Spikes and Their Effect on the Metagame
Spikes have been a contentious topic before in a couple generations, especially in BW as there is currently at least some discussion on whether the tier should have them at all. Spikes have also been discussed in the context of SV OU: when ceaseless edge was introduced to competitive play and as a primary reason for Gliscor's removal in the teal mask metagame. Despite this, I would like to discuss it again, not simple to retread existing conversations, but to imagine what sort of metagame would arise with its removal, and to speculate whether that would be a positive change for the tier. Firstly, I would like to mention that, like I assume most other people, feel at least partially negatively about the current OU metagame. There have been arguments presented that the metagame needs time to adapt, and we've seen some incredibly innovations already, as shown on full display in the gouging fire suspect and
rising to top 5 usage once again. However, many players, including myself, also advocate for at least one ban and our primary struggle (although the
suspect may have disproven this) has been finding a single aspect that players can rally behind to ban. We've seen middling support for bans on
and
. Even some that have fallen under popular discussion such as
or
may be considered banworthy by some. Tera also has seen revitalized discussion, no doubt driven by
, famous matchup fish getting the axe. But what if there was something that wasn't a Pokemon that was putting immense pressure on teambuilding, item slots, and the flow of battle itself that could reasonably have action taken against it. I present to you: a
dialogue on spikes
Spikes Users and Playstyles
Spikes have come a long way since you were forced to run
or
to use them. Now, metagame spikers include
with some occasional cameos from
and
. Notably, these are all good or fantastic pokemon in their own right, now able to exert an insane amount of pressure on switches to anything not named hatterene (or in Hisuian Samurott's case, literally everything). Of course, spikes has layers, but even the first is doing 1/8th of your hp, limiting the amount of switches you can make without the assistance of recovery moves, leftovers, magic guard, or heavy boots (or flying, but stealth rock was made to exist as a counter in generation 4). There is nothing inherently wrong with punishing switching, sometimes it can be incredibly boring to face a team with a defensive core that takes hundreds of turns to break or pivot based teams with multiple uturn and volt switch users. Spikes also forces a more aggressive pace as while
and
are not immediately threatening (and depending on your team, sometimes not at all), allowing them to get up more layers of spikes means you will have a much harder time playing around other threats on your team. Sure, you could switch to your own
as they press spikes, but that just means they'll get a second and a third. It is much better to bring in :ogerpon wellrpsing: or
to force it out after only getting a single layer up. Unfortunately, due to the lack of removal, (it's not just
, I've done a deep dive into removers in a previous post of mine), spikes are often permanent, necessitating many fast teams or an overabundance of heavy duty boots. I don't like that
has to run boots. It would love a whole plethora of other items (that it is often able to run on more offensive teams that limit the amount of switching they do) but on balance or stall (on older stall it was much more common) it simply can't afford the luxury of leftovers or booster energy.
often functions in a similar manner. Certain teams use it as a win condition: soften up the team and then iron press to victory, but it has offensive utility outside of simply body press, life orb and choice band are two underexplored options at this time, you are limited to 4 switches before succumbing to stepping on legos-that is, given you aren't hit or chipped by anything in the mean time. Even tier king
suffers the same fate, often getting far more value out of a good set of Timbs than leftovers, allowing it to switch in on resisted attacks more times in the average match. Tournament and ladder games alike have shown that games in SV OU are among the fastest of any generation, and I think the prevalence of spikes is an important factor as to why.
Solutions
Obviously I could just shake my hand at the sky and cry about the lack of defog from game freak or the annoying nature of heavy duty boots spam, but I think its far more productive to provide solutions, if not simply to spur discussion. I see two paths forward (other than inaction). A full ban on spikes (and ceaseless edge) and limiting spikes to one layer. Given that we recently banned sleep, I'm going to assume the latter is simply not going to slide. Furthermore, I think a full spikes ban provides a more interesting avenue for discussion. I wanted to also predict some common complaints and address some issues that I thought of that a removal of spikes would cause: primarily, an increase in overall bulk and toughness of the tier. I will concede on this point, partially at least. Is it so bad that great tusk can now run leftovers and not worry about being pivoted on, forcing it to switch out again. However, I think breakers, specifically those with choice items or mandatory items like
and
will become better and will be more equipped to deal with the marginally bulkier teams. I also do not think that this will push these breakers into the broken status themselves. Sure, specs
doesn't have to worry about taking
50% on switch, but it is still stealth rock weak. Other items like assault vest will also help to alleviate some of these issues as well,
will be far better equipped to deal with freeze dry when it's not taking a second one just by switching in. On the topic of switching, which is another issue that I can forsee, I think these breakers will also benefit from a changed metagame. Waterpon being able to switch in multiple times even to get some chip is far more valuable when it's turns aren't so strictly limited by the near permeance of spikes. It also improves the usefulness of knock off, as right now it is used as a two step process to chip, needing hazards for the knock off on boots to be of value in the first place. Removing leftovers or other items is far more valuable and means that choosing who to switch to can still be impactful. I do not see stall becoming too dominant with a spikes ban, not even for the same reason as above but simply because well built teams have knock off absobers and will have one or at most two mons affected by spikes in the first place, meaning that a removal of them may actually help in stealth rock usage as it wont be 5 boots and a gliscor anymore. Finally, spikes are not the only hazard. We may see an increase in toxic spikes with the lowered importance on removal and boots and stealth rocks still exist, giving an opportunity to chip Pokemon in a less severe way than knocking a quarter of their health away.
Conclusions
I think spikes are a tad bit annoying in the metagame. Would I even support a full spikes ban? That's a great question that I'm not sure I can answer at the moment. I wanted to start a discussion and figured extensively sharing my thoughts would be a great way to start that, rather than just a couple lines malding about spikes. Do you think running heavy duty boots Kingambit is healthy for the metagame? Did I forget something important about the removal of spikes? Will Big Stall become too strong? Let me know, I'd love for this to turn into an extended discussion on spikes even if nothing ultimately comes from it. Regardless, I hope that the metagame continues to improve over time.