A Guide to Entry Hazards in Little Cup | Part 2: Entry Hazard Removal and Spinblockers

Art by BlueberryBlanket.

Introduction

Entry hazards have always been an important aspect of every metagame due to many battles and teambuilds that are influenced by them. Therefore, it would also make sense that methods to remove these hazards are equally important. The two entry hazard-removing moves are Defog and Rapid Spin. The former is a status move that also lowers the opposing Pokémon's evasion upon clearing entry hazards, though the stat drop can be taken advantage of by Defiant users such as Pawniard. The latter is a physical Normal-type move that deals only a bit of damage and removes the entry hazards, and the move's Normal typing means Ghost-types can prevent the move from taking effect in a process called spinblocking due their immunity to it. There is also one form of entry hazard deterrence in Magic Bounce, which can be used to reflect entry hazards as they are being set. Since the effect of entry hazards can put a team at a significant disadvantage, these removal methods are required to keep a team as healthy and cleared of any disadvantages as possible so that they can perform their roles with maximum efficiency. Counterplay to entry hazard removal including spinblockers and Defiant users will also be discussed.

Rapid Spin |

Good Rapid Spinners must either be able to remove entry hazards as quick as possible with their high Speed stat or have enough bulk and offensive presence to switch into a Pokémon they check, force a switch, and then use the opportunity to spin. Maintaining the longevity of your Rapid Spinner is important, as the opponent can set entry hazards again if the opportunity arrives. Spinblockers should be also taken out to ensure safe and successful Rapid Spinning to allow teammates to perform their roles without any hindrances.

DOs (USE THIS / THESE POKÉMON)

Staryu

[Offensive]

Staryu @ Eviolite

Level: 5

Ability: Analytic

EVs: 156 Def / 116 SpA / 236 Spe

Timid Nature

- Rapid Spin

- Hydro Pump

- Ice Beam / Thunderbolt / Recover

- Psychic / Thunderbolt / Recover

[Defensive]

Staryu @ Eviolite

Level: 5

Ability: Natural Cure

EVs: 116 HP / 156 Def / 236 Spe

Timid Nature

- Rapid Spin

- Scald

- Psychic / Ice Beam / Thunderbolt

- Recover

Staryu is one of LC's best Rapid Spinners because of its ability to perform the role of a more offensively oriented spinner or a more defensively oriented one, as it has the great stats, movepool, and typing, to do both. Starting with its offensive set, it has access to a powerful STAB Hydro Pump that hits everything that doesn't resist it, especially most entry hazard setters, very hard as well as to coverage moves that hit some of its checks for super effective damage, such as Ice Beam for Grass-types like Foongus and Snivy and Thunderbolt for Water-types like Slowpoke and Wingull. Psychic also hits the common Fighting-types and Foongus that may face Staryu. In addition to the threat of these powerful moves, Staryu's amazing Speed also allows it to use Rapid Spin before most Pokémon it switches into can attack themselves. Staryu's second set is much more bulky and not only allows it to still outspeed foes that it can use Rapid Spin against, but also enables it to maintain its longevity more efficiently thanks to its ability to recover HP in conjunction with its amazing bulk. Staryu can still fend opposing Pokémon off for itself with the more accurate and burn-inducing Scald and Psychic to take care of Gastly, which could otherwise spinblock it. Staryu can also utilize its other coverage moves such as Ice Beam and Thunderbolt to hit targets such as Foongus and opposing Staryu, respectively. Overall, Staryu is an amazing Rapid Spinner but needs to be careful of faster or powerful Pokémon that can OHKO it such as Elekid and Snivy.

