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Well I don't want to sound rude or anything, but it's confusing to me when people post spreads that have equal offensive stats and then say 'this is so it is equally good at physical and special offense', especially when they actually post the BSRs alongside them. If you're trying to create equal offenses, why are you ignoring the fact that your offensive BSRs are different? Why are you even calculating the BSRs if you're just ignoring them? Also, offensive potential takes into consideration the available moves as well. You have to think about the power and viability of its STABs and boosting moves before you can say 'this has equal offenses'. Posting 90s across the board kinda just shows how little you've thought about it. A spread like LouisCyphre's, mine, or even reachzero's (whose base stats are really far apart), come closer to 'even offenses' than 90/90. DetroitLolcat's spread is skewed more towards special attacking than mine is towards physical attacking.
The reason the BSRs of equal attacking stats are different is that BSRs are relative to the power levels of other Pokemon. Since there are more powerful physical mons than special mons, PS is depressed and SS is elevated. This is something I don't really agree with, since once you start considering other Pokemon, you really should be considering the metagame as well. The fact of the matter is that 90 base Atk hits just as hard as 90 base special attack. Still, I don't make the rules, so I post the BSRs anyways.
Also, I'm not sure where you're getting the idea that, for example, your spread is closer to even offenses than mine. Your spread has PS and SS of 175 and 146, compared to my PS and SS of 136 and 141.
Now, at a glance i suspect many of you would say this is too good for a pokemon that gets every boosting move in the game. However, any possible boosting set is checked or countered by at least one of tyranitar, hydreigon, scizor or ferrothorn (assuming the natural movepool contains decent stabs but no better, and bad coverage moves).
Shell Smash: (all calcs assume Life orb, 252evs in the given attacking stat for sketchy, and 4/0/0 bulk.)
In some sense, shell smash is the hardest set to counter, as depending on what hidden power it has, it can blow away the opponent. However, scizor can switch in as Capmon shell smashes, and will always OHKO with band BP assuming SR damage. Also if Sketchy is NOT running hidden power fighting, Ferrothorn can check it, as timid LO +2satk HP fighting will hit standard ferro for 62.1% - 73.8%, and gyro ball will ohko back. However ferro is shaky as hidden power fire will always ohko. If sketchy runs HP fire, hydreigon can demolish it, resisting all of its attacks and hitting back with dark pulse for an easy OHKO. Finally, although it is rare, Scarflati@s can demolish neutral speed SS sketchy, as they outrun +2 modest or adamant, and both ohko with Draco meteor. This prevents sketchy from trying to powercreep with a +satk nature to try and better combat ferro with hp fighting.
Quiver dance: Surprisingly Bandtyranitar is the best counter to a QDsketchy set. Timid grass knot without LO will never ohko bandtar in sand at +1, stone edge deals 99.7% - 117.9%, and pursuit deals 160% - 189% if Sketchy switches out. blissey/chansey also will wall QDsets completely, although will not be able to do anything back to sets with Substitute. However, substitute sets lose coverage to hit many other threats. Finally, any scarfers of base 82+ (terrakion, jirachi) that can hit physically can outrun and defeat Sketchy.
Tail glow: This is my biggest objection to this spread. Tail glow sets are not amazingly effective, although a bulky tailglow set can blow away oposition, it is too easy to outrun and defeat. A set of HP fighting/shadow ball/grass knot/tail glow with enough speed to outrun +spe base 70s would have an ev spread of something like timid 72 hp/252satk/184 speed and could defeat slower opposition, as well as tanking many hits from faster opponents, but would be easily defeated by faster hard hitters such as bandterrakion, heatran and volcarona. Tail glow would unfortunately not be a significant threat to many teams, except for the surprise factor.
Shift Gear: A shift gear set, while it would seem good on paper, would likely be mediocre given the lack of coverage. With its STAB's only, it is easily walled by ferrothorn, skarmory, hydreigon etc. A mixed shift gear set running a hidden power could surprise one of these threats, but shift gear would by no means be overpowered.
Swords Dance: Same as tail glow, but worse coverage.
Anyways, off of that tangent, and back to why each individual stat is what it is. Offense: I chose to run near the maximum attack that the given speed allowed while remaining below the limit because i want sets that do not boost to be viable, especially on the physical side where there are many interesting coverage moves to sketch. The special attack is low to keep special boostign sets to be overpowered, specifically it is designed so +1, nonLO grass knot will not ohko TTar in sand, and +2 LO hp fighting will not ohko ferrothorn.
Speed: 81 speed is chosen to outrun dragonite, allowing sets running HP ice or a sketched ice coverage move to beat it. It is kept that low so that neutral speed +2 will be outrun by scarf lati@s, and so that threats such as Toxicroak and rotom-A will outrun Sketchy.
Bulk: A spread with more special bulk than physical is chosen to that physical attackers can better check/counter quiver dance sets. Specifically, the given physical bulk is designed to always be ohko'd by bandscizor at -1def with 4/0/0 bulk with SR. The special bulk is very close to the top of the range, specifically limited so that timid scarflatias ohkos -1sdef with draco meteor and so Scarfhydreigon will always 2hko at +1 with leftovers.
Low hp is chosen for several reasons:
1. To optimize the potential of leech seed;
2. To make dusk happy (he said he prefers lower hp :P )
3. For flavor: ghost types tend to have a low hp, and grass types tend to be no better than average.
EDIT: CALCS!
