CAP 12 CAP 1 - Part 4 - (Stat Spread Submissions)

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reachzero

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Stats can make or break a Pokemon, and from here on in our decisions will be immensely significant to how strong or weak CAP1 will be relative to OU.

Submit your stat spread submissions here.

Please read the other posts in this thread before posting a spread, so that you don't post an identical spread to someone else. I do not want to see ten spreads that are essentially the same with minor variations.

While not strictly required, I strongly recommend you include key damage calculations with your spread. This makes your spread more attractive, and explains what it is designed to do.

I should warn everyone beforehand that I am not unaware of the gaming of stats for absolute maximum effectiveness using the BSR system. This Pokemon is not getting 130+ base HP. Try to keep your spreads relatively realistic compared to the Pokemon we already have.

Our Pokemon so far:

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

For reference, you can find out your base stat ratings by using the spreadsheet found in this post: http://www.smogon.com/forums/showpost.php?p=3323869&postcount=4 . All stat submissions must be within the limits set in the stat limit thread to be considered valid. As a reminder, these limits are 165 for PTank, 165 for STank, 175 for SSweep, and 95 for Psweep.
 
My Submission:

HP 80
Attack 55
Defense 108
Sp. Attack 98
Sp. Defense 90
Speed 103

PS: 94
PT: 164
SS: 175
ST: 138

The idea behind this spread was to make this Pokémon faster than the base 100s, Landorus and Garchomp, while having the best SpA possible withing the limits allowed. The Attack is very low, but 1) you won't need it so much and 2) I couldn't go higher without breaking the limits imposed. I also went for a lot of Physical Tankiness with Good Special Tankiness because I think this Pokémon will have to switch especially on physical attackers, and because I did not want to make it too powerful (but I can go all the way and maximize ST up to the 165 limit if needed). I'll edit in with calcs later

EDIT: Here are some calcs

252 SpA LO Aura Sphere vs
252/0 Bold Blissey: 34.7-40.7% (3HKO)
4/0 Jolly Excadrill: OHKO
252/208 Relaxed Ferrothorn: 67-79% (2HKO)
252/80 Impish Forretress: 60.2-70.6% (2HKO)
252/252 Careful Forretress: 44.4%-51.2% (2HKO with SR)
4/0 Jolly Garchomp: 50.8%-59.8% (2HKO)
252/120 Jolly Garchomp: 37.9-44.5% (2HKO with 3 layers of Spikes)
4/0 Jolly Haxorus: 72.5%-85% (often OHKO with 3 layers of Spikes)
4/0 Timid Heatran: 93.5-100% (OHKO with SR)
252/0 Impish Hippowdon: 49.5-58.3% (2HKO with SR)
64/0 Modest Hydreigon: OHKO
252/0 Timid Jirachi: 39.36-46.29% (3HKO)
252/224 Careful Jirachi: 29.2-34.2% (4HKO)
4/0 Timid Jolteon: 61%-71.4% (2HKO)
4/0 Timid Jirachi: 46.5%-54.7% (2HKO with SR)
4/0 Modest Kingdra: 56.9%-66.8% (2HKO)
144/40 Adamant Kingdra: 48.6%-57.2% (2HKO with SR)
4/0 Jolly Lucario: OHKO
48/0 Jolly Metagross: 55.6-65.2% (2HKO)
252/0 Adamant Metagross: 47.8%-56% (2HKO with SR)
252/92 Timid Ninetales: 41.4%-48.9% (2HKO with SR)
0/0 Timid Ninetales: 55.4-65.2% (2HKO)
4/0 Timid Politoed: 49.4%-58.1% (2HKO with SR)
252/252 Calm Politoed: 29.95-35.42% (4HKO)
128/0 Modest Rotom-W: 55-64.8% (2HKO)
0/0 Modest Rotom-W: 62.2-73.4% (2HKO)
252/216 Adamant Scizor: 43.6-51.5% (2HKO with SR)
248/0 Adamant Scizor: 55.7%-65.6% (2HKO)
4/0 Adamant Scizor: 67.7-79.8% (2HKO)
4/0 Jolly Scrafty: OHKO
252/248 Careful Scrafty: 62.9-74.3% (2HKO)
252/0 Impish Skarmory: 63.8-74.9% (2HKO)
252/252 Careful Skarmory: 43.1-50.6% (often 2HKO with SR)
240/52 Relaxed Swampert: 40.9-48.1% (2HKO with 2 layers of Spikes)
4/0 Jolly Terrakion: OHKO
252/76 Sassy Tyranitar: 89.6-100% (OHKO with SR)
252/252 Careful Tyranitar: 77-90.6% (OHKO with 3 layers of Spikes)
252/0 Adamant Tyranitar: OHKO
248/8 Bold Vaporeon: 35.6%-41.9% (3HKO)


Timid 252 SpA LO Air Slash vs:

252/0 Impish Breloom: OHKO
4/0 Jolly Blaziken: OHKO
4/0 Modest Chandelure: 55.2%-65.1% (2HKO)
120/136 Brave Conkeldurr: 81.9%-96.3% (OHKO with 2 layers of Spikes)
0/0 Rash Dragonite: 45.8%-53.9% (2HKO with SR)
252/0 Adamant Dragonite: 34.8%-40.6% (2HKO with SR)
244/252 Careful Dragonite: 25.2%-29.7% (4HKO)
0/0 Timid Gengar: 64%-75.5% (2HKO)
252/0 Impish Gliscor: 47.2%-55.7% (2HKO with SR)
248/8 Impish Gyarados: 33.3%-39.2% (sometimes 2HKO with SR)
0/0 Jolly Gyarados: 39.9%-47.1% (2HKO with SR)
4/0 Hasty Infernape: OHKO
252/0 Calm Jellicent: 28.7-33.9% (4HKO)
4/0 Timid Latios: 40.4%-47.7% (Sometimes 2HKO with SR)
240/16 Adamant Machamp: 78%-91.6% (OHKO with 3 layers of Spikes)
252/0 Bold Reuniclus: 35.61%-41.98% (3HKO)
4/0 Jolly Salamence: 47.9%-56.3% (2HKO with SR)
4/0 Timid Starmie: 57.85%-68.2% (2HKO)
252/176 Calm Tentacruel: 24.7-28.9% (4HKO)
4/0 Timid Virizion: OHKO
4/0 Modest Volcarona: 81.4%-95.8% (OHKO with SR)
248/8 Bold Volcarona: 67.6%-79.6% (OHKO with SR)


Timid 0 Atk LO Close Combat vs:

252/252 Bold Blissey: 53.8-63.3% (2HKO)


Timid 252 SpA LO HP Fire vs:

252/80 Impish Forretress: OHKO
252/252 Careful Forretress: 92.1-100% (OHKO with SR)
252/216 Adamant Scizor: 91%-100% (OHKO with SR)
248/0 Adamant Scizor: OHKO


Timid 252 SpA LO HP Ice vs:

0/0 Rash Dragonite: OHKO
252/0 Adamant Dragonite: 86.5%-100% (OHKO with SR)
244/252 Careful Dragonite: 63.3%-74.3% (2HKO)
252/120 Jolly Garchomp: 79.1%-92.9% (OHKO with 3 layers of Spikes)
4/0 Jolly Garchomp: OHKO
252/0 Impish Gliscor: OHKO
0/0 Jolly Landorus: OHKO
4/0 Timid Latios: 50.7%-59.6% (2HKO)
4/0 Jolly Salamence: OHKO
0/0 Timid Thundurus: 65.6%-77.3% (sometimes OHKO with SR)
192/0 Timid Zapdos: 49.1%-57.7% (2HKO with SR)
0/0 Timid Zapdos: 56.4%-66.4% (2HKO)
248/228 Calm Zapdos: 34.4%-40.4% (sometimes 2HKO with SR)


More calcs coming later
 
Final Submission

HP: 80
Attack: 65
Defense: 100
Special Attack: 120
Special Defense: 105
Speed: 77 (Same as Heatran, for reference)

Physical Sweep: 85 (Below Average)
Physical Tank: 152 (Very Good)
Special Sweepiness: 167 (Very Good)
Special Tankiness: 159 (Very Good)
Slightly bias towards offense (.8260)
Biased towards special (-13.01)
Overall: 307.51 (Very Good)
BST: 542


Modest (252 Sp. Att)
Aura Sphere: 120.22% - 141.83% to Jolly Excadrill
Aura Sphere: 68.52% - 81.48% Terrakion (4 HP, Jolly, Sand)
Aura Sphere: 103.7% - 122.22% Terrakion (4 HP, Jolly)
Aura Sphere: 64.72% - 76.97% Terrakion (80 HP, Jolly, Sand)
Aura Sphere: 97.96% - 115.45% Terrakion (80 HP, Jolly)
Aura Sphere: 76.7% - 90.34% Ferrothorn (252/4 Impish)
Aura Sphere: 69.89% - 82.39% Ferrothorn (252/4 Careful)
Aura Sphere: 56.82% - 67.05% Ferrothorn (252/252 Careful)
Aura Sphere: 48.88% - 57.82% Garchomp (4 HP, Jolly)
Aura Sphere: 96.04% - 113.86% Tyranitar (252/52 Quiet (Sand))
Aura Sphere: 74.26% - 87.13% Tyranitar (252/252 Careful (Sand))
Aura Sphere: 89.16% - 105.88% Heatran (4 SpD Timid)
Aura Sphere: 59.59% - 70.47% Heatran (252/148 Calm)

Vacuum Wave: 32.67% - 39.6% to Tyranitar (252/252 Careful (Sand))
Vacuum Wave: 29.74% - 34.99% to Terrakion (80 HP Jolly Sand)
Vacuum Wave: 43.73% - 51.31% to Terrakion (80 HP Jolly)
Vacuum Wave: 26.42% - 31.61% to Heatran (252/148 Calm)
Vacuum Wave: 53.74% - 63.71% to Excadrill (Jolly, no investments)
Vacuum Wave: 21.79% - 25.98% to Garchomp (4 HP Jolly)

Hurricane: 64.64% - 76.24% to Bold/Quiet Reuniclus (+0)
AirSlash: 40.06% - 47.51% to Bold/Quiet Reuniclus (+0)
Airslash: 47.81% - 56.56% to Jolly Landorus
Airslash: 63.77% - 75.36% to Conckledurr

HP Ice: 120% - 141.25% to Jolly Landorus
HP Ice:101.68% - 120.67% to Jolly Garchomp
HP Dark: 50.28% - 59.67% to Bold/Quiet Reuniclus (+0)


As you can see, running Modest 252 Att (252 HP for defense), CAP1 can take out or severely hurt several top that are hit SE by one of it's STABs, and several possible attacks CAP1 could get (all are Special, since my stat leans that way). Landorus and Garchomp are ruined from coverage HP Ice on the Switch-in, and Terrakion takes a beating by Aura Sphere, so CAP1 could (if fresh) switch in and threaten a KO on a weakened Terrakion. Excadrill and Tyranitar both eat a strong Aura Sphere, and Conckledurr is threatened by Air Slash (and the faster speed).

Vacuum wave also proves viable to get a quick KO on a weakened opponent weak to Fighting.

252 HP investment, no defense investment, non-defensive

nature

Excadrill 252 Return (+O, Jolly, Balloon): 31.32% - 36.81%
Excadrill 252 Return (+1, Jolly, Balloon): 46.7% - 55.49%
Excadrill 252 Return (+2, Jolly, Balloon): 62.64% - 73.63%
Excadrill 252 Return (+O, Adamant, LO): 45.05% - 52.75%
Excadrill 252 Return (+1, Adamant, LO): 67.03% - 79.12%

Landorus 252 Stone Edge (Jolly, in Sand, LO): 46.7% - 54.95%
Landorus 252 Outrage (Jolly, LO): 45.6% - 53.85%
Landorus 4 Ice HP (Naive, LO): 39.01% - 46.15%

Reuniclus 252 Psychic (Quiet): 82.97% - 97.8%

Conkeldurr 252 StoneEdge (Adamant, LO): 45.05% - 53.3%

Tyranitar 252 Stone Edge (Jolly): 46.15% - 54.4%
Tyranitar 252 Stone Edge (Adamant): 50.55% - 59.34%

Terrakion 252 Stone Edge (Jolly, LO): 57.69% - 68.68%
Terrakion 252 Close Combat (Jolly, LO): 34.89% - 41.21%

Virizion 252 HP Ice (Timid, LO): 49.45% - 58.79%
Virizion Tank Version HP Ice (Jolly, LO): 40.11% - 47.8%

Heatran HP Ice (252 Timid): 44.51% - 52.75%


Here are the defensive numbers I ran. As you can see, Reuniclus' Psychic whips CAP1 with my Sp. Def stat, so switching into it wouldn't be advised. You can switch into a Balloon Excadrill as soon as it comes out, and threaten it if it tries to set up or hits you on the switch. I have some numbers with the intimidate drop, but I'm choosing not to include those so I don't get close to Poll Jumping. The reason I ran 252 was to show what my spread can do when players aren't trying to outspeed everything and their mothers.

Constructive criticism is welcomed!
 

Korski

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Final Submission

Yep so here's mine.

HP: 90
Atk: 48
Def: 100
SpA: 112
SpD: 90
Spe: 90

Total: 530

PS: 75.58 (Below Average)
PT: 164.42 (Very Good)
SS: 174.73 (Very Good)
ST: 147.94 (Good)

ODB: 1.23 (Slightly biased towards offense)
PSB: -12.15 (Moderately biased towards special)

Rating: 306.34 (Very Good)

90 / 48 / 100 / 112 / 90 / 90:

The idea behind these stats was to mix natural bulk with adequate speed to give the CAP room for specific and efficient switch-ins with which to gain momentum. It can threaten offensively where it has to and defensively where it has to, depending on how the player would like it to fit into his/her team. I really believe this Pokemon will do its best work based on abilities and movepool, so these stats are balanced and useful enough, in my opinion, to support a myriad of options in upcoming stages of the process.

Offenses: 48 / 112 / 90

These are reasonable. The most important aspect here is the Speed. 90 Speed puts it in a relatively sparce speed bracket with Lucario, Roserade, and Lilligant (three rarities in the metagame), allowing the player complete leeway to outrun specific < 90 threats without feeling forced to EV completely in Speed. A quick Taunt (should it get Taunt) or threat of SE attack can force out a bunch of stallmons, Tyranitar, Suicune, and Breloom, amongst others, giving CAP plenty of switch-forcing and momentum-gaining capabilities. Going much higher here (>95) would really put a lot of pressure on the player to outrun things like Gliscor, Hydreigon, base 100s, Garchomp, etc., which I don’t think is what we’re looking for here. Base 90 also allows you to outspeed Excadrill outside of weather if you want, which is nice. 112 EVs and a neutral nature outrun max-Speed Tyranitar, 188 EVs and a neutral nature outspeed max Speed Breloom, and 216 EVs and a positive nature outruns max Speed Suicune, for a few benchmarks.