Drilbur

Drilbur @ Berry Juice

Level: 5

Ability: Mold Breaker

EVs: 36 HP / 76 Atk / 36 Def / 76 SpD / 212 Spe

Jolly Nature

- Earthquake

- Rock Slide

- Stealth Rock

- Rapid Spin

Drilbur is a good Rapid Spinner in LC thanks to its good Attack and Speed and powerful STAB moves. Drilbur also has access to Stealth Rock, meaning it can both set and remove entry hazards. This primary Drilbur set has one form of recovery in Berry Juice, which allows it to maintain its longevity and mitigate how easily it can be worn down. Drilbur's defensive presence isn't that good, though, as its typing leaves it vulnerable to common Grass- and Water-types, and it also has poor bulk, which means it needs to safely switch into a move it resists or through pivoting support. Drilbur can utilize its good Speed to quickly remove the entry hazards to assist its teammates and then set some entry hazards of its own to further support its team. Since Drilbur checks many Stealth Rock setters such as Dwebble and Onix, it can be used as a lead to catch most Stealth Rock leads off guard and set its own Stealth Rock early-game. Any Pokémon that hits hard and can outspeed Drilbur, such as Staryu or Snivy, is a huge threat, as its bulk is mediocre.

DON'Ts (DON'T USE THIS / THESE POKÉMON)

Anorith

Anorith @ Berry Juice

Level: 5

Ability: Battle Armor

EVs: 236 Atk / 36 Def / 236 Spe

Jolly Nature

- Stealth Rock

- Rapid Spin

- Knock Off

- Rock Blast

Although Anorith may have a great Speed tier, Attack stat, and movepool, its rather poor bulk compared to its fellow entry hazard removers such as defensive Staryu and Vullaby makes it harder for it to remain viable and maintain its longevity. Common Fighting-types such as Mienfoo and Timburr can easily take all of Anorith's moves and hit it quite hard in return. Anorith may have the offensive capabilities to force switches and use that chance to use Rapid Spin, but it doesn't have any recovery options aside from Berry Juice, which allows it to be worn down quite easily, especially by Stealth Rock, since it is weak to it. Due to its poor bulk and susceptibility to bulkier and more powerful Pokémon, Anorith cannot match up to the prime Rapid Spinners and would require a lot of support from teammates to function efficiently.

Defog |

Defog is another method to get rid of entry hazards, but unlike Rapid Spin, it removes all entry hazards on both sides of the field and lowers the opponent's evasion. Defog is more effective in a sense, as it will always remove the entry hazards. Most Defog users are Flying-types that are weak to Stealth Rock, which means they need to remove it in order to function efficiently or they will be worn down rather quickly. Since Defog also removes entry hazards set by your teammates, it is crucial to keep the entry hazard setter healthy as well so that the disadvantage can be reapplied to the opposing team right after Defog has been used. Like Rapid Spinners, effective Defoggers must be either bulky enough to take hits and then Defog or fast enough to remove the entry hazards first. Their health must be maintained and preserved too, although Defoggers usually have better recovery options than Rapid Spinners, as most have access to Roost due to them usually being Flying-types. Non-Flying-type Defoggers are also useful, as they don't take as much damage from Stealth Rock, although they do not share the virtue of avoiding other entry hazards or having access to Roost.

DOs (USE THIS / THESE POKÉMON)

Vullaby

Vullaby @ Berry Juice

Level: 5

Ability: Weak Armor

EVs: 236 Atk / 76 Def / 196 Spe

Adamant Nature

- Brave Bird

- Knock Off

- U-turn

- Defog

Vullaby can perform many roles, as it houses five different sets, although the best one for entry hazard removal would be its Weak Armor pivot set. Although its Flying typing lets it down if it has to switch into Stealth Rock, its offensive typing is really great, as it can hit common Grass- and Fighting-types super effectively while also using Knock Off to weaken Pokémon for teammates to take them out later. This Vullaby set uses Weak Armor effectively by gaining momentum, forcing switches after gaining a Speed boost, and threatening the opponent with its STAB Brave Bird and newfound Speed. This opportunity can also be effectively used to Defog entry hazards or to pivot with U-turn. Berry Juice also allows Vullaby to recover from any damage it takes from pivoting or Stealth Rock so that it can continue to Defog until no longer needed, making it a very reliable Defogger. Although Vullaby can pivot away from threatening situations most of the time, Pokémon such as Tirtouga and Onix still pose a threat thanks to their super effective STAB moves.

