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Smogon University has a great article Playing with Spikes in GSC.
However, I feel that some parts of this article feel a little outdated.
So I attempt to rewrite that so by writing this article.

Need for Spikes

Spikes War is certainly important, but it's not everything.
Here I reiterate the three value of Spikes, but if you imagine a situation where you feel Spikes doesn't be high valuable, don't commit too much to Spikes War.
Right now you have other things to allocate your resources to. Or you can also pretend to bulk on Spikes War and do other things like using Explosion to remove a specific Pokemon.

1. For reducing attack numbers required

The chip damage from Spikes can sometimes reduce the number of attacks needed to defeat the opponent's Pokemon.

For example, +2 Earthquake from Hidden Power Bug Marowak has about a 50% chance of being survived by a Snorlax, as shown below.
+2 Thick Club Marowak Earthquake vs. Snorlax: 479-564 (91.5 - 107.8%) -- 48.7% chance to OHKO

However, if Snorlax has taken a damage of Spikes, even if it has healed it once with Leftovers, it will have about a 90% chance of being defeated, as shown below.
+2 Thick Club Marowak Earthquake vs. Snorlax: 479-564 (91.5 - 107.8%) -- 87.2% chance to OHKO

There are many examples like this.
Another famous example is that Magnet Zapdos can 3HKO to Snorlax with the help of Spikes.

Additionally, Spikes is particularly effective against Marowak which (virtually) cannot recover damage from Spikes with Leftovers.
For example, one Spikes hit will give Zapdos' Hidden Power Ice a high chance of 2HKO, and if Spikes damage stacks up two or three times, cases of OHKO or 2HKO increase.

2. Accumulate damage one-sidedly with Double Switch

Generally, Double Switch is used to reduce the burden on the opponent's switch against its fearsome Pokemon, instead of hurting it with your own Pokemon's miserable Moves.
However, if you have Spikes up, Double Switch can be used by itself to injure the opponent and eventually as a means to wall break.

But, if either player does Spikes up unilaterally, the player who failed to do Spikes off will have to spend PP to recover from the damage it took from switching.
This doesn't immediately result in lost, but it will definitely lead to lost hundreds of turns later.

For example, if you have Snorlax and Zapdos, and your opponent has Raikou and Skarmory, in Snorlax vs Raikou your opponent will switch to Skarmory, and in Zapdos vs Skarmory your opponent will switch to Raikou.
If both don't have Spikes up, it's difficult to break this wall.
However, if you have Spikes up unilaterally, you can predict the switch to Skarmory and switch to Zapdos simultaneously, predict the switch to Raikou and switch to Snorlax simultaneously, and repeat this process, eventually you will break Raikou with the damage from Spikes, break the remaining Skarmory with Zapdos, and you will win.

Note that this is not a way to mitigate the risk of Double Switch.
For example, if you sent out Raikou and your opponent sent out Drill Peck Skarmory, even if you want to accumulate damage of Spikes, you should avoid doing Double Wwitch to Heracross, or at least not overuse it.

3. Wincon in a long game involving PP Stall

This is especially important when using Stall Team.

If neither player is able to break the opponent's wall, then (in principle) the player who runs out of PP first will lose, but if both players start switching to avoid losing PP, the game will fall into a stalemate and the likelihood of tie will increase.
But, if either player does Spikes up unilaterally, the player who failed to do Spikes off will have to spend PP to recover from the damage it took from switching.
This doesn't immediately result in lost, but it will definitely lead to lost hundreds of turns later.

Importance of Leftovers and Flying

Due to its mechanics, GSC games tend to be a long term game in which small piles are important, so along with Spikes which is a permanently source of damage, Leftovers which is a permanently means of recovery is important.
And Leftovers can recover roughly half of the damage taken by Spikes at the end of that turn. This is especially important in situations where there are repeated switches, and Leftovers aren't just useful in the long term game, but are also important in the context of Spikes War.

Also, in the context of Spikes War, Flying is also important due to Spikes immute.
From the perspective of the player using Spikes to defeat the opponent, Electric Moves, Ice Moves and Rock Moves which allow for a quick switch out of Flying are important.
For this reason, in GSC OU Spikes War, Zapdos is particularly superior in both defense and offense.

Deleting Spikers and Spinners

Needless to say, the cores of Spikes War are Spiker to do Spikes up and Spinner to do Spikes off.
Deleting these cores directly leads to victory in Spikes War.

If your opponent loses Spiker, you can keep Spikes off by using Rapid Spin once, and if your opponent loses Spinner, you can keep Spikes up by using Spikes once.
If it doesn't consider the detailed conditions, achieving either of these will at least ensure that you won't be at a disadvantage in Spikes War.

In particular, Stall Team's Forretress often has double roles as a Spiker and Spinner, and because of the importance of Spikes War to Stall Team, maintaining Forretress is often a key wincon.
This Forretress is like Marowak in a traditional Stall Team which aims for a one-sided wall break with a direct Attack Moves.
When your opponent sends out Marowak, you will likely try to destroy it with all your might rather than take and bear Marowak's Attack.
The same goes for Forretress. When it sent out Forretress, destroying it with all your might should be your first consideration.

Means for deleting Spikers

Spikers to consider in OU are Cloyster and Forretress.
(Qwilfish is a very niche Pokemon which is only effective in a few games between Stall Teams, so you don't need to consider it at least as usual)

Cloyster is extremely thin against Special Attacks.
You can be used it to take an advantage.
Using Neutral STAB Special Attacks or Weakness Special Attacks will destroy Cloyster quickly.
For example, Snorlax's Double-Edge + surprising Thunder has roughly 60% chance of destroying Cloyster.

Not as thin as Cloyster, but Forretress is thin against Special enough. A strong attack move like Zapdos' Thunder can destroy Forretress quickly even Neutral.
Also, the existence of 4x Weakness is clearly a flaw of Forretress.
For example, Snorlax's Double-Edge + Flamethrower or Fire Blast can OHKO Fortress. If your opponent is not wary of those Fire Moves, this alone can delete Spiker and Spinner.

Also, Cloysters and Forretress are usually vulnerable to Sleep Moves (they may occasionally be given Miracle Berry though).
For example, Lovely Kiss Snorlax has a high chance of disabling these Spikers.

I've used Snorlax as an understandable example here, but this is possible with other Pokemon as well.
For example, after the opponent's Sleep Clause is on, it may try to exploit Nidoking and use Forretress to Spike up, but if Nidoking has a rare Flamethrower, it can destroy Forretress.

