This article introduces the at this time known entry Hazards, explaining why they have such a influential place in competitive metagames and how you can counteract them.

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

An Entry hazard is any kind of move that has actually a lasting presence on the battlefield, causing damage or one more adverse effect to a Pokémon any type of time lock switch right into the battle. At first, to the uninitiated, this moves deserve to be easily overlooked, but they have held a significant place in nearly all Pokémon metagames because their beginning 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 makes them a valuable part of the metagame and, also, exactly how to counter them.

Spikes litters the battlefield with pointy caltrops.

Spikes was the first and, for many years, just Entry Hazard. Released in Generation II, it deals a small amount the chip damage to any grounded Pokémon (those there is no the paris type, Levitate ability, or a couple of other unique conditions) upon convert in. 

This no seem favor a huge deal, yet this tiny amount of damages can add up quite quick when you switch into it repeatedly, especially when Spikes deserve to stack up to 3 layers! A solitary layer of Spikes might be the difference between a KO and a barely-surviving heavy hitter, yet the small amount of damages dealt is admittedly negligible (1/8th the victim’s max HP). However, a 2nd layer of Spikes ups that damage to 1/6th, and also the third and last layer ups that damage to a complete quarter of your victim’s best HP! if it’s easy to shrug turn off a measly 1/8th drop, also if that tiny amount can be the difference in between success or defeat, it can be destructive to lose a quarter of your health before even acquisition an attack. 

That being said, that is entirely feasible that your foe will be able to remove your Spikes prior to you obtain much advantage from a second or 3rd layer. This pressures you to spend an ext moves to build them up again. Together such, Spikes is perhaps finest served as a complement to an ext potent Hazards rather of your main Hazard. Because that this reason, Spikes ranking as one of the less famous Entry Hazards. It should be noted that the is still an important in the late game, as once your enemy has lost their means of removing her Hazards, a few layers the Spikes can be absolutely devastating to her opponent.

Common individuals of Spikes encompass Klefki, Ferrothorn and also Greninja.

Toxic Spikes

Toxic Spikes to be a component of the brand-new generation of Entry dangers to appear in Generation IV. Unlike simple Spikes, which transaction chip damages to opponent Pokémon switching in, toxicity Spikes inflicts the crippling Poisoned condition, leaving a lasting health-sapping result on her foes the persists also after the peril itself is removed, handle 1/8th of the afflicted Pokémon’s best HP in ~ the finish of each turn.

If the sounds unpleasant, and also it is, keep in psychic that toxic Spikes likewise has a stacking effect. A 2nd layer of toxic Spikes upgrades the Poisoned condition inflicted to bad Poisoned, i m sorry is far worse. Instead of just inflicting a level eighth that a Pokémon’s max HP as damage each revolve they room active, this amplified condition increases its damage by an additional 1/8th every rotate the Poisoned Pokémon is active. This can lead come a really quick and also unceremonious death if the condition is not gotten rid of or the counter continuously reset ago to 1/8th with switching out (and even that is just a delaying tactic). 

Unfortunately though, toxic Spikes share its weaknesses v its plain counterpart as well as its stacking effect. It will only work on base Pokémon and also it is entirely possible that your toxicity Spikes will be removed prior to you can set up that devastating 2nd stack. Furthermore, over there is an even greater number of Pokémon immune come this danger as Poison and also Steel varieties are usually immune to being Poisoned, as are Pokémon v abilities such as Immunity or poison Heal. In fact, Poison varieties switching into collection Toxic Spikes will certainly absorb them and also remove them from the ar completely.

Poisoned is may be the most debilitating that the condition conditions, so the ability to spread out it passively to multiple enemy team members deserve to be a substantial boon. That being said, favor its predecessor, toxicity Spikes works finest in connect with various other hazards.

Common toxicity Spikes setters include Toxapex, Scolipede and Greninja.

Stealth RockWatch out, Kingler! Switching right into Stealth Rock way being attacked by jagged stones.

If, after reading around the previous two Hazards, you assumed that her Flying types were for sure from the risk of entry Hazards, you assumed wrong. Stealth Rock, released in Generation IV in addition to Toxic Spikes, is a different breed that Entry risk that hits both grounded and also ungrounded Pokémon!

At an initial glance, Stealth rock is very similar to Spikes. It deals chip damage to the contrary Pokémon as soon as they move in. It could seem much less impressive in ~ first, as it doesn’t stack. This is the thing though, unequal Spikes, Stealth rock deals damage based on kind effectiveness. That deals all over from 1/32 to half the just arrive Pokémon’s health depending upon how resistant, or weak, they are to the rock type. 

