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.