48 Attack means physical attacks are out of the question (but Moxie isn’t!). 112 Special Attack is a nice, high-ish number that fits the stat limitations and lets CAP do some good damage to key threats without outright sweeping, such as 2HKOing 252/252+ Tyranitar in Sand with Aura Sphere and 0 EVs.

Defenses: 90 / 100 / 90

These are excellent defenses, equalling Articuno on the physical side and Zapdos on the special side (neat!), so it's no slouch. This means dedicated defensive sets are still incredibly viable. As CAP’s weaknesses lie almost exclusively on the Special Attacking spectrum, this spread puts more effort into defense for tanking the kind of hits it should be taking. These stats are its real bread and butter and allow it to tank things like Choice Scarf Garchomp, Scizor, and the like much better.

[/CALCS]
Offense, assuming a spread of 4 HP / 252 SpA / 252 Spe Timid:
vs. 252/0 Blissey: 28.6% - 33.9%
vs. 12/0 Breloom: 76.1% - 89.8% 2HKO
vs. 252/92+ Bronzong: 29.3% - 34.6%
vs. 252/252+ Conkeldurr: 30.4% - 35.7%
vs. 4/0 Darmanitan: 55.4% - 65.6% 2HKO
vs. 252/252+ Dragonite: 12.4% - 14.8%
vs. 0/0 Dragonite: 22.9% - 26.9%
vs. 4/0 Excadrill: 111.4% - 131.3% OHKO
vs. 248/0 Escavalier: 37% - 44%
vs. 252/136+ Ferrothorn: 53.4% - 63.6% 2HKO
vs. 252/0 Forretress: 56.5% - 66.7% 2HKO
vs. 252/252+ Forretress: 36.7% - 43.5%
vs. 4/0 Garchomp: 42.7% - 50.3% ~2HKO w/ SR
vs. 0/0 Genesect: 48.9% - 58.1% 2HKO w/ SR
vs. 252/0 Gliscor: 23.7% - 28%
vs. 0/0 Gyarados: 19.9% - 23.6%
vs. 248/8 Gyarados: 16.8% - 19.8%
vs. 0/4 Heatran: 87.3% - 102.8% OHKO w/SR
vs. 252/252+ Heatran: 48.2% - 56.5% 2HKO w/SR
vs. 252/104 Hippowdon: 36.4% - 42.9%
vs. 0/0 Hydreigon: 89.2% - 105.8% 2HKO w/ SR
vs. 0/0 Infernape: 66.6% - 78.8% 2HKO
vs. 252/4 Jellicent: 0%
vs. 4/0 Jirachi: 38.9% - 45.9%
vs. 252/252+ Jirachi: 23.8% - 28.2%
vs. 4/0 Jolteon: 51.1% - 60.7% 2HKO
vs. 4/0 Kingdra: 47.4% - 56% 2HKO w/ SR
vs. 4/0 Landorus: 25% - 29.4%
vs. 112/0 Latias: 16.1% - 19.1%
vs. 0/0 Lucario: 126.7% - 149.5% OHKO
vs. 240/16 Machamp: 39.4% - 46.5%
vs. 4/0 Magnezone: 113.9% - 135.2% OHKO
vs. 0/0 Mamoswine: 111.4% - 131.3% OHKO
vs. 4/0 Mienshao: 73.9% - 87.1% 2HKO
vs. 252/0 Reuniclus: 17.9% - 21.2%
vs. 0/4 Rotom-W: 52.3% - 61.4% 2HKO
vs. 252/0 Rotom-W: 41.4% - 48.7%
vs. 0/0 Salamence: 24.2% - 28.4%
vs. 248/0 Scizor: 46.6% - 54.8% 2HKO w/SR
vs. 252/252+ Scrafty: 52.1% - 61.7% 2HKO
vs. 252/0 Skarmory: 53.3% - 62.9% 2HKO
vs. 252/252+ Skarmory: 36.2% - 43.1%
vs. 4/0 Starmie: 29% - 34.4%
vs. 4/0 Suicune: 34.5% - 40.6%
vs. 252/136+ Tentacruel: 12.6% - 14.8%
vs. 4/0 Terrakion: 89.5% - 106.2% ~OHKO w/ SR
vs. 4/0 Terrakion (in Sand): 59.9% - 71% 2HKO
vs. 4/0 Thundurus: 26.7% - 31.3%
vs. 252/252+ Tyranitar: 63.4% - 75.2% 2HKO
vs. 248/36 Vaporeon: 28.7% - 33.9%
vs. 4/0 Virizion: 33.3% - 39.2%
vs. 4/0 Volcarona: 20.2% - 24%
vs. 192/0 Zapdos: 19.5% - 23.3%

vs. 252/0 Blissey: 11.9% - 14.3%
vs. 12/0 Breloom: 254.5% - 300% OHKO
vs. 252/92+ Bronzong: 12.1% - 14.2%
vs. 252/0 Celebi: 55% - 65.3% 2HKO
vs. 252/252+ Conkeldurr: 50.7% - 59.9% ~2HKO
vs. 252/252+ Dragonite: 21% - 24.9%
vs. 0/0 Dragonite: 38.1% - 44.9%
vs. 248/0 Escavalier: 30% - 35.7%
vs. 252/136+ Ferrothorn: 22.4% - 26.7%
vs. 252/0 Forretress: 47.5% - 55.9% ~2HKO w/ SR
vs. 252/252+ Forretress: 30.8% - 36.4%
vs. 4/0 Garchomp: 35.5% - 41.9%
vs. 0/0 Genesect: 41.2% - 48.6%
vs. 0/0 Gengar: 54% - 63.6% 2HKO
vs. 252/0 Gliscor: 39.8% - 46.9%
vs. 0/0 Gyarados: 33.5% - 39.9%
vs. 248/8 Gyarados: 27.7% - 33.1%
vs. 0/4 Heatran: 18% - 21.4%
vs. 252/252+ Heatran: 9.8% - 11.7%
vs. 252/104 Hippowdon: 30.2% - 35.7%
vs. 0/0 Hydreigon: 37.1% - 44.2%
vs. 0/0 Infernape: 111.3% - 131.7% OHKO
vs. 252/4 Jellicent: 26.2% - 31.2%
vs. 4/0 Jirachi: 16.1% - 19.3%
vs. 252/252+ Jirachi: 9.9% - 11.9%
vs. 4/0 Jolteon: 21% - 25.1%
vs. 4/0 Kingdra: 40.1% - 47.3%
vs. 4/0 Landorus: 41.6% - 49.1%
vs. 112/0 Latias: 26.7% - 31.9%
vs. 4/0 Latios: 33.8% - 40.1%
vs. 240/16 Machamp: 65.1% - 77.2% 2HKO
vs. 4/0 Mienshao: 123.5% - 145.6% OHKO
vs. 252/0 Reuniclus: 30% - 35.4%
vs. 0/0 Salamence: 40.2% - 47.4%
vs. 252/0 Skarmory: 22.2% - 26%
vs. 252/252+ Skarmory: 15.3% - 18%
vs. 4/0 Starmie: 48.5% - 57.3%
vs. 4/0 Suicune: 28.9% - 34.2%
vs. 252/136+ Tentacruel: 20.9% - 25%
vs. 4/0 Terrakion: 37.3% - 44.4%
vs. 4/0 Terrakion (in Sand): 25% - 29.6%
vs. 4/0 Thundurus: 22% - 26%
vs. 252/252+ Tyranitar: 6.7% - 7.9%
vs. 248/36 Vaporeon: 24% - 28.5%
vs. 4/0 Virizion: 111.1% - 130.9% OHKO
vs. 4/0 Volcarona: 67.9% - 80.8% 2HKO

Damn that's all the calcs I can fit in before I ship off to Spring Break. If you're curious about defensive numbers/spreads or other offensive moves like Hidden Power, you can work those out on your own, although I doubt anyone would.
 
All right, here's my build...

HP: 100
ATK: 50
DEF: 93
SPA: 94
SPD: 93
SPE: 111

111 speed is a very important aspect; it lets this outrun the vast majority of the game with max Speed, including important threats like Latios and Terrakion, as well as tie with Thundurus/Tornadus. Or, it can outrun base 100s/Landorus/Chomp while making some defensive investment. The downside is that it needs an Expert Belt to OHKO some things with a Timid nature due to the just-barely-passable 94 SpA.

100/93/93 defenses let the CAP switch in well enough, as often as is needed, but aren't really enough to *stall* with its typing in mind. This is important; its purpose is to build momentum, not be an unbreakable wall.

This spread would allow for a CAP that could come in on a reasonably powerful attack, threaten things out with its powerful STAB attacks, and thanks to its reliable weaknesses safely bring in another Pokémon by maneuvering the opponent into a corner.

It can not sweep, nor can it wall.

Space reserved for calculations
 

bugmaniacbob

Was fun while it lasted
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I love this part.

HP: 115
Atk: 95
Def: 80
SAtk: 115
SDef: 80
Spe: 50

PT: 156.5513
ST: 156.0881
PS: 94.5379
SS: 114.7519

Rating: 279.8457
BST: 535

Thank you RD for that nifty BSR thingy.

Now, my spread seems pretty different from many others; if you give me a chance I think I can explain it.

The first point is Attack. I am of the opinion that this Pokemon should have sufficient means (and by that I mean attacking prowess) to defeat the main special walls of the 5th Generation, or at the very least inflict sufficient damage to the Fighting-weak ones as to pose a threat. You may say that this is redundant, as it will be more effective as a special sweeper, and indeed the low PS threshold lends credence to this theory. Hopefully I can fully explain this decision in the section at the bottom. For now, however, I'll just explain the stats. As physical sweepiness is linked to both Speed and Attack, I had to find the proper medium between the two to make sure that it achieved mutual goals. And I think it turned out rather well.

To get a reasonably high Attack stat, I had to get a pretty low Speed stat. This could actually be seen as a good thing, since this means that CAP1 won't be sweeping teams any time soon (that is unless we decide to give it Bulk Up, which I am severely opposed to). Thus helping us to fulfil one particular area of the concept. The only compromise made is a reduction in a) the ability to threaten, and, leading on from that, b) The ability to regain momentum. The second point is pretty crucial, and I'll concede that freely. However, the same could generally be said of most Pokemon under the base 100 Speed mark in this new generation, so I'm not unduly worried: between a hugely powerful STAB combination and big defensive stats (and probably Roost as well), I'm pretty confident that the ability to threaten will not be too reduced.

So, the medium I decided on was thus: 95 Attack and 50 Speed. I felt that a minimum of 50 Speed was essential in order to at least tie with Conkeldurr, and likely as not beat it with a few EVs taken for granted. The 95 Attack achieves the following, assuming no EV investment, a neutral nature, and Life Orb:

v 252/252 Chansey: 59.9% - 71%
v 252/252 Blissey: 81.8% - 96.6%
v 252/252 Ferrothorn: 54.5% - 64.8%
v 252/252 Porygon2: 44.9% - 52.9%

...which I feel is more than enough should the user of CAP1 want a way to reliably smack down on special walls, especially considering that most of these Pokemon never run 252/252 +nat anyway. This also allows you to hopefully hit stuff such as Jellicent harder if need be (though not with your Fighting STAB, obviously).

Next come the defensive stats. Now I, like most other people here, or so I believe, I am a big fan of the idea of a defensive approach, or at least with that as an inspiration, so I too decided to maximise the PT and ST (though I also tried to keep it as near to round numbers as possible). However, to do so, I borrowed a little bit of inspiration from Krilowatt, and gave it high HP with lower defences. Why do so, I hear you ask? Well, aside from the BST conservation, I also like the idea of high HP so that the use of recoil moves is less of an issue. This also means that you can quite effectively stall out Chansey's Seismic Toss, if it comes down to it. Oh, and it also means that there is a big difference between investing and not investing in your low defensive stats, which means that there is a greater divide between offensive sets and defensive sets. This means that there is less benefit for CAP1 to simply ride on its bulk, as it were.

Finally, we have the Special Attack. This is the one bit that I'm not quite sure about at the moment. I've checked it, and thanks to the low Speed stat, I can actually exceed a SpA stat of 200 without coming near the limit. While I accept that yes, this is pretty damn threatening, I don't really want to be that excessive. I also want CAP1 to have a pretty similar Special Attack stat to its Attack stat, though obviously slightly higher, as it needs to present a convincing threat with arguably less effective STAB moves. Thusly, I chose 115 Special Attack as the ideal benchmark, after considering 105 and 110, as this is the minimum stat required to OHKO 252 HP Conkeldurr 100% of the time with Life Orb Bold Air Slash.

Now, some considerations I made when conceiving this spread:

Unpredictability: This is difficult to explain, so I'll go over it briefly. Essentially, I think that the CAP has moved away from forcing the opponent's hand, as such, when we chose the Flying/Fighting typing. This is obviously not true in all cases, and indeed I believe that this holds true more so for this CAP already than for many other Pokemon, but I still believe that it is no longer the sole arbiter for momentum. That's why, while I am retaining the ability to keep momentum in terms of both offensive and defensive presence, I am also making sure that CAP1 has some form of a fallback. That fallback is unpredictability.

Now, this encompasses a number of the points I made above, so I'll try not to forget to address any of them. Basically, the idea behind unpredictability in this context is not to cause your opponent to act irrationally, as this harms prediction on your part as well, but rather to impersonate one thing while retaining the capacity to surprise them. As it were, to regain momentum at a crucial point. Think DP Hidden Power Ice Lucario vs. Gliscor (pre-plat). Lucario is most commonly seen as a Swords Dancer, who is walled entirely by Gliscor. However, the use of Hidden Power Ice brings momentum back to your side, should you manage to OHKO the Gliscor.

We have a similar situation here with CAP1. On the one hand, it will primarily be a special attacker. And yet it has the potential to run defensive sets, mixed sets, whatever. Yes, it becomes obvious what it is once you know the set, but until that point you have, as it were, the upper hand, at least in theory, as the onus is on them to predict correctly, and once they know what set you are running, they are far more likely to act in a predictable way, as they are already on the back foot. Hence, the relative equality in offensive stats, and also the defensive ability, in addition to the power provided on the special side. The one thing it cannot do is sweep. And that's exactly what's wanted.

Now, of course, unpredictability is all very well, but it shouldn't come at the expense of the integrity of the concept itself. Especially not if this leads to moveslot syndrome or the like. This is one of the reasons why I have made the stats the way they are; CAP1 has significant versatility this way, but not necessarily the ability to run an amalgam of different sets. To specialise requires significant investment, so much so that there are individual standards for every build, which makes it significantly easier to predict once you know the set. This hopefully offsets any significant overpowering on the part of the unpredictability overall.

Threat and Momentum:

EDIT: Sorry forgot to read the OP. HP stat significantly downsized. Will finalise HP/defences once I get some calculations going.
 
