Today I wanna share a quick guide on Spikes. These li’l buggers are infamous in SV OU due to higher distribution of Spike and lower distribution of Defog. Combined with Gholdengo blocking Defog and it is easy to see why they’re so controversial. This guide will prove useful to both the players malding about Spikes, and players spamming Ting-Lu + Skarm or Gliscor + Clef balances.
658Greninja’s Guide To Spikes
Before we begin, these are all the Pokemon in the current VR that get Spikes.
The most common ones are Gliscor, Ting-Lu, Skarm, and Samurott, so those are the ones you need to look out for.
Also, there is hidden knowledge about Spikes that a lot of players are unaware of. What I mean by this is there is a certain amount of damage each layer deals, and that is important to know when using or dealing with Spikes.
1 layer deals 12.5%
2 layers deal 16.67%
3 layers deal 25%
So why should players be aware of this?
If you take a look at how much damage 1 layer deals compared to 2, there is only a 4.17% difference.
The damage difference between 2 layers with 3 is nearly double that, an 8.33% difference.
In short, 2 layers of Spikes do not make much of a difference.
Often times I see players become greedy and get off 3 layers of Spikes in one sitting. Then they end up getting their hazard setter heavily chipped or lose valuable momentum. The worst case scenario is when Tusk successfully spins vs them or Cinderace clicks Court Change, and all that hard work is lost.
On the other side, I see players go crazy over 2 layers and feel they are impossible to remove. They let them get up 3 layers. They let their Tusk get worn down too easy, and they play too reactionary.
Sure dealing over 16% is obviously better than dealing 12.5%, but it isn’t a difference maker in practice.
So how should you use Spikes?
No. 1 One Spike is Fine Enough:
Getting only 1 layer of Spike is the safe play. Even just 1 Spike gets the job done, and less progress is lost if Tusk decides to spin them away.
No. 2 Don’t Be Risky With Spinblockers:
Great Tusk can hugely dent or OHKO the three most popular spinblockers Dragapult, Gholdengo, and Skeledirge. They hate taking Headlong Rush and especially hate taking Knock Off. Yes they could spin block, but it comes with a huge risk of possibly losing them, and these are mons you don’t want to lose. Dragapult provides speed control and spreads status while checking Volcarona and Wogerpon. Gholdengo can wall-break, switch into Kyu Ice Beam, and check Zama. Skeledirge hard counters Bulky DD G-Fire and checks Hatt which is a scary matchup for these Spike Stacking Balances. Stuff like Balloon Ghold can ease that risk, but using them to spinblock takes prediction and risk assessment.
“Should I let Tusk Spin?”
“Is it worth going hard Pult or Ghold to keep hazards up, even if they die for it?”
“Could I aim to wear down the Tusk instead?”
No. 3 Aim for Either 1 or 3. If you’re in a position to get 3 up, do it.
3 layers of spikes are a deal breaker, but it is important to know when you are in a good position to get up three. You might know this if…
The hazard removal is gone.
If you can keep them from removing hazards through offensive pressure and/or spinblockers.
If you’re in a position where hard switching to Ghold/Pult is a safe enough play.
If you’re in war with another spike stacking team.
No. 4 Knock First, Spike Next
Early Knock Off is generally a great way to start making progress. There is less of a risk and a larger reward in clicking it. Then when you put up that 1 layer of Spikes, it will usually be more effective.
No. 5 Use Spikes/Rocks To Limit Wallbreaker Entry
This is moreso for bulkier builds, but to most common way to limit wallbreakers like Specs Kyurem is to limit their turns. Be cautious when trying to get up hazards though, cause the opponent may use that turn to get their breaker in. Click rocks or spikes at your own risk.
No. 6 Be Patient:
Clicking buttons is fun and stimulating. Three layers of Spikes are very shiny but playing the long game with one layer vs the Tusk or Cinderace will benefit you in the long run. Letting you Ting-Lu get chipped just to get up Spikes up may not be optimal if there is a Dragapult staring at you. When the opportunity comes, stack slowly. An empire does not get built in one day.
I am giving this advice not to satisfy a superiority complex, but because I’ve made these mistakes in my own gameplay.
This is for the players that hate Spikes. Counterplay to Spikes is more than just the Hazard and Hazard Remover dynamic. Here’s how you can improve your matchup vs Spikes.
