List of moves that cause entry hazards: Difference between revisions
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An '''entry hazard''' is any battlefield effect that affects the opponent's Pokémon as they are sent out of their [[Poké Ball]]. Any Pokémon already on the battlefield when these effects begin will be unaffected. | An '''entry hazard''' is any battlefield effect that affects the opponent's Pokémon as they are sent out of their [[Poké Ball]]. Any Pokémon already on the battlefield when these effects begin will be unaffected. | ||
Entry hazards are removed by {{m|Rapid Spin}} (user's side) and {{m|Defog}} (both sides | Entry hazards are removed by {{m|Rapid Spin}} (user's side) and {{m|Defog}} (Generation VI: both sides; Generation IV-V: only opponent's side). | ||
The following moves create entry hazards of various types. | The following moves create entry hazards of various types. |
Revision as of 11:08, 8 December 2013
An entry hazard is any battlefield effect that affects the opponent's Pokémon as they are sent out of their Poké Ball. Any Pokémon already on the battlefield when these effects begin will be unaffected.
Entry hazards are removed by Rapid Spin (user's side) and Defog (Generation VI: both sides; Generation IV-V: only opponent's side).
The following moves create entry hazards of various types.
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Moves by effect | |
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Burn • Confuse • Damage • Flinch Freeze • Paralyze • Poison • Sleep • Traps |
This article is part of Project Moves and Abilities, a Bulbapedia project that aims to write comprehensive articles on two related aspects of the Pokémon games. |