List of moves that cause entry hazards: Difference between revisions
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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). | 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: | ||
{| style="margin:auto; background: #{{status color}}; {{roundy}}; border: 5px solid #{{status color light}};" | {| style="margin:auto; background: #{{status color}}; {{roundy}}; border: 5px solid #{{status color light}};" |
Revision as of 00:58, 27 June 2014
The subject of this article has no official name. The name currently in use is a fan designator; see below for more information. |
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. All moves that create entry hazards are status moves.
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. |