|Aug 19th, 2009, 5:59:46 PM||#1|
Join Date: May 2008
Little Cup Resources
This is the thread for good resources on the Little Cup Metagame.
Little Cup, Big World: A Guide to Little Cup - This guide is great for beginning players who are just beginning to get a grasp of the Little Cup metagame.
How to distribute your EVs in Little Cup - Little Cup's EV spreads can be a bit complicated, so this guide helps players learn how to distribute EVs.
LC Illegal Movesets - Movesets made illegal by breeding difficulties.
Evilbob's Stat Calculator - The best utility for LC, hands down. Displays stat charts, required EVs for stat bonuses, and a defense optimizer, as well as +1 and +2 boost information.
Last edited by mingot; Aug 8th, 2010 at 12:38:43 AM.
|Aug 19th, 2009, 6:00:04 PM||#2|
Join Date: May 2008
How to distribute your Evs in Little Cup
Little Cup is a metagame that is played at Level 5. As such, the stats are calculated in a different way. Pokémon at Level 5 need different types of EV spreads than Level 100 ones. This guide will attempt to explain how to achieve the maximum potential of the 510 EV points you have at your disposal.
At level 5, there is not a huge gap when comparing very similar Base Stats. Take for an example: if we compare a Hippotas's (base 72) and Goldeen's (base 67) Attacks at level 100 with maximum EV investment in both, we can see that Hippotas beats Goldeen by 10 points (243 against 233). But if we take those same Pokémon and set them to Level 5, we can see that they both have 16 Attack. Why is that? Wasn't Hippotas stronger than Goldeen? And why do a Level 5 Jolly Buizel and Jolly Magby, with Base Speeds of 85 and 83 respectively, tie in max Speed (both 19)?
This happens because EVs affect stats differently at Level 5, and some Base Stat numbers max out with fewer EVs than others. Continuing with our previous example, we can see that:
-Hippotas has a Base 72 Attack and maxes out with 180 EVs, the final stat is 16.
-Growlithe has a base 70 Attack and maxes out with 196 EVs, the final stat is 16.
-Turtwig has a base 68 Attack and maxes out with 212 EVs, the final stat is 16.
-Goldeen has a base 67 Attack and maxes out with 220 EVs, the final stat is 16.
-Koffing has a base 65 Attack and maxes out with 236 EVs, the final stat is 16.
-Stunky has a base 63 Attack and maxes out with 252 EVs, the final stat is 16.
-Snover has a base 62 Attack and maxes out with 180 EVs, the final stat is 15.
We can observe a pattern here. Turtwig and Goldeen have a 1 BS point of difference between them, and they max out the stat with 8 EVs of difference. Koffing and Stunky have a BS difference of 2, and max out by a difference of 16 EVs. Yet, it seems their Base Stats all belong to a certain group of Base Stat numbers where the stat maxes are 16 with a neutral nature. Except for Snover, Snover only hits 15 Attack, and it needs 180 EVs to reach it.
What we can conclude from here is that we can organize Base Stats at level 5 by 'Stat Ranges'. A Stat Range is comprised of a range of Base Stat numbers which are able to be maxed out to the same stat number but require a different amount of EVs to do so. Stat Ranges start on a Base Stat number which ends in 3, and finish with a Base Stat number which ends in 2. So, an example Stat Range would be:
63 (Stunky / 252 Evs)
65 (Koffing / 236 Evs)
67 (Goldeen / 220)
68 (Turtwig / 212 Evs)
70 (Growlithe / 196 Evs)
72 (Hippotas / 180 Evs)
All these Base Stat numbers max out at 16 with a neutral nature. We can confirm that ONLY these numbers belong to this range, since a Pokémon with a Base 62 Attack (Snover) at level 5 with a neutral nature only reaches 15 Attack (thus, 62 belongs to the range below); in a similar way, a Pokémon with Base 73 Speed, at level 5 and with a neutral nature maxes out at 17 Attack (thus, 93 belongs to the range above).
We can then conclude that as the Base Stat nears the next range, it needs less and less EVs to max out. On the other hand, the nearer the number is to the previous range, the more EVs it needs to max out.
This amount of EVs needed to gain stats is directly related to the last digit of the Base Stat number.
Table of EVs required for Stat gains
This table will tell you how many EVs you need to raise a stat a certain number of points. It all depends on what digit the Base Stat ends in.
