Entry Hazards
Entry hazards are field effects that punish a Pokemon when it switches in. They change switching decisions, hazard removal, and item choice.
Main entry hazards
Spikes damages grounded Pokemon when they enter the field, up to three layers deep. Stealth Rock damages every switch-in based on type matchup against Rock. Toxic Spikes poisons grounded Pokemon, and Sticky Web lowers the Speed of grounded Pokemon that switch in.
How hazards are removed
Rapid Spin, Mortal Spin, Defog, and Tidy Up remove hazards from the field. Court Change swaps the hazards on each side, and Magic Bounce or Magic Coat can reflect them back. A grounded Poison-type Pokemon also removes Toxic Spikes when it switches in.
How hazards are ignored
Heavy-Duty Boots ignore entry hazards entirely. Flying-type Pokemon and Pokemon with Levitate are also immune to the grounded hazards that only affect grounded Pokemon.
Why hazards matter
Entry hazards chip away at switch-heavy teams, break Focus Sash-style counterplay, and force a response from the opponent. Hazard control is often a team-building requirement instead of an optional luxury.
Related mechanics
See held items for Heavy-Duty Boots, ability mechanics for Magic Bounce, and status conditions for Toxic Spikes interactions.
FAQ
Does Stealth Rock hit every Pokemon?
Yes. Stealth Rock checks the incoming Pokemon's Rock weakness or resistance and applies damage on switch-in unless something prevents it.
Why are Heavy-Duty Boots so common?
Because they let a Pokemon switch in without taking hazard damage or being slowed by Sticky Web.
How many layers of Spikes can stack?
Three layers in modern games. More layers mean more damage on the switch.