This makes Stealth rock important, as not also un-grounded Pokémon room safe from hazards with Stealth absent on the field, because nothing is immune to the rock type. Furthermore, four varieties take super-effective damages from the rock type, consisting of Flying, and also thanks to how common the Flying form is, a big portion of almost every meta deserve to be supposed to shed a 4 minutes 1 or even fifty percent of their maximum HP any type of time they move in.

Stealth absent is horrifying to resolve for the unprepared, and also oftentimes even for competent battlers. That is unquestionably the finest of the entry Hazards. Many competitive players consider it vital component on their teams. In fact, that is such a existence in most competitive metagames the in the previous there have been (unsuccessful) calls to half it in Smogon tiers. It is important that your team has method to address it.

Some individuals of Stealth Rock encompass Tyranitar, Chansey and also Garchomp.

Sticky Web

The final of the currently existing Entry risks is sticky Web, introduced in Generation VI. This danger is vastly different than its three predecessors. Uneven the other Hazards, Sticky web does not straight harm the opposite Pokémon through damage. Instead, Sticky web indirectly weakens your adversary by reduces the speed of Pokémon switching right into it by one stage. 

Compared come the damaging impacts of its counterparts, this can seem underwhelming, especially versus slow, bulky teams. However, against fast, offensive teams, difficult Web deserve to be game changing. The vast bulk of fast sweepers are really fragile, investing most of your stat complete into their Speed and an offensive stat. This way that if they can not outspeed you, lock are rather easy come faint. Together such, Sticky net can fully shut down hyper-offensive groups that rely on rapid hit-and-run Pokémon and like Stealth Rock, go not manipulate stacking to with its full potential to do this.

Unfortunately, Sticky internet does have its shortcomings. It deserve to be situational, being useless versus slow and also bulky Pokémon like those used in stall teams and some balanced teams. Sticky Web likewise shares the very same weakness as Spikes and also Toxic Spikes: it doesn’t have any effect on un-grounded Pokémon. Furthermore, Sticky net is a rarely move, easily accessible only to a grasp of weak pest types, the Swirlix line, and also Smeargle. This means that the is an extremely hard come fit top top a sensible competitive team and as such, it commonly goes overlooked. Attempting to build a Sticky net team is not recommended because that beginners, however for those v the an abilities and understanding to exploit it, it deserve to be a potent weapon in a player’s arsenal, albeit no one that will ever before have the impact of Stealth Rock.

Pokémon that make use of Sticky Web include Araquanid, Galvantula and also the previously mentioned Smeargle.

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Countering Hazards

When examining the various Entry Hazards and also the significant impact they deserve to have ~ above a battle, that is clean to watch why these moves room such a big part of most competitive metagames and also why many make a suggest of including at least Stealth rock on their teams. Very sewing though, risks are no without counterplay. 

Perhaps the most obvious, and also the simplest, technique of counterplay against Entry dangers is to just remove them from the battlefield before they have the right to do too much damage. There are two approaches of doing this in ~ this time: rapid Spin and Defog. Fast Spin is a rarer move, and also can be countered by moves choose Protect and also Ghost form Pokémon. Defog is harder to counter and also is not almost as uncommon, yet does have the downside of removed your very own Hazards as well as your opponents, and also is greatly learned by Pokémon who endure switching right into Stealth rock to eliminate it. Defog also runs the risk of triggering abilities such together Contrary or Defiant, make the the contrary Pokémon stronger by raising their stats when their Evasiveness drops. However, many players will certainly opt for Defog over rapid Spin together it is harder come counter and also can be offered by numerous Pokémon, make it easier to fit ~ above a team throughout teambuilding. Part players will opt to include both, or to have two Defoggers on your team if they have actually room, but only one risk remover is necessary. 

The other technique of counterplay versus Entry risks is to protect against them indigenous being supplied entirely. This method is trickier and relies greatly on predicting your opponent’s moves. As such, it is finest used along with Defog or rapid Spin. The an initial method of preventing your opponent from setting Hazards is Taunt. Taunt is a usual move that stays clear of your adversary from using any moves that don’t directly damages you (such together Entry Hazards) until they switch out. If you have the right to predict when your foe is walk to move to their risk Setter, you have the right to Taunt them and also likely force them come switch back out. The other technique of preventing Hazards is the capacity Magic Bounce. This doesn’t take up a moveslot choose Taunt, but is a lot of rarer. Magic Bounce deflects any type of non-damaging effects earlier at your opponent. This means that if your opponent attempts to set an entrance Hazard, that will finish up on your side the the battlefield instead. That course, likewise to Taunt, this calls for you to switch her Magic Bouncer in at the right moment.