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, only opponent's side prior to Generation VI).
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.

Gen Move Effect Type Category
II Spikes Damages incoming opponents. Additional uses of this move will do more damage. Only affects grounded Pokémon. Ground Status
IV Stealth Rock Damages incoming opponents. Affected by type matchups. Rock Status
IV Toxic Spikes Poisons incoming opponents. A second use of this move causes the Pokémon to be badly poisoned. Only affects grounded Pokémon. Poison Status
VI Sticky Web Reduces Speed of incoming opponents by one stage. Only affects grounded Pokémon. Bug Status


Moves by effect
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps


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