Final Submission

78 HP / 45 Atk / 110 Def / 95 SpAtk / 87 SpDef / 110 Speed / 525 Total

Physical Sweepiness: 79.1
Physical Tankiness: 164.8
Special Sweepiness: 173.4
Special Tankiness: 131.2

Overall Stat Rating: 297.3 Good
110 Base speed allows CaP1 to outspeed all Fighting type Pokemon not holding a Choice Scarf, including important threats like Terrakion and Virizion. Additionally, it's not a troll speed.

Given the low base power of CaP1's reliable special moves, I felt special attack should be maximized. 95 special attack is the largest that is still compatible with the 175 SS limit.

95 physical sweepiness limits me to 54 or less base attack. Even Alakazam has more attack than that, so it was clear this was a lost cause. I just went with 45 because it seems like a fairly standard value for your useless attack stat. Gliscor and Weavile have 45 base special attack.

Physical tankiness is very important for CaP1, so I maximized that, too. 78/110 gives maximum tankiness for minimum base stat points.

Special tankiness I wanted to be at least rank 5. 87 base special defense puts it there, and makes the BST come out to the very attractive (and rather low for CaP) 525.

Offensive Calcs
Terrakion
0/4 Clear 289 Atk vs 217 Def & 323 HP (90 Base Power): 258 - 306 (79.88% - 94.74%)
0/4 Sand 289 Atk vs 325 Def & 323 HP (90 Base Power): 174 - 206 (53.87% - 63.78%)
80/0 Clear 289 Atk vs 216 Def & 343 HP (90 Base Power): 260 - 308 (75.80% - 89.80%)
80/0 Sand 289 Atk vs 324 Def & 343 HP (90 Base Power): 174 - 206 (50.73% - 60.06%)

Excadrill
0/4 289 Atk vs 167 Def & 361 HP (90 Base Power): 336 - 396 (93.07% - 109.70%)

Tyranitar
252/0 289 Atk vs 354 Def & 404 HP (90 Base Power): 316 - 376 (78.22% - 93.07%)

Conkeldurr
0/0 289 Atk vs 166 Def & 351 HP (75 Base Power): 282 - 332 (80.34% - 94.59%)
0/252+ 289 Atk vs 251 Def & 351 HP (75 Base Power): 186 - 222 (52.99% - 63.25%)
252/252+ 289 Atk vs 251 Def & 414 HP (75 Base Power): 186 - 222 (44.93% - 53.62%)

Breloom
252/252+ 289 Atk vs 240 Def & 324 HP (75 Base Power): 388 - 460 (119.75% - 141.98%)

Virizion
0/0 289 Atk vs 294 Def & 323 HP (75 Base Power): 316 - 376 (97.83% - 116.41%)

Infernape
0/0 289 Atk vs 178 Def & 293 HP (75 Base Power): 264 - 312 (90.10% - 106.48%)

Venusaur
0/0 289 Atk vs 236 Def & 301 HP (75 Base Power): 200 - 236 (66.45% - 78.41%)

Garchomp
0/4 289 Atk vs 207 Def & 357 HP (70 Base Power): 284 - 336 (79.55% - 94.12%)
0/4 289 Atk vs 207 Def & 357 HP (95 Base Power): 384 - 452 (107.56% - 126.61%)

CaP1 poses a very serious threat to several important sweepers in this gen, all of which it also outspeeds. While it misses some OHKOs, most of these can be remedied with an Expert Belt or Life Orb.

Defensive Calcs
252 Atk LO Terrakion
Stone Edge 357 Atk vs 257 Def & 297 HP (100 Base Power): 195 - 229 (65.66% - 77.10%)
Close Combat 357 Atk vs 257 Def & 297 HP (120 Base Power): 117 - 138 (39.39% - 46.46%)

+2 252 Atk Excadrill
Rock Slide 738 Atk vs 257 Def & 297 HP (75 Base Power): 154 - 182 (51.85% - 61.28%)
Return 738 Atk vs 257 Def & 297 HP (102 Base Power): 210 - 248 (70.71% - 83.50%)

252+ CB Tyranitar
Stone Edge 604 Atk vs 257 Def & 297 HP (100 Base Power): 253 - 298 (85.19% - 100.34%)
Crunch 604 Atk vs 257 Def & 297 HP (80 Base Power): 101 - 119 (34.01% - 40.07%)

+1 252+ Conkeldurr
Drain Punch 624 Atk vs 257 Def & 297 HP (80 Base Power): 105 - 123 (35.35% - 41.41%)
Stone Edge 624 Atk vs 257 Def & 297 HP (100 Base Power): 174 - 205 (58.59% - 69.02%)

252+ LO Breloom
Stone Edge 394 Atk vs 257 Def & 297 HP (100 Base Power): 143 - 169 (48.15% - 56.90%)
Focus Punch 394 Atk vs 257 Def & 297 HP (150 Base Power): 161 - 189 (54.21% - 63.64%)

+2 252 LO Virizion
Stone Edge 558 Atk vs 257 Def & 297 HP (100 Base Power): 203 - 239 (68.35% - 80.47%)
Close Combat 558 Atk vs 257 Def & 297 HP (120 Base Power): 182 - 214 (61.28% - 72.05%)

252 LO Infernape
Close Combat 307 Atk vs 257 Def & 297 HP (120 Base Power): 100 - 118 (33.67% - 39.73%)
Fire Blast 307 Atk vs 210 Def & 297 HP (120 Base Power): 246 - 289 (82.83% - 97.31%)

252+ LO Venusaur
Return 289 Atk vs 257 Def & 297 HP (102 Base Power): 107 - 127 (36.03% - 42.76%)
Sludge Bomb 328 Atk vs 210 Def & 297 HP (90 Base Power): 198 - 234 (66.67% - 78.79%)

252 Garchomp
Outrage 359 Atk vs 257 Def & 297 HP (120 Base Power): 180 - 213 (60.61% - 71.72%)
Dragon Claw 359 Atk vs 257 Def & 297 HP (80 Base Power): 120 - 142 (40.40% - 47.81%)

CaP1 finds itself able to switch in on all but the most powerful attacks. +2 LO Terrakion Stone Edge, +2 LO Excadrill Return, and CB Tyranitar Stone Edge are needed to OHKO it with only the minimum defensive investment. CB Ttar Stone Edge is largely a non-issue with Roost, as we now resist it and can stall for misses. On the special side, even very powerful attacks like Infernape's Fire Blast fail to OHKO with no investment.

This stat spread is designed to be the ultimate spread for a speedy CaP1. 110 base speed allows CaP1 to outspeed everything it needs to. It's great 78/110/87 defenses allow it to switch in on many dangerous sweepers and pose a threat. At the same time, even with its great dual STAB, 95 base special attack + 90BP STAB isn't going to be breaking through walls, preventing CaP1 becoming a sweeper in its own right.

On the other hand, if a slower CaP1 is preferred, this stat spread can still do that, while still easily outspeeding slow threats. Only 24 speed EVs are needed to outspeed neutral nature base 80s and plus nature base 70s, and the rest can be used to make CaP1 even bulkier than it already is.

And this spread accomplishes all of this with a BST of only 525 and a BSR of "Good".
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Final Submission:

110 HP / 82 Atk / 76 Def / 125 SpA / 87 SpD / 60 Spe

PT: 144.4743
ST: 163.5432
PS: 93.9900
SS: 138.2663

BSR: 291.8588 (Good)
BST: 540

Introduction:

The basic idea here is to have an attack stat usuable enough so that it isn't a liability to run Brick Break, Circle Throw, or any of the various technical Fighting moves. Odd as it would be, with Max Speed+ a Low Sweep would allow CAP 1 to outspeed any Pokemon with less than 360 Speed, which is essentially everything under Base 115. From there it could launch a special attack of decent power to catch an opponent off guard.

The BST is 540, which is fairly common after 5 Generations and generally indicative of solid Pokemon from Gyarados and Snorlax to Blissey and Haxorus. It's neither overwhelming nor underwhelming, and is pretty flexible. The BSR is only "Good," but its encroaching on Very Good and it does what it's supposed to and little more. It certainly has wiggle room for some good abilities.

Stats:

HP: The inspiration for this HP came from a lot of the new 5th Generation Pokemon. A lot of the strong offensive Pokemon have 110 HP for some reason, from Excadrill and Reuniclus to Emboar and in previous generations, Mamoswine and Garchomp (108). With the right defenses it makes a pokemon reasonably bulky on both ends of the spectrum. For this concept it also allows 101 HP Subs, allowing it to deal with what few Seismic Toss and Night Shade users remain.

Defenses: The Defenses here are balanced more towards Special Defense from a pure statistical standpoint, but the typing helps a great deal more with physical threats. Special Defense is basically maximized within the parameters, while physical defense is a little lower. It's still quite competent.

Special Attack: The primary aspect of Momentumon we wanted to emphasize is that it must present a credible threat. 125 is the same as Reuniclus, and even without the boons of Reuniclus, 125 still packs quite a punch. Switching wildly into one of CAP1's attacks is not a fun prospect for most opponents. At the same time, combined with 60 Speed it's a bit too high to abuse Trick Room and fairly undesirable with Choice Specs.

Attack: Attack should not simply be lost in the shuffle of this concept. 82 isn't sterling, however it is geneuinely enough to make Subpunching a veritable threat to most Special walls that otherwise address its Special Attack. While still thoroughly mediocre, with the right moves against the right opponents it can be used effectively, and won't be either a monstrosity or a wimp if for some reason CAP1 wants to run Bulk Up to alter momentum.

Speed: 60 is a decent chokepoint speed. With Max+ it can outrun Adamant Breloom, and at its natural level it sits above common stall threats like Blissey. It's a bit too fast for Trick Room, but not too slow for a move like Tailwind or Agility. It's malleable enough to be used on some offensive sets and still outspeed what it really needs to if its tailored more for addressing defensive teams. It's obviously not designed for sweeping of any kind.


Set:

Whenever I make a stat submission I always have a specific spread in mind. This is the result:

Nature: Modest
EVs: 224 HP / 44 Def / 236 SpA / 4 Spe
Stats: 417 HP / 180 Atk / 199 Def / 379 SpA / 210 SpD / 157 Spe

Calculation Overview:

These were the Calculations I based when deciding to make my first draft:

Offensive:
Shadow Ball vs. 252/4 HP / SpD Reuniclus: 50-59% (2HKO on LO, 50% 2HKO on Lefties sets)

Aura Sphere vs. 4/0 HP . SpD Terrakion in SS: 70.4-83.3% (needs a lot of hazard support to OHKO, but Vacuum Wave [31.5-37.7%] always follows up with a KO while Mach Punch [22.8-27.8%] always finishes with SR or Spikes)

Focus Punch vs. 4/0 HP / SpD Terrakion: 83.3-98.8% (can OHKO 92% of the time with SR. Nature can be altered so it will KO itself with one Life Orb Recoil, resulting in either A (KO by Psychic below) B (KO by +2 LO Return below) C (being slower than Base 55's like Blissey).

Focus Punch vs. 4/252 HP / SpD Bold Eviolite Chansey: 50.8-60.1% (Always 2HKOs)

Defensive:
Modest Reuniclus Leftovers Psychic: 84.9-99.8% (requires SR to OHKO, KO's 92% of the time with SR down)
Jolly Excadrill +2 LO Return 84.2-99.3% (requires SR to OHKO, KO's 92% of the time with SR down)

Expanded Calculations: (No nature assumed, but same EVs as Set)

Code:
[B][U]Offensive Calculations[/U][/B]

Offense Multiply damage by: 
0.9 for Negative Nature
1.1 for Positive Nature
1.3 for Life Orb/Sand Force/Sheer Force
1.5 For Choice Item (physical attacks)

When calculating boosts:

+Nature: 91% = OHKO, 50% = 2HKO
+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO

[B]Aura Sphere:[/B]

252/4 HP/SpD Blissey: 30.5-36.4%

4/252 HP/SpD Eviolite Bold Chansey: 22.7-27.1%

4/0 HP/SpD Excadrill: 111.6-131.9% OHKO

252/252 HP/SpD Sassy Ferrothorn 52.8-61.9% reliable 2HKO

252/252 HP/SpD Calm Heatran: 51.3-60.6% reliable 2HKO (OHKOs all offensive sets 50% of the time, 100% with Nature or SR.)

248/0 HP/SpD CB Scizor: 49.6-58.9% reliable 2HKO.

4/0 HP/SpD Scrafty: 93.4-110.3% OHKO with Spikes or Nature

4/0 HP/SpD Terrakion: 104.3-124.1% OHKO [70.4-83.3% in SS]

252/252 SpD Careful Tyranitar: 101-119.8% OHKO [68.3.-81.2% in SS] (OHKO's all other sets even in SS)

[B]Air Slash:[/B]

252/252 HP/SpD BU Conkeldurr: 58.5-69.6% 2HKO

252/0 HP/SpD Jellicent: 27.7-32.9%

240/16 HP/SpD Lead Machamp 69.8-82.4% 2HKO

252/4 HP/SpD CM Reuniclus 31.8-37.7%

248/0 HP/SpD CB Scizor 41.4-49% 2HKO with Nature and Spikes or SR

4/0 HP/SpD CM Virizion 116-138% OHKO (79-93.8% at +1)

160/0 HP/SpD ChestoRest Volcarona 71.8-84.3% OHKO with SR, 2HKO.

[B]Hurricane:[/B]

252/252 HP/SpD BU Conkeldurr: 94.2-110.6% reliable OHKO

252/0 HP/SpD Calm Jellicent: 44.8-53% 2HKO with Spikes or SR

2520 HP/SpD Latias 41-5-48.9% 3HKO

240/16 HP/SpD Lead Machamp 110.8-131.2% OHKO

252/4 HP/SpD CM Reuniclus 50.9-60.1% 2HKO

248/0 HP/SpD CB Scizor 41.4-49% 2HKO with Nature and Spikes or SR

4/0 HP/SpD CM Virizion 188.9-222.2% OHKO (125.9-148.1% at +1)

160/0 HP/SpD ChestoRest Volcarona 113.4-133.9% OHKO.

[B]Shadow Ball:[/B]

252/4 HP/SpD CM Reuniclus 45.3-53.8% 2HKO with Nature

252/0 HP/SpD Calm Jellicent 36.1-43.1% reliable 3HKO

252/0 HP/SpD Latias 37.4-44% 3HKO

[B]Hidden Power (SE):[/B]

(2x) 4/0 HP/SpD Thundurus 60-70.7% 2HKO

(2x) 248/228 HP/SpD SpDefensive Zapdos 33.4-39.7%

(2x) 156 HP/0 SpD BulkyGyara 43.8-51.9% 2HKO with SR

(4x) 160 HP/0SpD ChestoRest Volcarona 88.9-104.8% OHKO with Spikes (Still 2HKO's if Volcarona is at +1 and KO's after SR)

(4x) 252/0 HP/SpD Gliscor 106.2-125.4% OHKO

(4x) 4/0 HP/SpD Landorus 112.5-132.5% OHKO

(4x) 4/0 HP/SpD SDChomp 95-111.7% reliable OHKO

(4x) 156 HP/0 SpD BulkyGyara 78.9-91.4% OHKO with SR

[B]Focus Punch:[/B]

252/252 HP/Def Blissey: 69.2-36.4%

4/252 HP/Def Eviolite Bold Chansey: 56.4-67.7% 2HKO

4/0 HP/Def Excadrill: 114.4-134.8% OHKO

252/4 HP/Def Sassy Ferrothorn: 61.9-73.3% 2HKO

252/252 HP/Def Calm Heatran: 67.4-79.8% 2HKO

4/0 HP/Def Scrafty: 89-105.9% OHKO with Spikes

4/0 HP/Def Terrakion: 77.7-91.7% OHKO 92% of the time with Spikes and Nature.