Snivy

Snivy @ Eviolite

Level: 5

Ability: Contrary

EVs: 240 SpA / 252 Spe

Timid Nature

- Leaf Storm

- Defog

- Synthesis

- Hidden Power Ice / Hidden Power Ground / Hidden Power Fire

Gifted with a great ability in Contrary, a STAB move in Leaf Storm to go along with it, and an amazing recovery option in Synthesis, Snivy is one of the best offensive Defoggers, and it can also function as a wallbreaker. Snivy's great Speed and Special Attack allow it to force many switches and use the opportunity to Defog away entry hazards, especially Stealth Rock, which it only takes neutral damage from. Aside from Defogging, Snivy puts pressure on many Pokémon it checks due to its great ability in conjunction with Leaf Storm and its handy Grass typing, which allows it to switch into Stealth Rock setters such as Mudbray and Onix and force them out. Additionally, Contrary also allows Snivy to check Sticky Web teams due to it getting a Speed boost from the entry hazard. Snivy's downfall is that its bulk is mediocre, leaving it susceptible to powerful and faster Pokémon such as Life Orb Gastly, Doduo, and Vullaby. Therefore, pivoting support and safe opportunities must be present to allow Snivy to switch in and Defog. Snivy can also maintain its longevity thanks to a recovery option in Synthesis. With great offensive capabilities, Snivy dominates the LC metagame as one of the best offensive Defoggers.

DON'Ts (DON'T USE THIS / THESE POKÉMON)

Rowlet

Rowlet @ Eviolite

Level: 5

Ability: Overgrow

EVs: 132 HP / 156 Def / 196 SpD / 20 Spe

Careful Nature

- Defog

- Roost

- Brave Bird

- Leaf Blade

Outclassed in its rather poor defensive typing by the likes of Vullaby and Snivy, Rowlet struggles to make its presence known as a Defogger due to its vulnerability to other Flying-types alongside Poison-, Fire-, and Rock-types and 4x weakness to Ice-type moves. Rowlet's bulk is rather moderate, which is why it relies on a Eviolite to become a bulky Defogger, and it's also burdened with a sluggish Speed stat that leaves it highly vulnerable to faster and more powerful attackers such as Doduo, Vullaby, and Ponyta. Rowlet doesn't have as much chances to strike back, as it is outsped by almost all of its checks, but it can retaliate with a decently powerful attack if it tanks a hit, 2HKOing Z-Move Ponyta and defensive Staryu. Overall, Rowlet is too slow, and its moderate bulk cannot save it from powerful and faster checks. Even though Rowlet has a recovery option like Snivy and Vullaby, it cannot force as many switches as they do, making it a less efficient Defogger.

Magic Bounce

Although Magic Bounce is not a move and does not remove entry hazards like Defog and Rapid Spin, it is an ability that can reflect them as they are being set. Magic Bounce users have a much different job than Rapid Spinners and Defoggers, as they must switch into entry hazard setters when it is certain that they will set up so that the entry hazards can be reflected, as the Magic Bounce user can be met with threatening coverage otherwise. The Magic Bounce user should also have reliable bulk to stall out the entry hazard setter and eventually force it to switch, effectively preventing any setting. Magic Bounce isn't used a lot in LC due to only having one user that is outclassed by Rapid Spinners and Defoggers in terms of preventing entry hazards from doing harm. However, Magic Bounce in conjunction with a Rapid Spin or Defog user further ensures that no entry hazards will stay on the field for long if they slip past the former first.

Natu

Natu @ Life Orb

Level: 5

Ability: Magic Bounce

EVs: 116 Atk / 196 SpA / 196 Spe

Naive Nature

- Psychic

- Heat Wave / Dazzling Gleam

- U-turn

- Roost / Sucker Punch

Natu is the only Magic Bounce user in the tier, with its good Special Attack and Speed stat making it a more offensive user of the ability. Its ability to pivot out of unsafe situations with U-turn while being able to mitigate Life Orb recoil and remain healthy with Roost allows it to maintain its longevity quite well. It also boasts a good offensive movepool thanks to a great STAB move in Psychic and coverage moves in Heat Wave and Dazzling Gleam, which are used to hit Steel- and Dark-types such as Pawniard and Vullaby, respectively. Unfortunately, Natu's lacking bulk allows it to be targeted by powerful and faster Pokémon such as Magnemite and Weak Armor-boosted or Choice Scarf Vullaby. It can also be lured in by most Stealth Rock setters when attempting to reflect entry hazards and instead get hit it on the switch with a devastating super effective STAB or a coverage move, meaning it loses to almost every Stealth Rock setter in a 1v1 situation. Although Natu's offensive capabilities allow it to bounce entry hazards and check certain Pokémon, its job is really risky, and its susceptibility to luring and coverage leaves it outclassed in the entry hazard control role by bulkier and more reliable Rapid Spinners and Defoggers.

