Final Submission
95 HP / 60 Atk / 80 Def / 125 SpA / 100 SpD / 80 Spe
PT: 137.0208 (Good)
ST: 169.0996 (Very Good)
PS: 85.8942 (Below Average)
SS: 175.3074 (Excellent)
Rating: 309.5714 (Very Good)
BST: 540
Check it.
I've really been feeling a versatile stat spread for CAP 3. With this spread, CAP 3 can be a bulky sweeper, or a wall, or a Choice Scarf or Choice Specs user, or anything in between. Lots of people have wanted something specific out of CAP 3, so I say, let's do more than one of them. This spread has a lot of potential not just to give CAP 3 many possible roles, but also to make the secondary ability and movepool stages that much more exciting with the stuff we could put on CAP 3 to make the most of its build.
I'm probably not going to budge from this, partly because other spreads are rather similar and I'd rather just vote for them than change my spread in agreement to some of their points, and partly for reasons that I am not entirely at liberty to divulge quite yet. Suffice to say that I personally believe that many aspects of this spread are too perfect to let go to waste, and that I want to prove a point with this CAP, which I think my spread does a bit better than some of the others. I also don't think that any of these spreads right now are "objectively superior" because they're trying to achieve different interpretations of what we have forged with the threat discussion, the concept assessment and the typing discussion. I'm quite certain that some of us are more worried than others about, for instance, how CAP 3 is going to switch into most OU threats.
Defensive
The bulk allows for a lot of customization. Take Ferrothorn, for example:
0 Atk Ferrothorn Gyro Ball
vs 4 HP / 0 Def / 252 Spe CAP 3: 28.09% - 32.93% (Modest vs Timid doesn't matter)
vs 252 HP / 252+ Def / 0 Spe CAP 3: 13.45% - 15.98%
So CAP 3 can go offensive and rely on burn support to get moves like Ferrothorn's Gyro Ball below the important 25% threshold, or it can run a physically defensive set and wall Ferrothorn all by itself. (btw Choice Band Scizor's U-turn does 17.2% - 20.2% to 4/0 CAP 3) 252/252+ CAP 3 can also survive a 0 Atk Stone Edge from Tyranitar (59.39% - 70.05%), while 4/0 CAP 3 does decently enough against Crunch (40.66% - 48.19%). With Leftovers, CAP 3 only needs 16 HP EVs (or 12 SpD EVs, I guess) to avoid a 2HKO from Timid Life Orb Starmie's Thunderbolt completely with Stealth Rock damage. CAP 3 can then retaliate with its own Thunderbolt (97.3% - 114.9%), Energy Ball (82% - 96.6%) or Giga Drain (77.4% - 91.2%), depending on what it gets in its movepool (all the calcs assume 252 SpA Modest, but even Timid Giga Drain inflicts 69.7% - 82.8%, enough to OHKO after Stealth Rock and Life Orb recoil). I suppose Wash Rotom with Thunder(bolt) is more dangerous, but CAP 3 can still win if it has a Grass-type move, unless Wash Rotom is choiced (just switch out) or runs enough Speed to outrun CAP 3 (making it less bulky). A specially defensive spread could also be used to tank Thunderbolts. A somewhat bulky Choice Scarf set (maybe 76 HP / 252 SpA / 180 Spe Modest, outrunning Starmie) is possible as well; the best that Politoed can do then is Choice Specs Focus Blast (or Hydro Pump if CAP 3 happens not to have Dry Skin, but it's pretty pointless to account for that): 24% - 28.3%, not even enough to break 25% assuredly. (Okay, I'll admit that that last EV spread is rather bizarre and probably won't see use, but it's there...) Choiced Politoed can beat CAP 3 on the switch into Stealth Rock with Psychic (75.9% - 89.8% against 4/0), but getting locked into Psychic is pretty dangerous for Politoed and it really just means that CAP 3 isn't completely safe in trying to counter it. Starmie could run Psychic, too, but again, it has that moveslot syndrome to deal with.