Offensive calcs:
Code:
(for all calcs, starred pokes are checks, Bold pokes are counters
[b]Shell smash:[/b] (all +2, 252evs, neutral nature with LO, assuming power whip/shadow ball/hidden power)
* vs Hydreigon (Offensive) Power Whip: 79.44 - 93.86%
*vs Dusclops (OU Defensive) [Eviolite] Power Whip: 83.45 - 98.59%
* vs Dusclops (OU Defensive) [Eviolite] Shadow Ball: 80.98 - 95.77%
[b] vs Dragonite (Parashuffler) [Multiscale][/b] (for sets lacking HP ice) Shadow Ball: 25.64 - 30.31%
[b]vs Scizor (Bulky Swords Dance)[/b] (for sets lacking HP fire) Shadow Ball: 37.2 - 43.89%
vs Chansey (OU Wish) [Eviolite] Power Whip: 89.48 - 105.39%
[b]vs Heatran (Specially Defensive)[/b] (for sets with HP fire) Power Whip: 29.01 - 34.19%
*vs Volcarona (Offensive Quiver Dance) Shadow Ball: 83.92 - 98.71%
[b]vs Skarmory (Specially Defensive)[/b] (with leftovers recovery) HP Fighting: 43.71 - 51.49%
*vs Skarmory (Physically Defensive) HP Fighting: 63.47 - 74.85%
*vs Ferrothorn (Standard) HP Fighting: 68.75 - 81.25%
[b]vs Ferrothorn (Standard)[/b] HP Ground: 34.09 - 40.34%
*vs Jirachi (Specially Defensive) Hp Ground or Fire: 58.41 - 68.81%
*vs Dragonite (Bulky Dragon Dance) [Multiscale] HP Ice: 81.86 - 97.4%
[b]Quiver dance:[/b] (all +1, 252evs, neutral nature with LO, assuming grass knot/shadow ball/hidden power)
[b]vs Blissey (Wish Support)[/b](counters sets w/o substitute) Grass Knot: 21.98 - 26.05%
*vs Tyranitar (Choice Band)(in sand) Grass Knot: 71.05 - 84.21%
*vs Ninetales (Specially Defensive) Shadow Ball: 47.14 - 55.71%
*vs Gliscor (Swords Dance) Shadow Ball: 73.16 - 86.44%
[b]vs Jirachi (Specially Defensive)[/b] Shadow Ball: 37.12 - 44.05%
[b]vs Dragonite (Tank) [Multiscale][/b] Shadow Ball: 26.91 - 31.92% (w/o multiscale: 53.82 - 63.58%)
[b]vs Hydreigon (Offensive)[/b] Shadow Ball: 34.04 - 40.18%
[b]vs Jirachi (Choice Scarf)[/b] HP Fire or Ground: 69.79 - 82.69%
[b]vs Blissey (Wish Support)[/b](counters sets w/o substitute) HP Fighting: 25.77 - 30.53%
*vs Tyranitar (Choice Band) HP Fighting: 83.15 - 98.94%
*vs Hydreigon (Offensive) HP Fighting or Ice: 79.75 - 94.47%
[b]vs Heatran (Specially Defensive)[/b](with leftovers recovery) HP Fighting: 42.48 - 50.25%
[b]vs Ferrothorn (Standard)[/b] HP Ground: 25.56 - 30.11%
[b]vs Scizor (Choice Band)[/b] HP Ground or Fighting: 41.98 - 49.56%
*vs Ninetales (Specially Defensive) HP Ground: 54.85 - 65.14%
*vs Ninetales (Special Attacker) HP Ground: 82.92 - 97.56%
Defensive calcs:
Code:
[b]Shell Smash:[/b](assuming 4/0/0, neutral nature, -1 defenses)
(I'm only listing pokes that can outrun, tank one hit, or hit with priority)
Dugtrio (OU Revenge Killer) [Choice Band] Sucker Punch: 102.75 - 121.37%
Heatran (Specially Defensive) Lava Plume: 107.58 - 126.89%
Volcarona (Bulky Quiver Dance) Fiery Dance: 110.34 - 131.03%
Skarmory (Physically Defensive) Brave Bird: 116.55 - 138.62%
Ferrothorn (Choice Band) Gyro Ball: 175.9% - 207.2%
Dugtrio (OU Revenge Killer) [Life Orb] Sucker Punch: 89.65 - 105.51%
Dragonite (Offensive Dragon Dance) Outrage: 120 - 141.72%
Scizor (Choice Band) Bullet Punch: 87.9% - 103.8%
Jirachi (Specially Defensive) Iron Head: 46.89 - 55.86% (60%chance for jirachi to win)
Latias (Choice Scarf) Draco Meteor: 100.7% - 119%
Dusclops (OU Defensive) Ice Beam: 44.82 - 53.1%
[b]Quiver Dance:[/b] (assuming 4/0/0, neutral nature, +1sdef)
(again, only listing pokes that can outrun, tank one hit, or hit with priority)
Heatran (Choice Scarf) Overheat: 101.37 - 120%
Heatran (Offensive) [Life Orb] Fire Blast: 122.75 - 145.51%
Mamoswine (OU Physical Attacker) [Choice Band] Ice Shard: 78.62 - 93.1% (ohko with rocks and 1 LO damage)
Ninetales (Special Attacker) [Life Orb] [Drought] Fire Blast: 122.75 - 144.82%
Tyranitar (Choice Band) Crunch: 160 - 188.96%
Haxorus (Choice Scarf) Outrage: 85.86 - 101.37%
Hydreigon (Offensive) [Life Orb] Dark Pulse: 80.68 - 95.17%
Jirachi (Choice Scarf) Fire Punch: 50.3% - 59.3%
Sketchy is such a juggleing act. There are so many things that could go wrong with this thing, that it's not funny. Make it's offenses too strong, and we'll be seeing Gear Shift/Shell Smash/Tail Glow/Quiver Dance everywhere. Make it too fast, and we run the risk of having a Growth-Abuseing Sun Sweeper. Make it too bulky, and it'll be the next Ferrothorn.
So, the end result was the stat spread above. Let's look at offense and defense seperate.
Defense:
Yes, I'm starting with Defense first, probobly because it's less complex.
95/90/85 defenses is pretty bulky, especially with a decent defensive type. It's physical bulk surpasses Quagsire, while it's special bulk is identical to Clefable. Don't get me wrong, Sketchy isn't a wall. But do we want Sketchy as a dedicated wall, especially when we realise he's probobly gonna get the standard Grass movepool?
Code:
Stupidly Powerful/SE stuff that shows we're not a be-all end all wall:
Modest LO Hydregion's Fire Blast v Univested Sketchy: 125% ~ 148%
Standard [With Life Orb] Tyranitar's Crunch/Switching Out Persuit vs Univested Sketchy: 100.3% ~ 118.42%
Latios Choice Specs Draco Meteor v Univested Sketchy: 118.73% ~ 139.9%
Stuff we should be considering switching in on:
[I]Immunities[/I]
Standard [I]Rain Boosted[/I] Rotom-W Hydro-Pump: 47.7% ~ 56.19%
Standard Ferrothorn's Power Whip: 21.14% ~ 25.07%
Standard Gliscor's Earthquake: 17.82% ~ 21.14%
Please note, all of these calculations are UNINVESTED. Sketchy could easily sacrifice some Speed for Def or HP, especially if running a Gear Shift set, and may then be able to survive Tyranitar's Crunch. All calculations were done using Adamant 252 Atk/252 Spe. No HP or Defensive EV's were accounted for.
I, personally, would have liked to make Sketchy a bit more specially bulky. As it stands, he's 2HKO'ed by Choice Specs Politoad's Hydro Pumps in the rain... but I'm pushing the limit with ST anyway.
Offense:
Oh boy, here we go.
First things first, Base 80 Speed is so that Sketchy outspeeds walls/tanks, and can outspeed most of OU after boosting. With his bulk, getting a boost shouldn't be too difficult. However, at +1, most common Scarfers can revenge kill Sketchy, and at +2, he might be weak enough after setting up that Priority can finish him.
I feel that it would be overkill making him faster, as this would make it more and more difficult for scarfers to handle him, or to prevent setting up. Likewise, making Sketchy slower would limit the number of roles he could play.
I put Sp.Atk at 85, because I want Special and Mixed sets to be viable, but, I kept in mind Shell Smash and Tail Glow. 85 Sp.Atk is the same as Nidoking, so after a boost, he hits pretty hard on Special sets.
Atk is at 100 to reward physical sets, mainly. You lose out on Hidden Power, and Tail Glow, ect, but you have higher initial power, possible acess to Power Whip, and Gear Shift, which cures your speed issues.