Spinblockers and Defiant Users

Spinblockers are an interesting case in the world of entry hazards in LC. Their primary role is to use their typing to prevent the use of Rapid Spin. This usually puts pressure on entry hazard removers and is one of the best ways to keep entry hazards on the field so they can continue chipping away at the opposing team. All spinblockers are Ghost-types because they are able to prevent the use of Rapid Spin thanks to their immunity to the move. Some Ghost-type spinblockers can also check some Rapid Spinners due to their typing. While Defog cannot be stopped from removing entry hazards, there are some Pokémon that can take advantage of it such as Defiant users, which gain an Attack boost from the evasion drop.

DOs (USE THIS / THESE POKÉMON)

Pumpkaboo-XL

Pumpkaboo-Super @ Eviolite

Level: 5

Ability: Frisk

EVs: 204 HP / 36 Def / 4 SpA / 236 SpD / 28 Spe

Calm Nature

- Giga Drain

- Synthesis

- Will-O-Wisp

- Fire Blast / Shadow Ball

With great bulk to make up for its sluggish Speed, Pumpkaboo-XL is the bulkiest spinblocker and one of the best out there. It also has access to a great utility movepool that includes Will-O-Wisp, which can be used to cripple Pokémon early-game, including its checks. Synthesis allows Pumpkaboo-XL prolong its longevity, and it can use its bulk and ability to force most Rapid Spinners out to find opportunities to recover. Pumpkaboo-XL also has access to good attacking moves such as STAB Giga Drain, which can also recover HP, while Fire Blast hits common Steel- and Grass-types such as Pawniard and Foongus. Although Pumpkaboo-XL has great bulk, it is weak to the common Knock Off, which removes its Eviolite and significantly reduces its bulk so that it needs to be very careful when switching in to spinblock, as with most spinblockers. Faster Ghost-, Dark-, and Flying-types can pick apart Pumpkaboo-XL rather easily, especially Dark-type Pursuit trappers, which deal a lot of damage. Alolan Grimer in particular is one of Pumpkaboo-XL's biggest enemies due its ability to tank all of Pumpkaboo's moves bar Will-O-Wisp and Pursuit trap it. If Pumpkaboo-XL's checks have been removed, it can spinblock safely thanks to its decent defensive typing and bulk.

Frillish

Frillish @ Eviolite

Level: 5

Ability: Cursed Body

EVs: 236 HP / 116 Def / 76 SpA / 76 SpD

Bold Nature

- Scald

- Hex

- Recover

- Will-O-Wisp

A great typing, movepool, and Special Defense stat allow Frillish to perform well as a bulky spinblocker. Despite its half Ghost typing making it weak to Knock Off, its typing can still be of use, as Frillish's half Water typing allows it to switch into and force out Staryu, the most common Rapid Spinner, although Thunderbolt may be threatening. Frillish can also force out other spinners such as Drilbur with ease with its STAB Scald. Thanks to its great bulk and ability to force quite a lot of switches, it also finds great opportunities to use its utility moves, including Recover and Will-O-Wisp, which can be used to effectively maintain its longevity and cripple opposing physical attackers such as Mienfoo. Aside from Knock Off, Frillish is also targeted by powerful attackers such as Vullaby and Snivy, although some will definitely mind taking Will-O-Wisp or either of Frillish's STAB moves.

