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-   -   CAP 1 - Part 6 - (Stat Spread Poll 2) (http://www.smogon.com/forums/showthread.php?t=102103)

reachzero Mar 14th, 2011 9:07:44 PM

CAP 1 - Part 6 - (Stat Spread Poll 2)
 
We will now decisively determine the base stats of CAP1. This will be a bold vote, so choose one and only one of the three options.


Here is our Pokemon so far:

Quote:

Originally Posted by Fat Admiral_Korski (Post 3336529)
Concept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?

Typing: Flying/Fighting

Here are the options in this poll, in the order that they finished in the first round of polling:

Jibaku
105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe
Quote:

Originally Posted by Fat Jibaku (Post 3373255)
Final Submission


It took me a while to come up with an EV spread, but here goes....

/me awaits flames

HP: 105
Atk: 60
Def: 90
SpA: 115
SpD: 80
Spe: 85


PT: 163.2738
ST: 155.1002
PS: 75.9592
SS: 170.8523
Rating: 308.8271
BST: 530

Okay so I tried to give this CAP as much versatility as possible. A passable Speed stat to outrun certain threats in the metagame, and a decent defense for well...being able to switch into things. Alright this is a lame explanation. Let's go in depth.

HP:...okay can I just c/p what Deck posted in here? No? Anyways, I wanted a high HP stat for efficient bulk (which in turn saves EVs for it to do other things which I will get to later!), as well as to encourage different spreads than the usual 252 HP / 252 Speed. 105 HP also lets it create 101 HP substitutes, which I guess helps with Blissey but you're going to need Taunt or something I don't know. It's mostly irrelevant...

Attack: We aren't going physical on this thing so meh. If Close Combat is allowed I guess some Atk EVs lets it bypass Chansey or something. Not worth worrying about.

Defense: Instead of me trying to explain what it does, look at the calcs:
um


Special Attack: It is important that this CAP has plenty of firepower to maintain pressure (but not too much due to how dangerous Flying/Fighting STABs are). And I just feel that 115 is the "right" number for this CAP, especially with its 85 base Speed. Here are some calcs:

Eh?


Special Defense:
I'd imagine most of CAP1's defensive usefulness is taking physical blows by virtue of its typing so I didn't give it as much Special Defense. However, 105/80 is enough for it to absorb things like Virizion HP Ice and Gengar's Shadow Ball, and if you wish to go specially defensive CAP1 isn't a bad check to them.

Speed: Choosing between fast and slow wasn't easy at first, until I found out how much people didn't want a fast one. I eventually chose to go with medium Speed as being too fast discourages creative EVing to utilize its other stats (especially given the amount of threats that linger in the base 97-111 Speed category). Anyways, 85 Speed gives it the ability to outrun Heatran, Mamoswine, Smeargle, and Cloyster (which the base 70 Spreads tie with), and all are weak to Fighting but could otherwise severely threaten CAP11 with their powerful attacks (bar Smeargle who could otherwise Spore it away). Oh yeah it outruns Gyarados as a bonus. Granted, 85 Speedties with Suicune, Nidoking, and Heracross, but this CAP isn't meant to beat Nidoking anyways and Suicune usually runs no Speed (you should not try to take on offensive ones regardless), while Fighting/Flying itself kind of walls Heracross to begin with. Furthermore, 85 Speed makes it like viable as a Scarfer, allowing it to approach momentum in a different way. At the very VERY least, I would like to see this CAP outrun the base 70 group, because Cloyster can be that aggravating.


Paradox
70 HP/60 Atk/115 Def/135 SpA/105 SpD/70 Spe
Quote:

Originally Posted by Fat Paradox (Post 3371264)
Final Submission:

HP: 70
Atk: 60
Def: 115
SpA: 135
SpD: 105
Spe: 70

PT: 161.6 "Very Good"
ST: 147.4 "Good"
PS: 80.6 "Below Average"
SS: 170.7 "Very Good"

Overall Rating: 305 "Very Good"
BST: 555

Speed Reasoning

Special Attack Reasoning

HP Reasoning

Defensive Reasoning


Offensive Calculations with 252 SpA EVs, Neutral Nature


Offensive Calculations with 0 SpA EVs, Neutral Nature


Defensive Calculations with 252 HP EVs

Thanks to Rising_Dusk for giving me some constructive comments to fine-tune the spread!


