List of moves that cause entry hazards(Redirected from Entry hazards)
| 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 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. Entry hazards are created by moves, normally status moves.
Some moves effects can remove entry hazards. Rapid Spin removes entry hazards from the user's side of the field; Defog removes entry hazards from the target's side of the field (Generation IV-V) or both sides of the field (Generation VI onward). Additionally, if a grounded Poison-type enters the battle, it will remove Toxic Spikes from its side of the field.
List of entry hazards
|Debut Gen||Entry hazard||Causes||Effect|
|II||Spikes||Spikes|| Grounded Pokémon entering that side of the field take damage proportional to their maximum HP.|
From Generation III onward, Spikes can be set up multiple times on the same side of the field, which causes entering Pokémon to take more damage.
|IV||Stealth Rock|| Stealth Rock
|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.|
|VI||Sticky Web||Sticky Web||Grounded Pokémon entering that side of the field have their Speed lowered by one stage.|
|IV||Toxic Spikes||Toxic Spikes|| 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.
|Moves by effect|
| Burn • Confuse • Damage • Entry hazards • Flinch|
Freeze • Paralyze • Poison • Sleep
|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.|