252/0 HP/Def Careful Tyranitar: 125.7-148.5% OHKO

[B]Brave Bird:[/B]

252/0 HP/Def BU Conkeldurr: 55.6-65.7% 2HKO

252/172 HP/Def Calm Jellicent: 29.2-34.9%

240/0/ HP/Def Lead Machamp 69.3-81.9% 2HKO

4/0 HP/SpD CM Virizion 177.8-211.1% OHKO

160/0 HP/Def ChestoRest Volcarona 80.9-95.7% reliable OHKO with Spikes

[B]Stone Edge:[/B]

4/0 HP/Def Thundurus: 54.7-64.7% 2HKO 

248/0 HP/Def SpDefensive Zapdos: 32.9-39.2%

156/96 HP/Def BulkyGyara: 32.5-38.4% (21.6-25.9 After Intimidate)
Code:
[B][U]Defensive Calculations:[/U][/B]

Defense Multiply damage by:
0.9 for positive Nature on CAP10
0.9 for opponent Neutral Nature
1.3 for Life Orb
1.5 for Choice Item

When calculating boosts:

+1/Choice Band/Specs/Gem: 67%+ = OHKO, 36%+ = 2HKO
Life Orb/Sand Force/Sheer Force: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO

[B]416 Atk (Archeops/Conkeldurr/Darmanitan):[/B]
[STAB]
Focus Punch: 40.3-47.5%
Head Smash: 80.6-95% potential OHKO with SR
Flare Blitz: 56.7-76.3%
Acrobatics (Boosted): 118-140% OHKO 
Stone Edge: 53.7-63.3% 2HKO
Rock Slide: 40.5-47.7%
Fire Punch: 40.5-47.7%
Drain Punch: 20-1-23.7%

[No STAB]
Return: 36.7-43.4%
Stone Edge: 36-42%
Earthquake: 0%
Rock Slide: 26.9-36.7%
Payback: (boosted) 18-21.1%

[B]405 Atk (Excadrill/Escavailier/Metagross/Salamence/Tyranitar/Dragonite(approx):[/B]
[STAB]
Outrage: 62.8-74.3%
Megahorn: 15.6-18.5%
Earthquake: 0%
Stone Edge: 52.3-61.9% reliable 2HKO
Meteor Mash: 52.3-61.9% reliable 2HKO
Crunch: 20.9-24.7%
Dragon Claw: 42-39.6%
Iron Head: 42-49.6%
Zen Headbutt: 83.9-99.3% OHKO with SR

[No STAB]
Double-Edge: 42-49.6%
Return: 35.7-42.2%
Earthquake: 0%
Aqua Tail: 31.4-37.2%
X-Scissor: 7-8.2%
Thunderpunch: 52.8-62.4% reliable 2HKO
Ice Punch: 52.8-62.4% reliable 2HKO
Rock Slide: 26.4-31.2%
Shadow Claw: 24.5-29%

[B]394 Atk: (Garchomp/Scizor/Breloom/Machamp/Mamoswine/Terrakion(approx.)[/B]
[STAB]
Focus Punch: 38.1-45.1% 
Close Combat/Superpower: 30.5-36%
Outrage: 61.2-71.2%
Dynamicpunch: 25.4-30.2%
Stone Edge: 50.8-60.4% reliable 2HKO
Earthquake: 0%
Dragon Claw: 41-48.4%
Psycho Shock: 54.7-64.7% 2HKO (Latios)
X-Scissor: 10.1-12%
Seed Bomb:  20.4-24.2%
U-turn: 8.9-10.6%
Bullet Punch: 30.5-36.2% [Tech]
Ice Shard: 40.8-48.9%

[No STAB]
Superpower: 20.4-24%
Earthquake: 0%
Stone Edge: 34.1-40.3%
Ice Punch: 51.3-60.4% reliable 2HKO
Pursuit: 10.1-12% [Tech] 13.7-16.1% (fleeing)

[B]383 Atk Gyarados/Landlos/Azelf/Mienshao/Honchkrow/Heracross/Electivire(approx.)[/B]
[STAB]
Hi Jump Kick: 32.4-38.1%
Brave Bird: 119.4-141% OHKO
Close Combat: 29.7-35.3%
Megahorn:14.9-17.5%
Earthquake: 0%
Bounce: 84.9-99.8% reliable OHKO with SR
Drill Peck: 79.6-94%
Sucker Punch: 19.9-23.5%
Waterfall: 39.8-47%
Zen Headbutt: 79.6-94% reliable OHKO with SR
Psycho Shock: (Reuniclus): 79.6-94% reliable OHKO with SR
Thunderpunch: 74.8-88.2%

[No STAB]
Superpower: 19.9-23.5%
Cross Chop: 16.5-19.4%
Stone Edge: 33.1-38.8%
Ice Punch: 49.9-59% reliable OHKO with SR
U-turn: 5.8-6.7%

When calculating boosts:

+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO

394 SpA: Modest Heatran/Gengar/Latios/Magnezone
[STAB]
Draco Meteor: 67.6-79.9% 
Fire Blast: 58.3-68.6%
Flamethrower: 46-54.2%
Thunderbolt: 92.1-108.4% 50% OHKO
Psychic: 86.8-102.6% (92% OHKO with SR
Dragon Pulse:43.4-51.3%
Sludge Bomb: 43.4-51.3%
Shadow Ball: 38.8-46%
Flash Cannon: 38.8-46%
Discharge: 77.7-92.1%
Lave Plume: 38.8-46%

[No STAB]
Thunderbolt: 61.4-72.4% 2HKO
Surf: 30.7-36.2%
Dragon Pulse: 29-34.3%
Earth Power: 0%
Energy Ball: 12.9-15.3%
Hidden Power NVE: 11.3-13.4%
Hidden Power Neutral: 22.5-26.9%
Hidden Power SE: 45.3-53.7%

383 SpA: Modest Zapdos/Thundurus/Tornadus/Reuniclus/Azelf/Hydreigon
[Assume STAB on Electric/Psychic/Dragon/Dark/Flying]
Draco Meteor: 65.7-77.7% reliable 2HKO
Thunder: 112.7-132.9% OHKO
Hurricane: 112.7-132.9% OHKO
Focus Blast: 18.7-22.1%
Thunderbolt: 89.2-105.5% OHKO with SR
Psychic: 84.9-99.8% OHKO with SR
Dragon Pulse: 42.4-49.9%
Heat Wave: 31.4-37.2%
Flamethrower: 29.7-35.3%
Surf: 29.7-35.5%
Dark Pulse: 18.7-22.3%
Air Slash: 70.5-83.5% 2HKO
Hidden Power NVE: 11-12.9%
Hidden Power Neutral: 22.1-25.9%
Hidden Power SE: 44.1-52.3% 

350 SpA: Modest Salamence/Latias/Jolteon
[Assume STAB on Dragon/Psychic/Electric]
Draco Meteor: 60.4-71.2% 2HKO
Thunderbolt: 82-96.9% OHKO with SR
Dragon Pulse: 38.8-46%
Psychic: 77.7-92.1% 75% OHKO with SR
Fire Blast: 34.5-40.8%
Hydro Pump: 34.5-40.8%
Surf: 27.3-32.4%
Shadow Ball: 23-27.3%
Hidden Power NVE: 10.1-12%
Hidden Power Neutral: 20.1-24%
Hidden Power SE: 40.8-48%
Final Analysis:

This spread has a simple goal: apply offensive pressure using a combination of strong special attacks with the option to use physical attacks if necessary. Even without investment, Focus Punch does massive damage to the strongest Special Walls available and mauls what few Rock types there are even as they hide in Sandstorm to dampen Aura Sphere. This ability to mix up strong special attacks with a devastating physical Focus Punch throws off an opponent's game plan, as very few Pokemon can successfully wall mixed offense in Generation V, and the few who can generally don't fare well against Fighting types. The 125 base Special Attack gives it enough power to threaten Reuniclus on the switch-in with Shadow Ball, going so far as to 2HKO any variant without Leftovers. The spread can even survive a lone Reuniclus Psychic, but only once. In summary, the spread is designed to be flexible: you can pick and choose your benchmarks, specifically targetting those Pokemon that sap momentum from the rest of your team.

Unconsidered are the possibilties for more physically oriented sets. Bulk Up can be used effectively to bring up it's mediocre Attack and give it excellent Defense, and with a few technical moves like Circle Throw the set should be able to find a niche. In any case it won't be a sweeper, but the combination of offense and phazing should be enough to prevent your opponent from setting up as well. The spread is not designed to be a mixed sweeper, but it is designed to punish dedicated walls. Once you find your opponent's weak point it can be easily exploited, and either through disabling or disruptive moves or raw threat potential you should be able to force a switch and keep your opponent in a more reactive position. Once there they will have ceded momentum to you, and CAP1 will have achieved its goal.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
I've been having a hard time deciding weather to make CAP1 fast or not. I decided that being slightly slower without being really slow might be the best option. Here is the spread I came up with:

HP: 104
Atk: 52
Def: 91
SpA: 113
SpD: 88
Spe: 86


On the offensive side, base 86 speed puts it just past base 85's. Now, not many 85s are commonly used, but out-speeding the 80s (such as Dragonite) and 81's (Gyarados) is useful. 113 SpAtk is used to maximize its special power while staying withing the limits. It gives it enough power that, depending on its movepool, allows it to take care of threats such as Tyranitar, but not enough to allow it to be a sweeper at its speed. And 52 Atk is because this thing won't be physically attacking, and I like the number 52.

Defensively, 104 HP gives it good bulk, and if it gets Substitute, allows for 101 subs. 91 Defense makes it very physically bulky. While no real Pokemon has that exact spread, to put it into perspective, its physical bulk is slightly more than that of Swampert and almost exactly the same as Ho-Oh. Specially is is slightly worse, but still quite good. The only really close real Pokemon comparison would be Audino (103/86).

Oh, and in case you couldn't tell, I like odd numbers. I also think by keeping away from multiples of 5 for every stat you make it less comparable to other Pokemon.
 
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

The most important part of this spread is the low speed. 70 Speed ties a number of Pokemon that often run no speed investment (eg Skarmory, Metagross, Hitmontop, and Bisharp). This means that CAP 1 can viably run a spread with very little or no speed investment and still outspeed a number of (varyingly) relevant pokemon.

The spread also ties a number of Pokemon that do often run Speed, such as Cloyster or Breloom, and of course will speed-tie opposing CAP 1, which can hit for super-effective damage. These speed-ties reduce the threat of Spore or super-effective attacks, while CAP 1 can all of these threats back for SE damage. This makes the spread viable for running max speed as well (which any spread will have to really, if they don't want to be threatened by opposing faster CAP 1's. Also, I don't think that there are too many significant Pokemon to outspeed between 70 and 85 Base Speed (Heatran, Gyarados, and Dragonite I guess, but none of these are optimal switch-ins for CAP 1 anyways), at which point Base SpA is severely hindered.

This brings me to the advantages of a low speed in general. A low speed means that there is less reason to invest in speed, making it easier to invest in CAP 1's bulk and raw power, which are more important for gaining momentum in my opinion than speed, since usually a momentumon tries to take advantage of a switch-out, when speed doesn't matter. Also, since speed-tie Pokemon like Breloom, CAP 1, and Cloyster are threatened for SE damage, they are not very capable of switching into CAP 1 and are threatened when CAP 1 is behind a substitute, furthering the case for running less speed and more bulk/offense. Finally, the low speed discourages the use of Life Orb or Choice items, since CAP 1 will be taking a lot of hits. This is very important, as we definitely don't want CAP 1 to turn into a sweeper.

This brings us to the next part of the spread, the very high SpA stat of 135. I think that this powerful attacking stat is very important for maintaining momentum. I would first bring up the common examples of Breloom and Heatran, who maintain momentum by threatening Pokemon with there high attacking stats. Also, because CAP 1 is specially based, it must rely on weaker base power attacks such as Aura Sphere (because Focus Blast is definitely not a good momentum attack due to the momentum lost when it misses) and Air Slash. This high attacking stat can threaten Pokemon that CAP 1 switches in on, and will make the opponent pay a price for switching in any new Pokemon. A high Special Attack also makes good use of Hidden Power, allowing Pokemon like Gliscor or Gyarados to be OHKOed with little to no investment (depending on the Pokemon) with the appropriate Hidden Power type.

Some would think that a high SpA stat like 135 can be broken, however, I think that this is certainly not the case. Many new Pokemon this generation have very high attacking stats (Chandelure, Haxorus, etc), but due to limited speed are not great sweepers. On top of this, CAP 1 is limited by low Base Power (or low accuracy if we go that route) moves. This precedent tells me that 135 SpA is definitely not too high.

This is also the lowest (round) stat that's Aura Sphere will always OHKO 4/0 Excadrill after SR damage (does 98.3% - 116.6%) with no SpA investment.

Next on the spread is the low HP. Low HP allows CAP 1 to better deal with Pokemon such as Ferrothorn and Gengar who utilize HP draining attacks (Leech Seed and Pain Split). It also makes investing in HP much more valuable to maximize defences, thus also leaving room to invest in SpA, Speed, or a single defence. An argument in favour of a higher HP stat is that a stat of at least 100 would allow 101 Subs to be made, which is great for preventing Chansey from completely countering this specially-based CAP, especially alongside Toxic. However, I think that making Chansey switch in is one of the best things that this pokemon could do for a team, as Chansey's terrible offenses (Seismic Toss) allow it to be set up on very easily, especially on Pokemon that are immune to Thunder Wave and Toxic like Excadrill or Gliscor.

Finally are the physical and special bulk. Physical Tankiness sits right by the limit set in the BSR thread, so most of the reasoning for it can be found there, but specific calcs can be found below. The special tankiness is designed to survive a Mixed-Blaziken's Fire Blast or a LO Virizion's +1 HP Ice (though Air Slash won't be OHKOing anyways). Important precise calculations for all of these stats can be found below.


