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List of moves that cause entry hazards

Get it? Because the name is unknown. 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.

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

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
G-Max Stonesurge
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
BurnConfuseDamageEntry hazardsFlinch
FreezeParalyzePoisonSleep

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