The competitive Pokémon scene has become increasingly nuanced since the original Game Boy days, and the concept of hazard moves has become a staple in this format. Whether it's players setting up entry hazards to set the tone of battle or using moves to clear them, hazard-focused abilities can indirectly determine a match.

These moves may or may not deal direct damage, but the debuffs and indirect gradual damage they chip off opponents are what make them invaluable. Stealth Rock is perhaps the most popular entry-hazard technique, while Rapid Spin is a go-to hazard counter for many competitive Pokémon teams.

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10 Court Change

Cinderace setting up Court Change in Pokémon Sword/Shield.

It's possibly the most underused hazard counter for a reason, but Court Change does have its niche uses. The move was introduced in the Generation VIII games Pokémon Sword and Shield as one of the Fire-Type starter Cinderace's signature techniques.

A Normal-Type ability, Court Change swaps the effects of stage hazards—as well as the "Screen" moves and other debuffs—from the user's side to the opponent's. These are some noteworthy boons, but the limitations of it being locked behind Cinderace, who isn't defensively sturdy enough to last too long in battle, place Court Change behind more conventional hazard-counter moves.

9 G-Max Steelsurge

A Drifblim in a Raid battle being damaged by G-Max Steelsurge in Pokémon Sword/Shield.

The Nintendo Switch Pokémon era has been a mixed bag quality-wise, with one of the criticisms being the mainline titles' increasing reliance on gimmick features. Gigantamax was that for Sword and Shield, but moves like G-Max Steelsurge were solid hazard moves for the time.

A Steel-Type move, G-Max Steelsurge is the signature move of Copperajah's Gigantamax form, dealing a variable degree of damage and laying spikes in the same turn. It's essentially a variant of Spikes, with the damage that it chips away from the opposition depending on their weakness to the Steel-Type. However, by being locked behind Copperajah and a gimmick exclusive to Sword and Shield, G-Max Steelsurge is quite limited in its usefulness.

8 G-Max Stonesurge

Gigantamax Drednaw using G-Max Stonesurge in Pokémon Sword/Shield.

Of the entry-hazard Gigantamax-exclusive moves, G-Max Stonesurge is arguably the best technique. Despite the name, this attack is a Water-Type and sets up a different kind of hazard. G-Max Stonesurge is the signature move of the dual Water/Rock-Type Drednaw when in its Gigantamax form, dealing damage depending on the attack it's based on and setting up Stealth Rock in the same turn.

Being able to inflict direct damage and prop up Stealth Rocks without sacrificing a turn is an enticing proposition, especially since the initial attack deals Water damage and the hazards themselves deal Rock damage. But like its counterpart, being locked behind Drednaw and a feature stuck in Sword and Shield gives G-Max Stonesurge limited appeal.

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7 Stone Axe

The player's Kleavor hitting a Beautifly with Stone Axe in Pokémon Legends: Arceus.

Pokémon Legends: Arceus was a highlight of the mainline series on the Nintendo Switch, and with it came new species and moves like Stone Axe. This Rock-Style attack deals respectable damage and inflicts the foe with Splinters for 2–4 turns, but the secondary effect was changed for Pokémon Scarlet and Violet.

In addition to hitting with a 65 Base Power, Stone Axe now sets up Stealth Rock in the same turn. Much like G-Max Stonesurge, this makes Stone Axe a worthwhile move for how much it can accomplish in one turn. But unlike the G-Max moves, it can still be reasonably used in Scarlet and Violet since Kleavor can be transferred in via Pokémon HOME.

6 Defog

The player's Braviary using Defog against a wild Makuhita in Pokémon Scarlet/Violet.

As far as the most widely used counter-hazard moves go, Defog is a reliable move for many Pokémon teams. The Flying-Type technique was introduced in the fan-favorite Generation IV Pokémon games as an all-purpose check against stage hazards.

Defog might be a burden in the main story playthroughs of Diamond, Pearl, and Platinum, but this move does well in clearing all hazards on the user and target's side of the field. Likewise, it also debuffs the target by lowering their Evasion by one stage. Defog can justify itself over Rapid Spin in certain cases, though, removing hazards set against the enemy and not dealing damage can flip the argument in the latter's favor.

5 Sticky Web

The player's Galvantula using Sticky Web on a Golisopod in Pokémon Sword/Shield.

Though it might be deemed quite as useful as moves like Stealth Rock, Sticky Web is still viable competitively. This Bug-Type technique can help change the pace of the match in the user's favor, depending on how it affects their team and the opposition.

Sticky Web doesn't deal any damage, rather, it focuses on debuffing Pokémon upon switching in. Every time the opponent swaps in a new grounded Pokémon, their Speed stat is lowered by one stage. This is useful for robbing the target of some of their offensive momentum, with Sticky Web's one major downside being how few species can learn it.

4 Spikes

The player's Ting-Lu using Spikes against the foe's Garchomp in Pokémon Scarlet/Violet.

Hazard moves used to whittle down the opponent's HP over time can be an excellent tactic, and unlike the G-Max moves, Spikes is one of the more accessible options. Introduced back in the Generation II days of Gold and Silver, the technique was one of the earliest ones to mold the metagame.

Spikes persevere even in Generation IX, with the Normal-Type move laying these hazards to deal chip damage against opposing (grounded) Pokémon that switch in. This helps discourage tactical retreats and can be stacked up to three times for increased damage. Compared to Stealth Rock, however, Spikes isn't as versatile considering how few species can learn it.

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3 Rapid Spin

A Cyclizar using Rapid Spin on a wild Lechonk in Pokémon Scarlet/Violet.

Many useful Pokémon attacks have helped shape how players approach battles in story playthroughs and competitive formats. Rapid Spin has contributed to the latter especially, serving as one of the go-to moves for clearing hazards.

The Normal-Type attack has received a welcome boost in recent generations via a 50 BP as opposed to 20, and it now also raises the user's Speed stat by one stage. Most pertinent to hazard-themed moves, though, is that Rapid Spin clears all entry hazards from the player's side of the field. Unlike Defog, it leaves any hazards set up against the opponent intact, giving Rapid Spin an edge over the former.

2 Toxic Spikes

The player's Clodsire setting Poison Spikes against the foe's Gardevoir in Pokémon Scarlet/Violet.

Toxic Spikes have more specific use cases when compared to their Normal-Type variant, but they have a solid place in the movesets of defensive teams. Introduced in the Generation IV games as a counterpart to Spikes, this Poison-Type move has a unique set of pros and cons.

Toxic Spikes function similarly to the regular version but instead inflict Poison on grounded non-Poison-Type Pokémon switching into battle. Stacking it twice is where the real benefits come in, as it "badly poisons" the opposition—the equivalent of using Toxic. Given this set of attributes, Toxic Spikes are excellent for "stalling" teams looking to fight drawn-out battles of attrition.

1 Stealth Rock

Onix uses stealth rock on Kingler

Since its introduction in Generation IV, Stealth Rock has effectively become the staple of teams looking to run hazard-themed moves. From its broad distribution to its long-running effects in battle, this Rock-Type technique has proven to be endlessly reliable in the metagame.

Stealth Rock throws a myriad of floating rocks around the opposing team that chips away their HP upon switching in. Unlike other entry-hazard moves, though, this move can damage flying or otherwise levitating Pokémon, and its Rock-based damage can be devastating for Types that are weak to it. Stealth Rock fits into various team compositions thanks to how deep the pool of species that can learn it is.