Entry hazards are a cornerstone of Cobblemon PvP battles. They chip away at opposing Cobblemon as they switch in, disrupt strategies, and shift the momentum of matches. Mastering entry hazard control—both setting them and removing them—can give you a significant edge in competitive play. This guide dives into the types of entry hazards, strategies to use them effectively, and how to counter them to maintain control of the battlefield.
What Are Entry Hazards?
Entry hazards are effects created by specific moves that damage or disrupt Cobblemon when they enter the battlefield. Unlike direct attacks, entry hazards persist until removed, making them an excellent tool for controlling the flow of a match.
Types of Entry Hazards
- Stealth Rock
- Deals damage based on the Cobblemon's type and its weakness/resistance to Rock moves.
- Key Use: Great for chipping away at Flying-, Fire-, Ice-, and Bug-types.
- Common Users: Tyranitar, Ferrothorn, Excadrill.
- Spikes
- Deals a fixed percentage of damage (12.5%, 16.7%, or 25%) depending on the number of layers.
- Key Use: Effective against grounded Cobblemon.
- Common Users: Skarmory, Ferrothorn, Roserade.
- Toxic Spikes
- Poisons grounded Cobblemon upon entry. Two layers induce badly poisoned status.
- Key Use: Ideal for stall and wearing down bulky teams.
- Common Users: Toxapex, Tentacruel, Drapion.
- Sticky Web
- Reduces the Speed of grounded Cobblemon when they enter.
- Key Use: Excellent for supporting slower sweepers.
- Common Users: Galvantula, Shuckle, Ribombee.
Strategies for Using Entry Hazards
1. Early Hazard Setup
- Why: Setting hazards early allows you to pressure your opponent from the start.
- How:
- Lead with a dedicated hazard setter.
- Pair with Taunt users to block Defog or Rapid Spin from opponents.
- Example:
- Use Ferrothorn to set up Stealth Rock and Spikes while resisting common moves.
2. Layering for Maximum Effect
- Why: Multiple layers of hazards amplify their effectiveness.
- How:
- Combine Spikes and Stealth Rock for chip damage on every switch-in.
- Add Toxic Spikes for stall teams to spread status.
- Example:
- A team with Skarmory for Spikes and Toxapex for Toxic Spikes ensures layered pressure.
3. Hazard Support for Sweepers
- Why: Hazards weaken checks and counters to your sweepers.
- How:
- Set hazards to chip away at bulky Cobblemon that wall your main attacker.
- Example:
- Pair Stealth Rock with a Dragonite using Dragon Dance to KO Flying-types.
4. Mid-Game Hazards for Momentum
- Why: Catch opponents off guard by setting hazards after key Cobblemon are removed.
- How:
- Use hazard setters with pivot moves like U-turn or Volt Switch for mid-game setups.
- Example:
- A Rotom-Wash with Volt Switch can bring in Excadrill to set up mid-game Stealth Rock.
Countering Entry Hazards
While entry hazards are powerful, they can be countered with proper preparation. Here’s how:
1. Hazard Removal Moves
- Rapid Spin:
- Removes hazards from your side while boosting the user's Speed (since Gen 8).
- Common Users: Excadrill, Tsareena, Cloyster.
- Defog:
- Clears hazards on both sides of the field.
- Common Users: Corviknight, Mandibuzz, Togekiss.
2. Magic Bounce
- What It Does:
- Reflects hazard-setting moves back to the opponent.
- Best Users: Hatterene, Espeon.
3. Immunities
- Flying- and Levitate Cobblemon are immune to Spikes and Toxic Spikes.
- Example:
- Gengar and Hydreigon avoid Toxic Spikes, making them excellent choices against stall teams.
4. Heavy-Duty Boots
- What It Does:
- Negates damage and effects from all entry hazards.
- Best Users:
- Volcarona: Avoids devastating Stealth Rock damage.
- Cinderace: Preserves momentum without worrying about hazards.
Building Teams Around Entry Hazards
Hazard Stack Teams
- Core Idea: Stack multiple layers of hazards to pressure switching.
- Example Team:
- Ferrothorn: Stealth Rock and Spikes setter.
- Toxapex: Toxic Spikes and wall support.
- Corviknight: Hazard removal with Defog.
- Hydreigon: Breaker immune to Toxic Spikes.
- Dragonite: Late-game cleaner with hazard support.
- Excadrill: Backup Rapid Spin and offensive pressure.
Anti-Hazard Teams
- Core Idea: Use hazard immunity and removal to negate hazard effects.
- Example Team:
- Mandibuzz: Defog support and stall breaker.
- Excadrill: Rapid Spin and offensive pressure.
- Togekiss: Defog user with additional utility.
- Cinderace: Heavy-Duty Boots and pivoting.
- Rotom-Wash: Electric and Water immunity with Volt Switch.
- Espeon: Magic Bounce user to prevent hazards.
Common Mistakes to Avoid
- Over-relying on Hazards
- Hazards can be negated with proper counterplay.
- Solution: Balance hazards with direct offense or utility.
- Ignoring Removal Options
- Neglecting hazard removal can cripple your team.
- Solution: Include at least one Defog or Rapid Spin user.
- Underestimating Heavy-Duty Boots
- Many threats now carry Heavy-Duty Boots to bypass hazards.
- Solution: Use Taunt or Knock Off to eliminate this advantage.
Pro Tips for Mastering Hazard Control
- Pair Hazards with Phazing Moves:
- Moves like Whirlwind or Dragon Tail force switches, maximizing hazard damage.
- Use Pivot Moves:
- Combine U-turn, Volt Switch, or Flip Turn with hazard setters to maintain momentum.
- Time Your Removal:
- Wait until your opponent has fully committed to their hazards before removing them.
Conclusion
Entry hazards are one of the most impactful tools in Cobblemon PvP, offering both offensive and defensive utility. By mastering hazard placement, counterplay, and removal, you can control the battlefield and dictate the flow of battle. Experiment with different combinations and strategies to find what fits your playstyle best.