Pawniard

Pawniard @ Eviolite

Level: 5

Ability: Defiant

EVs: 156 Atk / 36 Def / 116 SpD / 196 Spe

Jolly Nature

- Knock Off

- Sucker Punch

- Iron Head

- Stealth Rock / Pursuit / Brick Break

Although Pawniard can utilize several sets, the bulky attacker set makes the best use of its ability to discourage Defog with Defiant. Pawniard has a great Attack stat and a decent Speed tier, which means it can check quite a lot of common Pokémon in LC thanks to its ability to wallbreak with Knock Off and other powerful STAB moves such as Iron Head and priority Sucker Punch. In terms of Pawniard's bulk, it is actually adequate, as its good Defense and typing means it can easily switch into physical attacks it resists and force switches when taking advantage of Defog or, alternatively, set up Stealth Rock. After its checks have been eliminated, Pawniard can proceed to sweep if it switches into a Defog thanks to the Attack boost it gains from it. Among all Pawniard's good qualities, a significant drawback is its typing, which leaves it weak to many common metagame threats such as Mienfoo, Ponyta, and Timburr and coverage from other common Pokémon such as Heat Wave from certain Vullaby variants.

DON'Ts (DON'T USE THIS / THESE POKÉMON)

Honedge

Honedge @ Eviolite / Berry Juice

Level: 5

Ability: No Guard

EVs: 76 HP / 116 Atk / 116 Def / 140 SpD / 52 Spe

Adamant Nature

- Shadow Sneak

- Iron Head

- Sacred Sword / Rock Slide

- Pursuit / Swords Dance

Honedge's interesting typing gives it a offensive niche in LC and allows it to become a decent offensive spinblocker; however, it still stands in the shadow of other spinblockers. Honedge has issues spinblocking because its typing and poor special bulk leave it unable to effectively deal with Rapid Spin users. It has adequate movepool options, as it has access to a priority STAB move in Shadow Sneak and a strong STAB move in Iron Head while also having good coverage and utility moves in Sacred Sword, Rock Slide, and Pursuit; however, the only use for its coverage moves is hitting its checks on the switch, as most of them easily outspeed Honedge. Honedge's ability No Guard may look good on paper, but it actually allows powerful but inaccurate moves such as Hydro Pump to always hit while none of Honedge's own moves benefit from it. Its job is done much better by Gastly in terms of offensive capabilities due to its amazing Speed and ability to more easily KO Pokémon. Honedge may have better bulk than Gastly, but as a defensive spinblocker, Pumpkaboo-XL does a better job due to it having much better bulk, a utility-based movepool, and a better defensive typing.

Mankey

Mankey @ Choice Scarf

Level: 5

Ability: Defiant

EVs: 36 HP / 196 Atk / 76 Def / 196 Spe

Jolly Nature

- Close Combat

- Gunk Shot

- U-turn

- Earthquake

Mankey's offensive capabilities and access to Defiant may make it seem like a good deterrent to Defog on paper, but in truth, its poor bulk lets it down, as it leaves it vulnerable to being attacked whilst switching in to activate its ability. First of all, Mankey's typing is rather mediocre, as it is hit super effectively by the common Flying-types it mostly has to switch into to take advantage of Defog, and its poor bulk only makes matters worse, as it can be OHKOed by the likes of Vullaby if it is hit on the switch. Mankey also doesn't appreciate Knock Off, as losing its item leaves it outsped by Pokémon like Abra. Being Choice-locked can also make Mankey very vulnerable to Pokémon such as Foongus and Pumpkaboo-XL, which can easily force it out and prevent it from being able to potentially switch into a Defog and dish out effective damage. Although Mankey can hit really hard with STAB Close Combat or either of its coverage moves, it acts as a decent revenge killer at best, as its terrible bulk and proneness to being forced out make it a poor Pokémon to take advantage of Defog with.

Get out there!

Entry hazards are a very important aspect of battling overall. Therefore, it is very important to know the methods that remove them to prevent any disadvantages and pressure. The same can be said with spinblockers, the more underappreciated part of the entry hazard trifecta, because their teammate's entry hazards may be crucial for another teammate to sweep with maximum efficiency. So next time you build a team, be aware of entry hazards and how you're going to combat them or keep them on the field so that your team can press forward to victory with the right Pokémon.