A Guide to Entry Hazards in Little Cup | Part 1: Entry Hazard Setting

Art by LifeisDANK.

Introduction

Entry hazards have always been an important aspect of every metagame because many battles and teams are influenced by them. The most common entry hazards in LC are Stealth Rock and Spikes, which both do chip damage; the former deals damage in terms of weakness to Rock, and the latter deals more residual damage with each layer, with a maximum of three layers. Sticky Web and Toxic Spikes are less prominent than their aforementioned counterparts, though they do have some appeal. Sticky Web is still useful for slowing down opposing Pokémon by one stage on the switch, while Toxic Spikes inflicts poison or Toxic poison instead. When a Pokémon triggers these effects, its longevity becomes vulnerable. Constant switching and pivoting further hinders the longevity of the Pokémon affected by residual damage or status. If entry hazards aren't removed as soon as possible, there will surely be a disadvantage provided.

Stealth Rock |

The most common entry hazard in the LC metagame, Stealth Rock is a must-have on every team. Stealth Rock takes a certain amount of HP from Pokémon as they switch in depending on their resistance to Rock-type moves. For example, Pokémon that resist Rock-type moves such as Mienfoo and Ferroseed have 6.25% HP taken, Pokémon that take neutral damage from Rock-type moves such as Chinchou and Foongus have 12.5% HP taken, and Pokémon that take super effective damage from Rock-type moves such as Vullaby and Ponyta have 25% HP taken. Stealth Rock does not affect Pokémon with Magic Guard and can be bounced back by Magic Coat and Magic Bounce. Constant pivoting and switching takes a heavy toll on Pokémon as long as Stealth Rock is present. This allows sweepers such as Tirtouga and Shellder to easily sweep the worn-down opposition. Stealth Rock also assists cores such as Fighting spam, which usually consists of Mienfoo and Timburr, to continually wear down their checks.

DOs (USE THIS / THESE POKÉMON)

Onix

[SturdyJuice]

Onix @ Berry Juice

Level: 5

Ability: Sturdy

EVs: 76 HP / 236 Atk / 196 Spe

Jolly Nature

- Stealth Rock

- Rock Blast

- Earthquake

- Endure / Taunt

[Weak Armor]

Onix @ Eviolite

Level: 5

Ability: Weak Armor

EVs: 236 Atk / 76 SpD / 196 Spe

Jolly Nature

- Stealth Rock

- Rock Blast

- Earthquake

- Explosion / Taunt

Onix, the most common and popular Stealth Rock setter, brings a lot to the table, with its amazing bulk and offensive capabilities making it a bulky but powerful setter. Its useful resistances and its amazing Defense stat allow it to easily switch into a neutral or resisted physical attack and use the forced switch to set up Stealth Rock. Its SturdyJuice set grants it a recovery option that increases its longevity, which allows it to set up Stealth Rock again if it needs to, while Endure and Sturdy can allow it to set Stealth Rock before it inevitably faints after its Berry Juice has been consumed or during early-game if Onix leads. The Weak Armor set can be seen as more offensively oriented, as it may make Onix weaker with the lowering of Defense while also lacking a recovery option, but the added bulk of the Eviolite and the Speed boost makes up for this; after Onix tanks a physical hit it becomes faster, which allows it to set up Stealth Rock before it takes another move while also being able to outspeed and check certain Pokémon such as Ponyta and Doduo, and with one Weak Armor activation, Onix can outspeed Choice Scarf Doduo.

Ferroseed

Ferroseed @ Eviolite

Level: 5

Ability: Iron Barbs

EVs: 84 HP / 36 Atk / 108 Def / 228 SpD / 36 Spe

Impish Nature

- Bullet Seed

- Knock Off

- Thunder Wave

- Stealth Rock

Ferroseed's great defensive typing and bulk allow it to become an efficient wall that spews out rocks and seeds. Ferroseed is one of the best defensive Stealth Rock setters thanks to its ability to switch into anything it resists and set Stealth Rock while also being able to inhibit opposing Pokémon with Knock Off and Thunder Wave. Ferroseed's only set is quite simple to use, as it can switch into anything that doesn't harm it and set Stealth Rock, and then Ferroseed can just switch out when one of its checks switches in. It can be used as an adequate lead to cripple opposing Pokémon early-game and set up Stealth Rock, but another common lead in Mienfoo can be a problem if the two meet. Ferroseed should have teammates that take care of its checks so that it is free to switch in, wall, and set up Stealth Rock to be a very helpful defensive asset to the team.