If the Base Stat number ends in # then - x/y/z EVs are required required for 1/2/3/4 stat point gain:
3 - 12/92/172/252 EVs
4 - 4/84/164/244 EVs
5 - 76/156/236 EVs
6 - 68/148/228 EVs
7 - 60/140/220 EVs
8 - 52/132/212 EVs
9 - 44/124/204 EVs
0 - 36/116/196 EVs
1 - 28/108/188 EVs
2 - 20/100/180 EVs
Note that these numbers not only apply to Speed; they apply to all stats.
This means that the absolute minimum number of EVs to max a stat will be 180, and this will only happen if your Base stat's last digit is a two. This means that investing more than 180 Evs in Rattata's Speed (Base 72), Snover's Attack (Base 62) or Hippopotas's Special Defence (Base 42) will not get you any more points, and leaves some "spare" EVs once you have invested in your main two stats.
On the other hand, the absolute maximum of EVs you will need to max a stat is 252, IF your Base Stat's last digit is a three. Magby's Speed (base 83), Corphish's HP (base 43) and Shuppet's Special Attack need the full 252 EVs to max out, however they have the advantage that your first stat point will only need 4 EVs.
A list of the Stat Ranges at Level 5 follows. This table will quickly tell you which number will reach your Pokémon once EVs are adjusted, depending on the Base Stat range it belongs to.
RANGE 1: Stat maxes at 10 with a neutral nature, at 11 with a positive nature; HP maxes at 20
RANGE 2: Stat maxes at 11 with a neutral nature, at 12 with a positive nature; HP maxes at 21
RANGE 3: Stat maxes at 12 with a neutral nature, at 13 with a positive nature; HP maxes at 22
RANGE 4: Stat maxes at 13 with a neutral nature, at 14 with a positive nature; HP maxes at 23
RANGE 5: Stat maxes at 14 with a neutral nature, at 15 with a positive nature; HP maxes at 24
RANGE 5: Stat maxes at 15 with a neutral nature, at 16 with a positive nature; HP maxes at 25
RANGE 6: Stat maxes at 16 with a neutral nature, at 17 with a positive nature; HP maxes at 26
RANGE 7: Stat maxes at 17 with a neutral nature, at 18 with a positive nature; HP maxes at 27
RANGE 8: Stat maxes at 18 with a neutral nature, at 19 with a positive nature; HP maxes at 28
RANGE 9: Stat maxes at 19 with a neutral nature, at 20 with a positive nature; HP maxes at 29
RANGE 10: Stat maxes at 20 with a neutral nature, at 21 with a positive nature; HP maxes at 30
RANGE 11: Stat maxes at 21 with a neutral nature, at 22 with a positive nature; HP maxes at 31
RANGE 12: Stat maxes at 22 with a neutral nature, at 23 with a positive nature; HP maxes at 32
RANGE 13: Stat maxes at 23 with a neutral nature, at 24 with a positive nature; HP maxes at 33
RANGE 14: Nonexistant for Little Cup, no eligible Pokémon with a Base Stat between 143 and 152
RANGE 15: Stat maxes at 25 with a neutral nature, at 26 with a positive nature
*Range 1 starts at 5, the lowest Base Stat for a Pokémon allowed in Little Cup (Happiny's Attack / Munchlax's Speed)
**Range 13 ends at 135, the highest Base Stat number of its range before entering the next (Munchlax's HP)
***Range 15 only includes Onix's Defense (160), as no other numbers enter this range. It is also the highest base stat of any Little Cup Pokémon.
To apply all this to a practical example, let's EV a Lv5 Totodile. We want it to be a physical sweeper, so we will maximize Attack and Speed, and if possible, dump the remaining EVs into HP or the defences.
Totodile's Base Stats are 50 HP / 65 Atk / 64 Def / 44 SpA / 48 SpD / 43 Spe
Its Attack is Base 65, so it falls under Range 6. We will use a Jolly nature, so Attack will max out at 16. Since 65 ends in 5, according to the table its Attack will max at 236 EVs. So far our spread is 236Atk.
The Speed sits at Base 43. This is Range 5, so it will reach 15. It ends with 3, so we need 252 EVs to max it. The spread is now 236Atk / 252 Spe.
We have 22 EVs remaining now. To gain a point in another stat, we need said stat to end in 2, 3 or 4. HP and the defences end in 0/4/8, respectively. Which means that you can get an extra 1 point in Def for 12 EVs. The spread is now 236Atk / 12 Def / 252 Spe
We now have 10 remaining but we can't get a single point with them so they will go to waste.
Now take a Lv. 5 Cyndaquil. We'll make this a Mixed Sweeper, with mainly Special attacks.
