...actually no, I guess I was just arguing badly. Spikes still isn't that common.
Of the 8 legal Spikers, there are probably only 3 that you're actually going to see; Skarmory, Forretress, Roserade, and since Ice is likely to get bottom-of-the-barrel, maybe Frosslass and Cloyster too.
So! that leaves 8 types with access to Spikes, although it's arguably 7, seeing as Water has better options than Cloyster.
Spikes would definitely be something I wouldn't ignore, since I don't foresee many people using Rapid Spin!
I don't see this as anywhere near as big of a threat as Stealth Rock, since it does damage based on status and the number of times the attack is used, as opposed to Stealth Rock, which does damage based on type.
Yeah, uh, build your spiker with a tank setup, three layers out, 25% damage per switch. Sure it's not as simple as Stealth Rock, but it's still potent.
Three layers of spikes are needed to do the same amount of damage to some types as just one Stealth Rock. It isn't hard to stop them from setting 3 layers up. Probopass and magnezone can trap two of the spikers Walker mentioned, if it really matters that much.
Yeah, only... Steel/Rock/Electric are the only types who have access to those. Mono-type tournament, remember?
I'm slightly suprised this has made so great an arguement. I think if people want to use spikes/toxic spikes, it should be up to them. They're not as dangerous as stealth rock, and stuff, plus so many types can disarm them, it's more likely to just put the person using them at a disadvantage for not having anough moves, unless you're using Forrestress which can explode.
I disagree. Without a cleric, two rounds of Toxic Spikes could be very well fatal, especially since many types have few-to-no options to absorb them. Sure, not too many types have access to Toxic Spikes but the fact that they're potent enough and have little worry about them being absorbed, whoever can use them has a deadly weapon at their disposal!