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

Golett

Golett @ Eviolite

Level: 5

Ability: Iron Fist

EVs: 44 HP / 164 Atk / 196 Def / 76 Spe

Adamant Nature

- Drain Punch

- Earthquake

- Stealth Rock

- Ice Punch / Shadow Punch

Due to its poor defensive stats and typing, Golett struggles to find itself as a viable Stealth Rock setter. Firstly, it is weak to the very common Knock Off from common Pokémon such as Mienfoo and Vullaby, and the latter in particular checks Golett with all of its sets. Its weakness to Knock Off can hinder its ability to be a tank, as it relies on its Eviolite to be bulky, meaning that without it, Golett can be KOed really easily due to being outsped by almost all of its checks such as Carvanha. Golett's typing also makes it lose against the most common Rapid Spin user, Staryu. Golett's only notable niche in LC is that it is the only Pokémon that can set Stealth Rock and spinblock due to its part-Ghost typing, but this still isn't able to make it a viable Stealth Rock setter, therefore leaving it outclassed by the likes of Ferroseed and Onix.

Spikes |

Spikes is quite different from the more common Stealth Rock, as you can set up to three stacks of it, dealing more damage according to the number of layers. The first layer of Spikes will deal 12.5% in residual damage, but once you set a second layer of Spikes it will deal 16.67% in residual damage, and then the third layer of Spikes will deal 25% in residual damage. Spikes does not affect Pokémon with Levitate, a Flying typing, or Magic Guard, and it can also be bounced back by Magic Bounce and Magic Coat. Spikes is a quite effective entry hazard, as it deals damage to most Pokémon and can wear down opposing Pokémon for setup sweepers and Pokémon with shared checks to take advantage of. However, Spikes suffers from a limited pool of viable setters, which greatly limits opportunities to include Spikes on a team. Moreover, many LC threats such as Vullaby are immune to Spikes damage as well, making the entry hazard sometimes not worth the defensive strain placed on the team.

DOs (USE THIS / THESE POKÉMON)

Dwebble

Dwebble @ Eviolite / Berry Juice

Level: 5

Ability: Weak Armor / Sturdy

EVs: 36 HP / 156 Atk / 76 Def / 236 Spe

Jolly Nature

- Stealth Rock

- Spikes

- Rock Blast

- Knock Off

With the ability to set up Stealth Rock and Spikes at the same time, Dwebble's rather handy typing, movepool, and abilities make it the great and efficient entry hazard setter it is today. Dwebble, as an entry hazard setter, is more defensively oriented, with two of its moveslots occupied by entry hazard-setting moves. It can also deal sufficient damage to defend itself in the form of Rock Blast while also removing items of opposing Pokémon with Knock Off. Dwebble's good bulk allows it to take on most physical attacks, although it should mainly switch into resisted attacks or rely on a pivot to bring it in safely, as its longevity must be maintained well to successfully stack Spikes and Stealth Rock. Dwebble also makes an adequate lead, as it can irk opposing Pokémon with Knock Off and set up Spikes early-game so that the hazard can deal residual damage from the start. Dwebble dislikes Knock Off itself, as it depends on its Eviolite and Berry Juice to allow it to have sufficient bulk and a recovery option, respectively, and it should have teammates that don't mind taking the move. Dwebble's Special Defense is also lacking, so Pokémon that can take special attacks such as Slowpoke and Munchlax can deal with the likes of Magnemite and Staryu, and the latter can also remove Spikes. The prevalence of Defog has also hindered Dwebble's usefulness.

Chespin

Chespin @ Eviolite

Level: 5

Ability: Bulletproof

EVs: 68 HP / 28 Atk / 156 Def / 236 SpD

Impish Nature

- Seed Bomb

- Zen Headbutt

- Synthesis

- Spikes / Drain Punch / Rock Slide

Nowadays in the LC metagame, Chespin has seen much more usage than it used to. Being the only viable pure Grass-type Pokémon able to set Spikes coupled with a great ability and an adequate movepool gives it a decent niche. Bulletproof allows Chespin to find major opportunities to set up Spikes, such as when switching into Foongus, a common Pokémon it completely walls if Foongus doesn't run Hidden Power Fire. Its Eviolite in conjunction with its moderate defenses gives it decent enough bulk to switch into Pokémon such as Mudbray and check it with a STAB Seed Bomb or use the chance to set up more layers of Spikes. Chespin has three great coverage options in Zen Headbutt, Drain Punch, and Rock Slide, which it can use to deal with Pokémon such as Foongus, Pawniard, and Vullaby, respectively, although it'll have to sacrifice one coverage moveslot for setting Spikes. Chespin also has a great recovery option in Synthesis, which it can use when forcing switches to allow it to continue setting Spikes. Common Fire- and Flying-types such as Ponyta and Nasty Plot Vullaby check Chespin efficiently due to taking advantage of its Grass typing and its mediocre Special Defense. Additionally, Steel-types such as Magnemite can wall non-Drain Punch Chespin. This makes Pokémon such as Tirtouga and Timburr good teammates, as they can deal with Chespin's aforementioned checks.