Ice-eyes
53 HP/63 Atk/136 Def/129 SpA/136 SpD/73 Spe
Quote:

Originally Posted by Fat Ice-eyes (Post 3372572)
CAP1 Stat Spread Submission:

HP: 53
Attack: 63
Defense: 136
Special Attack: 129
Special Defense: 136
Speed: 73

Overall BST: 590

Physical Tankiness: 164.9215 (7: Very Good)
Special Tankiness: 164.1841 (7: Very Good)
Physical Sweepiness: 87.6470 (4: Below Average)
Special Sweepiness: 174.6326 (7: Very Good)
Overall BSR: 325.3293 (7: Very Good)

ODB: 1.0843 (Slight offensive bias)
PSB: -12.6340 (Special bias)

Overview:

This spread for CAP1 tries to give optimised defenses for likely spreads. It has plenty of power, allowing it to secure crucial KOs without resorting to Life Orb and threaten serious damage if left unchecked, but - while fast enough to outpace the walls it needs to - doesn't really have the raw Speed to carry out a full sweep. While the stat spread does have odd base values, it is streamlined - like most such pokemon in-game (eg Monferno, Bronzong), there is a pattern in the unorthodoxy which hopefully satisfies flavour-wise.

Offensively:

Offensive Stats: 63 / 129 / 73

The Attack stat fits comfortably within the Physical Sweepiness limits while still being high enough to do some kind of meaningful damage with the awesome Circle Throw (as well as U-Turn), should CAP1 recieve it. 129 Special Attack is high enough to get important KOs with Leftovers (assuming 252 Modest) - Aura Sphere 2HKOs Nattorei, while Conkeldurr and Virizion fall to Air Slash - and lets CAP1 be threatening. The problem with low Special Attack stats is that CAP1 will become setup fodder for bulky mons. If it doesn't hit hard enough, the opponent can almost ignore it and just bring in anything mildly specially defensive (Skarmory, Hippowdon etc.) to do whatever, and important kills like the ones mentioned above are missed.

The 73 Speed stat outspeeds most walls and gives the option to outspeed the rest while preventing CAP1 from being able to sweep teams itself.

Offensive Calcs


Defensively:

Defensive Stats: 53 / 136 / 136

Strange and BST-heavy though these defensive stats are, they provide optimal defenses on both sides for spreads that have max or close-to-max HP without any investment in either defense.

That allows CAP1 to be Modest, invest in max Special Attack, and still take hits from the likes of -1 Scarf Garchomp, -1 Band Tyranitar and +1 Balloon Doryuuzu.

Defensive Calcs

This poll will remain open for 24 hours. Choose wisely!

pkmn-taicho321 Mar 14th, 2011 9:08:51 PM

Jibaku

Mektar Mar 14th, 2011 9:09:04 PM

Ice-eyes

Paradox Mar 14th, 2011 9:10:31 PM

Paradox

Axaj Mar 14th, 2011 9:13:04 PM

Ice-Eyes

Thorhammer Mar 14th, 2011 9:14:36 PM

Paradox

fairytale Mar 14th, 2011 9:15:09 PM

Jibaku

Wikey Mar 14th, 2011 9:17:39 PM

Paradox

Flarephoenix332 Mar 14th, 2011 9:21:36 PM

Paradox

Charmander Mar 14th, 2011 9:23:42 PM

Paradox

Sambobz Mar 14th, 2011 9:24:33 PM

Jibaku

NoJohns Mar 14th, 2011 9:29:07 PM

Jibaku

Fire Blast Mar 14th, 2011 9:32:34 PM

Jibaku

Disturbance24 Mar 14th, 2011 9:34:47 PM

Paradox

DarkSlay Mar 14th, 2011 9:35:30 PM

Jibaku

kalamadude Mar 14th, 2011 9:42:01 PM

Jibaku

maniax Mar 14th, 2011 9:43:25 PM

Ice-eyes

darkchicken Mar 14th, 2011 9:44:55 PM

Paradox

Gothic Togekiss Mar 14th, 2011 9:45:16 PM

Paradox

sb879 Mar 14th, 2011 9:46:08 PM

Jibaku

SgtWoodsy Mar 14th, 2011 9:52:15 PM

Paradox

CuteandScary Mar 14th, 2011 9:54:58 PM

Jibaku

Dummy007 Mar 14th, 2011 9:56:48 PM

Paradox

Jeslimak Mar 14th, 2011 9:56:56 PM

Jibaku

Tobes Mar 14th, 2011 10:00:37 PM

Jibaku


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