Speed
The Speed is a very controversial point for me. The designated threats to CAP 3 run the gamut from very slow (Tyranitar) to very fast (Terrakion), so all sorts of Speed benchmarks are arguable. 90 Speed to outrun Wash Rotom was a distinct possibility, while 75 to make it impossible to cheese through Timid Heatran with Hidden Power Ground was an interesting option as well. Ultimately, I decided to tie with Dragonite. I think that being faster than Dragonite would make it too easy to beat it, while being slower would make it quite a bit more difficult. Besides, CAP 3 also has the option of trying to cheese through Tyranitar and maybe Heatran with Hidden Power Fighting, sacrificing the tie with Dragonite. Relevant calcs:
e.g. 252 SpA Modest Hidden Power Fighting
vs 252/192+ Tyranitar: 41.6% - 49.5%
vs 0/4 Heatran: 53.3% - 63.2%
Okay, so it can outrun Timid Heatran, but doing so requires a Timid nature on CAP 3 and I'm really doubting that this will be the norm. If you look at the other OU Pokémon in the 78-89 Speed range (the range where you can outrun Timid Heatran, but only if you run a +Spe nature), you may find that they tend to prefer +Atk or +SpA natures over +Spe natures. Technically, non-DD Dragonite (say, Choice Band Dragonite trying to use Outrage) could nip offensive HP Ice Heatran in the bud by running a Jolly nature, but it rarely chooses to do that. Toxicroak could run max Speed Jolly to afford to set up on offensive Heatran, too, but it doesn't do that, either. Non-Choice Wash Rotom could also lose if it switches into Hidden Power Grass... unless it runs max Speed Timid. The opportunity not to risk losing to Timid Heatran is dangled right in front of their faces, and yet they often don't take it. I find this rather interesting and I'd like to take this opportunity to see whether CAP 3 would also refuse Timid when given it.
I also intend for CAP 3 to suffer greatly from four moveslot syndrome and/or Hidden Power syndrome, being able to fight back against maybe one of the designated threats, at the cost of losing to the other threats and even perhaps some of the supposed non-threats. It's notable that with this submission's base SpA (more on that shortly), it can OHKO SpD Heatran with Life Orb Hidden Power Ground, but only with a Modest nature (88.31% - 103.89%); without Life Orb, it can also KO Heatran with a neutral coverage move followed by Hidden Power Ground (67.53% - 80%), which Modest will again probably help with. If CAP 3 doesn't get Grass-type moves, then its performance against Starmie also becomes quite iffy with Timid.
The main reason I can think of for running Timid would be to run some kind of Calm Mind set (if it gets it) and attempt to set up on offensive Heatran. Timid Air Balloon Heatran's Earth Power does 60.4% - 71.3% to +2 CAP 3, so it wouldn't be advisable imo.
Offensive
The Special Attack is the other big sticking point. 125 approaches the power level of Terrakion and has the potential (in sun) to exceed that of Landorus in sand. However, do keep in mind that Terrakion has two 120 base power STABs with great coverage by themselves, while CAP 3 has one. The other thing to consider is that the coverage moves for a special attacker are usually not as powerful as, say, Earthquake and Stone Edge for a physical attacker. To meet or exceed 100 base power, we only really have Thunder, Hurricane and Hydro Pump at our disposal (shut up Blizzard, and I doubt Focus Blast would be allowed). I feel that we need a high Special Attack stat to give CAP 3's coverage moves the power they need. The ability to nuke things in the sun (not even as well as, say, Volcarona) is not as compelling when nearly everything that resists Fire becomes a significant threat. As seen with some of the damage calculations, I'd say that 125 is actually on the low end of what we need with this CAP. Such a high offensive presence is valuable for everything that CAP 3 sets out to do.
Final remark:
I think that the Speed is significant enough to distinguish it from Rising_Dusk's spread (plus, the stat ratings are all a bit inferior and the SpA is lower), and that the SpA is significant enough to distinguish it from Korski's. I've considered trying to make my submission more different from the others in some way, but it mostly requires moves that I wouldn't agree with making. The only thing I can think of is to leech off the Atk to bump up the Spe or SpA a bit, but I feel that the Atk is low enough without looking unrealistic and it still *does* make physical sets a bit plausible (though FlareBlitz mentioned that more than I'm willing to).
Regardless of what happens, may the best spread win :)