List of moves that cause entry hazards

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A trap (Japanese: (わな)), commonly known by fans as an entry hazard, is a condition that affects a side of the field that causes any Pokémon that is sent into battle on that side of the field to be afflicted by a negative effect. Traps are created by moves, typically status moves.

In Pokémon Legends: Z-A, traps are a broader category of moves that leave lingering effects on the battlefield, which includes entry hazards, trapping moves, and moves such as Mist and Smokescreen.

Mechanics

Some moves effects can remove traps.

If a grounded Poison-type Pokémon enters the battle, it will remove Toxic Spikes from its side of the field.

Pokémon holding Heavy-Duty Boots are unaffected by traps, but grounded Poison-type Pokémon can still remove Toxic Spikes even if they hold it.

Traps activate before Abilities that activate upon entering battle, except Unnerve, Neutralizing Gas, and As One.

Traps do activate when a new Pokémon is summoned in an SOS Battle. Traps do not activate for Support Trainers joining the battle in Pokémon: Let's Go, Pikachu! and Let's Go, Eevee!.

List of traps

Debut Gen Trap Causes Effect
II Spikes Spikes
Ceaseless EdgeSV
Grounded Pokémon entering that side of the field take damage proportional to their maximum HP.
From Generation III onward, spikes can be set up a maximum of 3 times on the same side of the field, which causes entering Pokémon to take more damage.
IV Pointed stones Stealth Rock
G-Max Stonesurge
Stone AxeSV
Pokémon entering that side of the field take damage proportional to their maximum HP, based on how effective Rock-type moves are against that Pokémon's types.
IV Poison spikes Toxic Spikes
Toxic Debris
If set up once, poisons grounded Pokémon entering that side of the field.
If set up twice, badly poisons grounded Pokémon entering that side of the field.
VI Sticky web Sticky Web Grounded Pokémon entering that side of the field have their Speed lowered by one stage.
VIII Sharp steel G-Max Steelsurge Pokémon entering that side of the field take damage proportional to their maximum HP, based on how effective Steel-type moves are against that Pokémon's types.

In animation

This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Similarities and differences of how traps function between the animated series compared to the games

Pokémon the Series

Entry hazard moves generally function the same as the games but there has been occurrences where the moves work differently. Paul's Drapion's Toxic Spikes in A Real Rival Rouser! was removed by Ash's Infernape using Flare Blitz to burn away the spikes. Stealth Rock has been used as a traditional trap where contact causes it to attack the target rather than solely attacking upon entering the arena when it was used by Olivia's Probopass and Levi's Steelix. Spikes has been used like in the games by Barry's Skarmory in Casting a Paul on Barry!. However, the debut of Spikes by Brock's Pineco and later, Forretress has the move be used as a damaging move rather than as a trapping move.

Gallery

Pokémon Horizons: The Series

Gallery

In the manga

This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Similarities and differences of how traps function between the manga compared to the games

Pokémon Adventures

Gallery

Trivia

In other languages

Language Title
Chinese Cantonese 陷阱
Mandarin 陷阱
French Piège
German Falle
Italian Trappola
Korean 함정
Spanish Trampa

Related articles

Moves by effect
BurnConfuseDamageFlinch
FreezeParalyzePoisonSleepTraps
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.