![]() However, a second layer of Spikes ups that damage to 1/6th, and the third and final layer ups that damage to a full quarter of your victim’s maximum HP! While it’s easy to shrug off a measly 1/8th drop, even if that small amount can be the difference between success or defeat, it can be devastating to lose a quarter of your health before even taking an attack. This doesn’t seem like a big deal, but this tiny amount of damage can add up quite fast when you switch into it repeatedly, especially when Spikes can stack up to three layers! A single layer of Spikes could be the difference between a KO and a barely-surviving heavy hitter, but the small amount of damage dealt is admittedly negligible (1/8th the victim’s max HP). Released in Generation II, it deals a small amount of chip damage to any grounded Pokémon (those without the Flying type, Levitate ability, or a few other special conditions) upon switching in. Spikes was the first and, for many years, only Entry Hazard. Spikes Spikes litters the battlefield with pointy caltrops. We will look at what makes them a valuable part of the metagame and, also, how to counter them. In this article, we will be examining each of the Entry Hazards that exist up to Generation VII. At first, to the uninitiated, these moves can be easily overlooked, however they have held a prominent place in nearly all Pokémon metagames since their inception in Generation II. ![]() Competitive Concepts: Status ConditionsĪn Entry Hazard is any move that has a lasting presence on the battlefield, causing damage or another adverse effect to a Pokémon any time they switch into the battle.
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