Entry Hazards in PU

By Anty.
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Introduction

Entry hazards are very important in shaping the PU metagame. This is partially due to the offensive nature of the tier, which greatly increases the importance of entry hazards, as they allow teams to maintain offensive pressure. Conversely, entry hazards are also an important reason why the tier is so offensive, as the many wallbreakers really appreciate them to punish defensive switch-ins. However, defensively based teams also enjoy the utility of entry hazards, as they gradually wear down the opposing team, which is helped by tools such as phazing, and many offensive Pokémon and Eviolite users cannot recover this lost health. Another huge reason as to why entry hazards are so amazing is because many top-tier Pokémon are significantly effected by entry hazards, in addition to the fact that there are only seven viable entry hazard removers yet over 15 setters.

Stealth Rock

Stealth Rock has always been the best entry hazard due to its large distribution and ease to set up while doing fairly consistent damage. This is also true for PU mainly due to the amount great offensive and defensive users of it, which all bring other utility. Almost every entry hazard remover is weak to Stealth Rock, which helps wear them down or pressure them to recover rather than clear entry hazards. Oftentimes, teams will lead off with their Stealth Rock user so they can set it up as quickly as possible to deal more damage.

Piloswine

Piloswine

Piloswine @ Eviolite
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Icicle Crash
- Ice Shard

Piloswine is an excellent Pokémon in the PU metagame, as outside of Stealth Rock, it provides a lot of utility, such as being able to reliably switch into top-tier Pokémon such as Zebstrika and Rapdiash. It has large bulk to help it act like an offensive pivot for offensive teams, which makes it easy to fit onto pretty much any type of team, but due to its lack of recovery it often gets worn down quickly. Unlike Torterra, its secondary Ice-type STAB attacks threaten most Defog users other than Pelipper, which is the most common Defog user and one of the best switch-ins to Piloswine. It also has other niches such as priority, which lets it check Pokémon such as Jumpluff, and an almost unresisted STAB combination. Piloswine's strength forces switches, allowing it to easily set up Stealth Rock. It should also be noted that Piloswine has decent defensive synergy with Pelipper, as they resist most of each other's weaknesses, and although Defog will remove Piloswine's Stealth Rock, it finds many occasions throughout the battle to set it up again.

Torterra

Torterra

Torterra @ Leftovers
Ability: Overgrow
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Wood Hammer
- Earthquake
- Synthesis

Torterra is another great Stealth Rock setter, as its bulk, typing, and access to a recovery move allow it to switch into plenty of Pokémon such as Pawniard and Carracosta. It is one of the two Stealth Rock users with reliable recovery, and its better physical bulk and power than the other one, Clefairy, means that it has a large niche. Torterra can also run an offensive set as an anti-lead, as its EVs can be distributed to outspeed other entry hazard setters and OHKO them through Sturdy or Focus Sash with Bullet Seed. This is most effective against Golem, as it gets outsped by Torterra, though Barbaracle and Rampardos also won't be able to do any thing other than set up Stealth Rock. However, sets lacking Stone Edge are Defog bait for Togetic and physically defensive Pelipper, but most other entry hazard removers are nevertheless threatened by either of Torterra's STAB attacks.

Golem

Golem

Golem @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Rock Blast / Stone Edge
- Earthquake
- Explosion

Golem is mostly used as a suicide lead, as Sturdy almost guarantees that it will be able to set Stealth Rock up. It is also better than other leads, as it can often do more than set up Stealth Rock. It can run Custap Berry + Explosion, which will do significant damage to anything it hits, or Weakness Policy, which makes use of its many weaknesses to deal heavy damage to revenge killers with Sucker Punch. Golem can also run a bulkier set to be used throughout the battle as a tank, but its poor typing means that the set is often outdone by Piloswine or Torterra. Because of this, Golem works a lot better on offensively based teams, as they can maintain offensive pressure to keep entry hazards up, which is important because Golem will often only set them up once. Golem can also be used as a lead on a sun team due to it having Sturdy, meaning that it does not have to run Focus Sash to survive a hit and therefore can run Heat Rock.