100/80 is a pretty effective offensive spread as well. Shoutland and Shiftry have 100/80 physical offenses. The latter in particular is of note, being Grass/Dark, and having access to Swords Dance and Growth, as well as Chlorophill, to show that physical Sun-based sets won't be broken.
Code:
252 + Nature Power Whip vs Standard Defensive Gliscor: 33.05% ~ 38.98%
With Life Orb: 42.66% ~ 50.28%
At +1: 49.15% ~ 57.9 %
With Life Orb: 63.8% ~ 75.42%
At +2: 65.53% ~ 77.4%
With Life Orb: 85% ~ 100.28%
+1 LO Shadow Claw: 37.57% ~ 44.35%
+ 2 LO Shadow Claw: 50% ~ 58.75%
+1 LO Seed Bomb: 42.65% ~ 50.28%
+2 LO Seed Bomb: 56.78 % ~ 66.95%
Why have I chosen Gliscor?
#1: It's one of the common tanks in the teir
#2: You have to factor in Poision Heal when looking for XHKO's.
#3: It's neutral to both STABs
As you can see, After a Shell Smash/Swords Dance, Sketchy is capable of OHKO'ing Gliscor with Power Whip, which basically translates into a OHKO on everything that does not resist Grass. Of course, it may not get Power Whip outside of Sketch.
I also wanted to avoid Shadow Claw being able to 2HKO Gliscor, be it that the user mispredicts, or Power Whip is illegal with other Sketched moves. Although most other non-resists in the teir will be 2HKO'ed, and most frailer resists will be 3HKO'ed. [You also have to account for the high Critical Rate]
Hidden Powers:
Code:
Uninvested LO HP Ice v Standard Gliscor: 82.49% ~ 98.31%
Univested LO HP Ice v Offensive DD 100% Dragonite: 35.29% ~ 42.11%
Vs < 100% Dragonite: 70.58% ~ 84.21%
Vs Standard Hydregion: 38.76% ~ 46.15%
+2 LO vs Standard Hydregion: 76.92% ~ 91.08%
As you can see, the appropriate Hidden Power is crippleing to most targets. Should a Steel-slaying HP be chosen, the numbers will likly be higher, due to Steels generally having lower Sp.Def than the listed Dragons. [Except Ferrothorn, Heatran, Bronzong and Jirachi, two of which have x4 weaknesses]
Likewise these are UNIVESTED stats. This is why I was extremely cautious about Sp.Atk.
---
Speed Teirs:
Uninvested: 196 [Outspeeds most walls] Standard 72 Speed Gliscor: 244
252 Speed: 259
252 + Nature: 284: Speed ties with + Nature Dragonite
252 at +1: 388.5 [Forgot how the rounding works in Speed calcs]
252 + Nature at +1: 426 [Still outsped by Scarfers such as Latios] Modest Scarf Hydregion: 442.5
252 at +2: 518 Timid Scarfed Latios: 525
+ Nature 252 at +2: 568
Italics are benchmarks I wanted to pass or stay within. Latios is important, because to outspeed it, you have to give up power.
Anything faster than Base 80, is, frankly, overkill, and makes it harder and harder for scarfed pokemon to revenge kill, even at +1. To be honest, Sketchy shouldn't be switching in on Dragonite anyway, so, when Dragonite switches in on Sketchy, he should already be set up, and thus, outspeed.
Summary:
I feel that my stat spread handles the problem of Skketchy being able to do anything rather well. OK, you want to go for a Shell Smash set? Well, you're going to have difficulty setting it up without support, or a resisted attack to switch into. You want Tail Glow? You're slow. Gear Shift? You won't be getting past bulky pokemon unless you get to +2.
I'm not looking at Sketchy in a vaccum, however. You want to use Tail Glow Sketchy? Throw in some Paralysis support! You want to use Shelll Smash? Throw around some Burns or screens! Gear Shift? Some hazards will do nicely! We have to remember, it's not what Sketchy can do in isolation. So what if Shell Smash dosen't sweep? It could shatter a few walls for something else.
While my stat spread is certainly less specilised than others, and really holds back on the attacking stats in particular, I feel that mine emphasises team support, and, as such, is less likly to create a Sketchy that will have a 'Defined set' and be able to sweep with little to no support [Aka: Stick Magnezone on the team and run HP Ice for Dragons]
Opinions
Anything over Base 100 Speed is TOO FAST. With Base 100 Speed, or more, Sketchy is going to be almost impossible to revenge kill outside of Scizor and Mamoswine after a Shell Smash/Gear Shift.
The higher the speed, the higher the risk of having Sketchy ran on sun teams with Growth is too, something I don't particually want to see happening. Do we really want another CAP that turns into a weather abuser?
I also don't like the idea of very high offensive stats. The low speeds those sets have are remidied by Gear Shift/Shell Smash/Agility too easily, making the drawback moot. I really don't like the idea of the 120+ Atk stats, especially as Power Whip may be on the level up moveset, or an egg move. As my calculations show, Base 100 Atk is already enough for +2 LO Power Whip to OHKO Gliscor. Do we really want MORE power?
Right now, my favorite is Engineer Pikachu's spread.
Outspeeding Pokemon is only half of the game. No matter what, either Heatran or Skarmory can defeat a Smash set defensively. Hydreigon is another solid counter as not even a +3 Leaf Storm can OHKO. Togekiss lols at everything special thrown by CAP2. And don't even get me started on what kills physical sets are missing out on. Hint: everything. The reason for a high speed is so that CAP2 isn't mandated to boost it with a Sketch move and instead can open up a support or cleaner route as well.
Right, outspeeding isn't everything, but with high speed and access to moves like Tail Glow and Swords Dance, I'd really rather prefer for this mon not to have sweeping speed stats. Even though a +3 Leaf Storm can't OHKO a Hydreigon, anything with +3 SAtk and over 90 SAtk can OHKO a Hydreigon with HP Fighting, and that's with no hazards or life orb. And of course, not every mon is going to be Hydreigon. The fact is, if this mon is too fast, it will sweep teams way too easily. It's like putting Tail Glow on a Gengar, it's just too powerful. Our mon can still be killed by very strong priority (but based on how this stat thread is going, the only things that will be capable of killing it with priority are SD Weaville which already outspeeds and SD Bisharp), but I'd rather not make it a sweeping machine. Our mon isn't mandated to boost its speed with a sketch move, but if it chooses not to boost its speed, it must suffer the consequences of not being fast. If it chooses moves like Tail Glow or Swords Dance, then it should be left as a wall breaker or a priority user, but I think any speed over 90 is just too much.