Calculations can be adjusted for a positive nature by multiplying by 1.1
Thus a OHKO can be achieved with a Modest nature if damage is at least 91% and a 2HKO with 46%

Aura Sphere vs:
4/0 Excadrill: 119.3% - 140.9%
4/0 Terrakion: 102.5% - 121% (68.5% - 81.5% in Sandstorm)
4/0 Garchomp: 48.6% - 57.3%
248/0 Scizor: 53.1% - 63%
252/216 Scizor: 41.9% - 48.8%
252/252+ Tyranitar: 72.3% - 86.1%
252/0 Tyranitar: 101% - 118.8%
4/0 Scrafty: 99.6% - 117.3%

252/252+ Ferrothorn: 56.3% - 66.5%
252/0 Skarmory: 61.1% - 71.9%
252/240+ Skarmory: 41.3% - 48.8%
252/0 Blissey: 33.1% - 38.9%
252/0 Chansey: 27.6% - 32.7%
252/252+ Heatran: 54.4% - 64.2%

Air Slash vs:
252/252 Conkeldurr: 62.8% - 74.4%
120/136 Conkeldurr: 78.7% - 92.9%
252/0 Gliscor: 45.2% - 53.4%
4/0 Virizion: 125.9% - 149.4%
+1 4/0 Virizion: 82.7% - 100%
0/0 Blaziken: 112.3% - 133.6%
160/0 Volcarona: 68.9% - 82.1%

252/0 Jellicent: 30% - 35.6%
252/0 Reuniclus: 34% - 40.3%
4/0 Latios: 38.7% - 45.7%
252/4 Slowbro: 38.8% - 45.7%

This allows for OHKOs or 2HKOs on many Pokemon that CAP 1 will be switching in on, and also maintains significant damage on switch-ins such as Latios or Reuinclus.


Calculations can be adjusted for a positive nature by multiplying by 1.1
Thus a OHKO can be achieved with a Modest nature if damage is at least 91% and a 2HKO with 46%
Aura Sphere vs:
4/0 Excadrill: 98.3% - 116.6%
4/0 Terrakion: 85.2% - 100.6% (57.4% - 67.3% in Sandstorm)
4/0 Garchomp: 40.2% - 47.8%
248/0 Scizor: 44.3% - 52.5%
252/216 Scizor: 34.3% - 40.7%
252/252+ Tyranitar: 60.4% - 72.3%
252/0 Tyranitar: 83.2% - 99%
4/0 Scrafty: 82.4% - 97.8%

252/252+ Ferrothorn: 46.6% - 55.1%
252/0 Skarmory: 50.6% - 59.6%
252/240+ Skarmory: 34.4% - 40.7%
252/0 Blissey: 27.2% - 32.2%
252/0 Chansey: 23% - 27.3%
252/252+ Heatran: 45.1% - 53.4%

Air Slash vs:
252/252 Conkeldurr: 52.7% - 62.3%
120/136 Conkeldurr: 65.1% - 77.2%
252/0 Gliscor: 37.6% - 44.4%
4/0 Virizion: 103.7% - 123.5%
+1 4/0 Virizion: 70.4% - 82.7%
0/0 Blaziken: 93.7% - 110.3%
160/0 Volcarona: 58.1% - 68.4%

252/0 Jellicent: 25.2% - 29.7%
252/0 Reuniclus: 28.3% - 33.5%
4/0 Latios: 32.1% - 38.1%
252/4 Slowbro: 32% - 37.6%


Physical Attackers:
252 Excadrill Return: 29.7% - 34.9%
252+ LO Excadrill Return: 42.2% - 49.7% (Good chance to OHKO at +2 after Stealth Rock)
252 LO Terrakion Stone Edge: 54.1% - 64.5%
252 LO Landorus Stone Edge: 45.9% - 54.7%
252 Garchomp Dragon Claw: 34% - 40.1%
+1 252+ Conkeldurr Drain Punch: 27.3% - 32.3%
252+ Breloom Focus Punch: 34.6% - 41%
252+ LO Blaziken Flare Blitz: 68% - 80.2%
0 Min Speed Ferrothorn Gyro Ball (122 Base): 32.3% - 38.4%
+1 252 LO Scrafty Ice Punch: 64% - 75.6%

Special Attackers:
+1 252 LO Virizion HP Ice: 64.5% - 76.2%
252 Gengar Shadow Ball: 36.9% - 43.6%
252+ LO Blaziken Fire Blast: 69.2% - 82%
0 Tyranitar Ice Beam: 36.6% - 43.6%
252 Expert Belt Tyranitar Ice Beam: 55.8% - 66.3%
252 Choice Specs Latios Draco Meteor: 95.9% - 112.8%
252+ LO Reuniclus Psyshock: 93% - 110.5%
0 Slowbro Psychic: 54.1% - 64.5%

Unfortunately the high powered rock-type attacks of Pokemon like Terrakion, Excadrill, and Landorus still are quite painful, especially with these pokemon's large bulk. However, no spread within the BSR cap will be able to take these attacks much better than this one.

Thanks to Rising_Dusk for giving me some constructive comments to fine-tune the spread!
 
Hp: 92
Att: 84
Def: 105
Sp att: 123
Sp def: 114
speed: 62

Hp: I would like to give CAP1 a decent HP because otherwise its tankiness will not be good enough for it to gain momentum. It already is quite vulnerable to stealth rock so with a good HP-stat it isn't completely lost

Attack: Certainly wanted to give it some attack because it gives it more variety to the sets. Maybe it becomes mixed-sweep-worthy.

Defense: I didn't want to give CAP1 too much defense so it doesn't become impossible to beat. CAP1 should be good because of his ability to avoid ground-moves and be strong against fighting types; so no need for an extremely high defense.

Sp attack: To regain momentum this thing needs something to hit hard :p This should do it. Not exaggerated, not too little....

Sp defense: I wanted to give cap1 a good sp defense because the extreme loss of power of blissey. Some pokemon should be able hold off those strong special attacks :p

Speed: I didn't want to make CAP1 depend too much on his speed. But I certainly didn't want to make it so slow that it isn't able to counter something with some help from a boosting move (like agility) or a choice scarf
 
Yay stat spreads!

Final Submission

Raw Base Stats: 100 HP / 55 Atk / 80 Def / 130 SpA / 85 SpD / 70 Spe

PT: 141.9035 (Good)
ST: 150.1365 (Very Good)
PS: 75.0192 (Below Average)
SS: 165.1009 (Very Good)
BSR: 286.5455 (Good)
BST: 520

Every stat is "sweetspotted" in some way. The spread is largely designed to encourage a 252 HP / 252 SpA @ Leftovers (maybe Bold nature) setup as much as possible, through the clutch damage calculations against some very large threats, the allure of a 101 HP Substitute, and the advantage gained against opposing CAP 1 who don't invest in HP. If anything, if someone tries to "break the mold", the result will be something different, and it would be interesting to see what would result from that.

I'm really, really stoked about this stat spread. I feel that it does almost exactly what CAP 1 should be doing within the stat limits, without "optimizing" to the limits unnecessarily. I mean, do we really need Swampert defenses? The fact that Adamant Life Orb Blaziken gets so, so close to OHKOing this spread with Flare Blitz is just so awesome, maximizing the recoil. There's also a sort of Azumarill reference in the HP / Def, a Breloom reference in the Spe, and a Heatran reference in the SpA. I think that this spread makes the right moves in the right places. I hope you agree.

HP: I made my calculations with 100 base HP as the base, and I haven't found a reason to change it. In fact, 100 base HP is a very special number as far as compelling the CAP to invest in bulk goes. Any reason to pump in HP EVs and use Substitute helps, and 100 base HP is known for being the minimum at which 101 HP Substitutes are possible. I minimized the base HP as well factoring this in, so that CAP 1 would benefit greatly from investing in HP.

People have been lowering HP due to opponents' Leech Seed and Pain Split healing, and saying that 101 HP Substitutes aren't really necessary. However, this can also go the other way, with opponents taking more recoil damage if CAP 1 has more HP. Blaziken in particular takes more than half of his HP from Flare Blitz and Life Orb recoil if he OHKOes 252 HP CAP 1 with it.

Atk: lol, really. However, there is an interesting calculation with 55 base Atk. It's the smallest base Atk (at least, the smallest divisible by 5) that can 2HKO Blissey with Focus Punch with no investment, if anyone really wanted that option. Any lower and it would start to look unrealistic...

Def: Some might recognize 100 / 80 as Azumarill's physical defensive stats. With enough HP investment, this spread is not 2HKOed by an unboosted Garchomp's Dragon Claw or +2 Excadrill's Return, and isn't OHKOed by Landorus's Stone Edge. These are the key power moves, and the typing does the rest, really. To take boosted attacks from the aforementioned comfortably, though, would require quite a bit more bulk, the level of which is disallowed by the stat limits.

It seems that a lot of people are put off by the fact that my PT is a bit lower than those of most other people. But, I mean, the calcs speak for themselves. I don't think that we really *need* to have the ~10% more bulk that scratching the PT limit provides. This spread sort of serves as a one-time check to many of the more powerful sweepers, but the PT limit doesn't do a whole lot to improve that, imo. If we really want more physical bulk, then I firmly believe that that is best done with an ability rather than with the ~10% extra bulk from the maximum legal PT.

SpA: Ah, yes. We really need CAP 1 to have a high offensive presence, especially with the strange pool of special STABs for Flying and Fighting that may necessitate using the weaker moves to maintain the momentum concept. 130 SpA is an obviously threatening level of SpA, and indeed, I picked 130 SpA as a tribute to Breloom and Heatran, two existing Pokémon known for their ability to wrest momentum from the opponent and for being very annoying brute attackers.

SpD: 100 / 85 comes pretty close to the ST limit, and it's more than enough to tank special attacks such as +1 LO Virizion's HP Ice. Again, to take on stuff like Latios and Reuniclus would mean having an illegal level of ST.

Spe: I kind of wanted 75, but that's over the limit, so 70 will do. It ties with Politoed and Breloom, and it's the kind of Speed level that is enough to beat walls and is not unnecessarily high for this concept. I firmly believe that this CAP should be compelled to invest in HP and maybe even Def, and 70 base Speed is nearly perfect for promoting this. Some have been complaining about not outrunning Cloyster, but that only matter if it switches in on CAP 1 and attacks immediately. An unboosted Cloyster is not that threatening, and the other threats like Landorus seem more pressing to me.


Some key calculations

+0 252 Garchomp Dragon Claw: 39.4% - 46.3%
+0 252 Landorus Stone Edge in sand: 53.2% - 62.9%
+2 252 Excadrill Return: 68.1% - 80.2%
+0 252+ Blaziken Flare Blitz outside sun: 78.7% - 92.8% (survives after SR + Leftovers, but no way if Blaziken is boosted any further, though Blaziken takes over half of its HP do do this)
+0 Terrakion Stone Edge: 66.9% - 78.6%
+0 4 Conkeldurr Drain Punch: 19.3% - 23% (23% - 27.5% with 252)
+1 252+ Scrafty Ice Punch: 62.4% - 73.8%

+1 252 Life Orb Virizion HP Ice: 65.8% - 77.7%
+1 252 Virizion HP Ice: 50.5% - 59.9%
+0 252 Gengar Shadow Ball: 37.4% - 44.1%
+0 252 CAP 1 Air Slash: 69.8% - 82.2% (not a OHKO)


Air Slash vs +1 Virizion: 82.7% - 97.5% (OHKO after SR + LO recoil, and a very good chance to OHKO even without LO recoil)
Air Slash vs 252/0 Gliscor: 44.1% - 52.0% (not great, but Gliscor concedes momentum often anyway and this is a pretty big dent)
Air Slash vs 4/0 CAP 1: 82.5% - 97.1% (chance to OHKO)
Aura Sphere vs 252/208+ Ferrothorn: 56.8% - 67.0%
Aura Sphere vs 252/0 Skarmory: 59.3% - 70.1%
Aura Sphere vs 0/0 Terrakion in the sand: 48.5% - 57.4%
 
My spread:
PV: 105
Atk: 54
Def: 88
SpA: 106
SpD: 82
Spe: 95
BST: 535

PT
160,7762 (7)
ST 150,0257 (7)
PS 86,8891 (4)
SS 174,2846 (7)

ODB 1,1329 :Slightly biased towards offense
PSB -11,4582 : Biased towards special
Rating:
312,6189 (Very Good)


Defensive : 105/88/82
Great stats, like Swampert. I wanted a lower SpD to maintain unpredictability (Surprise !) and because his typing begs for physical tankiness. High HP means 101 sub and great defensive presence. He can easily withstand through many attacks, regenerates (maybe) and grab momentum without dying. That's all around defenses, which combinations whit his above-average speed lets his precise usage free to the user. One thing is sure : He will gain momentum.

Offensive : 54/106/95
That's the best SpAtk / Spd I can find. This speed leaves many possibilities : max speed to outspeed many threats, sit at 246 etc... His EVs are very adaptable, and like always, unpredictability helps to grab momentum. He can OHKO Excadrill even without Focus Blast (with the help of one layer of Spikes though), and when invested (which you can afford if you are slower), it becomes a nice powerhouse. He has still two high-powered-but-inaccurate STABs, and if one wants to have more power (specially a Flying STAB), it can become very threatening. Oh, and don't forget his wonderful physical attack !