Probopass

Probopass

Probopass @ Air Balloon
Ability: Magnet Pull
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Stealth Rock
- Flash Cannon
- Earth Power
- Volt Switch

Although Probopass's typing may look like a burden, it is actually very helpful, as it provides resistances to common offensive types such as Normal and Psychic and lets it switch into Pokémon such as Mr. Mime and Kadabra. Its high Special Defense also gives it a niche over most other Stealth Rock users, and its ability to pivot with Volt Switch along with its offensive presence give it a big niche over Stunfisk and Clefairy. Probopass also provides other utility, such as trapping and removing opposing Steel-types, mainly Probopass and Pawniard, with Magnet Pull and Earth Power. Its common offensive moves of Volt Switch, Flash Cannon, and Earth Power threaten every hazard remover with super effective damage; defensive sets can run moves such as Thunder Wave for utility and Leftovers for recovery, while offensive sets prefer Air Balloon to annoy Ground-types such as Piloswine.

Stunfisk

Stunfisk

Stunfisk @ Leftovers
Ability: Static
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Stealth Rock
- Discharge
- Earth Power
- Toxic

Stunfisk is another effective, specially defensive Stealth Rock user. Its niche lies in its high defenses and unique typing that allows it to check many Pokémon such as Misdreavus and Dodrio and makes it the best Electric counter in the tier, being able to easily switch into most Electric-types such as Raichu and Zebstrika. Specially and physically defensive sets are used depending on what the team needs Stunfisk to wall, as if the team is weak to Electric-types, Stunfisk will often be specially defensive, as most Electric-types are special attackers. Stunfisk's Electric typing helps against all Defog users, although Pelipper and Swanna do force it out with their Water-type STAB attacks, and it has the bulk to deal with most Rapid Spinners. Unfortunately, Stunfisk's typing makes it weak to Water, Grass, and Ground, which are all common types in the PU metagame.

Clefairy

Clefairy

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Stealth Rock
- Soft-Boiled
- Moonblast
- Thunder Wave

Although Clefairy may have low base stats, it is a very good Stealth Rock setter due to its access to Eviolite, reliable recovery, no weakness to common types, and, most importantly, Magic Guard. This allows it to switch into very strong offensive Pokémon such as Simipour and Poliwrath, and its ability prevents it from taking entry hazard damage, meaning it can wall most Pokémon that cannot 2HKO it, providing it with a decent niche. Along with Stealth Rock, Clefairy has lots of support options such as Healing Wish and Thunder Wave, which makes it even easier to fit into most types of teams. Although it can force out many attackers in order to set up Stealth Rock, many other entry hazard users, such as Torterra and Roselia, can freely switch in and set up their own entry hazards, and Defog and Rapid Spin users can take advantage of Clefairy's passiveness to get rid of its entry hazards.

Spikes and Toxic Spikes

Spikes are one of the most important entry hazards in the tier since they deal reliable damage to a majority of the Pokémon and are pretty difficult to remove, unlike Toxic Spikes which are easily removed by a Poison-type coming in. This does not mean that Toxic Spikes should be ignored, however, as certain teams appreciate the long lasting damage, which can be important for more balanced teams. However, in such an offensive metagame as PU, where switches are constantly forced, regular Spikes are more appreciated by setup sweepers, as revenge killers will not receive damage from poison until the turn ends.

Toxic Spikes are also an important entry hazard in the PU metagame, as the majority of Pokémon are affected by them but, unfortunately, there aren't many setters, so it is not seen much, but it is still important enough to consider when team building. Toxic Spikes tends to be better on passive teams, and they are especially helpful for slow setup sweepers such as Vigoroth and Duosion, which can often stall out their checks. Often only one layer of Toxic Spikes is necessary, as that does more damage against offensive teams, which are more common, though two layers are preferred against defensive teams.

