoned. Tspikes go up in layers, first just poisons and second badly poisons. The difference is the second, does more damage each turn like toxic's effect would do. Baton passing ingrain will activate them but if the user doesn't have ingrain they won't be activated. Poison type pokemon who are also flying type, or have levitate will not remove toxic spikes, but if gravity is in effect they will. These things don't hurt every switch in, but the effect stays and slowly kills them!
Pokemon Who Learn Toxic Spikes~
|Nidoqueen, Nidoking, Venomoth, Tentacruel, Cloyster, Omastar, Ariados, Forretress, Qwilfish, Drapionm Scolipede and Garbodor|
How to counter entry hazards?:
1. Taunt on your lead pokemon stops them from being set up for a few turns, while you can set your own up.
2. Have a Rapid Spinner on your team, and an anti spin-blocker. In some cases, like Hitmontop, it can learn Foresight to counter spin blockers.
3.(toxic spikes only) Have a poison type! They absorb on the switch in, and you can also set up your own toxic spikes.
4.([toxic]spikes) Have steel types, flying types and the ability levitate or balloon item to avoid damage from spikes and the toxic spikes.
5. Magic Mirror ability and the move Magic Coat reflect them back at the opponent.
6. Use defog! This removes them from the opponent...but if it's in a doubles or triples match, or they have magic coat/magic mirror, it will remove them from your field.