Taunt + Destiny bond is definitely an efficient way of taking out a rapid spinner. If they switch they just take more hazard damage and if they stay in, they're going to faint to Destiny Bond.
If I really need my hazards to stay I will pair my Gengar up with Scarf tar or weavile to take out starmies, which is pretty much the only spinner that can take on gengar 1v1 (and tenta, but you can at least damage it and it might not 2hko).
Thunder is also an option considering tenta is used primarily on rain teams.
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