We all need to learn a lesson about speed and bulk from Excadrill. Excadrill was way quicker than it initially appeared with just base 88 speed and a +2 boost. It couldn't be outsped by any scarf mons except for a few rarities (scarf Deoxys-S, scarf Electrode, etc). Furthermore, it was really quite bulky. Only a handful of priority moves could stop it. What we're doing with our sketch mon is giving it the tools to be the next Excadrill. We're giving it bulk, which is definitely a good thing, but we need to watch the speed. It has access to moves like Shell Smash, allowing it to become a SD Excadrill with more bulk in just one turn. Instead, I'd go so far as to make this mon purposefully slow. Its counters want to be able to revenge kill it with a scarf, because it's just too bulky to be taken down by weak priority moves. I know I'll get little to no support behind this, but I think the perfect speed for this mon is around 67. With full EVs and a neutral nature, this mon reaches just enough speed to outspeed Infernape, Cobalion, Virizion, and Terakion at +1 which is vital for Quiver Dance sets. However, faster mons like Gengar, Lati@s, Starmie, and Deoxys-S can still come in and punish it. At +2, it outspeeds all unboosted mons (except for +speed Deoxys-S). However, scarfed mons can still kill it. Positive natured base 92s can still outspeed it (return of Krookodile?) and neutral natured base 106s can outspeed it (even though the only base 106 mon is Leiperd). This mon is capable of sweeping at +1 speed, but it can still be stopped easily. At +2, it can sweep much easier, but again mons like Scarf Terakion, Scarf Latios, Scarf Gengar, and Scarf Infernape can still stop it. Because our mon is so bulky, we can't just rely on priority move to kill it. It has to be able to be killed by some scarfers or else it won't be killed at all.
Some of you might think that base 67 speed is too slow for non-speed boosting sets, like a Tail Glow set. But if you think about it, if it's using Tail Glow, who says it needs to sweep? Not every boosting move will let it sweep. Instead, the low speed forces the user to make decisions. If it wants the power of Tail Glow, it has to be able to sacrifice the ability to have high speed. If the user wants Shell Smash or Quiver Dance, then the user misses out on the extra power behind Tail Glow. Giving the sketch mon low speed balances it, stops it from becoming the next Excadrill, and forces the user to make choices.
If 67 speed gets any support, I'll make a spread for it if anyone wants.
Right, outspeeding isn't everything, but with high speed and access to moves like Tail Glow and Swords Dance, I'd really rather prefer for this mon not to have sweeping speed stats. Even though a +3 Leaf Storm can't OHKO a Hydreigon, anything with +3 SAtk and over 90 SAtk can OHKO a Hydreigon with HP Fighting, and that's with no hazards or life orb. And of course, not every mon is going to be Hydreigon. The fact is, if this mon is too fast, it will sweep teams way too easily. It's like putting Tail Glow on a Gengar, it's just too powerful. Our mon can still be killed by very strong priority (but based on how this stat thread is going, the only things that will be capable of killing it with priority are SD Weaville which already outspeeds and SD Bisharp), but I'd rather not make it a sweeping machine. Our mon isn't mandated to boost its speed with a sketch move, but if it chooses not to boost its speed, it must suffer the consequences of not being fast. If it chooses moves like Tail Glow or Swords Dance, then it should be left as a wall breaker or a priority user, but I think any speed over 90 is just too much.
We all need to learn a lesson about speed and bulk from Excadrill. Excadrill was way quicker than it initially appeared with just base 88 speed and a +2 boost. It couldn't be outsped by any scarf mons except for a few rarities (scarf Deoxys-S, scarf Electrode, etc). Furthermore, it was really quite bulky. Only a handful of priority moves could stop it. What we're doing with our sketch mon is giving it the tools to be the next Excadrill. We're giving it bulk, which is definitely a good thing, but we need to watch the speed. It has access to moves like Shell Smash, allowing it to become a SD Excadrill with more bulk in just one turn. Instead, I'd go so far as to make this mon purposefully slow. Its counters want to be able to revenge kill it with a scarf, because it's just too bulky to be taken down by weak priority moves. I know I'll get little to no support behind this, but I think the perfect speed for this mon is around 67. With full EVs and a neutral nature, this mon reaches just enough speed to outspeed Infernape, Cobalion, Virizion, and Terakion at +1 which is vital for Quiver Dance sets. However, faster mons like Gengar, Lati@s, Starmie, and Deoxys-S can still come in and punish it. At +2, it outspeeds all unboosted mons (except for +speed Deoxys-S). However, scarfed mons can still kill it. Positive natured base 92s can still outspeed it (return of Krookodile?) and neutral natured base 106s can outspeed it (even though the only base 106 mon is Leiperd). This mon is capable of sweeping at +1 speed, but it can still be stopped easily. At +2, it can sweep much easier, but again mons like Scarf Terakion, Scarf Latios, Scarf Gengar, and Scarf Infernape can still stop it. Because our mon is so bulky, we can't just rely on priority move to kill it. It has to be able to be killed by some scarfers or else it won't be killed at all.
Some of you might think that base 67 speed is too slow for non-speed boosting sets, like a Tail Glow set. But if you think about it, if it's using Tail Glow, who says it needs to sweep? Not every boosting move will let it sweep. Instead, the low speed forces the user to make decisions. If it wants the power of Tail Glow, it has to be able to sacrifice the ability to have high speed. If the user wants Shell Smash or Quiver Dance, then the user misses out on the extra power behind Tail Glow. Giving the sketch mon low speed balances it, stops it from becoming the next Excadrill, and forces the user to make choices.
If 67 speed gets any support, I'll make a spread for it if anyone wants.
I disagree. The problem with excadrill was not Swords Dance, the problem was Sand Rush. it takes a turn of setup for CAP2 to be excadrill speedy. I would rather compare my, Korski's, and Deck's submissions to that of Terrakion - it can outspeed anything after a turn of setup, it can punch through anything after a turn of setup, but it can't do both. Furthermore, unlike Terrakion's amazing Rock/Fight STABs, CAP2 instead has Grass/Ghost with a weak Hidden Power for coverage. I doubt my spread will win, but I vehemently defend its speed tier
I know a big topic of amusement for many veteran stat designers is "lol dusk hates non-round numbers", but I'd really like you guys to sit back and think it through. Many times, and in almost all cases, there is no reason for such an uneven number. In Speed, it's legitimized by Speed tiers, and so is fine. It's also fine if you really want to ride the limit in a specific derived BSR stat. Outside of that, though, you really should go for... aesthetics... and round the numbers to 5's or 0's. Note that this is personal preference, and I will not be basing my slate on whether you do this or not. Just please do it so I can live with my own CAP down the road.
I'd also like to muse on things that I think are important.
I don't want to funnel submissions in any way, but I think it is good to communicate to the stat spread designers what I like and what I don't like. I think that a very fast Speed will encourage the overuse of Tail Glow and Spore and will discourage other sets that I think are important, like slower support sketch sets (Recover as a Sketch option) and coverage sketch sets (Sacred Fire as a Sketch option). I also don't want the CAP to be too slow, as that lends itself to using Shell Smash over all other boosting options too much. For this reason, I think that the ideal Speed range for CAP 2 is 76-100. 76 is just fast enough that Quiver Dance is still valid and where Shell Smash isn't too desirable, and 100 is fast enough to beat out Hydreigon and tie other 100's. 76 also just underspeeds Heatran, which is a big typing nemesis of CAP 2 as we discussed before; that means a great deal. I used to think that 81 was the best minimum Speed for CAP 2, but reachzero's submission is very convincing in its argument for 76, and so I lowered it. This is what I consider to be the ideal range, and deviations from it will need great justification. For instance, why in the world is Tornadus such a target? Or Gengar? Or Starmie? And so forth.
