http://www.serebii.net/abilitydex/shedskin.shtmlThere are a few non-gimmicky answers to Scald that surprisingly nobody has brought up yet, including but not limited to Safeguard (this move is just as good as dual screens for HO teams and it's a crime it's not used more often), sun teams (40 BP Scald suddenly looks much less attractive and there is no shortage of sun abusers in UU), RestTalk and Shed Skin.
I don't get why people outright refuse to try these solutions out when they have been fine with a momentum-killing 20 BP move to deal with entry hazards for years.
Of these only Scrafty is in UU, and struggling at that... So if it wasn't recommended it wasn't out of being lazy as you so claim.
Funny thing about rest-talk is that the most common user is in itself one of the most common users of scald :P That said I think it is obvious why people don't readily recommend this, unlike other answers posted, since it eats up move slots and is RNG based, all while succumbing to a new status (Sleep) which can be exploited.
Whereas sun well is both a pro and con in itself, like any weather teams but generally this just out right a bad match up for any water type. It is not a splashable answer and caters to a more particular style of play.
I also think you're stretching yourself with rapid spin in so much that you had other options to outright prevent hazards which isn't exactly the same in this context, whereas Scald isn't exactly as preventable (as I said it fulfills the role of status and offense in one convenient move).
Another thing is while rapid spin does kill hazards it has a monopoly, prior to defog, to utility - and it is not as if everybody is comfortable with rapid spin so don't be so certain about it.
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