Means for deleting Spinners

Spinners to consider in OU are Forretress, Golem and Starmie.
(Tentacruel is not as rare as Qwilfish, and it can be the best spinner in some cases, but it has its pros and cons as a spinner compared to Golem and Starmie, and doesn't have as many roles except Spinner as them. This is a Pokemon you don't need to worry about unless you're heavily committed to Spikes War.)

Forretress was mentioned in the previous section.

As for Golem, it will try to exploit Pokemon like Snorlax to Rapid Spin.
Golem has a clear flaw of 4x Weakness, so for example, Snorlax can use Surf to destroy it quickly.
It is also vulnerable to Sleep Moves, so it can be spoiled with Lovely Kiss.

As for Starmie, Spiker has few effective countermeasures other than Toxic which will be mentioned later, and usually uses that to counter it.
However, it is possible to take advantage of the fact that Starmie has a wide variety of roles.
For example, Starmie has a Ground check role, and is expected to have a role which prevents Stall Team from being dismantled by Steelix. However, on the other hand, it also means that it is easy to break Starmie with Steelix's Explosion, so there is a possibility that this can be used in rare cases such as Steelix + Forretress.
Although it is outside the scope of Spikes War, it is also effective to break Starmie with Forretress' Explosion and aim for dismantling with Steelix + Earthquake Snorlax.
Even without such an extreme example, Starmie tries to forcibly realize multiple roles with its typing and Recovery, so Starmie can be broken unexpectedly by combining things like Toxic and 3HKO Ground STAB / Rock STAB / Machamp's non-STAB Moves.

Toxic Timer for Spikers and Spinners

Many Spikers and Spinners do not have Rests to cure Toxic.
Therefore, if a timer is set by Toxic, it will definitely be destroyed in the long term.
This is one of the reasons why Stall Teams which are oriented towards long term Spike Wars often use many Toxic.
If you challenge Stall Team to Spike War without Rest or Beller, you need to play carefully to prevent Spiker or Spinner from taking Toxic.
And since Spike Wars itself tend to become long term games, Toxic is often an important factor in Spike War between Offensive Teams which are based on Cloyster and Golem.

Starmie can recover damage with Recover, so it won't be destroyed by Toxic damage alone, but its function as a Spinner will be reduced and it will no longer be able to keep Spikes off.
It can't use Rapid Spin on the same Turn it uses Recover, so if you have a Pokemon that can lead switching out Starmie quickly (Snorlax is adequate if Starmie gets toxic), you can create a Turn where it doesn't keep Spikes off.
Then, if you play in a way which doesn't allow Starmie to switch in, you can keep Spikes up.

Important Tools around Spikers and Spinners

In this section, I introduce tools which are not as core of Spikes War as Spikes and Spinners, but have important functions.
(Of these, Spin Blocker and Pursuiter require knowledge specific to Spikes War, so I don't only introduce the overview in this section but also I will introduce their specific Pokemon and movesets in a later section, along with Spikers and Spinners)

Spin Blocker

Ghost Type Pokemon (Gengar and Misdreavus) are called Spin Blocker because they nullify Rapid Spin along with its side effect.
By predicting Rapid Spin and switching to Spin Blocker, you can keep Spikes up.

Spinner often have good matchups against Spin Blocker, and can sometimes beat it in 1 vs 1.
But even in those cases, you can keep Spikes up by predicting that Spinner will use a Move other than Rapid Spin and switching to Pokemon like Water against Golem or Raikou against Starmie to force switching out immediately of the Spinner.

However, Spinners can sometimes predict switching to Spin Blocker and use Moves that will severely hurt them, so in those cases there is a big risk.
Especially Golem's Earthquake against Gengar and Starmie's Psychic against Gengar are dangerous.

Pursuiter

To win Spikes War, it is often important to delete the aforementioned Spin Blocker with Pursuit to allow Spinner to do Spikes off.
Also, Spikers and Spinners such as Cloyster, Golem, and Starmie are often targets for deletion by Pursuit, and they are also important in Spikes War.

Pursuit can also be an effective way to wall break even outside of Spikes War.
For example, Snorlax which doesn't have Earthquake and Machamp which doesn't have Hidden Power Ghost can directly benefit from it.

Phazer (Roar / Whirlwind)

Roar / Whirlwind which forces the opponent to switch is a tool which can increase your advantage when you have Spikes up.
This can be effectively when it combine a Pokemon with high attacking ability, especially against Flying, such as Raikou, Zapdos, Tyranitar, and Nidoking.

An important feature of Roar / Whirlwind is that if your opponent is in a bad matchup and you can expect to its switch out, you can punish it by using Roar / Whirlwind instead of switching (Double Switch).
First, it's generally a safe play.
Double Switch often requires you to switch to a Pokemon with a bad matchup against the Pokemon in front of you, while Roar / Whirlwind doesn't require your Pokemon with a favorable matchup to run away.
An example of a dangerous Double Switch was mentioned above where you switch to Heracross in Raikou vs Skarmory, but by replacing this with Raikou's Roar you can play it safe.
Second, since you don't switch, you take no damage from Spikes.
This gives you can cut an investment in the Spinner more easily or insurance in case you fail to get the Spikes off.

Also, Tyranitar which can be used in conjunction with Pursuit can be violent at times as it sometimes can force Pursuit targets to switch in with Roar.

Roar / Whirlwind are useful outside of Spikes War.

This is the effect which gave rise to the name "phaze" (pseudo haze), and it allows you to reset your opponent's setup by forcing it to switch.
This is useful defensively against Curse Snorlax and various Baton Passes.
It also allows you to setup unilaterally in combination with your setup moves, especially Curse, making Tyranitar, Kangaskhan, and even Skarmory sometimes wincon.
(It is important to note that in GSC mechanism, if both players use Roar / Whirlwind, only the outspeeded player will succeed. In that sense, it is effective to use it in combination with Curse. And it is the reason for recommending that Raikou's Speed EVs be set to 216 to counter the mirror match.)

This is also used by bulky Pokemon to take on the burden.
For example, Starmie can win 1 vs 1 against Fire Blast Marowak, but cannot switch in due to its thinness, and conversely, Skarmory is bulky but cannot win 1 vs 1 against Fire Blast Marowak.
In this stuation, Skarmory can switch in against Marowak and use Whirlwind, forcing to Marowak switch out while still maintaining a position where Starmie can win 1 vs 1.