No. 1 Don’t Panic:
I see players freak out over getting jumpscared by a layer of spikes and rush to get in their Tusk to remove them. Remain calm and be patient. If the position to bring in Tusk arises, take it.
No. 2 Limit Opportunities:
They can’t get up Spikes if they can’t come in, or they’re in a position where Spiking isn’t the optimal play. You can limit their opportunities by..
Having a good lead to gain momentum.
Making your teams offensive enough to pressure them from getting up hazards (i.e wallbreakers, sweepers, other scary threats like Weavile)
Play smart and they shouldn’t be able to get up 3 layers in one sitting.
No. 3: Don’t Be Intimidated By Suicide Leads
People panic in front of Spike Leads like Hamurott and Deo-S. Then they let them get 3 layers. The next day they rant about Samurott-H or Gholdengo being broken on the forums. This is where the knowledge of Spikes damage comes in. Because of their fragility, they mostly only get up 1 or 2 layers of Spikes at best before dying. Again, there’s only a 4% damage difference. No need to fret. Anti-lead them and limit the Spikes they get. You could apply the same logic to Ting/Gliscor/Skarm.
No. 4 Do Not Neglect Taunt Lando
Taunt Lando is one of the best ways to prevent hazards and crushes those Spike Stacking Balances people complain about. They legit have nothing to deal with it besides hard switching to Pult, Weav, or Meow and Knock Gliscor.
No. 5 Run Teams That Don’t Mind Spikes
This isn’t limited to just running Boots on 4-5 mons. Sometimes a good team can just have good offensive pressure + Tusk. It’s fine to have a few mons with Boots on the team as well. If you’re running a team with 5 passive blobs and a Tusk, you aren’t gonna do well. Which leads me to the next tip.
No. 6 Do Not Play Passively
This also relates to the 5 other tips. When I said SV OU punishes passive plays, these are one of the reasons why. I see too many players just allow the Gliscor in front of them to get up 3 layers of Spikes. It is best to play a balance of aggression and safe switches. This is why limiting turns is huge.
That is all. If you want to learn more about Spikes from someone more qualified, check out BKC’s video on Spikes. It’s long enough to get the main points across and short enough so the upcoming generation of Showdown players injected with TikTok and Cocomelon brainrot don’t lose interest. This video applies to every Post-GSC gen, including SV OU.
Anyways, back to my homework.
Before we begin, these are all the Pokemon in the current VR that get Spikes.
S
A
B
C
D
A
B
C
D
The most common ones are Gliscor, Ting-Lu, Skarm, and Samurott, so those are the ones you need to look out for.
Also, there is hidden knowledge about Spikes that a lot of players are unaware of. What I mean by this is there is a certain amount of damage each layer deals, and that is important to know when using or dealing with Spikes.
1 layer deals 12.5%
2 layers deal 16.67%
3 layers deal 25%
So why should players be aware of this?
If you take a look at how much damage 1 layer deals compared to 2, there is only a 4.17% difference.
The damage difference between 2 layers with 3 is nearly double that, an 8.33% difference.
In short, 2 layers of Spikes do not make much of a difference.
Often times I see players become greedy and get off 3 layers of Spikes in one sitting. Then they end up getting their hazard setter heavily chipped or lose valuable momentum. The worst case scenario is when Tusk successfully spins vs them or Cinderace clicks Court Change, and all that hard work is lost.
On the other side, I see players go crazy over 2 layers and feel they are impossible to remove. They let them get up 3 layers. They let their Tusk get worn down too easy, and they play too reactionary.
Sure dealing over 16% is obviously better than dealing 12.5%, but it isn’t a difference maker in practice.
Playing With Spikes
So how should you use Spikes?
No. 1 One Spike is Fine Enough:
Getting only 1 layer of Spike is the safe play. Even just 1 Spike gets the job done, and less progress is lost if Tusk decides to spin them away.
No. 2 Don’t Be Risky With Spinblockers:
Great Tusk can hugely dent or OHKO the three most popular spinblockers Dragapult, Gholdengo, and Skeledirge. They hate taking Headlong Rush and especially hate taking Knock Off. Yes they could spin block, but it comes with a huge risk of possibly losing them, and these are mons you don’t want to lose. Dragapult provides speed control and spreads status while checking Volcarona and Wogerpon. Gholdengo can wall-break, switch into Kyu Ice Beam, and check Zama. Skeledirge hard counters Bulky DD G-Fire and checks Hatt which is a scary matchup for these Spike Stacking Balances. Stuff like Balloon Ghold can ease that risk, but using them to spinblock takes prediction and risk assessment.