Excadrilll 252 Atk w/o LO Adamant:
Rock Slide: 35.7% - 42.5%
Return: 49% - 57.7%


Tyranitar 252 Atk Jolly with Scarf:
Stone Edge: 33.3% - 39.6%
Crunch: 13.3% - 15.9%

252 Atk Jolly with LO after one Dragon Dance:
Stone Edge: 65.2% - 76.8%
Crunch: 26.1% - 30.9%
Aqua Tail: 39.4% - 46.4%

252 Atk Adamant with Band:
Stone Edge: 55.1% - 65.2%
Crunch: 22% - 26.1%
Aqua Tail: 33.1% - 39.1%


Ferrothorn 4 Atk Sassy:
Gyroball (150 power):
Power Whip:


Scizor 252 Atk Adamant with Band:
U-Turn: 9.4% - 11.1%
Bullet Punch: 32.6% - 38.4%

252 Atk Adamant with LO after one SD
Bullet Punch: 56% - 66.2%
Bug Bite: 21% - 24.6%


Garchomp 252 Atk w/o LO Jolly after one SD :

Outrage: 78.5% - 92.8%
Dragon Claw: 52.4% - 61.8%

252 Atk Jolly with Scarf:
Outrage: 39.4% - 46.6%
Dragon Claw: 26.3% - 31.2%
Stone Edge: 21.7% - 26.1%


Heatran 252 SpA Timid w/o LO:
Fire Blast: 54.3% - 64%
HP Ice: 42.5% - 50.2%
Dragon Pulse: 27.3% - 32.1%


Gengar 252 SpA Timid with LO:

Shadow Ball: 47.1% - 55.8%
Focus Blast: 23.4% - 27.8%


Gliscor 0 Atk Impish:
Acrobatics: 45.4% - 54.1%
Ice Fang: 18.4% - 21.7%

252 Atk Jolly after one SD:
Ice Fang: 46.4% - 54.6%
Facade (while poisoned): 49.3% - 58.2%
Stone Edge: 35.3% - 41.5%


Latios 252 SpA Timid with Choice Spec:
Draco Meteor:
Dragon Pulse:
Surf:
Thunderbolt:
Psychic:


Conkeldurr 252 Atk Adamant after on Bulk Up:

Drain Punch:
Mach Punch:
Stone Edge:


Reuniclus 252 SpA w/o LO Modest:

Psychic:
Focus Blast:
Shadow Ball:

0 SpA Bold:

Psychic:
Focus Blast:
Shadow Ball:


Gyarados 72 Atk Adamant w/o LO after one Dragon Dance:
Waterfall:
Rebound:
Stone Edge:

252 Atk Adamant with LO after one Dragon Dance:
Waterfall:
Rebound:
Stone Edge:
Ice Fang:


Dragonite 252 Atk Adamant with Band:

Outrage:
Fire Punch
ExtremeSpeed:

40 Atk Adamant w/o LO after one Dragon Dance:
Dragon Claw:
Fire Punch:

56 Atk / 252 SpA Mild with LO:

Draco Meteor:
Flamethrower:
ExtremeSpeed:


Starmie 252 SpA Timid with LO:

Hydropump:
Thunderbolt / Ice Beam:

0 SpA w/o LO Timid:

Surf:
Thunderbolt / Ice Beam:


Skarmory 0 Atk Impish:
Brave Bird:


Infernape 252 Atk with LO Jolly:

U-Turn:
Mach Punch:
Flare Blitz:
Close Combat:

64 Atk / 252 SpA with LO Naive:
Fire Blast:
Close Combat:


Blissey 0 SpA Bold:
Seismic Toss:
Ice Beam:


Jellicent 0 SpA Calm:

Surf:
Scald / Shadow Ball:
Ice Beam:


Metagross 252 Atk Adamant with LO:
Meteor Mash:
Thunder Punch / Ice Punch:

152 Atk Adamant w/o LO:
Meteor Mash:
Bullet Punch:
Explosion:


Blaziken 252 SpA with LO Naive:
Fire Blast:
Hi Jump Kick:
HP Ice:

252 Atk with LO Jolly after one SD:
Flare Blitz:
Blaze Kick:
Hi Jump Kick:
Stone Edge:


Volcarona 252 SpA with LO after one Quiver Dance Timid:

Fire Blast:
Flamethrower:
Fiery Dance:
Bug Buzz:
HP Rock:




Excadrilll 4 Def Adamant:
Focus Blast:
Aurasphere:
Vacuum Wave:
Minimum power to achieve a 100% OHKO (Fighting):

Tyranitar 4 HP Jolly under SS:
Focus Blast:
Aurasphere:
Vacuum Wave:
Minimum power to achieve a 100% OHKO (Fighting):
180 HP Adamant under SS:
Focus Blast:
Aurasphere:
Vacuum Wave:
Minimum power to achieve a 100% OHKO (Fighting):


Ferrothorn 252 HP / 252 SpD Sassy:
Focus Blast:
Aurasphere:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):

252 HP / 4 SpD Relaxed:
Focus Blast:
Aurasphere:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):


Scizor 252 HP Adamant:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Fire:
Minimum power to achieve a 100% OHKO (both of them):


Garchomp 4 HP Jolly:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Ice:
Minimum power to achieve a 100% OHKO (both of them):

Heatran 4 HP Timid:
Focus Blast:
Aurasphere:
Vacuum Wave:
Minimum power to achieve a 100% OHKO (Fighting):

244 HP / 12 SpD Calm:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):

Gliscor 252 HP Impish:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Ice:
Minimum power to achieve a 100% OHKO (Flying):

Latios 4 HP Timid:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Conkeldurr 120 HP / 136 SpD Adamant:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Reuniclus 252 HP Bold:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Gyarados 156 HP Adamant:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Electric:
Minimum power to achieve a 100% OHKO (Flying):

4 SDef Adamant:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Electric:
Minimum power to achieve a 100% OHKO (Flying):

Dragonite 24 HP Adamant:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Ice:
Minimum power to achieve a 100% OHKO (Flying):

252 HP / 116 SpD Impish:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Ice:
Minimum power to achieve a 100% OHKO (Flying):

252 HP Adamant:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
HP Ice:
Minimum power to achieve a 100% OHKO (Flying):

Starmie 252 HP Timid:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

4 HP Timid:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Skarmory 252 HP Impish:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):

252 HP / 56 SpD Careful:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Blissey 252 HP / 4 SpD Bold:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):

24HP / 232 SpD Calm:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Both of them):

Jellicent 252 HP / 252 SpD Calm:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

252 HP Bold:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Both of them):

Metagross 152 HP Adamant:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Fighting):

Volcarona 4 HP Timid:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Flying):

Politoed 4 HP Timid:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Both of them):

252 HP Modest:
Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Both of them):

252 HP / 252 SpD Careful:

Focus Blast:
Aurasphere:
Vacuum Wave:
Hurricane:
Air Slash:
Minimum power to achieve a 100% OHKO (Both of them):

Calcs will come soon. Still WIP, any comments is welcome.
 
Made some calcs for my spread. To the people who think 98 SpA is underwhelming (no one openly said it, but I bet someone must think it, with the spreads being thrown around...), I suggest to check those calcs. And I didn't even use Hurricane/Focus Blast as STABs like someone did, but Aura Sphere and Air Slash (I'll do Hurricane/Focus Blast calcs as well, later). Also, I seriously suggest people to consider what there is to gain passing from 80ish or even 90ish speed to 103.
 
Final Submission

Stat Spread:

HP:98
Atk:56
Def:101
SpA:98
SpD:95
Spe:103


I guess what I really wanted to do here was have something speedy that wasn't Blasting holes through everything. I sort of like the idea of this PokeMon edging his way in with Status and forcing switches through means other than brute force.

I'll fully admit that I'm not in practice, nor am I too knowledgeable about the Gen 5 Meta, though I suppose not many people really are. But through the suggestions of a few people I have made some tweaks and I like what I have. 98 is a decent SpAtk stat, and it allows for a Life Orb set the could do some pretty good damage, with the right moves and prediction, yet this spread will most likely lend itself better to a move set with only one or two attacks, and a slew of support and status opinions.

At first I wanted to give it those oh-so-important 101 subs to help is deal with Blissey, but then I considered that having Blissey as a check wouldn't be so bad.

BSR:
PT:175.2
ST:164.4
PS:95.5
SS:174.8


A 252 SpA EV investment does 95.3% - 113% to Exadrill with no HP or SpD investment (Wrong, forgot to add in STAB)

With no defensive investments CB Ttar does 81% - 95.5% to CAP1 with Stone Edge
And
With no Offensive investments CAP 1 does 99.5% - 118.1% with STAB Aura Sphere

0/0 Landorus takes 95.3% - 112.9% from max SpA HP Ice, 124.1% - 146.7% with Life Orb

4/0 Terrakion takes 82.1% - 96.9% from max SpA Aura Sphere, 106.2% - 125.9% with Life Orb
And
252 Atk Terrakion does 48.1% - 57% to 0/0 CAP1 with Stone Edge, 28.8% - 33.8% with Close Combat

252/0 Conkeldurr takes 89.9% - 105.8% from 252 SpA Air Slash with Life Orb
And
252 Atk Conkeldurr does 19% - 22.6% to 0/0 CAP 1 with Drain Punch, 16.9% - 19.9% with Payback

0/4 Heatran takes 37.8% - 44.6% from 252 SpA Aura Sphere, 48.9% - 57.6% with Life Orb
And
252 SpA Heatran (Scarf) does 60.8% - 72.1% to 0/0 CAP 1 with Fire Blast, 48.1% - 57% With Flamethower


As the Calcs show with a strong SpA investment CAP 1 would be able to pack a bit of punch, 2HKOing quite a few pokemon and taking very little damage in the process. On the other hand it can be pretty bulky and run more of a stall oriented set while still being quite fast.
 

DetroitLolcat

Maize and Blue Badge Set 2014-2017
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
This is a pretty refined spread that I've been working on recently, but I haven't run the calcs yet.

HP:109
Atk: 69
Def: 87
SpA: 129
SpD:88
Spe: 73


Specialized statistics:
PT: 163 (Very Good)
ST: 164 (Very Good)
PS: 95 (Below Average)
SS: 175: (Very Good)

Offensive/Defensive Balance: 1.18, Slightly Biased towards Offense
Physical/Special Balance: -11.8, Biased towards Special
Base Stat Rating: 329 (Very Good)
Base Stat Total: 555

Offenses
69/129/73

This pokemon is no real physical threat, unless you really buff it up and give it a ridiculously powered attack like Focus Punch. In fact, Focus Punch might be a good move for this set if it goes (lol) mixed, which could set your opponent off guard, somewhat like Swords Dance Darkrai in Ubers. Maxed out with a neutral nature, this pokemon reaches a modest 237 Attack. However, the Special Attack maxes out in the 390s, which allows it to come in on threats and attack away. It's STAB is SE on Blissey, so Blissey cannot just come in with entry hazards in play. It's Speed is a letdown, mostly to keep it from being broken. With only 73 Speed, this Pokemon will have to be used well to gain momentum for its team, as it loses to Dragonite and pals. It does outspeed Skarmory, Scizor, Vaporeon, Tyranitar, and Swampert with 73 Speed, so it can outrun the slower "bulky boosters" of this generation.

I chose numbers close to the limits so that CAP1 can achieve its concept without becoming incredibly broken. Momentum requires that this pokemon be able to aid its team in numerous situations, so it needs good stats to do so. I'm not sure how a pokemon with only a ~500-520 BST can do this, so I chose something with great bulk and a nice Special Attack stat. 129 is high, but remember, this pokemon will almost definitely not be using the item Life Orb. Many pokemon can do much more damage than this with a Life Orb or a Choice Specs, which this Pokemon is NOT going to be using. This guy is not a sweeper, and, even with a LO, would not be very useful because it's so slow. Unless we give it Magic Guard, this pokemon will not do well with a LO, which makes its attacks much more manageable. It's SpA is less than Magnezone's, and nobody thinks Magnezone is broken! This pokemon hits about as hard as Choice Scarf Latios, and we all wish he had a little more power at times!

Note: with moderate to high HP Investment, this pokemon can set up on Evo Stone Chansey (and, though it is rarely seen, Dusclops) with 101 Subs.

This pokemon is a stop to Terrakion, too, because he has the defenses to take a Stone Edge, resists Close Combat, and can use STAB Aura Sphere/Vacuum Wave to kill/badly hurt it.
 
Made some calcs for my spread. To the people who think 98 SpA is underwhelming (no one openly said it, but I bet someone must think it, with the spreads being thrown around...), I suggest to check those calcs. And I didn't even use Hurricane/Focus Blast as STABs like someone did, but Aura Sphere and Air Slash (I'll do Hurricane/Focus Blast calcs as well, later). Also, I seriously suggest people to consider what there is to gain passing from 80ish or even 90ish speed to 103.
The big problem that I (and probably some others) have with an attacking stat like 98 is that it almost mandates the use of Life Orb in order to hit decently hard (which you went along with pretty willingly in your calculations) to do any damage. IMO, Life Orb is 100% a sweeper item, and not a "momentum" item due to its sapping of your health and boosting of attacks (Breloom for example utilizes a healing item as opposed to a draining one). Your spread is far too reminiscent of Starmie to me, with its decent attacking stats, good type coverage, and fairly high speed. It has been said over and over again that CAP 1 shouldn't be a sweeper, and a fast attacker with good coverage definitely sounds like that to me.

On the other hand, slow attackers very rarely utilize Life Orb. A slower CAP 1 would definitely be incapable of sweeping, and a higher SpA stat allows it to hit hard (you can look at my post or others for calcs) while still being capable of maintaining bulk.

I fear that these fast stat spreads are in severe danger of ending up like a bulkier and slower Starmie rather than a pokemon that can switch in on a number of relevant threats, force them out, and abuse the free turn to gain a few turns of momentum or force a predictable switch.
 
Alright, time for me to take a stab at this

147HP/66Atk/69Def/124SAt/69SDf/80Spe

PS Rating: 93.4468
PT Rating: 163.9599
SS Rating: 173.9724
ST Rating: 163.2541
Overall Rating: 327.4562
P/S Bias: -11.6923
O/D Bias: 1.1331
BST Total: 555


Calculations will come in a minute, but first, I just wanna clarify why I chose these specific stats out of all the possible combinations I could've gone for.

147HP:

Yep, once again I'm going for a massive amount of HPs. There's a good reason for that. 1) to make this guy able to perform 101 Subs without any investment in HP and 2) so it can make the most of any investments in its Defenses. That's what high HP does for these kind of Pokemon. Probably could've gone down to 132, but I choose 147 instead so it could slot neatly between Hariyama and Drifblim.

69Def/69SDf:

Yes, they look shabby on their own, I know, but coupled with that gargantuan amount of HPs, they don't look so bad now, do they? I decided to make them even Steven, 'cause I like even Steven. I also did it so you could customize the defenses as you might need. They're still good btw, and I'll prove it when I get round to the calculations.

124SAt:

Hits hard enough to get the job done. True, its slightly weaker than that Deck Knight's spread, but its a fair bit stronger than I originally intended it to be, which was at 120 to match Hariyama's Atk. But then the Special Sweepiness was too high at 81 Spe, and as I moved it down 1 it shot right down by 8! So yeah, that's why I amped SAt up a bit.

80Spe:

Bit of unfortunate event that I had to stick with this. But that's what I'm stuck with; a somewhat measly 80 Spe. But hey, Chandelure's Spe's at 80 and it revenge kills stuff just fine with the help of a Choice Scarf. And if you can revenge kill at 80 Spe, surely you can gain momentum at 80 Spe, and that's what this concept's all about.

66Atk:

And finally the glue, 66Atk to make the total BST at 555. Not entirely useless, but best used for the much more powerful STABs like Focus Punch, Close Combat and Brave Bird, if its to be used at all. You could always run a Bulk Up set in tandem I guess. And yeah, I'll do some calcs on those as well, as well as the special attacks and stuff that you're supposed to use.
 
Version 3 (1st version had too high HP, 2nd version was similar to DetroitLolcat's)

This is my first time participating in the stat spread process, so any feedback would be greatly appreciated.
115 Hp / 67 Atk / 79 Def / 120 SpA / 79 SpD / 80 Spe
BSR: 312.8728
BST: 540 isn't low, but it's not extremely high like most other CAPs. I chose 540, instead of 550 or more, for the same reasons as Deck Knight.
PT: 154.7029
ST: 154.3002
PS: 94.7127
SS: 168.6476
ODB: 1.7710 (Slightly biased towards offense)
PSB: -10.7713 (Moderately biased towards special)

115 HP allows for 101 subs with only 132 EVs.

67 Atk, 24 EV's, and a neutral nature allows CAP1's Close Combat to OHKO 252/0 TTar after SR damage.

79 Def instead of 84 to lower the BST (Gyarados has 79 Def and 95 HP for reference)

120 SpA is a very usable special attack stat and is near the maximum for the speed.

79 SpD for the same reason as Def

80 Spe and 4 Speed EVs lets -speed CAP1 outspeed Skarmory, Conkeldurr, Machamp, Blissey, Tyranitar and other pokemon with 70 base speed or less that don't invest in speed. 80 spe also allows CAP 1 to outspeed threats like +speed Breloom and Smeargle with +speed and 176 EVs.