I'm also not really okay with CAP 2 being crippled offensively on either side. The realistic minimum for CAP 2's individual offenses is 80. I know that fear of a mixed Shell Smashing set is real, but coverage plays into a Shell Smash set more than anything, and Shell Smash is the very antithesis of bulky offense. At -1, Scizor's Bullet Punch is doing a lot to things under the PT limit. For purposes of versatility in Sketch options, we need to not cripple CAP 2 offensively on either side. Keep in mind that the best way to balance out a Shell Smash set is vulnerability to physical priority attacks.
I may still slate submissions that don't follow these strong recommendations, but only if they can legitimately convince me of their reasoning for going against them. I may have more suggestions as I think of them, but that's it for now.
EDIT: Also, UltiMario, your spread is illegal because the PS is way above the limit.
PT 136.3383
ST 158.9747
PS 159.6388
SS 126.4825
Rating 318.8129
BST 554
HP and Defenses
CAP's resistances to Water-, Grass- and Electric- type attacks will probably prove more useful than its resistance to Ground- type moves, and as such I focused more on special bulk than physical bulk. Plus, it helps greatly with the initial Quiver Dance set up, and since its Special Attack and Speed aren't that great, it might have to set up multiple times to become a sweeping threat. Volcarona and Latios were my inspirations for special bulk, but mostly the former, who is pretty well known for being able to set up with relative ease. I based its physical defense around Latias's, which is just low enough for things like Scizor to revenge via Bullet Punch (offensive spreads, that is), but not low enough (Latios' physical bulk sort of blows) that it can't be EVed defensively to promote either a bulky Quiver Dance or stalling sets.
Part of the reason I went for low HP and high defenses here is to promote Leech Seed stalling and Pain Split healing. Synthesis and Moonlight are too unreliable and Recover might be too good for its natural movepool. 75 HP seemed perfect because maxing it gives it just enough HP to be slightly above the divisible-by-16 mark.
Speed
I think the ability to outrun Dragonite is very important, given that it is one of the biggest threats in the metagame (ok, there's Deoxys-S, but still). As a bonus, it outruns Mamoswine, who doesn't quite KO this CAP with Choice Band Ice Shard (barely). I'd have only needed 81 for that, but I decided to give it a bonus and make it outrun Gyarados as well, and boosted further to 83 so it can outrun the base 130ers with Modest. This gives you two choices: Run modest for more power and outrun up to the highest notable unScarfed speed mark, or run Timid for less power (mind you, it has 84 base Special Attack), but outrun Timid Heatran, Adamant Lucario, and Jolly Dragonite, as well as Choice Scarf Terrakion at +2.
But I didn't want to make it too fast. Part of the reason is that I would like to see Leech Seed in its natural movepool, and making it fast makes it too deadly of a staller, especially with a sketchable Sacred Fire. However, 83 Speed is still fast enough for Tail Glow sweeping (the Nasty Plot Celebi set listed on Smogon is slower than max Speed CAP2, and I'm sure with this Pokemon's better typing and still not bad bulk can allow it to have a fair shot at doing the same).
Offenses
Since the physical end lack a coverage move like Hidden Power and insane stat up moves like Quiver Dance and Tail Glow, significantly more physical attack is given as a compromise. This allows CAP2 to sketch a coverage physical attack without worrying about doing too little damage. As a Shell Smash sweeper, the offenses should be about enough to do major damage from both ends. For comparison, Cloyster has 95 Attack and 85 Special Attack. This Pokemon has significantly more Attack and about the same Special Attack. However, unlike Cloyster, CAP2 lacks physical coverage and would have to go mixed, toning down the 111 Attack stat noticeably.
Calculations
Coming Soon maybe?
From 266 Special Attack....
+1 (Quiver Dance) HP Fighting vs 4/0 Heatran: 50%-59%
+1 HP Fighting vs 252/252+ Heatran: 30%-36%
+1 LO HP Fighting vs 4/0 Heatran: 65%-77%
+1 LO HP Fighting vs 252/252+ Heatran: 40%-48%
+1 HP Fighting vs 252/216+ Tyranitar: 43%-51%
+1 HP Fighting vs 4/0 Tyranitar: 69%-81%
+1 LO HP Fighting vs 252/216+ Tyranitar: 56%-66%
+1 LO HP Fighting vs 4/0 Tyranitar: 90%-100+%
This shows that, while CAP2 is capable of dealing significant damage to them, these Pokemon are still able to check it rather effectively, despite being slower. Heatran must be wary of HP Ground though.
+1 Giga Drain vs 4/0 Tyranitar: 54.5%-65%
+1 LO Giga Drain vs 4/0 Tyranitar: 70%-83%
+1 Giga Drain vs 252/216+ Tyranitar: 33%-39%
+1 LO Giga Drain vs 252/216+ Tyranitar: 43%-51%
If Tyranitar's that big of an issue, you can use Leaf Storm (assuming it will be allowed in its regular movepool).
+1 Shadow Ball vs 4/0 Latios: 89%-100%+ (OHKO after SR)
+1 Shadow Ball vs 252/0 Reuniclus: 79.2%-92% (OHKO if CAP2 is holding Life Orb)
+1 Shadow Ball vs 252/0 Celebi: 71%-83% (93.5%-100%+ with Life Orb).
Even with 84 SAtk, it can still deal a fair amount of damage. But let's not stop there. It can also use Tail Glow, and all you need to do is multiply the above calcs by 1.66667x. For instance, +3 LO HP Fighting is just enough to OHKO SpDef Tyranitar after SR damage. A few other noteworthy calcs include OHKOing max HP Gliscor with LO Giga Drain, KOing 0/4 Dragonite with LO Shadow Ball after sandstorm damage (and without LO, it does 75.3% which means that it will fall after Stealth Rock damage).
353 Atk CAP2 Power Whip vs 252/0 Tyranitar: 88%-100%
LO Power Whip vs 0/4 Landorus: 85.6%-100%+% (good shot to OHKO after SR).
Power Whip vs 0/4 Landorus: 66%-77% (Uninvested deals 48%-57%)
Power Whip vs 252/252+ Tentacruel: 50%-59%
Power Whip vs 136/0 Conkeldurr: 52.5%-62%
LO Shadow Sneak vs 4/0 Latios: 67.4%-79% (without LO it does 51%-60%, a solid 2HKO)
LO Shadow Sneak vs 4/0 Gengar: 98%-100%+
LO Shadow Sneak vs 4/0 Starmie: 73%-85%
LO Shadow Sneak vs 0/4 Virizion: 33%-39%
LO Shadow Sneak vs 4/0 Deoxys-S: 75.5%-87%
As you can see, its attack stat is high enough that it can Sketch a coverage move (Close Combat or Sacred Fire), without worrying about doing too little damage.
