This question may come into many's mind that if the entry hazards are a waste of turns in pokemon VGC.they simply say this statement and leave the scene not examining or testing this topic, so it came to my mind to make a post about usefulness of these entry hazards in VGC format.
i don,t always use the best of pokemons to win as others do build their teams to counter them i also wanted to use the pokemons and moves that people least expect and ruin their strategies likewise i hav tried out entry hazards in VGC
following are the some of entry hazards ever to be found in VGC
Toxic Spikes (move) Move data
TYPE | POISON |
---|---|
CATEGORY | Status Status |
POWER | - |
ACCURACY | - |
PP | 20 (max. 32) |
INTRODUCED | Generation 4 |
Toxic Spikes lays a trap of poisonous spikes around the foe, which poison Pokémon switching in to the opposing field. If used more than once, incoming Pokémon will be badly poisoned.
The spikes will not poison any
raisedPokémon, nor does it affect Poison or Steel types, nor Pokémon with the abilities Immunityor Magic Guard. Raised Pokémon are any Flying types or those under the effects of Levitate, Magnet Rise or Telekinesis. Full details in glossary.
Toxic Spikes can be cleared from the field by the moves Rapid Spin (around the user) or Defog (around the target). Poison type Pokémon (that are not raised) will absorb the spikes upon switching in, removing their effect.
Spikes (move)
Move data
TYPE | GROUND |
---|---|
CATEGORY | Status Status |
POWER | - |
ACCURACY | - |
PP | 20 (max. 32) |
INTRODUCED | Generation 2 |
Layers | Damage |
---|---|
1 | 1⁄8 |
2 | 1⁄6 |
3 | 1⁄4 |
The move will not cause damage to any
raisedPokemon. Raised Pokémon are any Flying types or those under the effects of Levitate, Magnet Rise or Telekinesis. Full details in glossary.
Spikes can be cleared from the field by the moves Rapid Spin (around the user) or Defog (around the target).
Stealth Rock (move)
Move data
TYPE | ROCK |
---|---|
CATEGORY | Status Status |
POWER | - |
ACCURACY | - |
PP | 20 (max. 32) |
INTRODUCED | Generation 4 |
Diamond/Pearl Platinum HeartGold/SoulSilver | TM76 |
---|
Defense | Damage |
---|---|
1⁄4× | 1⁄32 HP |
1⁄2× | 1⁄16 HP |
1× | 1⁄8 HP |
2× | 1⁄4 HP |
4× | 1⁄2 HP |
For example, a Fighting type switching in would lose 1⁄16 their maximum HP since Rock is not very effective against it. A Fire/Flying type would lose 1⁄2 their HP since Rock is super-effective against both Fire and Flying.
Stealth Rock can be cleared from the field by the moves Rapid Spin (around the user) or Defog (around the target).
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