Thief

As mentioned above, Leftovers has an important role in Spikes War, so by stealing Leftovers with Thief, you can increase your advantage in Spikes War.
Even if both players fail to do Spikes off, if you succeed in stealing Leftovers, your opponent will wear down faster, causing wall break with Double Switch or PP stalling.

In Spikes War, it's especially effective to be used Thief by Pokemon which prevents switching to Flying which is Spikes immute.
In particular, Thief by Jynx is highly effective, followed by Gengar, Nidoking, etc.

And this isn't just a tool for Spikes War, it's also effective for simply stealing Leftovers to reducing bulkiness.
For example, if you steal Snorlax's Leftovers, you can 4HKO it with Nidoking's Earthquake, allowing you to defeat Rest Snorlax with one critical.

Thief is a Move that can only be used once per game if it steals non consumable items, and in that sense is similar to Explosion.
To counter this, it's important to protect your most important target (this often refers to Snorlax) by absorbing Thief with other Pokemon which has non consumable items like Leftovers. In most cases, it's preferable to absorb this with a Flying like Zapdos (Magnet Zapdos is the best), a disposable Exploder (Cloyster is a good example if you're not committed to a Spikes War), or a stable checker like Quagsire which is as Electric like Raikou checker.

Also, the timing of using Thief can vary from player to player, so if possible, you should also scout that.
Many inexperienced players assume that Thief is a Move which will always (ignoring the GSC mechanism which has a 1/256 chance of failing) succeed and give it an advantage, and try to use it as soon as possible.
On the other hand, some experienced players understand that it has properties similar to Explosion, and use it carefully or at random timings to make players hesitate to switch in to Snorlax by leaving the possibility of using Thief.

Beller

As mentioned above, status ailments are frequent and important in Spikes War, such as Toxic to set timers on Spikers and Spinners, Rest to prevent that, and Sleep Moves to directly disable Spikers and Spinners.
So support from Beller can be useful in Spikes War.
All viable Beller is a defensive Pokemon, so it is a tool for Stall Team.

This is also used outside of Spikes War to make multiple wall break attempts with Pokemon like Belly Drum Rest Snorlax, Belly Drum Rest Quagsire, and Sword Dance Rest Marowak.
Of course, sometimes Heal Bell is used purely for defensive reasons.
For example, Beller like Miltank may use it to heal itself from Paralyze or Burn that it may receive from Snorlax, and to heal Pokemon's like Meganium and Venusaur Paralyze which it may receive from Pokemon like Zapdos.

Important Pokemon / Moveset in the meaning of tools for Spikes War

Cloyster

Spikes / Surf / Toxic / Explosion
Cloyster is the scariest pokemon after Snorlax and Zapdos, not just in the context of Spikes War, but throughout OU.
(At least accrding to 2023 Viability Rankings)
Cloyster's combination of STAB Surf and Explosion makes it easy to aim for an exchange with any Pokemon, and since it can still leave Spikes, it can be expected to function as more than just one standard Pokemon.

This moveset is the most standard moveset of Cloyster.
In Spikes War, STAB Surf keeps away Spinners like Golems and Forretress, and Toxic makes it harder for Starmie to repeat using Rapid Spin.
Toxic also puts a timer on opponent's Cloyster, which is important when combined with a Spinner like Golem.

Cloyster can use its bulkiness to switch in against Snorlax and set Spikes, and Toxic is also useful in case Snorlax uses Curse in that time.
When Snorlax uses Curse, you can use Toxic to force it into Rest to stop its onslaught.
Against a Snorlax which uses Curse, cliche playings are "Toxic->Spikes->switching to phazer like Steelix->using phaze" or "Toxic->Spikes->Surf (or Explosion in emergency stuation)->switching to Normal Resist including Gengar (or Ground Resist like Zapdos if you expect to be used Earthquake)->Waiting for using Rest and then using phaze safely".
(If you can check Snorlax stably and your focus is on keeping Cloyster healthy, you can skip Toxic and simply use Spikes and then switch out immediately)

Toxic is sometimes dropped when you value its function as an Exploder rather than a Spikes War tool.
For example, Hidden Power Electric cannot defeat a Starmie by itself, but it can break Substitute, making it easier to defeat Starmie with Explosion.

One thing to note when playing Spikes War is this Cloyster can get a timer with Toxic.
This can be especially fatal when trying to break Stall Team with Spikes War.
If you are forced into a full fledged Spikes War, you need to play carefully to avoid getting Cloyster with Toxic.
Spikes / Surf / Rapid Spin / Rest
This moveset is more Spikes War specific and suits Stall Team well.

Due to its typing, it can be a better choice than Forretress in some cases.
First, unlike Forretress, it is better at Ground checks. Being able to check Ground like Steelix which can break Stall Teams is a meaningful advantage. It loses Normal Resist, but if you're using a stable Snorlax checker like Skarmory, it's bulky enough to switch in and set Spikes.
Second, STAB Surf is useful. It not only keeps Golem and Forretress away, but also deals decent damage to Gengar, which is important as a Spinner.

Rest overcomes the vulnerability to Toxic. It can also withstand Forretress' Hidden Power, and is enough to prevent being deleted by Umbreon's Persuit. Golem's Earthquake is also almost 5HKO, so it can withstand Earthquake if Earthquake is used without a plan.
However, it is important to note that it cannot do Spikes off while Sleeping. Not only will you not be able to switch in to Snorlax, but even switching in to Golem is risky if you cannot do Spikes off. It should be combined with Beller as much as possible.

Also, be aware that Cloyster which does not have Toxic and Explosion can be heavily exploited by some Pokemon.
For example, you will need a Pursuiter or a wincon other than Spikes War (for example, Belly Drum Snorlax, Growth Venusaur) to break Starmie, and against Vaporeon you will need a stable checker like Meganium or Light Screen Present Blissey.

Forretress

Spikes / Hidden Power Fire / Toxic / Rapid Spin
Forretress which can act as both a Spiker and a Spinner is an important Pokemon in the Spikes War along with Cloyster.

