Entry hazards are consumed as soon as they are placed, but return at the end of the turn, applying special effects to all Pokémon on that side of the field (not including Pokémon in the semi-invulnerable turn of a move):
Spikes deal damage equal to 1/3 of the Pokémon's maximum HP if grounded
Toxic Spikes inflict poison and deal damage equal to 1/8 of the Pokémon's maximum HP, if grounded and not Poison or Steel-type
Stealth Rock deals damage equal to twice its normal effect
Certain moves can inflict random status conditions on targets, unless the targets are Poison or Steel-type (this is negated by Corrosion however), or have one of the abilities Immunity (this is negated by Mold Breaker, Teravolt and Turboblaze however), Poison Heal or Toxic Boost.
Acid Downpour has a 100% chance to inflict burn, poison, paralysis or freeze
Octazooka now has a 50% chance to lower Accuracy by one stage, inflict burn, inflict poison, inflict paralysis or inflict freeze
Sludge Wave now has a 10% chance to inflict burn, poison, paralysis or freeze
Other moves[]
Venoshock's base power becomes 130 regardless of whether the target is poisoned or not
Venom Drench's effect is applied regardless of whether the targets are poisoned or not
Damage dealt and amount of HP restored by Leech Seed is doubled (to 1/4 of the target's maximum HP each turn)
Swallow now restores twice the amount of HP as normal, and if Stockpile has been used three times, additionally cures the user's status conditions when used sucessfully