How much does a team need entry hazards in general?(Gen 8 OU)?
Sometimes I built teams, and than realized that it doesnt have any hazards. Hazards are very important overall, as every chip counts. But, with buffed defog since gen 6 and HDB (Heavy Duty Boots), some Pokemon can avoid this. Even so, hazards are still widely used in the metagame. While they are helpful, how much are hazards really needed on a team?
Stealth Rocks is the least amount someone should run on the team, especially when it comes to Hyper Offense, Offense, Bulky Offense and Balance. Those teams prefer having at least Stealth Rocks to turn 3HKOes into 2HKOes or in the case of bulky offense and balance, to chip down the opposing team over the course of the game. Knock Off can help in this case to get rid of the Heavy-Duty Boots the Pokemon in the opposing team carry.
To reflect on hyper offense again, that team archetype also likes to have multiple entry hazards, in the case of the so called hazard stack ho, where Mew is an excellent teampartner for this purpose. But Stealth Rocks in general are very much appreciated just like they are in past generations.
The most common setters include: Landorus-T, Garchomp, Heatran, and Clefable and to a lesser degree Ferrothorn, Nidoking, Swampert, and Tyranitar.