Forretress's strengths lie in its bulkiness, with excellent defensive stats against physical attacks, resistance to many types including Normal, and no weaknesses other than Fire, making it easy to create opportunities to use Spikes and Rapid Spin.
It's especially great for being able to switch in against Snorlax except having Fire Type Move with low risk.
Being toxic immute is also important. This makes it easier to progress through Spikes War even if it is Restless.
Psychic resist can also be important, especially against Jynx, where the presence of Fortress can prevent the team from being dismantled. Especially when used with Beller, it is often a good Pokemon to temporarily absorb Lovely Kiss.

This moveset is Spikes War oriented, and is better suited for use in Stall Teams given Forretress' defensive tendencies and its high need for Spike War.
Toxic is used to threaten Spikers and Spinners in Spikes War, while Hidden Power Fire is used to threaten Forretress which is Toxic immute.
Toxic is also used to reduce exploitability to other threats. And, Hidden Power Fire is also important in hindering Steelix's attempts to dismantle Stall Team.

One thing to note is that Forretress itself is vulnerable to Spin Blocker.
To cover this issue, it is recommended to use it in combination with Pursuiter, and it is also a good idea to use it in combination with another Spinner such as Starmie.
When using it in combination with another Spinner, there is also the advantage that you can continue to aim for Spikes off even if the other Spinner is deleted by Explosion etc.

A slightly more aggressive moveset is to use Explosion instead of Rapid Spin.
This brings you have to hire another Spinner, but Explosion can delete Spinners like Starmie, making it easier to activate wincon other than Spikes War like Curse Roar Rest Tyranitar.
It also allows you to have an emergency countermeasure against threats like Vaporeon or Belly Drum Snorlax.
Spikes / Hidden Power Ghost / Toxic / Rapid Spin
Using Hidden Power Ghost instead of Hidden Power Fire covers up the vulnerability to Spin Blocker.

The trade-off is that it makes you extremely vulnerable to Hidden Power Fire Forretress in Spikes War.
If you rely on Spikes War to make wincon, you must hire Spin Blocker to cover this vulnerability.

Also, Dropping Hidden Power Fire also makes your team vulnerable to Steelix.
It's better to consider counters like Hidden Power Fire Skarmory.
Spikes / Toxic / Defense Curl / Rest
Forretress can compress Spiker and Snorlax checker with this moveset.
You need to use other tools to progress in Spikes War, but you can lay off Skarmory, so knowing this moveset will broaden the variety of Stall Teams you can build.

In particular, you need to seriously consider countering Hidden Power Fire Forretress.
If you're using Forretress with this moveset, it's likely that you may not be going to commit much to Spikes War, so in addition to using Spin Blockers, you may want to prepare wincons other than Spikes (such as Snorlax + Pursuit, 3 Attack Snorlax, or Belly Drum Quagsire).

Using Reflect instead of Defense Curl reduces exploitability against various physical threats, but makes Curse Snorlax checks awkward.
In order to check for Curse Snorlax with Reflect, you must know at least that you must not click Rest when Reflect count is 0-2, and that it is almost essential to put Poison or Sleep (except count 2) to Snorlax before clicking Rest.
Even if you know that, it can be dangerous if your opponent has the same level of knowledge. Things like Toxic's miss can be used to break you. It's especially dangerous if your opponent's Snorlax has Earthquake.
Body Slam + Earthquake is the worst. Your Forretress will be broken even if your opponent doesn't have enough knowledge.

If you want to be more aggressive and check Curse Snorlax, you can use Curse and Explosion instead of Defense Curl and Rest.
When using this moveset, it is also viable to use Hidden Power Bug instead of Toxic. This also helps to push Snorlax into Explosion's OHKO range just like Toxic, and also increases Psychic check ability. It may also surprise Pokemon like Tyranitar. It is a little short on damage against Starmie, so it is hard to defeat if Starmie uses Recover carefully against Hidden Power Bug, but Leftovers recovery (exploiting turns of using Recover) and Curse's setup can solve that. The problem with using Hidden Power Bug is vs Cloyster, vs Golem, and vs Gengar. So, you need to have a solution for these Pokemon (honestly, this moveset is only suitable for some niche teams).

Golem

Earthquake / Roar / Rapid Spin / Explosion
Golem's combination of STAB Earthquake and Explosion makes it easy to aim for an exchange with any Pokemon except Skarmory, and since it can still do Spikes off, it can be expected to function as more than just one standard Pokemon in many cases.
And, Golem's most popular moveset is this.

As a Spinner, Golem excels at keeping Spin Blockers away with STAB Earthquake.
However, due to its typing, it has a problem in that it cannot do Spike off immediately against Cloyster, so has to bear several turns under Spike on. It also has to fear the timer from Toxic, so it's the same against Forretress.
Therefore, Golem needs to switch in against Snorlax or predict STAB of Hidden Power Ice Zapdos and switch in or etc, but Golem is also expected to play the role of Snorlax checker, so if you Rapid Spin while receiving their attack moves, it will be difficult to manage Golem's HP. This tendency is especially noticeable when the opponent's Snorlax has Earthquake.

As a Snorlax checker, it is often compared to Steelix with Earthquake / Curse / Roar / Explosion.

On the offensive side, the two Pokemon have different strategy. This is especially evident against Stall Teams.
Steelix is good at fighting to its strengths as an Exploder. It can make use of its Toxic immute and bulky stats / typing, stay on the field for a long turns while stiring with Roar, set up Curse, and finally aim to delete a wall like Skarmory.
On the other hand, Golem is good at Spikes War, and aim to gain an advantage by combining Spiker like Cloyster and other tools like Spin Blocker.

On the defensive side, Golem has the advantage over Steelix in that it can use Explosion with higher Attack and Speed. This can be useful in emergencies against like Quagsires and Snorlaxes.
However, there are issues with the lower Defense stat and its typing.
The former can be problematic for Snorlax checks, especially getting OHKO against +6 Earthquake, which means Roar is not a low risk option against Belly Drum Protect Snorlax.
The latter is especially problematic due to having 4x Weakness. Hidden Power Water Electric is not uncommon so you can be forced to play passively against it. And, your opponent may be planning to surprise you with Surf Snorlax if it expects you to use Golem.
Earthquake / Roar / Rapid Spin / Rest
This is a moveset which swits well with Stall Team, as it allows you to keep Fire Snorlax in check and allows you to play aggressively against Forretress by overcoming its weakness to Toxic timers.

However, dropping Explosion makes Golem more being exploitable in some cases.
For example, Exeggutor exploits it, and it is a niche but Scope Lens Zapdos also exploits it. Pokemon like Vaporeon and Quagsire will also be more of a threat to you.