Roselia

Roselia

Roselia @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 128 Def / 132 SpD
Calm Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Spikes / Toxic Spikes

Roselia is one of the best Pokémon in the tier and is the best Spikes and Toxic Spikes setter. This is due to its high Special Defense and access to reliable recovery, allowing it to wall many threatening Pokémon such as Simipour and Poliwrath, while its decent Special Attack provides lots of opportunities to set up entry hazards. Roselia can also fit onto any type of team, as it can run defensive sets to act as a wall, as well as offensive sets, which can still switch into many special attackers but can also apply more offensive pressure. Offensive sets can handle most Defog users, but the defensive set can only beat Togetic, and both sets struggle to beat any of the common Rapid Spinners. Roselia lacks the moveslots to run both entry hazards, as it greatly appreciates recovery along with dual STAB attacks and has other support moves such as Sleep Powder, so it will often opt for the entry hazard depending on its team. For example, offensive teams with many sweepers and defensive teams with phazers appreciate Spikes more, but bulky offensive teams and defensive teams may prefer Toxic Spikes.

Whirlipede and Venipede

Whirlipede Venipede

Whirlipede / Venipede @ Focus Sash
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Toxic Spikes
- Protect
- Endeavor

Whirlipede and Venipede both have access to Spikes and Toxic Spikes along with an amazing ability in Speed Boost. This allows them to become successful leads on hyper offensive teams because, combined with Focus Sash, they can almost always get at least two layers of entry hazards up, often one layer of Spikes and one layer of Toxic Spikes. Both perform the same role, but Whirlipede has a better chance to survive Rock Blast from Golem and Armaldo, meaning it can get two entry hazards up in that situation, whereas Venipede outspeeds Pokémon such as Taunt Simipour and Encore Kadabra after Protect, which would otherwise prevent it from getting any entry hazards. Access to Endeavor can help pressure foes, particularly entry hazard removers, but it is easily played around because every Rapid Spin user can break their Focus Sash with Rapid Spin and then KO with their STAB moves.

Dwebble

Dwebble

Dwebble @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off

Dwebble is the only Pokémon in PU that has access to both Stealth Rock and Spikes. This, combined with Sturdy, allows it to become a decent lead, as due to Custap Berry it has a good chance to set up both Stealth Rock and a layer of Spikes. Due to it being a suicide lead, Dwebble only finds use on offensive teams that can provide enough offensive momentum to utilize and keep up the entry hazards. Unfortunately, Dwebble's ability can be played around by breaking it with a weaker move and then KOing it with a stronger one, limiting its effectiveness. The lack of other Spikes users means that Dwebble still has a strong niche, as most offensive teams do not wish to have two separate team slots for the two entry hazards. Dwebble also lacks a strong offensive presence, making it prone to being setup fodder, as even with Rock Blast it isn't doing much damage; however, most setup sweepers do not set up at the beginning of the match anyway if the opposing team is healthy, and if the foe does not instantly attack it, Dwebble can set up more entry hazards.

Quilladin

Quilladin

Quilladin @ Eviolite
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Spikes
- Seed Bomb
- Synthesis
- Roar

Although Quilladin receives heavy competition from Tangela and Torterra as a physically bulky Grass-type, it has access to Spikes, providing it with a decent niche of being the only physically defensive Spikes user. Quilladin can run both a defensive set, which is used on defensive teams, or a more offensive set that can be used as either a lead or a pivot for offensive ones. Even though Quilladin's typing gives it many weaknesses, including to several common types such as Ice, Fire, and Flying, Quilladin can still act as a successful wall, as it has access to recovery and phazing as well as resistances to Water- and Ground-type moves. However, Quilladin is prone to being worn down easily by entry hazards and attacks, so it is often forced to Synthesis rather than Spikes, and it provides free switches for every Defog and Rapid Spin user in the tier, severely limiting its use as a Spiker.

Sticky Web

Sticky Web used to be a very viable strategy at the start of PU, but other teams started to prepare more for it with methods such as using Taunt leads, which made Sticky Web much more difficult to use and more matchup-reliant. Sticky Web only works on a team specifically built around it, meaning that Defiant users and spinblockers are vital to keep Sticky Web up, as the setters are used as suicide leads. They are usually built in the same format; a setter, several slow wallbreakers such as Marowak and Heatmor, several faster Pokémon that can work outside of Sticky Web in case it has been removed or that can KO Flying-type Pokémon, and bulky Pokémon that might need to be switched in.