I'll edit damage calculations in later, and I may change the spread based on feedback I receive.

EV Spread (Tentative): Relaxed (+Def/-Spe) 132 HP / 24 Atk / 104 Def / 248 SpA
132 HP and 24 Atk for reasons mentioned above. 104 Def for a bonus point. The rest of the EVs go to SpA for damage.
(I used 248 SpA EVs, but I'd transfer 4 EVs to speed for the reason mentioned above.)
Stats: 404 HP / 176 Atk / 242 Def / 338 SpA / 194 SpD / 176 Spe
Air Slash
Breloom: LOLHKO
Blaziken 4/0: OHKO 102% - 122%
Conkeldurr 120/136: 71.4% - 85.0%
252/0: 79.7% - 94.2%
Virizion 4/0: 115% - 137%
1+ SpD: 77.8% - 92.6%
2+ SpD: 59.3% - 70.4%
Hurricane
Conkeldurr 120/136: OHKO 115% - 135%
252/0: OHKO 130% - 150%
Virizion 4/0 1+ SpD: OHKO 123% - 146%
2+ SpD: 92.6% - 109%
3+ SpD: 74.1% - 88.9%
Aura Sphere
Blissey 252/4: 30.3% - 35.6%
Chansey 252/4: 25.6% - 30.1%
Excadrill 4/0: OHKO 108% - 128%
Ferrothorn 252/208: 58.0% - 68.8%
Scarmory 252/252+: 37.7% - 44.3%
252/252: 40.7% - 48.5%
252/0: 55.7% - 65.9%
Terrakion 4/0: 94.4% - 111%
In Sand: 63.0% - 74.1%
Tyranitar 4/0: OHKO 163% - 193%
In Sand: OHKO 109% - 130%
252/0: OHKO 134% - 163%
In Sand: 92.1% - 110%
252/252+: 99.0% - 117%
In Sand: 66.3% - 78.2%
Vacuum Wave
Excadrill 4/0: 48.6% - 58.0%
Terrakion 4/0: 41.4% - 50%
In Sand: 28.4% - 34.0%
Tyranitar 4/0: 73.7% - 87.7%
In Sand: 49.1% - 59.6%
252/0: 62.4% - 74.3%
In Sand: 41.6% - 50.5%
252/252: 44.6% - 53.5%
In Sand: 30.7% - 36.6%
Focus Blast
Blissey 252/4: 38.8% - 47.1%
Chansey 252/4: 33.5% - 40.0%
Ferrothorn 252/208: 77.3% - 92.0%
Scarmory 252/252+: 50.3% - 59.3%
252/252: 54.8% - 64.7%
252/0: 74.0% - 85.1%
Terrakion 4/0: OHKO 125% - 147%
In Sand: 83.3% - 98.8%
Tyranitar 252/252: OHKO 132% - 155%
In Sand: 89.1% - 105%
Close Combat
Blissey 252/252+: 49.0% - 58.0%
Chansey 252/252+ Evolite: 36.1% - 42.9%
Terrakion 4/0: 65.4% - 77.8%
Tyranitar 4/0: OHKO 105% - 124%
252/0: 89.1% - 105% OHKO with Stealth Rock
Focus Punch
Blissey 252/252+: 61.3% - 72.3%
Chansey 252/252+ Evolite: 45.5% - 53.7%
Terrakion 4/0: 81.5% - 96.3%
Tyranitar 252/0: OHKO 110% - 131%
Hidden Power Ice
Garchomp 4/0: 92.7% - 109%
Gliscor 252/0: OHKO 103% - 122%
252/196: 82.5% - 97.2%
Landlos 4/0: OHKO 109% - 129%
Heat Wave
Ferrothorn 86.4% - 102%
In Rain 44.4% - 53.3%
Scizor 252/0: OHKO 144% - 170%
In Rain: 72.1% - 86.0%
Skarmory 252/252+: 55.7% - 65.9%
In Rain: 28.1% - 33.5%
In Sun: 83.2% - 98.2%
Skarmory 252/252: 61.1% - 71.9%
In Rain: 30.5% - 36.5%
In Sun: 91.0% - 107%
Skarmory 252/0: 82.6% - 97.6%
In Rain: 41.3% - 49.1%

Bullet Punch
Close Combat
Crunch
Double Chop
Dynamic Punch
Draco Meteor
Dragon Claw
Dragon Pulse
Fire Blast
Flamethrower
Flare Blitz
Gyro Ball
High Jump Kick
Hydro Pump
Ice Beam
Ice Punch
Ice Shard
Icicle Spear
Stone Edge
Mach Punch
Outrage
Power Whip
Psychic
Psycho Shock
Surf
Thunder
Thunderbolt
 

Engineer Pikachu

Good morning, you bastards!
is a Contributor Alumnus
First attempt at stat spreads :D
Additions to the submission in italics, except for calcs.
Draft 1:
108 HP / 55 Atk / 84 Def / 125 Sp.A / 85 Sp.D / 78 Spe

Physical Tankiness: 156.83
Special Tankiness: 158.07
Physical Sweepiness: 79.43
Special Tankiness: 174.51

Rating: 310.57 (Very Good)
BST: 535

ODB: 2.17 (Slightly Biased towards Offense)
PSB: -14.11 (Biased towards Special)


Final Submission:
108 HP / 55 Atk / 88 Def / 125 Sp.A / 86 Sp.D / 78 Spe

PT: 163.94
ST: 159.80
PS: 79.43
SS: 174.51

This might be pushing the bounds a bit, but it's not without good reason. There is not much difference between the old spread and this spread. The Physical Defense stat has been increased by four, and the Special Defense stat has been increased by one for a slight improvement in bulk and a slight bias towards physical defense. Due to the lack of difference between spreads, what I said before can also apply to this.

HP: 108 HP is a good number to have. Most of the good offensive threats in the new metagame have a relatively high HP stat so they can take some hits (Doryuuzu taking Garchomp's Fire Fang, for example). 108 HP also allows CAP 1 to have the ability to make 101 HP Substitutes with relatively low investment (172 HP EVs).

Defense & Special Defense:
It's very important for CAP 1 to have decent defenses, as giving it low defenses means that it will have to make do with higher speed. With higher speed and a good offensive stat, this means that we've probably made some sort of sweeper. Thus, lower speed and better defenses are better. I gave CAP 1 ~85 in both defenses to make it relatively balanced. While it is true that CAP 1's typing is better physically (defensively speaking), a good Defense stat is still necessary so it doesn't die to neutral physical hits. 108 HP and 85 Sp.D give CAP 1 the same natural bulk as Garchomp, who can take some hits quite well. Comparing CAP 1 to Garchomp is actually quite accurate. CAP 1 has defensive stats of 108 / 88 / 86, while Chomp has defensive stats of 108 / 95 / 85. Thus, you can use your pre-existing knowledge of Garchomp's defensive capabilities to estimate how CAP 1 will do.

Attack: 55 Attack is relatively low. This makes CAP 1 more specially-oriented, since 55 attack is practically unusable. However, the attack stat is still enough to deal decent damage if you can predict correctly (e.g. STAB Focus Punch, should CAP 1 get this move). Hopefully, this attack stat will still allow semi-viable use of moves such as U-Turn.

Special Attack:
125 Special Attack gives CAP 1 a threatening offensive presence that can force switches, netting you momentum. The Special Attack stat is the same as Rankurusu / Reuniclus, who has already proved to be able to deal a hefty amount of damage without any boosts. Fighting / Flying gives relatively good coverage, so CAP 1 should be able to deal a fair amount of damage. Of course, we can't turn it into a sweeper, so this special attack is slightly offset by the Speed.

Speed: 78 Speed is there for exactly two reasons: a) it is enough Speed to outrun max+ Heatran, and b) it's low enough to fit the Special Sweepiness restrictions. Being able to outrun Heatran is a fairly significant attribute, since Heatran can deal a fair amount of damage with it's high-powered attacks and large Special Attack stat. However, pushing CAP 1's speed up any higher might make its offensive presence too strong, which is something else to be avoided. The Speed stat also allows CAP 1 to outspeed Adamant Gyarados with a +Spe nature (176 EVs), as well as Jolly Breloom (180 and +Spe). It fortuitously outspeeds 252 EV neutral base 90s (Lucario comes to mind) by one point if it runs max speed.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
The following calculations are based on a Timid 172 HP / 156 Sp.A / 180 Spe spread with Substitute, a Special Fighting move, a Special Flying move, and another move. Offensive calcs are calculated with no item unless otherwise noted. Defensive calculations are calculated with Leftovers unless otherwise noted. There are still a few calcs I want to show, but I have to go T.T I'll update them when I get back.

CAP 1's Offensive Presence against Offensive Pokemon:

As said before, it is imperative that CAP 1 has an offensive presence. Without the offensive presence, Pokemon can wall it all day or worse, set up on it. Fortunately, CAP 1's typing gives it dual STABs that have fairly good coverage when combined. The calculations shown below demonstrate CAP 1's offensive presence against current momentum-mons and the most-used Pokemon.

Breloom:
Air Slash vs. 4/0 Breloom: 325 Atk vs 156 Def & 262 HP (75 Base Power): 676 - 796 (258.02% - 303.82%)
Guaranteed OHKO

Aura Sphere vs. 4/0 Breloom: 325 Atk vs 156 Def & 262 HP (90 Base Power): 202 - 238 (77.10% - 90.84%)
Guaranteed OHKO w/ 3 Spikes or 2 Spikes + SR

LO Aura Sphere vs. 4/0 Breloom: 325 Atk vs 156 Def & 262 HP (90 Base Power): 262 - 309 (100.00% - 117.94%)
Guaranteed OHKO

As seen by these calculations, Breloom is pretty much wrecked by any attack CAP 1 throws at it. Air Slash deals an inordinate amount of damage, and Aura Sphere also deals with it pretty well. Refer to the Defense section to see what Breloom does to CAP 1. It's not much.

Heatran:
Aura Sphere vs. 4/0 Heatran: 325 Atk vs 248 Def & 324 HP (90 Base Power): 254 - 302 (78.40% - 93.21%)
33% to OHKO w/ SR

LO Aura Sphere vs. 4/0 Heatran]325 Atk vs 248 Def & 324 HP (90 Base Power): 332 - 392 (102.47% - 120.99%)
Guaranteed OHKO

Focus Punch vs. 4/0 Heatran: 146 Atk vs 248 Def & 324 HP (150 Base Power): 248 - 294 (76.54% - 90.74%)
20.51% to OHKO w/ SR


Heatran, another momentum-gainer, is also countered hard by CAP 1. CAP 1 gains momentum by killing momentum-mons? As clearly demonstrated in these calcs, CAP 1 really has nothing to fear from Heatran, assuming it runs enough speed to outspeed it. With the current spread, it doesn't, but CAP 1 doesn't take an overly large amount of damage from its attacks.

Nattorei / Ferrothorn
Aura Sphere vs. 252/252 Sassy Nattorei / Ferrothorn: 325 Atk vs 364 Def & 354 HP (90 Base Power): 174 - 206 (49.15% - 58.19%)
55.95% to 2HKO through Leftovers; 98.36% to 2HKO w/ SR and Leftovers

LO Aura Sphere vs. 252/252 Sassy Nattorei: 325 Atk vs 364 Def & 354 HP (90 Base Power): 224 - 266 (63.28% - 75.14%)
Guaranteed 2HKO

Aura Sphere vs. 252/4 Nattorei: 325 Atk vs 269 Def & 354 HP (90 Base Power): 236 - 278 (66.67% - 78.53%)
Guaranteed 2HKO

Focus Punch vs. 252/4 Nattorei: 146 Atk vs 299 Def & 354 HP (150 Base Power): 158 - 188 (44.63% - 53.11%)
0.07% to 2HKO; 22.42% to 2HKO with SR

LO Focus Punch vs. 252/4 Nattorei: 146 Atk vs 299 Def & 354 HP (150 Base Power): 204 - 242 (57.63% - 68.36%)
Guaranteed 2HKO

LO Focus Punch vs. 252/252 Relaxed Nattorei: 146 Atk vs 397 Def & 354 HP (150 Base Power): 156 - 186 (44.07% - 52.54%)
13.54% to 2HKO w/ SR

Nattorei / Ferrothorn is also pretty damaged by CAP 1. With a Life Orb attached, Focus Punch + Aura Sphere or 2 Aura Spheres kill it pretty quickly. Without a Life Orb, CAP 1 still has an >50% to 2HKO max/max Nattorei with Aura Sphere. With rocks up, it's virtually guaranteed. max Special Defense Nattorei is pretty much the only variant of Nattorei CAP 1 has to fear, since it doesn't take too much damage from Aura Sphere. If you don't have a Substitute up, it can Leech Seed + Protect stall you, turning a 2-hit fest into a 6-hit fest. It can't break your substitute with Power Whip, so it's always a good idea to sub against Natt.

Tyranitar:
Aura Sphere vs. 4/0 Tyranitar: 325 Atk vs 354 Def & 342 HP (90 Base Power): 360 - 424 (105.26% - 123.98%)
Guaranteed OHKO

Aura Sphere vs. 180/0 Tyranitar; 325 Atk vs 354 Def & 386 HP (90 Base Power): 360 - 424 (93.26% - 109.84%)
53.85% to OHKO, 92.31 w/ SR

Aura Sphere vs. 252/0 Tyranitar: 325 Atk vs 354 Def & 404 HP (90 Base Power): 360 - 424 (89.11% - 104.95%)
28.21% to OHKO; 58.97% to OHKO w/ SR

With the given stat spread, CAP 1 also deals with Tyranitar well. With Stealth Rock on the opponent's side of the field, Aura Sphere is almost guaranteed to wipe away offensive Tyranitar, including the Choice Bander. The only set it has some difficulty facing is the TyraniBoah, though a 60% chance is still nifty.

Gyarados:
Air Slash v 0/0 Gyarados: 325 Atk vs 236 Def & 331 HP (75 Base Power): 111 - 132 (33.53% - 39.88%)
21.50% to 2HKO with SR and no Lefties

LO Air Slash v 0/0 Gyarados: 325 Atk vs 236 Def & 331 HP (75 Base Power): 144 - 171 (43.50% - 51.66%)
Guaranteed 2HKO with SR

Gyarados takes hits from CAP 1 pretty well, succumbing only with Rocks up. This is the reason why being able to outspeed Adamant Gyarados is so important; CAP 1 can get the first hit, killing Gyarados without taking too much damage. CAP 1 can also take advantage of the Air Slash flinch rate should it get the move, since there is a 51% that CAP 1 will get a flinch from Air Slash with two attacks.