Starmie

Surf / Thunder Wave / Rapid Spin / Recover
Starmie is great as a Spinner because it has few drawbacks.
Starmie can switch in against Cloyster and Forretress and immediately do Spike off. It can also outspeed Spin Blockers and 3HKO them with STAB Surf to keep away them.

However, this doesn't mean it's perfect.
It can get Toxic from Cloyster or Forretress. If it get Toxic, Starmie will eventually have to use Recover, which means there will be a turn where it doesn't have Spikes off.
Also, Spin Blocker will try to predict Rapid Spin turn and switch in. If it succeeds, Starmie will be forced to switch out without being able to do Spikes off, as it will be switched into Electric (you can also expect this and use Rapid Spin though) on the next turn, or Spin Blocker itself will use something like Electric Move.
3HKO of STAB Surf is not too risky for Spin Blocker, and even if it fails this gamble, it is possible to recover, which is another bad thing. Thunder Resttalk Misdreavus is especially bad for Starmie.

Outside of Spikes War, Starmie has the advantage of being able to check Machamp, Ground , and Psychic.
However, this can develop into another problem in that if Starmie is deleted by Explosion from Spiker pretending to commit to Spikes War, it will allow a wall break / sweep by these Pokemon.

Starmie's moveset is pretty cliche with Surf, Rapid Spin, and Recover, but the other move is flexible.
Thunder Wave introduced here is a strong candidate when combined with Earthquake Snorlax. It also works well with Ground moves like Quagsire, Rhydon, and Marowak.
This moveset is a good match for both Offense Team and Stall Team.

Also, against Starmie, Spiker may stay to use Toxic or switch in for Spin Blocker, but if you're using one of the aforementioned Pokemon that can take advantage of ParaSpreading, you can punish both of these plays with Thunder Wave.
Surf / Rapid Spin / Substitute / Recover
This moveset tends to be a bit more passive, so it's more of Stall Team moveset.
And it's probably the most universal moveset for Stall Team.

Substitute can protect Starmie from Toxic and Explosion from Spiker. It also allows you to hindsightly react to the switch to Spin Blocker. After setting Substitute, and if there is Spin Blocker in front of you, use Surf, and if there is any other Pokemon in front of you, use Rapid Spin (You can also use Rapid Spin in front of Electric if you have Substitute).
However, it should be noted that Substitute is not perfect. It cannot prevent Toxic or Explosion on the turn Starmie switches in to Spiker.
Also, your opponent may ignore Rapid Spin and even Substitute and focus on setup with exploiting Starmie. Pokemon like Curse Snorlax and Growth Vaporeon can do this. The former is less of a problem, since at least Stall Team has a stable means of checking Snorlax, but the latter is often a problem.

Note that, although this is a separate topic from Spikes War, Starmie's speedy Substitute is also a Move which can be used offensively, as it can exploit several Moves such as status ailment Moves, Explosion, several low damage (for Starmie) Moves like Exeggutor's Attack Moves, and even low Accuracy Moves such as Thunder.
For example, Nightmare Starmie uses Substitute for this purpose, and Starmie with an aggressive moveset may even drop Recover.
Knowing such movesets will broaden the variety of your offense strategy, so I recommend keeping them in the back of your mind.
Surf / Psychic / Rapid Spin / Recover
Although having Phychic may seem like an aggressive moveset, it is more geared towards defensive or long term game play, and is also a moveset for Stall Team.

Machamp is bulky against Special Attack Moves, which is why Starmie may fail Machamp checks.
It may be broken by things like Curse Earthquake, and Curse Sleeptalk set is the worst for Starmie.
To solve this problem, it needs Psychic.

Although the damage is not enough to defeat Vaporeon, it can put it to sleep or switch it out with Spd down, making it less being exploitable than Substitute.
Additionally, Psychic's Spd down can put pressure on Snorlax in the long term game, giving you another potentially wincon in Stall Team vs Stall Team games.

Even in Spikes War, Psychic can 2HKO Cloyster and Gengar, which is enough to punish them.
Surf / Thunder / Rapid Spin / Recover
This is similar to the Thunder Wave set, but more suited to Stall Team.

Thunder can punish Water more powerfully than Thunder Wave.
In Spikes War, not only can it punish Cloyster more powerfully, it can also deny the opponent's Starmie the opportunity to switch in to do Spikes off if it fails to do Spike off immediately.
Also, being able to check Vaporeon is important for Stall Team.

However, against Pokemon like Snorlax, Electric, and Spin Blocker, you won't be able to do ParaSpreading immediately, so you'll have to play patiently.
In that sense too, this suits for Stall Team.

Tentacruel

Surf / Toxic / Rapid Spin / Protect
Cloyster and Forretress frequently have Toxic to counter Starmie, but Tentacruel which is Toxic immute and strong against Attack Moves can potentially be a better Spinner than Starmie.
On the other hand, it is outspeeded by Gengar and doesn't have any effective moves, making it vulnerable to Spin Blockers.

This moveset has Toxic to reduce exploitability and Protect to increase its effectiveness. Protect also helps delay problems in the long game against rare Pokemon like Hidden Power Electric Cloyster.
This moveset is probably the most popular for Spin Tenta.
Surf / Sludge Bomb / Screech / Rapid Spin
Surf + Toxic can be exploited against sweepers / wall breakers which can withstand these two moves, such as Resttalk Vaporeon or Curse Resttalk Machamp.
If you want to prevent that, you need to use a moveset like this.

Also, in the endgame when it becomes harder to switch out to neutralize Screech, Screech may be provide important support which can lead to a win.
For example, this is shown in Turns 67-69 of the following replay.
https://replay.pokemonshowdown.com/gen2ou-20051841...

