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Quick question
#1
I know there is a logical answer somewhere. But I was always curious, why don't people set up entry hazards in VGC? Pokemon like Talonflame are relatively common in VGC because Gale wings Tail wind. And I have seen instances where people force the opponent to switch because they have shut them down, so why no entry hazards? It gives a little extra damage. I am just curious thats all
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#2
I'll quote the answer from a recent report on Nugget Bridge (http://nuggetbridge.com/articles/differe...s-pokemon/)

Hazards Aren’t Great

Stealth Rock, Spikes, Toxic Spikes, and Sticky Web are less effective in Double Battles than in Single Battles. Double Battles are shorter, which means fewer switchins. Also, switching isn’t as necessary to outplay your opponent. Using a hazard move is perceived as wasting a turn that could have been spent attacking or disabling enemy Pokémon. No hazard move has been used successfully at any high level of VGC.
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#3
(May 1, 2015, 02:00 PM)GMX Wrote: I'll quote the answer from a recent report on Nugget Bridge (http://nuggetbridge.com/articles/differe...s-pokemon/)

Hazards Aren’t Great

Stealth Rock, Spikes, Toxic Spikes, and Sticky Web are less effective in Double Battles than in Single Battles. Double Battles are shorter, which means fewer switchins. Also, switching isn’t as necessary to outplay your opponent. Using a hazard move is perceived as wasting a turn that could have been spent attacking or disabling enemy Pokémon. No hazard move has been used successfully at any high level of VGC.
Ok thanks
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#4
Except for toxic spike Greninja Kappa
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