List of moves that cause entry hazards
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.
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It has been suggested that this article be moved to List of moves that set traps. Please discuss whether or not to move it on its talk page. |
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The subject of this article has no official name. The name currently in use is a fan designator; see below for more information. |
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). Court Change will exchange the entry hazards on each side of the field, along with other one-sided field conditions. Additionally, if a grounded Poison-type enters the battle, it will remove Toxic Spikes from its side of the field.
Pokémon holding Heavy-Duty Boots are unaffected by entry hazards, but grounded Poison-type Pokémon can still remove Toxic Spikes even if they hold it.
Entry hazards activate before Abilities that activate upon entering battle, except Unnerve, Neutralizing Gas, and As One.
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 |
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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 a maximum of 3 times on the same side of the field, which causes entering Pokémon to take more damage. |
IV | Pointed stones | 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. |
IV | Poison 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. |
VI | Sticky web | Sticky Web | Grounded Pokémon entering that side of the field have their Speed lowered by one stage. |
VIII | Sharp steel | G-Max Steelsurge | Pokémon entering that side of the field take damage proportional to their maximum HP, based on how effective Steel-type moves are against that Pokémon's types. |
Trivia
- Only even-numbered generations have introduced new moves that set entry hazards.
Moves by effect | |
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Burn • Confuse • Damage • Entry hazards • Flinch Freeze • Paralyze • Poison • Sleep |
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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. |