Gengar

Explosion Set
Gengar can play aggressively thanks to its Spin Block ability, especially its Explosion set which is good at Wall Break ability makes it well suited to being used by Offensive Team.
Its move options are wide, and the following are some of its effective options.
  • Attack Moves
    • Ice Punch
      • This is one of the most popular Attack Moves, as it's the only move which can 3HKO Zapdos, and you can count on Freeze.
      • The biggest problem with Ice Punch is that it is checked by Cloyster which is most scary pokemon in Spikes War. You should use it in combination with Thunderbolt or Giga Drain, or at least Psychic or Fire Punch.
    • Thunderbolt
      • This is one of the most popular Attack Moves. It tends to be effective against important pokemon in Spikes Wars, particularly effective against Cloyster, Starmie and Tentacruel, and also inflicts meaningful damage on Forretress and Gengar.
      • It also works well with Ice Punch in terms of attack range. The important thing as an Exploder is that it overlaps in attack range with Electric like Zapdos and Raikou, making it easier to break electric checkers like Raikou, Snorlax and Quagsire.
      • Gengar can also access to Thunder, but Thunderbolt is probably better as it can infalliable break Starmie's Substitute. In fact, Thunderbolt's usage stat is also higher (at least ladder in 2025 March).
    • Hidden Power Water
      • Gengar which frequently uses the combination of Ice Punch + Thunderbolt is often checked by Steelix, but if you use Hidden Power Water, you can surprise a Steelix user. Depending on the team, Steelix can be a problem, so this can be one of appropriate way to cover it. Also, although OHKO probability is low, it can also surprise Golem users with 4x Weakness.
      • Since it's 4HKO this isn't enough alone in many cases, but it does cover up its weakness to Tyranitar a bit.
    • Fire Punch
      • This is a good Attack move against pokemon like Steelix which aim to check Gengar, Forretress (especially with Hidden Power Ghost) which is important in Spikes War, and Skarmory which acts as a wall in Stall Team. Another good point is that it can 3HKO Jynx which you don't want to give a free turn to.
      • Fire Punch (or Psychic) is also needed if you want to check Curse Resttalk Heracross with Gengar.
    • Psychic
      • This is the second most powerful Attack Move for Gengar after Electric Moves. It is especially important for it to be strong in the mirror match with Gengar, and another good point is which it is strong against pokemons like Machamp.
      • It also works well with Fire Punch in terms of attack range.
    • Giga Drain
      • 2HKO against Cloyster and 2HKO against Golem are important, but 2HKO against Quagsire is even more important. Quagsire is usually played without expecting to receive Grass Move from Gengar, so you can defeat Quagsire surprisingly with keeping Gengar.
      • Against Tyranitar is mostly 5HKO, but it can recover HP over 15%, so it's at least better than Thunderbolt.
      • It also works well with Fire Punch in terms of attack range.
  • Move against Tyranitar
    • Dynamic Punch
      • It does have accuracy issues, but it's probably Gengar's best countermeasure against Tyranitar since it can 2HKO Tyranitar and combine the effect of Confuse.
      • Other benefits include the chance to defeat Snorlax (or force it to switch out in a dangerous situation) if combined with an attack move like Thunderbolt, and having an extra way to break niche Stall Teams with Blissey.
    • Hypnosis
      • Although there are concerns about accuracy and the Sleep Clause issue, this is a powerful Move as a countermeasure against Tyranitar. Also, although it is difficult to defeat, you can safely escape from Umbreon with this move.
      • It also has the effect of improving matchups against various Pokemon, including Gengar, Steelix, Zapdos, Nidoking, and Jynx.
  • Tools for Spikes War
    • Thief
      • Gengar which can access to Ice Punch and Thunderbolt is less likely to have Thief absorbed by Flying, making it easier to land Thief on Snorlax or other Pokemon vulnerable to Spikes, which makes it more effective in Spikes Wars.
  • Moves for making easier to trade
    • Destiny Bond
      • Explosion alone can make it hard to defeat Pokemon like Curse Earthquake Snorlax, but Destiny Bond makes it easier to trade with them. Other popular trade targets include Tyranitar, Steelix, and Golem.
PerishTrap Set
If you want to prioritize checking Snorlax, PerishTrap Set is better choice.
However, while it does have some advantages, such as better Attack Moves, accessing to Zap Cannon which can 2HKO Starmie and Skarmory, being fast so Destiny Bond is more effective, and being good for Heracross checks, the bulkier Misdreavus is usually a better choice for using this moveset.
Therefore, using Perish Trap with Gengar can have a meaning of surprise.

Gengar can access to the aforementioned Attack Moves, Zap Cannon, and Destiny Bond, as well as Protect, Confuse Ray, and Rest which will be mentioned later in the Misdreavus section.
Rest Set
Spin Blockers are generally vulnerable to Pursuit, but having Rest prevents you from being defeated by Umbreon's Pursuit unless you switch out. Also, unlike Misdreavus, Gengar has access to Submission and Dynamic Punch, which are strong against Tyranitar (including Rest Tyranitar).
Rest and Fighting Move give you a countermeasure against the most powerful two Pursuiters in OU.

Rest also has the effect of reliably checking pokemon like Flamethrower Curse Snorlax.
When used with Pursuit Umbreon, it can be difficult to check both due to PP issue, but this can be overcome with a certain moveset.

For example, I tested the following moveset.
Here is an example of using Rest Fortress which is vulnerable to Hidden Power Fire Fortress along with Gengar as a Spin Blocker to overcame that vulerability.
https://pokepast.es/1c2598d5f9b85d02

As Attack Moves, I used Thunderbolt and Submission, which are excellent for PP.
Thunderbolt is a great Attack Move for Spikes Wars, being effective against Spikers and Spinners (Starmie and Tentacruel), also inflicting consistent damage to a variety of other pokemon.
Submission has high accuracy against Tyranitar (more than Dynamic Punch) and can 2HKO it if you hit it with Thunderbolt or deal clip damage with Spikes multiple times. It also inflict meaningful damage against other pokemon like Snorlax, Umbreon and Golem.
It is effective to force a sleeptalk less Snorlax to Sleep with Attack Moves, which allows you to safely phasise even a pokemon like Nidoking.

And, the key is Spite. It is effective when used to target specific moves to cause its PP Stall.
The moves that should be targeted first are those that recover moves, such as Rest and Moonlight.
It is also effective to target STAB moves and setup moves, such as Double-Edge and Curse.
Spite can be countered by switching, but conversely, it can also induce the opponent to switch, so for example, it can have a phazing effect on Snorlax, or Umbreon may be switched out from front of Gengar. It can also create an easier situation for Zapdos or Nidoking to attack.

Below is an example of self testplay.
https://replay.pokemonshowdown.com/gen2ou-22795362...

However, this moveset has the problem of being vulnerable to Marowak and Quagsire, and in fact, this team also has critical issues against those pokemon.