Leavanny

Leavanny

Leavanny @ Focus Sash
Ability: Overcoat
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Sticky Web
- Magic Coat
- Leaf Storm
- Knock Off

Leavanny is the best Sticky Web setter in the tier due to its high Speed. This allows it to outspeed Taunt users such as Misdreavus and Vigoroth, unlike Kricketune, so it can more reliably set it up. Leavanny is best used as a lead so that Sticky Web is set up as quickly as possible, and it can also use Magic Coat to prevent opposing Pokémon from setting up entry hazards. However, if the opponent has entry hazard control, it is sometimes best kept until later to possibly reset the entry hazard. Sticky Web teams will also have other entry hazard users to support their team. Popular choices tend to be Marowak and Rampardos, which are two of the strongest Pokémon in the tier and have problems with their Speed.

Honorable Mentions

PU has many Stealth Rock setters, including many leads with small niches. For example, Rampardos has Mold Breaker, so it can OHKO opposing Golem and Dwebble before they set up their entry hazards. Monferno has Taunt and is the fastest Stealth Rock user in the tier, and Onix can be used as a Sunny Day lead due to it being the fastest Pokémon with Sturdy, Stealth Rock, and Sunny Day. Defensive Carracosta is the best check to Pokémon such as Ursaring and Stoutland, and Gabite can check Zebstrika as well as Fire-types such as Rapidash. Marowak and Aurorus are the most offensive Stealth Rock users with both being almost unwallable, but they have low Speed stats. The tier has two other viable Toxic Spikes users, Frogadier and Tentacool, with the former being almost entirely outclassed by Simipour and the latter receiving competition from Pokémon such as Pelipper. Kricketune can be used as a Sticky Web setter over Leavanny, as it has access to Taunt, but it is slower than Taunt users such as Misdreavus.

Supporting Entry Hazard Users

Defiant

Pawniard

Pawniard is an important Pokémon on every entry hazard-reliant team due to Defiant. If it switches into a Defog, it gets a +2 Attack boost, making it very threatening, as it already has a high Attack stat and has access to strong priority in Sucker Punch. Unfortunately, Pawniard dislikes switching into most Defog users, as Swanna and Pelipper both threaten it with a Scald burn, and it switching in on a Defog user is predictable and even Togetic can 2HKO it with Dazzling Gleam after Stealth Rock damage. Despite this, just having Pawniard on your team discourages Defog, meaning the opponent is less likely to use it, which ultimately means that Pawniard has done its job by keeping entry hazards up on the field. It is easily the best Defiant user, as the only other viable PU Pokémon that gets it, Purugly, is horribly weak without a boost, lacks the bulk to switch in, and has poor coverage, meaning it is easily walled.

Spinblockers

Misdreavus Gourgeist-Super Gourgeist-Small Dusknoir

Misdreavus, Gourgeist-XL, Gourgeist-S, and Dusknoir are the four best Ghost-types in the tier and are important for any entry hazard-stacking team due to their ability to block Rapid Spin. They all perform different roles, so it really depends on the team as to what Ghost-type they chose; Misdreavus can fit on both offensive and defensive teams, as it can run a defensive or a Nasty Plot set; Gourgeist-XL works best on defensive or balance due to its sheer bulk and decent defensive typing; Gourgeist-S fits on offensive teams and is played as a fast SubSeeder; and Dusknoir also fits only on offense as a Choice Band user with strong priority. Unfortunately, no spinblocker can beat every Rapid Spin user—for example, Misdreavus and Dusknoir lose to Armaldo and Shell Smash Torkoal, whereas both Gourgeist formes lose to Avalugg and both Torkoal sets. Even though switching spinblockers into Rapid Spin users may be predictable, it still allows the spinblocker to keep entry hazards on the field, and even if they get KOed by the Rapid Spinner, the Rapid Spinner is usually severely weakened and can be easily revenge killed.

Other

Several hyper offense leads can often be used as setup fodder, so those teams will often use Focus Sash Kadabra, as with Magic Guard it will always survive a hit so that it can stop almost every sweeper with Thunder Wave or a strong attack. Every offensive Pokémon appreciates entry hazard support, particularly setup sweepers such as Carracosta and Barbaracle, as their checks do not have time to heal any of the damage done by entry hazards when they come in to revenge kill, which can put them in KO range of boosted attacks. On defensive teams, phazers such as Grumpig and Poliwrath work well with entry hazard support, as it vastly increases the damage done by phazing, especially on the phazer's switch-ins.