Cyndaquil's Base Stats are 39 HP / 52 Atk / 43 Def / 60 SpA / 50 SpD / 65 Spe. Using a Naive nature, we see that the Speed is in Range 6, giving us 17 Speed. Special Attack belongs to Range 5, maxing out at 15.
65 ends in 5, so we'll make use of 236 EVs. The spread is 236 Spe.
SpA ends in 0, so we'll have to invest 196 EVs to get to the maximum. This leaves us with 196SpA / 236Spe with 78 EVs remaining.
We can gain a stat point more if one of the other base stats end in 5, 6, 7, 8, 9, 0, 1 or 2. On our priority list, Attack is next. Fortunately, Attack's Base Stat ends in 2, so we only need 20 EVs to up it 1 point, but we don't have enough EVs for two points. The spread is now 20Atk / 196SpA / 236Spe with 58 EVs remaining.
We can still gain a point if a Base Stat ends in 8, 9, 0, 1, 2, 3 or 4. Both HP and Def fit into this, HP is more important so we will do it first. It ends in 9, so we need 44 EVs, Making the Spread 44 HP / 20 Atk / 196 SpA / 236 Spe.
Now there is only 14 evs left but maybe we can still squeeze one more point out of them. Def ends with 3 so it only needs 12 to get that extra point, we have just enough! Since we won't be able to up the other stats we are left with a final spread of 44 HP / 20 Atk / 12 Def / 196 SpA / 236 Spe.
On these two examples, we first maximized the two most important stats and then checked if there was a way to extract some juice from the leftover EVs, thus maximizing the points gained from the EVs, you may not think that it is important for just one or two points but look at the differences between the spreads we just made and quick and easy 252/252 spreads:
It may not look much different, but with spread 2 you will take every Physical attack 8% better, is that worth a few seconds of your time?
Quite an obvious change here, 9% more Physical offence (almost as much as nature boost!), and it takes Special hits 5% better but Physical hits 15.5% better. That will significantly help Cyndaquil in quite a few situations.
If you ever need to change the IVs of a Pokémon for Hidden Power purposes, make sure you add 4 EVs for each IV you substract. To make this clear: Say you want to give our Cyndaquil Hidden Power Grass 70. You need an Attack and Special Attack IV of 30. We were left with only 2 EVs going to waste on the previous spread, so we'll have to reduce defence (or HP, but HP is more important in this instance) to make up for it. use them to fix the attacking Stats. Changing the spread to 44HP / 24Atk / 200SpA / 236Spe should leave Cyndaquil's more important stats intact.
Use this guide as a reference when EVing Pokémon for Little Cup to find the best possible spreads, and also to know whether your Pokémon will outrun, tie or go after a certain opponent.
If anyone wants it here is the formula to work out the any stat at level 5:
(((2 x Base + IV + (EV / 4)) x 5 / 100 + 10)
If the stat is not HP:
((((2 x Base + IV + (EV / 4)) x 5 / 100 + 5) x Nature)
Base = The base stat for that Pokemon.
EVs = The number of EVs invested in that stat.
IVs = The IV for that stat (normally 31).
Nature = 1 if the nature is neutral for that stat, 1.1 if it is boosting and 0.9 if it is hindering.
Round Down the answer to the nearest whole number, and if the stat is HP simply add 10 points to the end result.
That formula should hold true for any Pokemon at Level 5, but it does not yet account for Nature boosts. I will update with them soon.
Some fun facts about stats at Lv. 5:
76 EVs = 1 Stat point
1 Base stat Point = 8 EVs
1 IV = 4 EVs
|Aug 19th, 2009, 6:49:17 PM||#3|
Join Date: May 2008
LC Stats By Evil Bob
A Pokemon Stat and EV utility designed for Little Cup.
List of all Pokemon usable in Little Cup, including d/p sprite images.
Lists Tier, Typing, and Abilities of each Pokemon
Provides a full stat chart for each Pokemon, including +1 and +2 boosts for neutral and positive natures.
Gives the EVs needed to reach each stat point.
Tells the EV distribution to maximize defenses, based on X-Act's harm formula. Includes Intimidate and Oran Berry usage, as well as Def <-> Sp Def bias slider.
This program was written in C# and requires the Microsoft .NET framework, which can be downloaded here if you do not already have it:
If anyone finds any bugs with the finished version, please post here and I'll fix and update asap.
For you non-Windows losers, I'll probably make a Java version of this sometime after I take a better look at Java.