Misdreavus

Rest Set
Rest Misdreavus plays passively and is by no means violent, but in Spikes War, it has an important role as a spin blocker that is suitable for incorporation into Stall Team.
Its move options are wide, and the following are some of its effective options.
  • Attack Moves
    • Thunder
      • This is one of the most decent Attack Moves. It tends to be effective against important pokemon in Spikes Wars, particularly effective against Cloyster, Starmie and Tentacruel, and also inflicts meaningful damage on Forretress and Gengar.
      • Misdreavus can also access to Thunderbolt, but Thunder is probably better as it can 2HKO Starmie and has 21% chance to Paralyze. In fact, Thunder's usage stat is also higher (at least ladder in 2025 March).
    • Hidden Power Water
      • Misdreavus tends to be exploited by pokemon like Steelix, Marowak, and Nidoking, which have the potential to break Stall Teams, so Hidden Power Water is effective in preventing this.
      • It also works well with Thunder in terms of attack range.
    • Psychic
      • This is one of the most decent Attack Moves. It is effective against pokemon such as Machamp, Nidoking, Gengar, and Cloyster, which have the potential to break Stall Teams.
      • It is effective against Poison which is a Toxic immute, so it works well with Toxic.
    • Hidden Power Fire
      • This is a good attack move against Steelix which try to break Stall Team with Curse Roar Explosion, Forretress (especially with Hidden Power Ghost) which is important in Spikes War, and Scizor which can be a threat without Whirlwind Skarmory. Since it has a low usage stat, it can also be used for surprise.
      • It is effective against Steel which is a Toxic immute, so it works well with Toxic.
      • It also works well with Psychic in terms of attack range.
  • Tools for Spikes War
    • Toxic
      • Of particular note is that it is also useful for preventing being deleted by Restless Crunchless Pursuit Tyranitar which is often used by Offensive Team.
      • You can use Protect with Toxic to enhance Toxic's effectivity. Sleeptalk has a similar effect in this point, but Protect is more effective against 2HKO moves like Tyranitar's Crunch.
    • Thief
      • It is often absorbed by Flying such as Zapdos and Skarmory, but it is a viable option for Misdreavus which lacks offensive options.
  • Tools for helping checking Snorlax
    • Growl
      • This helps check Snorlax except for having Belly Drum, and is also effective against other Physical pokemons like Tyranitar which don't have Crunch.
    • Sleeptalk
      • Rest which comes from Sleeptalk makes it safer against Pokemon like Earthquake Snorlax and Crunchless Tyranitar.
      • Normally, you should have another checker like Skarmory against Earthquake Snorlax, but against 3 Attack Snorlax with Flamethrower or Thunder, it can be effective to use Toxic or Growl in combination with Sleeptalk as an emergency check.
    • Spite
      • More details can be found in the Gengar Rest Set section above, and this is effective not only against Snorlax, but also against Umbreon.
    • Destiny Bond
      • This is useful as an emergency means of preventing sweeps against bursty slow sweepers such as Belly Drum Snorlax or Sword Dance Warowak.
PerishTrap Set
This is a moveset which has Mean Look and Perish Song to aggressively defeat Snorlax.
In most cases, this will be safely checked by an appropriate checker, but it can be useful when you want to switch out Snorlax quickly, or when you are facing a player who has a habit of making Snorlax stay against Misdreavus before confirming the moveset.

There are many points which require careful attention when using them.
I'll mention details in another article "7. Supplements of Other Tools".

For the other two spaces, the following moves are suitable.
  • Moves for emegency situations
    • Destiny Bond
      • Combined with Mean Look and Perish Song, it can more reliably exchange with Pokemon like Snorlax.
    • Zap Cannon (with Destiny Bond)
      • By paralyzing your opponent' pokemon, it makes easier to exchange with speedy pokemon like Zapdos. This is a more aggressive option and may be better suited to the Offense Team than the Stall Team.
      • It also works well simply as ParaSpreading, and works well with Pokemon like Marowak and Machamp.
  • Moves for increasing the threat of PerishTrap
    • Protect
      • It is effective against checkers which try to check Perish Trap with a strong Attack Move like Zapdos, and there is a chance of defeating such checkers.
      • It also simply increases the effectiveness of Leftovers, improving its performance as a Snorlax checker.
    • Confuse Ray
      • Like Protect, this can potentially be used to overcome a check using a strong attack move.
      • It is worse than Protect against speedy pokemon, but it is better against Exploder. Misdreavus will switch out the turn its Perish Count reaches 1, but if it has Explosion, it can Explode and exchange with any Pokemon that Turn. This can be countered by predicting Explosion and switching to another Normal Resist, but it can also be countered by preventing using Explosion with Confuse. Additionally, Confuse Ray's effect remains even after Misdreavus switches out, making Misdreavus less exploitable to sweepers and wall breakers.
      • Since the success rate of Protect decreases with repeated use, it is sometimes used in conjunction with Protect.
      • If you're really lucky, you might be able to defeat Phazer, but the chances are low, so you don't need to care about it.
      • By the way, Flash has the same effect. The chance of success tends to be lower than that of Confuse Ray, but it can be an option to use in conjunction with Confuse Ray.
    • Rest
      • Like Protect, this can potentially be used to overcome a check using a strong attack move.
      • This has the added benefit of allowing you to permanently check Special Attack Snorlax.
      • Since the success rate of Protect decreases with repeated use, it is sometimes used in conjunction with Protect.
      • When used in conjunction with Growl, it makes safer against (Curse) Earthquake Snorlax after traps it and also increases the chances of defeating it one-sidedly. Growl itself can be used to counter Explosion, and also makes it harder be exploited by Physical Sweeper / Wall Breaker.
  • Attack Moves
    • The Attack Moves mentioned in the Rest Set section can help prevent you from being checked by certain Phazers, for example having Thunder will prevent you from being checked by Whirlwind Skarmory (although if you're lucky Zap Cannon can do the same).

Tyranitar

Rock Slide / Crunch / Pursuit / Roar
This is an aggressive moveset, suited for use by the Offense Team.

Tyranitar's STAB's low power is an issue, but Rock Slide shouldn't be dropped.
It's a valuable Move that can 2HKO Zapdos, and when combined with Roar, it can be violent in a Spikes War.
You can also get lucky against Snorlax with flinche (This not only prevents the Snorlax from moving, but also increases the number of dice rolls aiming to occur a critical.).

