So a while back I started going through the OU analyses and coming up with a list of small changes to the listed EV spreads in order to tidy up the database a bit. This morning I had a sizeable break between classes and thought I'd finalize it a bit. For the most part, these are very minor changes, but I feel they are necessary for the sake of accuracy. So...here you go.
Altaria: I don't think there's really a point to running 248 HP EVs over 252 on all of these bulkier sets. Mega Altaria's max HP isn't even divisible by 4, much less 8 or 16, so there's no relevant passive damage numbers or anything that you avoid with 248 EVs. For the Support set, moving 4 EVs from SpD to HP will give you the same chances against Specs Keldeo (1.2% chance to 2HKO), and it also lets you maintain the ability to take two 252+ Landorus-T Earthquakes. The other calcs are also unchanged. For DDD, again, 4 SpD EVs to HP will do; you still avoid the 2HKO from Thundurus's HP Ice and such. The HP investment on the Special Attacker set is honestly pretty arbitrary to begin with, and I think there should be significantly more Spe investment, but might as well throw 4 SpA EVs into HP there too.
One last thing: the Support set claims that the given spread avoids the 2HKO from Keldeo's Icy Wind, but you actually are 2HKOed 1.2% of the time with both a 248/152 and a 252/148 spread, so that should be clarified.
Azumarill: The Choice Band set has 172 HP EVs and puts Azumarill's HP at 384, which is divisible by 16. This is one that should probably be dropped by 4 EVs to reduce all forms of passive damage. Where they go doesn't matter.
Clefable: The Set Details sections of the Unaware sets mention 248 HP to minimize hazard damage and damage from Sand and such, but seeing as how Clefable's max HP (394) is not even divisible by 4, this is false. This can be changed to 252, which slightly helps overall bulk and lets Clefable pass slightly bigger Wishes, and the note about reducing passive damage should be removed.
Gardevoir: Similar case here as with Altaria and Clefable. The bulky set has 248 HP investment, which is not divisible by 8. It is divisible by 4, but unless I'm forgetting something, that'll only matter in the event that your opponent manages to get up 3 layers of Spikes. 252 HP will help Mega Gardevoir's overall bulk slightly, and it'll also give it slightly larger Wishes in case it wants to pass one to a teammate.
Gliscor: So, what exactly is the point in dropping Gliscor's HP for a Poison Heal number? Max HP isn't even divisible by 4, so there's no threat of higher passive damage. 252/0 still avoids the OHKO from +2 LO Bisharp's Sucker Punch; in fact, it takes it slightly better (99.4% max compared to 99.7% max for the 244/8 spread). Aside from taking physical hits slightly better, it obviously takes special hits a little better as well. Move those 8 Def EVs to HP.
Heatran: Another case where 248 HP isn't necessary since 252 HP isn't divisible by 4, so unless you're terrified of random Super Fangs or something, that can be maxed out.
Kyurem-B: Quick note, but the Substitute set states that 56 HP hits 404; it actually hits 405, enough to make 101 HP Subs while also being able to switch into Stealth Rock an extra time or make an extra Sub. I feel this should be mentioned.
Latias: Again, 252 HP > 248 HP on the bulky sets since Latias's max HP isn't divisible by 8 (it is divisible by 4, but Latias is immune to Spikes).
Sableye: Kind of a weird case. 252 HP hits 304, which is divisible by 16, so 248 would reduce all forms of passive damage. However, Mega Sableye is pretty talented at keeping hazards off the field, so it may not be completely necessary, and Mega Sableye's defenses are so much higher than its HP that the extra HP point might end up being more valuable regardless. Still helps with random burns, poison, and Sand, though.
Skarmory: The specially defensive set runs 248 HP EVs when Skarmory's max HP isn't divisible by 4, so 252 is fine. In fact, the Set Details section specifically mentions taking less damage from Stealth Rock and burns, which is factually incorrect.
Starmie: Another case where the max HP is divisible by 4 but not by 8 or 16, so outside of switching into 3 layers of Spikes (which Starmie should be able to remove before they get that far), 252 is superior to 248 on the bulky set. Never mind this one, it got fixed in the new analysis.
Tyranitar:
They also allow Tyranitar to take two +1 Dragon Claws from Mega Charizard X after Stealth Rock damage.
+1 252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 248 HP / 80+ Def Tyranitar: 222-262 (55 - 65%) -- guaranteed 2HKO
Pretty sure that was supposed to say "+0" instead of "+1." Also, another case where max HP is divisible by 4 but not 8 or 16. 252/76+ hits this same benchmark vs Charizard X, so I recommend going with that.
Mega Venusaur: Max HP divisible by 4 but not 8 blah blah blah. 252 HP seems fine on defensive.
That's about it for the OU stuff, might get to lower tier stuff later, I don't know. Oh, and sorry about being so picky about the 248 HP spreads. It's not a
huge deal, but 252 HP does help boost overall bulk on these Pokemon slightly better than 248 HP, so it's generally going to be the better option unless there's a specific reason to run 4 less HP EVs. Putting 248 > 252 also makes players question why you didn't just go with max, at which point the first response is usually "It avoids an even HP number and thus reduces hazard damage" which is often false (as in these cases), and any newer player who checks the math will notice that. You can see how this can put a slight dent in our credibility, which is why I think those need to be adjusted.