List of moves that cause entry hazards: Difference between revisions
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| Damages incoming opponents. Affected by type matchups. | | Damages incoming opponents. Affected by type matchups. | ||
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| Reduces {{stat|Speed}} of incoming opponents by one stage. Only affects grounded Pokémon. | |||
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| {{m|Toxic Spikes}} | | {{m|Toxic Spikes}} | ||
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| {{status|Poison}}s incoming opponents. A second use of this move causes the Pokémon to be {{status|badly poisoned}}. Only affects grounded Pokémon. | | {{status|Poison}}s incoming opponents. A second use of this move causes the Pokémon to be {{status|badly poisoned}}. Only affects grounded Pokémon. | ||
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Revision as of 03:51, 13 January 2014
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. |