Also, in the context of Spikes War, you should use Crunch.
By having Crunch, you can aim to delete Gengar which tries to destroy Tyranitar with Dynamic Punch, or Misdreavus which tries to escape Pursuit with Toxic + Rest.
As for Starmie, if you weaken it (for example, with Toxic Spiker, with Steelix, and with exploiting Starmie's Tyranitar checking before Tyranitar's moveset was revealed) and put it within OHKO range of Crunch, you can delete it depending on your prediction. At the very least, it makes it harder to keep Spikes off.
Although not highly relevant for Spikes War, Crunch is also useful for deleting Exeggutor.

If you're only concerned about Gengar, Earthquake is a better choice than Crunch. Crunch has issues that make it more vulnerable to exploits by pokemon like Machamp and Steelix, but Earthquake mitigates those issues (Earthquake has better attack range with Rock Slide).

While it may not be as relevant in the context of Spikes War, Fire Blast is also a common option. It's good for Exeggutor deletes as is Crunch, and also prevents you from being easily exploited by Machamp and Steelix.
Rock Slide / Pursuit / Roar / Rest
Rest is another way to counter Toxic + Rest Misdreavus, with the advantage of being able to permanently check Fire Snorlax.
This is better used in Stall Teams.

Roar + Pursuit works well together, allowing you to use Roar to force Pokemon which want to avoid Pursuit into front of Tyranitar.
This is playing you can use in the moveset mentioned previous, but it will more useful with this moveset due to the many more dice rolls it allows.

This moveset tends to become violent in long term games between Stall Teams where neither can set Spikes, and can also be a wincon.
Of course, in the short term, you could aim to delete Spin Blocker.
From there, as the game progresses and the situation changes, Pokemon such as Zapdos with HP reduced, Sleeptalk less Raikou, Rest less Forretress, and Poisoned Starmie will also may be targets for deletion using Roar + Pursuit.
As the game progresses more and PP stalls start occurring, even Pokemon like Struggle (all Move's PP is run out) Skarmory which checks Heracross with run out of Seismic Toss' PP can become targets for delection.
Like that, the true brutality of this moveset may become apparent you after reaching 500 turns.
(I have seen examples like someone I wrote about here, but the replays were lost due to the certain Pokemon Showdown's operator mistake in December 2023)

Umbreon

Pursuit / Charm / Sleeptalk / Rest
Umbreon's typing and stats make it bulkier than Tyranitar, and especially, it has the advantage of being less vulnerable to Gengar's Dynamic Punch.
Also, in the case of this most popular moveset, you can help Snorlax and Nidoking checks by felling Attack rank or turning on Sleep Clause. In particular, the combination with Curse Rest Snorlax would be effective.
Also, since it is not weak in Water and Ground, it can delete Cloyster and Golem in some extent long game.

Due to its defensive nature, it is better suited to use in a Stall Team, and its ability to prevent Stall Team from dismantling with Gengar will be especially useful.

However, its poor offensive ability cause a number of problems.

First, there are some cases where you cannot delete a target.
It takes turns to delete not only Cloyster and Golem, but also Perish Trap Gengar / Misdreavus, and you need to prepare a separate checker for them.
And if Gengar, Misdreavus, Cloyster, or Golem have Rest, it will be almost unable to delete those Pokemon.
The same goes for Starmie which has Recover most of the case. It just doesn't have enough damage and PP.

Second, Umbreon does very little while asleep. Pursuit loses its +4 priority and becomes just a pathetic STAB, Charm can't be used on the turn you want, and Rest turns off Sleep Clause in exchange for recovering HP.
In this state, Umbreon can only expect check Gengar and help for checking Nidoking, and in some cases even it may be better not to use Sleeptalk against Nidoking to keep your Sleep Clause on.

Third, Umbreon is easily exploited by sweepers / wall breakers.
In particular, Pokemon with Growth (e.g. Vaporeon) or Sword Dance (e.g. Marowak) as setup moves, or Pokemon which develop attacks from Substitute (e.g. 3 Attack + Substitute Tauros (this is a niche example though)) will be happy to exploit this.
Against Pokemon like Zapdos, you can threaten STAB PP, but this is not a guaranteed effect.
Pursuit / Toxic / Charm / Moonlight
Toxic can make up for Umbreon's poor offensive ability.

In Spikes War, it can pose an immediate threat to Restless Cloyster, Restless Golem, and Starmie.
(Cloyster and Golem should avoid being set timer, and Starmie can't at least use Rapid Spin continuously if it get Toxic.)
Exploitability against sweepers / wall breakers can also be mitigated by Toxic, limiting fully exploitable Pokemon to a niche such as Sword Dance Tentacruel.
Toxic can also limit Snorlax's dice roll in hopes of critical, increasing the reliability of the role which help Snorlax check.

Although you can't absorb sleep moves due to drop of Sleeptalk, if you absorb Gengar's Hypnosis with a Pokemon like Raikou, it shouldn't be a problem. Also, even if your Umbreon gets Nidoking's Lovely Kiss, you can just leave it alone to turn on Sleep Clause (even if you have Sleeptalk, as mentioned above, it's not very useful).

This Umbreon can play quite offensively while still retaining its defensive nature, so it would be not only a good fit for Stall Team but also Offense Team.

The biggest problem with this moveset is its unstable defensive performance when get Toxic or Paralyze.
Also, Moonlight's low PP can be a problem in long games with Stall Team vs Stall Team.
This Umbreon looks like it can do anything in Spikes War, but trying to do too much can lead to it not doing much at all.
If you don't like the instability of Moonlight, you can replace it with Rest, but without Sleeptalk, it can be defeated not only by Snorlax, but even by Golem.
(Golem's Earthquake has a high chance of 4HKO without critical)

Toxic also doesn't solve the problem against Rest. Even against Starmie, if it has Substitute, you might not be able to pressure it well with Toxic, since Pursuit only breaks it about 50%.
Against Rest Gengar / Misdreavus, Rest Cloyster, and Starmie, Hidden Power Dark can solve the problem, but it is not as aggressive as Toxic in other cases.
There is a moveset with a similar idea, Pursuit / Growth / Growl / Rest, but this is more extreme in nature.
Pursuit / Toxic / Sleeptalk / Rest
If you have a completely separate Snorlax checker and Nidoking checker, you can drop Charm and use Umbreon in  a moveset like this.
For example, you can put it in Stall Team with a structure like Skarmory + Misdreavus + Resttalk Snorlax.

There is an issue where it becomes  a bit difficult to play against Golem's Explosion, but apart from that, it is a comfortable tool for Spikes War.

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