105 HP / 125 Atk / 100 Def / 115 SpA / 53 SpD / 82 Spe
PT: 181.7615
ST: 100.9723
PS: 180.2455
SS: 169.6289
BSR: 352.3244 (Excellent)
BST: 580
I attempted the lowest possible BST without making CAP4 too underwhelming. The major risk with this stat distribution is that while it can do a number of things, how well it exceeds in those is situational. I kept Weak Armor especially in mind when I designed this, as we should all be well aware of how much more use Illusion and No Guard will get if we don't have ideal bulk and speed. However, despite Weak Armor benefiting from it, that does not mean that CAP4 does not have a harder time using its other two abilities, as you will hopefully conclude after reading.
PT: 181.7615
ST: 100.9723
PS: 180.2455
SS: 169.6289
BSR: 352.3244 (Excellent)
BST: 580
I attempted the lowest possible BST without making CAP4 too underwhelming. The major risk with this stat distribution is that while it can do a number of things, how well it exceeds in those is situational. I kept Weak Armor especially in mind when I designed this, as we should all be well aware of how much more use Illusion and No Guard will get if we don't have ideal bulk and speed. However, despite Weak Armor benefiting from it, that does not mean that CAP4 does not have a harder time using its other two abilities, as you will hopefully conclude after reading.
105 HP and 100 Defense gives CAP4 the chance to switch in and survive an Adamant 252 Atk Terrakion with Life Orb Stone Edge even with Stealth Rock. Without Stealth Rock and Life Orb, CAP4 will survive the Stone Edge. This makes Weak Armor become a viable ability in that you can actually make use of the speed boost even if you mispredict. Ideally however, you'll be switching into something like Close Combat, which even with Choice Band, Stealth Rock damage, and no HP EVs invested, CAP4 doesn't even lose a third of its health, creating a brilliant placement of momentum and a chance to really let CAP4 show how much reward can really come after its risk after all.
Speaking of Weak Armor, 82 Speed is just the right amount to where one would seriously consider using it above a set with No Guard and Choice Scarf. With maximum speed EVs, positive nature, and Weak Armor's boost, you outspeed anything not named Deoxys or a Speed Boost holder, uninvested neutral natured base 125 Pokemon, +1 Gyarados and Necturna, and by extension, +1 anything else Base 81 or lower, and speed tie with Acrobatics Gliscor (additionally outspeeding any neutral natured base 95 with maximum speed EVs). In otherwords, it's just the right amount to break a number of speed tiers without making Weak Armor unnecessary to use. Bonus points if you want to be extra edgy by slapping a Choice Scarf on a Weak Armor CAP4 to outspeed Deoxys-S and +2 maximum speed Gyarados. We've reached a delicate balance between the three abilities that can easily result in any one of our abilities becoming unused should we miss an important speed mark. Illusion won't be as rewarding if CAP4 is too slow while Weak Armor becomes unnecessary if it already outspeeds too many threats. 82 Base Speed is possibly the most important stat in all of this project because of how much it affects.
53 Special Defense is both a work of compromise and additional risk for No Guard. By reducing it to the lowest possible without venturing into Below Average territory, I managed to bring the BST down to a modest 580, something I'd hope bmb will find to stand out in all of these base 600 spreads. Additionally, even maximum investments and positive nature (which, honestly, nobody will ever do), CAP4 will always be OHKO'd by Fire Blast and Hurricane, and Thunder, Hydro Pump, and Blizzard if it takes Stealth Rock damage. This helps to further increase the risk in the decision making process of choosing CAP4's ability, preventing what we can from turning any of our abilities into the ability of choice. Its special defense isn't low enough to where it is completely screwed over by special attacks regardless, meaning that the aforementioned moves will not act as overkill and, again, create risk within the decision making process.
Lastly, 125 Attack and 115 Special Attack brings out the mixed stats we are looking for, favoring physical offense just a little more. I'm pretty sure it's self-explanatory, but if not, the offenses are high enough to where one can make good use of Life Orb or Choice items, but low enough to where boosting sets can honestly be considered using despite their risk. By hitting high marks without matching the power creep, we're allowed for more leg-room in our movepool selection process without being utterly outclassed nor overpowered.
Speaking of Weak Armor, 82 Speed is just the right amount to where one would seriously consider using it above a set with No Guard and Choice Scarf. With maximum speed EVs, positive nature, and Weak Armor's boost, you outspeed anything not named Deoxys or a Speed Boost holder, uninvested neutral natured base 125 Pokemon, +1 Gyarados and Necturna, and by extension, +1 anything else Base 81 or lower, and speed tie with Acrobatics Gliscor (additionally outspeeding any neutral natured base 95 with maximum speed EVs). In otherwords, it's just the right amount to break a number of speed tiers without making Weak Armor unnecessary to use. Bonus points if you want to be extra edgy by slapping a Choice Scarf on a Weak Armor CAP4 to outspeed Deoxys-S and +2 maximum speed Gyarados. We've reached a delicate balance between the three abilities that can easily result in any one of our abilities becoming unused should we miss an important speed mark. Illusion won't be as rewarding if CAP4 is too slow while Weak Armor becomes unnecessary if it already outspeeds too many threats. 82 Base Speed is possibly the most important stat in all of this project because of how much it affects.
53 Special Defense is both a work of compromise and additional risk for No Guard. By reducing it to the lowest possible without venturing into Below Average territory, I managed to bring the BST down to a modest 580, something I'd hope bmb will find to stand out in all of these base 600 spreads. Additionally, even maximum investments and positive nature (which, honestly, nobody will ever do), CAP4 will always be OHKO'd by Fire Blast and Hurricane, and Thunder, Hydro Pump, and Blizzard if it takes Stealth Rock damage. This helps to further increase the risk in the decision making process of choosing CAP4's ability, preventing what we can from turning any of our abilities into the ability of choice. Its special defense isn't low enough to where it is completely screwed over by special attacks regardless, meaning that the aforementioned moves will not act as overkill and, again, create risk within the decision making process.
Lastly, 125 Attack and 115 Special Attack brings out the mixed stats we are looking for, favoring physical offense just a little more. I'm pretty sure it's self-explanatory, but if not, the offenses are high enough to where one can make good use of Life Orb or Choice items, but low enough to where boosting sets can honestly be considered using despite their risk. By hitting high marks without matching the power creep, we're allowed for more leg-room in our movepool selection process without being utterly outclassed nor overpowered.