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

Shelmet

Shelmet @ Eviolite

Level: 5

Ability: Overcoat

EVs: 116 HP / 156 Def / 236 SpD

Impish Nature

- Spikes

- Recover

- Baton Pass

- Leech Life

Shelmet's poor typing, offensive stats, and movepool make it unable to prove itself as a viable Spikes setter. Its Bug typing isn't a great typing defensively or offensively, as it leaves Shelmet weak to Stealth Rock and common Pokémon such as Ponyta and Vullaby, while offensively it can only hit three types super effectively, with only one being particularly common. Unlike most entry hazard setters, Shelmet cannot be used as a lead due to being extremely weak against more common lead setters such as Onix, which already hinders its effectiveness and ability to set Spikes as fast as possible. Shelmet's passivity and slow Speed leaves it as setup bait to many setup sweepers, as Leech Life is its only attacking move and hits only a limited pool of Pokémon for adequate damage. With all these reasons, Shelmet has a very hard time finding opportunities to set Spikes, as it is unable to easily force switches. Even though it has access to reliable recovery and pivoting in Recover and Baton Pass, this is still not able to make it a preferable choice among teams.

Sticky Web |

Sticky Web is different in a sense, as it lowers the Speed of the Pokémon that switches in by one stage. Pokémon with Levitate, Clear Body, or a Flying typing are not affected, while Magic Coat and Magic Bounce can deflect it. Although damaging entry hazards may see more usage than Sticky Web, it's good for different situations and teams. An example of a team where Sticky Web is appreciated is when a team consists of slower sweepers such as Timburr and Spritzee that can do their job with less difficulty if they could outspeed the opposition. Sticky Web gives them a safer chance setting up and sweeping, as otherwise they may face being shot down by faster Pokémon before they can even set up efficiently. Flying-type Defoggers are one of the main enemies of Sticky Web, as they aren't affected by it and can clear it from the field with ease, so a check to these brash birds will help keep Sticky Web safe and set. Opposing Pokémon that can gain an advantage from Sticky Web are Pokémon with the abilities Contrary and Defiant, which include Snivy and Pawniard, respectively. Pawniard gains an Attack boost from Sticky Web, while Snivy gains a Speed boost and can also remove it from the field with Defog.

DOs (USE THIS / THESE POKÉMON)

Surskit

Surskit @ Focus Sash / Choice Scarf

Level: 5

Ability: Swift Swim

EVs: 36 HP / 20 Def / 196 SpA / 20 SpD / 236 Spe

Timid Nature

- Sticky Web

- Hydro Pump / Scald

- Giga Drain

- Haze / Icy Wind

Surskit is arguably the best Sticky Web setter in the tier due to its amazing Speed tier and access to a varied movepool that includes STAB Hydro Pump and Scald, a recovery option in Giga Drain, and the ability to remove buffs from a setup sweeper. Surskit is an efficient lead, as it can outspeed most leads and set up Sticky Web early-game while also dealing sufficient damage to Pokémon it checks. Focus Sash allows Surskit to become a suicide lead, since it must set up Sticky Web before it faints, while the Choice Scarf allows Surskit to outspeed threats such as Choice Scarf Chinchou and Pikipek. If kept alive after leading and setting up Sticky Web, it can be brought in with the help of a pivot to check Pokémon or clear boosts, but Surskit generally doesn't last that long after the early-game, so making sure that Sticky Web remains on the field is very important. A surefire way to do this is to have a setup sweeper set up safely with Sticky Web present, before an entry hazard remover can switch in, and then sweep the entire team, as your sweeper should outspeed the entire opposition thanks to Surskit's doing.

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

Spinarak

Spinarak @ Eviolite

Level: 5

Ability: Insomnia

EVs: 196 HP / 196 Def / 116 SpD

Impish Nature

- Sticky Web

- Leech Life / Megahorn

- Poison Jab

- Toxic Spikes / Sucker Punch / Thief

Spinarak struggles to find its way out of Surskit's shadow as a Sticky Web setter due to its moderate stats and mediocre defensive typing. Common Pokémon such as Abra, Ponyta, and Wingull can easily outspeed and KO Spinarak with their respective powerful STAB moves, while Pokémon such as Onix and Magnemite can easily wall Spinarak and then KO it later. Being weak to Onix is also very important because Spinarak cannot lead as safely, which makes it unable to set Sticky Web as soon as possible. Spinarak's part-Bug typing leaves it weak to the most common Defog user, Vullaby, which means the Sticky Web it sets can instantly be removed if Vullaby switches into it, as otherwise it risks being KOed. Although Surskit doesn't have great defenses either, it has the Speed stat to be able to set Sticky Web much more efficiently, which sets it apart from Spinarak. A few redeeming qualities do exist for Spinarak. Its offensive typing is pretty decent, allowing it to check Snivy, a big threat to Sticky Web teams, while also being able to significantly damage certain Dark-types such as Carvanha on the switch with Leech Life or the insanely powerful Megahorn. Its reasonable bulk and access to Sucker Punch also allow Spinarak to tank resisted moves and defeat worn down Pokémon, which can prove useful in some situations, but ultimately, it still cannot set Sticky Web as fast and efficiently as Surskit can.