Scizor:
Air Slash v 4/0 Scizor: 325 Atk vs 196 Def & 284 HP (75 Base Power): 135 - 159 (47.54% - 55.99%)
75.48% to 2HKO; guaranteed 2HKO w/ SR

Air Slash v 248/0 Scizor: 325 Atk vs 196 Def & 343 HP (75 Base Power): 135 - 159 (39.36% - 46.36%)
17.42% to 2HKO w/ SR

Life Orb Air Slash v 4/0 Scizor: 325 Atk vs 196 Def & 284 HP (75 Base Power): 174 - 205 (61.27% - 72.18%)
Guaranteed 2HKO

Life Orb Air Slash v 248/0 Scizor: 325 Atk vs 196 Def & 343 HP (75 Base Power): 174 - 205 (50.73% - 59.77%)
Guaranteed 2HKO

Aura Sphere v 248/0 Scizor: 325 Atk vs 196 Def & 343 HP (90 Base Power): 160 - 190 (46.65% - 55.39%)
69.76% to 2HKO; guaranteed 2HKO w/ SR; 99.41% to 2HKO w/ SR and Leftovers

All other Aura Sphere against Scizor can 2HKO, and none of them can OHKO.

As you can clearly see, another one of the most-used Pokemon in the metagame today take heavy damage from CAP 1's STAB attacks. With Stealth Rock on the field, CAP 1 can Air Slash on the switch-in, the proceed to KO with Aura Sphere nearly 100% of the time. Of course, CAP 1 can also go for an alternative: Substitute. If CAP 1 Substitute's on the switch, it can just Aura Sphere twice for the KO.

Garchomp:


Latios:


CAP 1's Offensive Presence against Defensive Pokemon:
The calculations shown above demonstrated the offensive presence of CAP 1. However, it is necessary to make CAP 1 unable to deal heavy damage to certain Pokemon, otherwise we would have a broken sweeper (albeit slow). Some calculations shown will be versus premier walls of the current metagame as well as some commonly used Pokemon in Standard Play. They will show CAP 1's effectiveness against certain Pokemon as well as the troubles it has facing some other Pokemon.

Blissey:
Life Orb Aura Sphere v max/max Blissey: 325 Atk vs 405 Def & 714 HP (90 Base Power): 204 - 240 (28.57% - 33.61%)

Life Orb Aura Sphere v 252/4 Blissey: 325 Atk vs 307 Def & 714 HP (90 Base Power): 270 - 318 (37.82% - 44.54%)
90.53% to 2HKO with 3 layers of Spikes or 1 layer of Spikes + SR

Focus Punch v 252/4 Blissey: 146 Atk vs 56 Def & 714 HP (150 Base Power): 840 - 990 (117.65% - 138.66%)
Guaranteed OHKO

Focus Punch v max/max Blissey: 146 Atk vs 130 Def & 714 HP (150 Base Power): 362 - 428 (50.70% - 59.94%)
Guaranteed 2HKO; 83.83% to 2HKO w/ Leftovers

Life Orb Focus Punch v max/max Blissey: 146 Atk vs 130 Def & 714 HP (150 Base Power): 470 - 554 (65.83% - 77.59%)
Guaranteed 2HKO

As shown by these calculations, Blissey is not actually guaranteed to be able to withstand attacks from this CAP, if CAP 1 carries Focus Punch. Focus Punch smashes Blissey apart even with no investment; it's a guaranteed OHKO if Blissey doesn't have physically defensive investment, and it's a guaranteed 2HKO with Life Orb even if she does. However, this Pokemon's pre-evolution seems to take less damage...

Chansey (Evo Stone):
Life Orb Aura Sphere v max/max Chansey: 325 Atk vs 508 Def & 704 HP (90 Base Power): 164 - 194 (23.30% - 27.56%)

Life Orb Aura Sphere v max/4 Chansey: 325 Atk vs 370 Def & 704 HP (90 Base Power): 222 - 264 (31.53% - 37.50%)

Life Orb Focus Punch v max/4 Chansey: 146 Atk vs 69 Def & 704 HP (90 Base Power): 530 - 626 (75.28% - 88.92%)
Guaranteed 2HKO, and a 7.69% to OHKO w/ SR

Life Orb Focus Punch v max/max Chansey: 146 Atk vs 178 Def & 704 HP (90 Base Power): 210 - 248 (29.83% - 35.23%)

As shown by these calculations, CAP 1 is unable to deal much damage to Evo Stone Chansey. It's actually pretty interesting to note that Aura Sphere deals more damage than Focus Punch if Chansey invests in Physical Defense. One thing to note here is that while CAP 1 is unable to deal much damage to Chansey, Chansey is unable to deal damage back. Seismic Toss takes two hits to break CAP 1's Substitute with the given spread, and Thunderbolt doesn't deal much damage either.

Porygon2 (Evo Stone):
Life Orb Focus Punch v 252/216+ Porygon2: 146 Atk vs 445 Def & 374 HP (150 Base Power): 138 - 164 (36.90% - 43.85%)

Life Orb Focus Punch v 252/4 Porygon2: 146 Atk vs 325 Def & 374 HP (150 Base Power): 188 - 224 (50.27% - 59.89%)
Guaranteed 2HKO

Life Orb Aura Sphere v max/max Porygon2: 325 Atk vs 475 Def & 374 HP (90 Base Power): 170 - 204 (45.45% - 54.55%)
46.42% to 2HKO; guaranteed with SR

Life Orb Aura Sphere v 252/4 Porygon2: 325 Atk vs 340 Def & 374 HP (90 Base Power): 242 - 288 (64.71% - 77.01%)
Guaranteed 2HKO

Porygon2 is not a surefire wall to CAP 1, as shown here. It is quickly obliterated by Aura Sphere if it does not run any Special Defense investment; however, if it runs maximum special defense with minimal physical defense, then there is a good chance that it can just spam Recover while Life Orb recoil wears down the CAP.

Gliscor:


Rankurusu:


Defensive:

Will update with more calcs later.
 

reachzero

the pastor of disaster
is a Senior Staff Member Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Please do not post a spread in this thread until you have read the OP carefully.

I would like to specifically call out Admiral_Stalfos19 and xlxlxlxl on this. I thought I made it quite clear in the OP that I didn't want to see the classic CAP "very high HP" shenanigans, and yet here it is. I don't mind high HP numbers (i.e. Entei or Rhyperior has 115, or even Garchomp with 108), but once you get over 115 or so, you are in the ballpark of really extraordinary Pokemon like Driflblim, Hariyama and Vaporeon, and those are really meant to be exceptions to the rule. The fact that these seem to have become the norm for CAP is not good for the realism of the CAP process. I guarantee that spreads with heavily inflated HP numbers will not make the slate.

On an only partially related note, I think it is dangerous for CAP1 to go TOO slow. Once you dip below base 60, you are outsped by Pokemon like Magnezone, Porygon2 and Empoleon that we probably don't want to be more threatening to CAP1 than they need to be. Choosing a speed below base 60 is allowed, but I really, really think it isn't a good idea.
 
Final Submission:
HP:80
Attack: 55
Defense: 105
Sp.Attack: 95
Sp.Def: 105
Speed:105
{BST: 545}

Physical Sweepiness: 93.9287
Physical Tankiness: 159.8645
Special Tankiness: 159.2928
Special Sweepiness: 169.3923

BSR: 319.4965 [Very Good]


Basic Reasoning:

The idea behind my subbmitted stat spread is to provide the CAP with bulk, while being fast enough to U-Turn/Volt Switch out from most threats within the metagame. However, it needed enough of an offensive presence to force defensive pokemon, such as Nattorei, out.

Stats in Depth:

Defenses:
80/105/105 are rather impressive, and allow for significant bulk if you go for a 252 HP spread, allowing CAP1 to be based on Bulky Mometum. These defenses are identical to Mespirt, who, as anyone who played 4th Gen UU knows, was by no means frail. Considering this CAP is likly to get Roost and//or Drain Punch, it also prevents these defenses being overkill on either side, turning this CAP into Skarmory/Blissey. If CAP1 goes full defensive, it's offenses will significantly lack, and max HP will force it to forgo some speed, or miss some valuable OHKO's or 2HKOs

Offenses:
I went for a 55/95 spread here. 55 is the maximum allowed by my speed figure. 95 could go a little higher, but I want to allow Aura Sphere/Air Slash to deal with what it should, while lowering the chance of turning this into a Hurricane Spammer on a Rain team. The average Sp.attack also prevents this CAP from becoming a sweeper. Oddly enough, these offenses are identical to Lunatone.

Speed:
The all important. I didn't want this CAP to be so speedy it was forced to hit like a pillow, but I wanted it fast enough to abuse U-Turn/Volt Switch. Hence, I settled on Base 105, which allowed enough Sp.attack to give Aura Sphere and Air Slash punch, but was also impressive. Noteably, this speed teir puts CAP1 above Garchomp and the Landos [And Emolga], speed ties with Zoroark, but is outsped by the Musketeers [Who are little threat], the Latis [Who dislike U-Turns], and Tornadus/Thunderus [Who we wouldn't do much to anyway]

Damage Claculations: Aura Sphere [Modest 252]
Vs 4/0 Excadrill: 102% -> 120%
Vs 252/4 Ferrothorn: 65.3 -> 77.3%
Vs 252/252 + Nature Ferrothron: 48.3% -> 58%
Vs 252/0 Conkeldurr: 44.9 -> 52.9%
Vs 4/0 Tyranitar in the Sand: 102% -> 120.8%


Damage Calculations: Air Slash [252 Modest]

Vs 252/0 Conkeldurr: 74.4% -> 88.4%
Vs 252/0 Virizion: 90.2% -> 106.7%
Vs 4/0 Landros: 40.6% -> 48.1%
Vs 4/0 Latios: 33.8% -> 39.7%
Vs 252/0 Renklulus: 29.2 -> 34.7%


This shows that there are certainly things that can switch in on even a neutral attack from this CAP, but it can take down that it needs to, force several things out with it's offensive presence. Hurricane has accuracy problems outside of rain. Focus Miss is Focus Miss.

In addittion, certain pokemon, such as Conkeldurr, cannot switch in. Due to this, it causes CAP1 to force in certain pokemon, which can then be handled by U-Turning/Volt Switching to an approriate counter/check of your own.

Damage Taken from Attacks [Assumeing 4 HP/0 Defense]:
252 Modest Specs Latios' Draco Meteor: 106.3 -> 125.2%
252 Neutral Landerous Sand Power Stone Edge + Life Orb: 57.3% -> 67.6%, roughly, provided I got my Sand Power adjustments right
252 Adamant Conkeldurr + 1 Mach Punch: 17.9% -> 21.5%
252 Modest Life Orb Renkulus Psychic: 129.1% -> 153%
252 Adamant CB Azumarill Aqua Jet in the Rain: 56.6% -> 66.9%
252 Adamant Blaziken Close Combat [Due to HJK being the old version on my calc]: 42% -> 49.7% [Possible 2HKO with 130 BP]
Same Blaziken, Flare Blitz: 84.4% -> 99.3%


These calculations show that CAP 1 can survive powerful attacks with investment, and can be tailored to counter or check certain threats, forceing them out [Such as a -2 Latios with a Specially bulky set, or Blaziken with a physically bulky one]. This is an example of mometum, and allows CAP1 to be flexiable to the needs of it's team. However, there are some pokemon, such as Renkulus, who still counter CAP1.


- If you wish any calculations to be added, or can provide one for 5th Gen HJK Blaziken, please PM me, so that I can update this post.
 

Ice-eyes

Simper Fi
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.

Assuming a spread of 252 SpA Modest:
Air Slash vs.
252 / 0 Adamant Conkeldurr: 91.8% - 108.7% (Almost always an OHKO with Rocks, guaranteed with Sand)
252 / 252 Careful Conkeldurr: 61.4% - 72.5% (easy 2HKO)
4 / 0 Timid Virizion: OHKO
252 / 0 Impish Gliscor: 47.7% - 56.8% (can 2HKO on the switchin with Rocks)
0 / 0 Jolly Landorus: 50.8% - 60.2% (2HKO, one of the main perks of this SpA stat)
0 / 0 Naive Salamence: 54.4% - 64.4% (2HKO, even if it comes in on Aura Sphere with Rocks)
4 / 0 Latios: 37.1% - 44% (2HKO with Rocks and Sand)

Aura Sphere vs.
4 / 0 Jolly Excadrill: 140.9% - 165.7% (yeah, bitch)
252 / 252 Careful Scrafty: 105.9% - 124.3% (OHKO)
4 / 0 Jolly Scrafty: 63.5% - 75.4% (easy 2HKO, can even OHKO with full hazards)
252 / 252 Sassy Nattorei: 59.7% - 70.5% (2HKO through Leech Seed)
252 / 0 Impish Skarmory: 64.7% - 76.3% (yeah 2HKO)
252 / 240 Careful Skarmory: 44% - 52.1% (can 2HKO through Leftovers with Rocks, another major advantage of this much SpA)


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.

Assuming a spread of 252 HP / 0 Def / 0 SpD Modest
252 Atk Jolly Landorus Sand Power LO Stone Edge: 43.9% - 52.3% (potentially, can Roost it off if SR isn't up)
252 Atk Jolly Landorus Sand Power LO -1 Stone Edge: 29.7% - 34.8% (Intimidate is hot)
252 Atk Jolly Landorus Sand Power LO +1 Stone Edge: 66.5% - 78.1% (not an OHKO)
4 SpA Jolly Landorus LO Hidden Power Ice: 32.9% - 39.4% (3HKO)
252 Atk Jolly Excadrill Balloon Rock Slide: 20% - 23.9%
252 Atk Jolly Excadrill Balloon +1 Rock Slide: 30.3% - 36.1%
252 Atk Jolly Excadrill Balloon -1 Rock Slide: 13.5% - 16.1%
252 Atk Jolly Excadrill LO +2 Return: 71.3% - 84.2% (never an OHKO, +1 is barely a 2HKO)
252 Atk Jolly Garchomp Scarf Outrage: 48.7% - 57.4% (2HKO :/)
252 Atk Jolly Garchomp Scarf -1 Outrage: 32.9% - 38.7% (much nicer)
252 Atk Jolly Terakion +1 (Band) Close Combat: 39.7% - 46.8%
252 Atk Jolly Terakion LO +2 Stone Edge: 87.7% - 103.9% (rarely a KO without Rocks)
 
I can't help but feel that your spread is almost identical to the one I posted, Raikaria...
Not quite, although they are rather similar. The main difference being the Sp.Def. I went and made it equal to the Physical defense, to go full tank, while you left it somewhat lower.

Although, I do admit, I did not notice the similarity until after I had posted. I ran various calcuations, to get the stat baselines that were needed.

The main differences between our spreads is that mine can survive stonger special attacks, like a Scarf Sazandora/Latios Draco Meteor [Although not Specs]. Yours also has a slightly lower Base Speed, meaning that it loses the Speed Tie against Base 105's [However important Mismagius and Zoroark are, and they're the most important out of that speed teir]

I guess the choice is if we want equal bulk, or if we want to be weaker on the special side, to lure out special attackers in particular.
 
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