Congratulations on making Heatran work for you Jumpman. It was interesting to read through the formation of your team. I look forward to hearing more about it in the future.
Thanks, I posted it for you guys especially (hence the rather tedious employment of anchor tags!). I also mainly posted it because I feel the Hall is really, really engaging and fun theorymon that anyone can partake in even if you don't actually want to play it. It's really a logic game when you think about it, since everything is 1v1 (or 2v2) and theoretically you can indeed arrive at a set or sets for a given pokemon that can "beat" the Hall, whereas in 3v3 play such endeavors are kind of impossible.
And I say "beat" mainly because of hax items like BP, Lax Incense and Quick Claw (QC to an extent, if you can lose to just one QC activation your Hall set isn't very good). Shortly after I posted I faced this piece of shit:
H341 | Whiscash | Quiet | Lax Incense | Earth Power | Water Pulse | Future Sight | Blizzard | SpA/SpD
with these pokes:
Sunsets
Heatran@Choice Scarf: Lava Plume/HP Electric/Sunny Day/Explosion, Rash, 100Atk/226SpA/184Spe
Heatran@Choice Specs: Lava Plume/HP Grass/Solarbeam/Earth Power, Modest, 4HP/252SpA/252Spe
And lost at 307 to 0.25% odds when I missed one explosion (111% min) and then with specs HP Grass too (153% min). It was really lame at the time considering I had gone out of my way to insure against losses like this by moving HP Grass to my slower Tran as I described after losing to Gastrodon because Boom missed one, but I'm back up at 350 or something (after a loss at 177 to Tyranitar because I'd had "Flash Fire" checked off on the Smogon Damage Calc which incorrectly boosts all SpA instead of just Fire attacks and therefore miscalculated Earth Power/HP Grass killing one Tyra every time). I decided not to log every battle after losing to Whiscash partly because "fuck this who cares" and partly because it obviously saves time.
I'm harping on the (doubles) Hall partly because I wanted to encourage others to theorymon it up but with NoCheese recent exploits with TruAnt that is slightly less necessary. Though after one time like five weeks ago that I lost to Jolteon at like 90 cause I didn't Explode (I beat Jolteon 100% of the time with Scarf Boom), I adopted a "if you can beat em" mentality and thought of Jolteon's own merits for Doubles Hall, mainly because it beat me with the almost equally as doubles-marvelous Lava Plume near-clone in Discharge. I came up with something like:
Jolteon@Sash: Discharge/HP Water/Magnet Rise/Fake Tears, Modest, 354 Speed
Jolteon@Specs: Discharge/HP Grass, Modest, 353 Speed
Zam is 352 Speed so that's why 354/353. With a combination of HP Water, HP Grass and Magnet Rise, Jolteon should have enough to beat ground types, but things like Tyranitar would be lame to face cause of Sand negating Sash (which may be better on Jolt2 than Specs). Double Chomp would be reliable too with Sash/CB at 332 speed to get Weavile and reliably beat Slowbro as well.
Ok I don't normally post teams in planning before I actually try them, but considering I have very little time to RNG and train stuff, I thought I'd post it to see what people thought. Be nice lol:
I think Flash may be the way to go with Shuppet, since with Thunderwave you can rather reliably get Draggy set up. You're just going to want to make sure to have a second that can handle Ice Types, and Shuckle is a good idea even if only for Stealth Rock support. SR is probably the best way to help Dragonite out against pokes 2 and 3 because screw Sturdy and Sash, etc.