“Should I let Tusk Spin?”
“Is it worth going hard Pult or Ghold to keep hazards up, even if they die for it?”
“Could I aim to wear down the Tusk instead?”
No. 3 Aim for Either 1 or 3. If you’re in a position to get 3 up, do it.
3 layers of spikes are a deal breaker, but it is important to know when you are in a good position to get up three. You might know this if…
The hazard removal is gone.
If you can keep them from removing hazards through offensive pressure and/or spinblockers.
If you’re in a position where hard switching to Ghold/Pult is a safe enough play.
If you’re in war with another spike stacking team.
No. 4 Knock First, Spike Next
Early Knock Off is generally a great way to start making progress. There is less of a risk and a larger reward in clicking it. Then when you put up that 1 layer of Spikes, it will usually be more effective.
No. 5 Use Spikes/Rocks To Limit Wallbreaker Entry
This is moreso for bulkier builds, but to most common way to limit wallbreakers like Specs Kyurem is to limit their turns. Be cautious when trying to get up hazards though, cause the opponent may use that turn to get their breaker in. Click rocks or spikes at your own risk.
No. 6 Be Patient:
Clicking buttons is fun and stimulating. Three layers of Spikes are very shiny but playing the long game with one layer vs the Tusk or Cinderace will benefit you in the long run. Letting you Ting-Lu get chipped just to get up Spikes up may not be optimal if there is a Dragapult staring at you. When the opportunity comes, stack slowly. An empire does not get built in one day.
I am giving this advice not to satisfy a superiority complex, but because I’ve made these mistakes in my own gameplay.
Playing Vs Spikes
This is for the players that hate Spikes. Counterplay to Spikes is more than just the Hazard and Hazard Remover dynamic. Here’s how you can improve your matchup vs Spikes.
No. 1 Don’t Panic:
I see players freak out over getting jumpscared by a layer of spikes and rush to get in their Tusk to remove them. Remain calm and be patient. If the position to bring in Tusk arises, take it.
No. 2 Limit Opportunities:
They can’t get up Spikes if they can’t come in, or they’re in a position where Spiking isn’t the optimal play. You can limit their opportunities by..
Having a good lead to gain momentum.
Making your teams offensive enough to pressure them from getting up hazards (i.e wallbreakers, sweepers, other scary threats like Weavile)
Play smart and they shouldn’t be able to get up 3 layers in one sitting.
No. 3: Don’t Be Intimidated By Suicide Leads
People panic in front of Spike Leads like Hamurott and Deo-S. Then they let them get 3 layers. The next day they rant about Samurott-H or Gholdengo being broken on the forums. This is where the knowledge of Spikes damage comes in. Because of their fragility, they mostly only get up 1 or 2 layers of Spikes at best before dying. Again, there’s only a 4% damage difference. No need to fret. Anti-lead them and limit the Spikes they get. You could apply the same logic to Ting/Gliscor/Skarm.
No. 4 Do Not Neglect Taunt Lando
Taunt Lando is one of the best ways to prevent hazards and crushes those Spike Stacking Balances people complain about. They legit have nothing to deal with it besides hard switching to Pult, Weav, or Meow and Knock Gliscor.
No. 5 Run Teams That Don’t Mind Spikes
This isn’t limited to just running Boots on 4-5 mons. Sometimes a good team can just have good offensive pressure + Tusk. It’s fine to have a few mons with Boots on the team as well. If you’re running a team with 5 passive blobs and a Tusk, you aren’t gonna do well. Which leads me to the next tip.
No. 6 Do Not Play Passively
This also relates to the 5 other tips. When I said SV OU punishes passive plays, these are one of the reasons why. I see too many players just allow the Gliscor in front of them to get up 3 layers of Spikes. It is best to play a balance of aggression and safe switches. This is why limiting turns is huge.
That is all. If you want to learn more about Spikes from someone more qualified, check out BKC’s video on Spikes. It’s long enough to get the main points across and short enough so the upcoming generation of Showdown players injected with TikTok and Cocomelon brainrot don’t lose interest. This video applies to every Post-GSC gen, including SV OU.
Anyways, back to my homework.