Hazard Removal

Defog

Defensive Users

Pelipper Vibrava

Pelipper and Vibrava are the two of the best Defog users in the tier due to their decent mixed bulk, good defensive typing, and access to recovery. This means they are both played as defensive walls, so they fit best on defensive and balanced teams, or possibly on bulky offense as a pivot. Although they play similar roles, they both have strong niches over each other, as Pelipper can check Fighting- and Water-types better, whereas Vibrava has higher overall bulk and an immunity to Electric-type moves. They are both decent outside of Defogging, as they can both take on many offensive threats such as Poliwrath and Ninetales, and both can run physically or specially defensive sets to check different threats depending on what their team needs to wall. Both Pelipper and Vibrava can easily beat Pawniard, which hates switching in on either due to Scald and Earthquake respectively, and physically defensive spreads of both can also allow it to take a hit if it receives a Defiant boost, however Vibrava dislikes losing its Eviolite by Knock Off.

Offensive Users

Swanna

Despite its average Special Attack and Speed stats, Swanna is the best offensive Defog user, so can fit on offensive teams much more easily than other Defog users. Its low bulk means it has difficulty finding switch-in opportunities on any Pokémon in order to Defog, and its inevitable Life Orb recoil and weakness to Stealth Rock mean it is often forced to use Roost. Although it has decent strength, Swanna relies on Life Orb and a low accuracy move in Hurricane, and its lack of Hydro Pump means that it is forced to run the weaker Scald, which just falls short of OHKOing Pawniard. Even though it is the only offensive Defog user, offensive teams can still run a defensive Defog user, as most can act like a defensive pivot by soaking up hits and providing free switches with U-turn or Baton Pass for Pelipper and Togetic, respectively.

Rapid Spin

Armaldo Torkoal Avalugg

Armaldo, Torkoal, and Avalugg are, unfortunately, the best three Rapid Spin users in the tier, as they are not very good. Armaldo is used on more offensive teams and has better utility outside of spinning than offensive Torkoal; Torkoal can run either a wall set on defensive teams or a Shell Smash set on offensive ones, which is the best set for beating spinblockers but cannot do much outside that; and Avalugg only fits on defensive teams that need a check to specific Pokémon such as Fraxure and Torterra. Although they mostly have ways to get past common spinblockers (Armaldo has Knock Off, Torkoal can set up with Shell Smash and hit them hard, and Avalugg can stall them out with Toxic and Recover), they are still mediocre Rapid Spin users, as they are all slow, are vulnerable to every entry hazard, have Stealth Rock weaknesses, and have huge flaws in their typings. The main reason to use a Rapid Spin user over a Defog user is if your team has many entry hazards and cannot afford to constantly reset them; another reason is if your team has a noticeable weakness to opposing entry hazards. Despite this, if they manage to Rapid Spin and clear entry hazards, they have successfully done their job, and in certain situations they can do more than that; Armaldo can hit fairly hard, defensive Torkoal can wall Pokémon such as Leafeon, and Avalugg can wall others such as Piloswine.

Other

Simipour Jumpluff

As entry hazards are best set up early, often the setters will be used as leads, meaning that the opponent can predict this and stop them getting up entry hazards with utility moves such as Taunt. Dodrio, Simipour, and Simisage are the best Taunt users, as they outspeed every relevant entry hazard setter, though none of them want to take a strong STAB attack from offensive leads such as Golem. Vigoroth and Misdreavus, although they outspeed fewer Pokémon, have more bulk in order to take hits if the opponent predicts the Taunt. Sleep Powder from Jumpluff is very effective, as it will stop the foe from setting up entry hazards as well as attacking the user.

Summary

Entry hazards are very important in the PU metagame, not only because most Pokémon are severely crippled by certain types of entry hazards but also because they are much more easy to set up than remove, as there are more and better setters than removers. This should be kept in mind when teambuilding to make sure your team is not entry hazard-weak; for example, having two Pokémon that are weak to Stealth Rock without a remover is not advised, and most teams should have ways to pressure Spikes stackers to limit the amount of entry hazards set up if not running an entry hazard remover.

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