I noticed that many people now are using entry hazards. Entry hazards were less common before, peharps this is because of the new genies forms and rain dominance? Well, what happens is that despite what many people say, stall is not uncommon and is in fact a threat to watch.
What I want to know if it's possible to make a team without it being weak to entry hazards, and without the need to use Rapid Spin. This is because I am having a certain difficulty to create a team without Rapid Spin. What happens is that the only reason that I use Forretress over Ferrothorn is because of Rapid Spin. But I want to use Ferrothorn because it has much more utility overall, it has tools that I need more than Rapid Spin, such as Thunder Wave and Leech Seed. Without Ferrothorn I am forced to run Celebi to check rain teams, because I need a Grass-type to do that. If weren't for this, I could run Jirachi as a stallbreaker and not need to run Keldeo for that matter. How can I overcome this? Is stall and entry hazards so dangerous that I need to use Rapid Spin, or Rapid Spin is optional nowadays? Not that Rapid Spin is useless; it's always helpful to get rid of those hazards. Problem is that there are things that I need more than this.