CB Scizor Bullet Punch vs 0/0 -1 CAP2: 88%-100%+ (Just to show how vulnerable it is after a Shell Smash. It can be OHKOed after Stealth Rock damage at -1).
Maybe soon. Calcing the defensive side of things can be a bit tricky!
Conclusion
In the end, I just want to maximize the amount of roles this Pokemon could do by granting it balanced stats. Whether it may be a SubSeeder, Tail Glow sweeper, Quiver Dancer, Rapid Spinner, Spikes setter (hey, it's immune to Rapid Spin), Shell Smasher, and so on, I aimed to make this Pokemon suitable for all of those roles and perhaps end the possibility of having one standard set, which would perhaps be the opposite of what this concept wants.
PT 136.3383
ST 158.9747
PS 159.6388
SS 126.4825
Rating 318.8129
BST 554
HP and Defenses
CAP's resistances to Water-, Grass- and Electric- type attacks will probably prove more useful than its resistances to Ground- type moves, and as such I focused more on special bulk than physical bulk. Plus, it helps greatly with the initial Quiver Dance set up, and since its Special Attack and Speed aren't that great, it might have to set up multiple times to become a sweeping threat. Volcarona and Latios were my inspirations for special bulk, but mostly the former, who is pretty well known for being able to set up with relative ease. I based its physical defense around Latias's, which is just low enough for things like Scizor to revenge via Bullet Punch (offensive spreads, that is), but not low enough (Latios' physical bulk sort of blows) that it can't be EVed defensively to promote either a bulky Quiver Dance or stalling sets.
Part of the reason I went for low HP and high defenses here is to promote Leech Seed stalling and Pain Split healing. Synthesis and Moonlight are too unreliable and Recover might be too good for its natural movepool. 75 HP seemed perfect because maxing it gives it just enough HP to be slightly above the divisible-by-16 mark.
Speed
I think the ability to outrun Dragonite is very important, given that it is one of the biggest threats in the metagame (ok, there's Deoxys-S, but still). As a bonus, it outruns Mamoswine, who doesn't quite KO this CAP with Choice Band Ice Shard (barely). I'd have only needed 81 for that, but I decided to give it a bonus and make it outrun Gyarados as well, and boosted further to 83 so it can outrun the base 130ers with Modest. This gives you two choices: Run modest for more power and outrun up to the highest notable unScarfed speed mark, or run Timid for less power (mind you, it has 84 base Special Attack), but outrun Timid Heatran, Adamant Lucario, and Jolly Dragonite, as well as Choice Scarf Terrakion at +2.
But I didn't want to make it too fast. Part of the reason is that I would like to see Leech Seed in its natural movepool, and making it fast makes it too deadly of a staller, especially with a sketchable Sacred Fire. However, 83 Speed is still fast enough for Tail Glow sweeping (the Nasty Plot Celebi set listed on Smogon is slower than max Speed CAP2, and I'm sure with this Pokemon's better typing and still not bad bulk can allow it to have a fair shot at doing the same).
Offenses
Since the physical end lack a coverage move like Hidden Power and insane stat up moves like Quiver Dance and Tail Glow, significantly more physical attack is given as a compromise. This allows CAP2 to sketch a coverage physical attack without worrying about doing too little damage. As a Shell Smash sweeper, the offenses should be about enough to do major damage from both ends. For comparison, Cloyster has 95 Attack and 85 Special Attack. This Pokemon has significantly more Attack and about the same Special Attack. However, unlike Cloyster, CAP2 lacks physical coverage and would have to go mixed, toning down the 111 Attack stat noticeably.
Calculations
Coming Soon maybe?
Conclusion
In the end, I just want to maximize the amount of roles this Pokemon could do by granting it balanced stats. Whether it may be a SubSeeder, Tail Glow sweeper, Quiver Dancer, Rapid Spinner, Spikes setter (hey, it's immune to Rapid Spin), Shell Smasher, and so on, I aimed to make this Pokemon suitable for all of those roles and perhaps end the possibility of having one standard set, which would perhaps be the opposite of what this concept wants.
I really like this idea, as it has the bulk that is neccessary for bulky offense, yet it doesn't have too much power, or too much bulk. I think that it may work even better if it has 84 speed, and 94 defense, but those are just minor nitpicks. When it comes to CAP 2, I fully support this set, based upon what I've seen so far.
So I can't download the calculator for PS, PT, ST, SS, etc, etc...
However I guess I can at least throw my stat spread out there if anyone wants to calculate it.
Hp 95
Atk 110
Def 80
SpA 80
SpD 105
SpE 100
Total = 570
I can't give calcs but I can give some solid justifications for the stat spread.
Physical Defense
- With Ghost typing it has immunities to Fighting and Normal. Both are predminantly attacking types with fighting being probably the most used physical threat alongside ground. Also ghosts have access to Will-O-Wisp which can be used in a supporter set with this mon or can even be used as a general attack to stun annoying pokes such as Scizor, TTar, etc, etc.
Physical offense
-With speed and attack stats being very high this pokemon would have no trouble whatsoever playing the role of physical sweeper. However the lack thereof of powerful physical STAB moves (besides Woodhammer which causes dire recoil) he may experience some setbacks.
Special Defense
- Primarily taking damage from moves such as flamethrower, shadow ball, and ice beam this pokemon needs some special defense to survive a couple of shots while setting up. Also most pokemon with high SpA have low Def so Sketchy should in theory be able to hit back hard with that appluadable attack stat.
Special Offense
-While I don't care about Quiver Dance, Tail Glow is ridicoulous. After just two he has a +6 which even with the low SpA stat I gave him he can easily sweep through unprepared teams. However I kept the stat low enough to where he wouldn't have a TG set as his primary set.
Speed
- I want to be able to outspeed threats such as Hydregion and Haxorus and stun with attacks like WoW and Spore. Also I want to be able to sweep however I don't want this stat to become so high that that is all we want to do with Sketchy. Instead maybe a fast Support Wall. Also I feel like Sketch can really be used correctly at a solid 100. Higher makes it too dangerous and slower just gets owned by this ever so crazy metagame we currently have.
Hope that someone calcs the other stuff. Thx for the support.
1. Balance Sacred Fire versus Will-O-Wisp. What I mean by this is that CAP 2's Atk stat shouldn't be so big that it can just wave Sacred Fire around like a showoff, but at the same time, it shouldn't be so low that Will-O-Wisp ends up being better.
2. Have low (but realistic) HP, so that CAP 2 benefits a lot from bulk. 64 HP gets a 23.4% boost from investing 252 EVs in HP.
3. Have all of Heatran, Skarmory, Jirachi, and Hydreigon function decently as checks. Shell Smash sets turn out to be very helpful for this because of the differences between SpD Heatran and offensive Heatran, or Shell Smash and Quiver Dance / Shift Gear / Swords Dance. Another advantage is that the Steel-types listed are weak against either Magnezone or Dugtrio, but not both, so that if a CAP 2 team carries one of these trappers, it can give a big clue as to what set CAP 2 is running.