Toxic Spikes |

Arguably the least used entry hazard in Little Cup, Toxic Spikes is also a very different entry hazard, as it does not deal damage, similarly to Sticky Web, but instead of lowering a stat, it inflicts poison. Pokémon with Levitate, Immunity, or a Flying, Poison, or Steel typing are not affected, while Magic Coat and Magic Bounce can avert it. Like Spikes, Toxic Spikes can be stacked, with one layer inflicting poison and two layers inflicting Toxic poison to foes that switch into it. Toxic Spikes is an interesting entry hazard, as it can cripple a Pokémon's longevity, especially a setup sweeper's like Spritzee, upon a switch and wear it down constantly, which allows setup sweepers and faster Pokémon to clean the affected Pokémon up. Like Spikes, no matter the number of layers, Toxic Spikes can be removed all at once with just one Rapid Spin or Defog. Additionally, common Poison-types such as Alolan Grimer and Foongus can switch into Toxic Spikes with ease and instantly remove it, which is the main reason why it is not the most effective entry hazard. Although, if used correctly with the right teammates that can benefit from the advantage it provides and those that can ensure they stay on the field, an advantage can surely be gained.

DOs (USE THIS / THESE POKÉMON)

Mareanie

Mareanie @ Eviolite

Level: 5

Ability: Regenerator

EVs: 196 HP / 12 Atk / 100 Def / 92 SpA / 100 SpD

Calm Nature

- Scald

- Sludge Bomb

- Recover

- Toxic Spikes / Knock Off / Iron Defense

Mareanie is blessed with amazing bulk and a vast movepool that gives it access to two recovery options and powerful STAB moves, which makes it one of the best Toxic Spikes setters. Mareanie can switch into almost anything as long as it doesn't deal super effective damage, which allows it to force many switches that provide opportunities to set up Toxic Spikes, while it can also tank quite a number of hits to go for the stack. Mareanie's access to Recover and Regenerator allows it to stay in the game for very long, which means even if its Toxic Spikes is removed it can always set the hazard up again until the removers themselves are eliminated. Mareanie can also switch in to check Pokémon such as Ponyta and Spritzee, as it deals adequate damage and forces many switches thanks to its role as defensive pivot. All it needs to watch out for when setting are checks that switch in to deal with it such as Elekid and Abra, which, if brought in safely, can threaten Mareanie, but as long as its checks are defeated, Mareanie's bulk and recovery options allow it to switch in with virtually no problems and proceed to set up Toxic Spikes to secure the advantage.

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

Koffing

Koffing @ Eviolite

Level: 5

Ability: Levitate

EVs: 36 HP / 236 Def / 236 SpD

Bold Nature

- Will-O-Wisp

- Pain Split

- Sludge Bomb

- Toxic Spikes / Fire Blast / Clear Smog

At first glance, Koffing may seem to be a decent Toxic Spikes setter, but its middling stats and reliance on Eviolite make it a less preferable choice when compared to Mareanie. Koffing may have access to moves such as Sludge Bomb, but its offensive stats and movepool are moderate at best and leave it as setup bait to Pokémon that take little from its moves such as Tirtouga, although it may fear Will-O-Wisp. In contrast to its great Defense stat, its HP and Special Defense stats aren't too great, leaving it weak to Pokémon such as Abra and Drilbur. On the bright side, Koffing has access to a great ability in Levitate, which allows it to switch into almost every Ground-type Pokémon and use the forced switch to set Toxic Spikes if the opponent doesn't have coverage against it. Koffing's ability to spread Will-O-Wisp is also fearsome, since if it leads, it can cripple Pokémon such as Mienfoo and Onix early-game. Although Koffing has a mix of good and bad qualities, players are more determined to use a safer Toxic Spikes setter in Mareanie.

Get out there!

Entry hazards open up many team archetypes and structures and can possibly shape the playstyle of the team itself, which expresses how important entry hazards really are. So when teambuilding, always keep in mind which entry hazards and which setters are most efficient for your team archetype, as you'll never know if you find good synergy or any mistakes in team composition. The next and final part of this article series will be about the removal of entry hazards and spinblockers. Be sure to check it out!