Hazards, mainly Stealth Rock and Spikes which are most common, are being used in almost every battle in OU. They ensure some KO's, breaking sashes and sometimes even doing massive damage depending on the Pokémon switching in.
This thing helps for both Stall and Offense teams to make their Pokémon's job a lot easier whether it's wearing down the opponent or to sweep much easier. Although there are variety of ways to handle with hazards (Taunt, Magic Bounce etc..) the prime way is either using Rapid Spin, or Defog. These are the most effective ways to deal with hazards, and they are the only way to deal with hazards after they already had been set on you. There were many arguments in the past wether Rapid Spin or Defog is the best out of the two, but it pretty much depends on your team. The problem is, these moves are pretty much useless out of that area. They can be replaced many times with a much better move or even a better Pokémon. Now, if your team consist of Charizard, Talonflame, Volcarona or Pinsir, you must use them, duo to the fact they are extremely vulnerable but sometimes it is not really necessary.
Do you always use RS or Defog user on your team? Why?
Do you try not to use these moves? By not using Pokémon that are vulnerable to SR?
And the most interesting thing I want to know: What is the point in which you must have these moves?
For example, Many times I have such a good team and no place for a hazard remover, when can I just ignore that and when do I must find a place for them? If I have Thundurus, is it enough to make me using a defogger/spinner? or having something like a Taunt user can be enough when I don't have a place for one since making a place for one means giving up on a good Pokémon for the synergy of the team.
This thing helps for both Stall and Offense teams to make their Pokémon's job a lot easier whether it's wearing down the opponent or to sweep much easier. Although there are variety of ways to handle with hazards (Taunt, Magic Bounce etc..) the prime way is either using Rapid Spin, or Defog. These are the most effective ways to deal with hazards, and they are the only way to deal with hazards after they already had been set on you. There were many arguments in the past wether Rapid Spin or Defog is the best out of the two, but it pretty much depends on your team. The problem is, these moves are pretty much useless out of that area. They can be replaced many times with a much better move or even a better Pokémon. Now, if your team consist of Charizard, Talonflame, Volcarona or Pinsir, you must use them, duo to the fact they are extremely vulnerable but sometimes it is not really necessary.
Do you always use RS or Defog user on your team? Why?
Do you try not to use these moves? By not using Pokémon that are vulnerable to SR?
And the most interesting thing I want to know: What is the point in which you must have these moves?
For example, Many times I have such a good team and no place for a hazard remover, when can I just ignore that and when do I must find a place for them? If I have Thundurus, is it enough to make me using a defogger/spinner? or having something like a Taunt user can be enough when I don't have a place for one since making a place for one means giving up on a good Pokémon for the synergy of the team.