4. Soft-counter Rotom-W (I say "soft" because a burn would hurt...).
For point 1., I believe that Forretress is the best benchmark for testing out the strength of Sacred Fire. It's doubly weak to Fire, yet it's also very bulky physically and a big opponent for CAP 2 to beat with Fire-type coverage, in order to spinblock Forretress effectively. CAP 2 can use Sacred Fire to OHKO a slightly damaged Forretress outside the rain, but it will need heavy investment in Attack with a Life Orb to near-guarantee it:
Life Orb 252+ Atk Sacred Fire vs 252/176+ Forretress: 99.4%+
Life Orb 252 Atk Sacred Fire vs 252/176+ Forretress: 89.3%+
The PS limit is actually pretty convenient since my spread just happens to ride it very closely.
Originally, I thought of limiting the special bulk, but I've decided (like several others here) that limiting the physical bulk would be the better course of action. The main features are Choice Band Scizor's Bullet Punch easily KOing CAP 2 at -1.
0 Atk Skarmory Brave Bird vs 4/0 this spread: 82.4% - 96.9% (OHKO at -1)
Choice Band Scizor Bullet Punch vs 4/0 this spread: 61.8% - 73.3% (92.7%+ at -1)
Balancing the Special Attack is easy enough. I want it to be low enough to have wiggle room for the ability and movepool discussion, but not have it so low as to make it useless. I'm confident that I've gotten the right balance of this. +2 at 120 base Attack and +3 at 85 base Special Attack are pretty close together, anyway.
+2 Life Orb 252 SpA HP Fighting vs 252/0 Skarmory: 60.0% - 70.4%
+2 Life Orb 252 SpA HP Fighting vs 252/100+ Heatran: 61.3% - 72.2%
+1 Life Orb 252 SpA HP Fighting vs 0/4 Heatran: 66.3% - 78.0%
Tail Glow does, of course, have a chance of smashing through all of these, but that comes with its own price (261 Speed max; see below). Balancing the Attack, if deemed necessary, can be done by (for example) giving CAP 2 only Close Combat for good coverage with Ghost. In any case, Heatran is thus a pretty easy check:
0 SpA Heatran Lava Plume vs 4/0 this spread: 68.9% - 82.2% (clean OHKO at -1)
252+ SpA Heatran Fire Blast vs 4/0 this spread: 91.1%+
So is Hydreigon:
Life Orb 252+ SpA Hydreigon Dark Pulse vs 252/0 this spread: 94.0%+
This is despite this spread riding the ST limit. Rotom-W does not really beat this spread outside the rain, though:
Choice Specs 252 SpA Rotom-W Hydro Pump vs 4/0 this spread: 40.0% - 47.4%
Choice Specs 252 SpA+ Rotom-W Hydro Pump vs 252/0 this spread: 35.5% - 42.2% (does not 2HKO, accounting for Stealth Rock + Leftovers)
The Speed is a pretty precise figure. The maximum Speed is 261, just shy of the 263 Speed that would be desirable for a Shell Smash / Shift Gear set to outrun Choice Scarf Terrakion. It also just outruns Dragonite, tying if it runs HP Fighting (likely for a boosting sweeper). It also outruns Choice Scarf Politoed after a Quiver Dance.
(Note: Compared to the old spread of 72 / 120 / 108 / 96 / 96 / 84, the special and physical bulk are basically switched around.)
The problem with identical attack stats is the difference in the attacks themselves. Gear Shift (best physical boosting move) may seem pretty cool, but its nothing in comparison to Quiver Dance/Tail Glow. (Please no one bring up Belly Drum) Insofar as defenses are concerned, 100/100 Def/SpD may seem like a good idea, but the 50 HP needed to allow your set to fit within the parameters set durian the last part really kill its defensive abilities. For reference, Mew and Jirachi have defensive stats of 100/100/100, which is high enough that taking ev's away from an attacking stat and putting it into a defensive stat on an offensive set is justifiable (see, Specially Defensive Jirachi). When I plugged your stats into X-Act's calculator, I got a return of 117 for both PT and ST (Above Average). Personally, I'd rather see a set that gets slightly closer to the limit of 165 (PT) and 160 (ST) set by Dusk.
I really shouldn't have to mention it but please stay civil. Personal attacks and rudeness are not allowed at all.
Anyway I'll probably jump in here with a stat spread of my own if I can find one that's differentiated enough from the smattering that have already been posted. For now I'll say that I like the spreads with higher speed/lower defenses as it provides us with more options offensively/defensively without giving it too much power.
While there are all sorts of things to consider when making stats, there were a few specific ones I really took into account with this spread. Basically, what I wanted to do was choose a few specific Pokemon, well, actually a few specific attacks that I wanted it to be beaten by most of the time, and make sure it is, but give it the highest possible stats within those constraints. Specifically, I was looking at Modest Life Orb Heatran's Fire Blast and Adamant CB Scizor's Bullet Punch.
With Heatran, I wanted to make sure it was OHKOd when unboosted no matter what set it runs. I also wanted to make sure a slightly bulky Quiver Dance user (as in max HP) is still OHKOd, even at +1, and a purely offensive booster can still be beaten, even at +2.
Over on the physical side, I wanted Scizor to be able to take down any weakened offensive set, especially Shell Smashers. These stats allow CB Scizor to 2HKO almost any offensive variety with Bullet Punch, and also allows for a OHKO after Stealth Rocks if it Shell Smashes without a White Herb. However, I did not want Scizor's Bullet Punch to be an all purpose counter to CAP2, so I made sure bulkier sets can take it. With max HP and leftovers, CAP2 would never be 2HKOd by Bullet Punch, and with. Yet, even without the ability to power right through it, I did not want defensive varieties to be able to out right destroy a Scizor locked into Bullet Punch, and as such, with these stats, no matter what set is run, unless a defensive boosting or recovery move is used, CAP2 will always be 3HKOd by CB Bullet Punch.
Offensively, on the arguably more dangerous Special side, I wanted to make sure that it would not be able to get past Heatran without running a specific move to do so. Heatran is not threatened at all by Shadow Ball, even boosted. However, I did want to allow it to beat it's counter, if and only if if dedicated a move to do so. This spread allows an unboosted Modest CAP2 to OHKO offensive Heatran after Rocks with HP Ground, but only if it runs a 1.2x or greater boosting item. While allowing it to easily beat one of its top counters might seem dangerous, the fact is that a set with HP Ground will most likely be unable to touch Skarmory, making a Skarmory/Heatran core a great way to beat any variety that does not use Sketch for a coverage move.
Next, lets look at speed. Really, there is only one major factor going into this speed Stat: Dragonite. I do not believe CAP2 should be very fast, or else it may be too dangerous. However, if it cannot outspeed Dragonite, then it may very well end up countered by the most used Pokemon in the game, which would really kill its usefulness. As such, giving it just enough speed to beat it out seems like the way to go.
