Toxic Spikes has always been an interesting and powerful move that hasn't really enjoyed much prominence in the XY/ORAS generation. However, how would the meta look WITH a dedicated Toxic Spikes user? Dragagle and Scolipede already exist, but this would take it one step further, and turn Toxic Spikes into a reliable strategy. You know the drill: Does this concept require any changes, or can it work as-is? And is it a concept that CAP wishes to explore?
Name: Toxic Spike Supreme
General Description: This Pokemon would be a viable Toxic Spikes setter that can at least threaten some common Toxic Spikes removers.
Justification: As OU is oriented towards offense and balance, the effects of just a single layer of Toxic Spikes will have a significant effect on the battle. The difference between Toxic Spikes and Sticky Web, Spikes, and Stealth Rock is that Toxic Spikes will inflict the status on the opponent, which will stay with the opponent even if they remove hazards from the field. There are few viable grounded Poison-types in usage, so it is already unlikely that Toxic Spikes will be removed that way. It simply means that focusing on common Defoggers, namely the ones that hover over them, are the main priority. While there are still Toxic Spikes setters in OU (Dragalge and Scolipede), they are more often used for their offensive prowess as they have few methods of deterring the removal of Toxic Spikes. A setter that does deter hazard removal may prove to bring Toxic Spikes to the forefront.
Questions To Be Answered:
Explanation: Toxic Spikes are so undervalued despite their level of effect. Stealth Rock is arguably more crippling short term, but Toxic Spikes inflicts a status condition rather than just damage, which cannot be removed as easily (unless Natural Cure or a cleric is on the opposing team). So if a hazard remove switches in and gets hit by Toxic Spikes, they'll be get Poisoned. Defoggers are pretty common, and there are still several Poison-types that see a good amount of play. Magic Bounce can be a problem as well. But just being able to deter these threats for a turn or two can be enough, especially if you manage to get a couple members of the opposing team Poisoned in the process. This is a clear-cut goal, and there are several possible paths to take with it, since the only requirement is Toxic Spikes.[/quote]
Name: Toxic Spike Supreme
General Description: This Pokemon would be a viable Toxic Spikes setter that can at least threaten some common Toxic Spikes removers.
Justification: As OU is oriented towards offense and balance, the effects of just a single layer of Toxic Spikes will have a significant effect on the battle. The difference between Toxic Spikes and Sticky Web, Spikes, and Stealth Rock is that Toxic Spikes will inflict the status on the opponent, which will stay with the opponent even if they remove hazards from the field. There are few viable grounded Poison-types in usage, so it is already unlikely that Toxic Spikes will be removed that way. It simply means that focusing on common Defoggers, namely the ones that hover over them, are the main priority. While there are still Toxic Spikes setters in OU (Dragalge and Scolipede), they are more often used for their offensive prowess as they have few methods of deterring the removal of Toxic Spikes. A setter that does deter hazard removal may prove to bring Toxic Spikes to the forefront.
Questions To Be Answered:
- Very few Toxic Spikers lack a Poison-typing, which hinders many of them. WIth the freedom to choose, how will typing affect the ability of this CAP to set up Toxic Spikes reliably?
- Can Toxic Spikes become a prominent aspect of the metagame if this CAP is successful?
- If successful, will grounded Poison-types rise to prominence to remove them?
- What other nuances separate Toxic Spikes from the other entry hazards?
Explanation: Toxic Spikes are so undervalued despite their level of effect. Stealth Rock is arguably more crippling short term, but Toxic Spikes inflicts a status condition rather than just damage, which cannot be removed as easily (unless Natural Cure or a cleric is on the opposing team). So if a hazard remove switches in and gets hit by Toxic Spikes, they'll be get Poisoned. Defoggers are pretty common, and there are still several Poison-types that see a good amount of play. Magic Bounce can be a problem as well. But just being able to deter these threats for a turn or two can be enough, especially if you manage to get a couple members of the opposing team Poisoned in the process. This is a clear-cut goal, and there are several possible paths to take with it, since the only requirement is Toxic Spikes.[/quote]