Lastly, is its attack stat. Honestly, I believe that the limitations presented by its STAB coverage and the physical boosting moves limit its Physical offensive potential enough that we don't have to do so ourselves with the stats. That being said, it is my personal belief that it would serve CAP2 well to have an overall defensive bias, and specifically, to have its Special Tankieness be its best feature. As such, I gave it the highest possible attack stat that kept its Physical Sweepieness below its Special Tankieness.
And then I reduced it by one point to give it a nice round numbered BST.
Here is a summary with some basic info:
252HP/252SpD CAP2 is OHKOd by Modest LO Heatran Fire Blast
252HP/4SpD +1 SpD CAP2 is OHKOd by Modest LO Heatran Fire Blast
4HP/0SpD +2 SpD CAP2 is OHKOd after rocks by Modest LO Heatran Fire Blast
4HP/0Def CAP2 is always 2HKOd by Adamant CB Scizor Bullet Punch
4HP/0Def CAP2 -1 Def is OHKOd after rocks by Adamant CB Scizor Bullet Punch
252HP CAP2 w/ Lefties is never 2HKOd by Adamant CB Scizor Bullet Punch
CAP2 is always 3HKOd by Adamant CB Scizor Bullet Punch
4HP/0Def CAP2 is always 2HKOd (and possibly OHKOd after rocks) by 0Atk Skarmory Brave Bird
4HP/0SpD Heatran is OHKOd by Modest 252SpA LO CAP2 HP Ground after rocks
252HP/0SpD Skarmory is never 2HKOd by +1 Modest 252SpA LO CAP2 Shadow Ball
252HP/252SpD Careful Skarmory w/ Lefties is never 2HKOd by +3 Modest 252SpA LO CAP2 Shadow Ball
Eh, might as well throw some calcs in as well:
Things not listed in offensive calcs are either 2HKOd or less, or are not common in OU.
All sets assume set of 252 SpA/252 Spe Timid with access to Shadow Ball, HP Fighting, and Energy Ball only
All sets assume 252 Atk / 252 Spe Jolly nature, and access to Wood Hammer (or Power Whip) and Shadow Claw only, unless otherwise noted
First off is a basic Life Orb set. This would most likely represent a boosting set before it gets a chance to boost:
1. To achieve balance, or close to balance, between physical and special prowess. I wanted this 'mon to be a potential threat on both sides of the spectrum.
2. To add to the above: To make boosting moves that do not boost speed viable. This is a particular reason for having a relatively high base speed. I actually wanted to run 100 Spe, but unfortunately 90 SpA/100 Spe ran over the SS limit, so 95 Spe will have to do (as any SpA below 90 is crippling to Sketchmon's ability to be offensive on the special side, even with boosts). Additionally, relatively low HP and higher defenses allows for easier investment in bulk through HP. Thus, Tail Glow and Swords Dance (which opens up room for a different Sketched move and so is very viable) ought to be fairly usable on this set.
I came up with a spread that I honestly think is not bad.
HP Atk Def SpA SpD Spe
90 99 80 80 95 98
PT ST PS SS Rating BST
132,1382 155,6785 164,5372 136,2736 323,5234 542
I don't have an extremely thought out clarification, but I did follow some pointers:
-For Sketch to be used to it's fullest, the CaP has to be a Jack of all trades, but a master of none. Having a very low Sp.Atk. will reduce the amount of possible Sketch-moves.
-Speed under 100, to keep it from being too fast without help, but with scarf it's very good.
-Attack at 99, because it's physical STAB isn't too impressive, but still not too strong with anything not-stab.
-HP higher than defences to create overall bulk.
-Opted to make Special Attack workable, maybe for a splash Draco Meteor or something like that. Both Grass and Ghost have some very decent special stabs I would not like to write of.
Hope it helps somewhat, either as result (highy unlikely) or inspiration for others.
Here is mine:
HP 110
Atk 90
Def 65
Spa 110
Sdef 85
Spe 81
PT:133.6827
ST:160.0638
PS: 129.1070
SS:161.8373
Rating: 320.9455
BST: 546
81 in speed allows Sketchmon to outspeed Dragonite and at +1 rotomsscarfs who don't run max speed. Moreover, it forces Sketchmon to run a +speed nature in order to outspeed Heatran, and it's still beaten by Hydreigon. It's still outsped by a ton of scarfer when at +1 such as Terrakium; etc.
When it comes to PT, it's just enough to be ohkoed by Scizor if Sketchmon has'nt inveested anything in bulk after a shell smash and when sr are on his side, but it doesn't make Sketchmon that frail on the physical side.
It's ST, though, is quite huge, as it fits well with its typing, but i had to lower it twice in order not to make too bulky a quiver dance set.
90 in attack allows it to hit a bit when shell smashed, but it remains quite low and, added with its poor defense, appeals for an effective Coil set.
For sure its best asset is SS, as there are more powerful special moves in the game, and thus taht can be used through Sketch; but i don't think 110 is overpowered as Sketchmon does'nt get 120 bp special STABs apart from Solarbeam.
I think this CAP works best when it forces players to make choices, and for the result to be a variety in the kinds of moves that are sketched. The stat spreads I see promoting the greatest diversity in this respect are those that keep the speed stat no higher than the 80s. I really don't feel too strongly about the values of the other stats as long as they adhere to the basic idea of bulky offense that we agreed upon. Certainly it's important to note that STAB physical moves are lacking, but I don't think sets should be constructed with that in mind by itself--always bear in mind the role that sketch will play in terms of coverage and so forth.
My problem with high speed stats is they encourage Spore for one thing, and I've already made clear why that makes for an uninteresting CAP. Further, since it's likely a good number of sets will make use of some speed boosting move, an inherently good speed stat is overkill and unnecessary. In effect, when I am contemplating how I want to assign moves and EVs to CAP2, I want to have an array of options but not be able to execute them all perfectly, similar to the jack of all, ace of none concept. If I can viably run sets using a wide range of sketch options then this project has succeeded in my eyes.
If you can't download the calculator, you can always use X-Act's online version (found here).
Your stat values are as follows,
PS: 192 (this is illegal. The maximum PS is 175)
PT: 136
SS: 138
ST: 173 (this is illegal. The maximum ST is 160)
ODB: 2.69 [Slightly biased towards Offense]
PSB: 2.48 [Slightly biased towards Physical]
BSR: 357 (this is illegal. The maximum BSR is 355)
not sure if this is ok... However I think it fits the bill.
Some changes were made to fit the BSR and whatnot.
However one minor detail was also the added physical defense to make up for the small loss in Sketchy's Hp.
Anyways again I don't know how to calc all the stuff and whatnot but if anybody wants to tell me its illegal feel free and thx again verbatim for calcing that stuff earlier
I've made a spreadsheet to show all the stat spreads submitted thus far in the thread side-by-side. Note that a number in red is illegal based on the limits set by Rising_Dusk in the OP.
Right now, the illegal entries are those belonging to verbatim, Typhlosion, UltiMario, FinalEquin0x, and remetagross.