CAP 17 CAP 6 - Part 6 - Stat Spread Poll 2

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Deck Knight
Korski
jas61292


Final Submission:

71 / 92 / 104 / 50 / 79 / 122 (BST 518)

HP: 71 (283 - 346)
Atk: 92 (198 - 220 - 283 - 311)
Def: 104 (219 - 244 - 307 - 337)
SpA: 50 (122 - 136 - 199 - 219)
SpD: 79 (174 - 194 - 257 - 282)
Spe: 122 (252 - 280 - 343 - 377)

PT: 147.42 (Good)
ST: 113.15 (Above Average)
PS: 169.84 (Very Good)
SS: 95.61 (Below Average)
BSR: 282.54 (Good)

Attack:

The Spread:

Stats: 284 HP / 283 Atk / 244 Def / 122 SpA / 194 SpD / 377 Spe (Jolly Nature)
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
Item: Sitrus Berry

+6 Bullet Punch vs.

0 HP / 4 Def Jolteon: 57.19 - 67.52%
252 HP / 4 Def Latios: 67.85 - 80.21%
252 HP / 0 Def Latias: 62.08 - 73.35%
252 HP / 64 Def Kyurem-B: 85.02 - 100.44%
0 HP / 4 Def Heracross: 86.71 - 101.99%
252 HP / 4 Def Espeon: 92.81 - 109.58%
12 HP / 0 Def Breloom: 94.31 - 111.36%
252 HP / 0 Def Tyranitar: 94.05 - 111.38%
0 HP / 4 Def Kyurem-B: 104.85 - 124.29%
0 HP / 4 Def Mamoswine: 136.84 - 161.77%

+0 Drill Peck vs.

4/0 Alakazam: 76.6% - 90.5%
252/252+ Blissey: 26.2% - 31.1%
120/0 Conkeldurr: 57.2% - 67.7%
252/252+ Donphan: 17.4% - 20.6%
4/0 Dragonite: 33.6% - 39.8% (Multiscale: 16.8% - 19.9%)
252/88+ Ferrothorn: 19.9% - 23.9%
252/252+ Forretress: 18.1% - 21.5%
4/0 Garchomp: 30.4% - 36%
252/184+ Gliscor: 18.9% - 22.9%
0/0 Heatran: 15.2% - 18%
252/0 Heatran: 12.7% - 15%
252/252+ Hippowdon: 16% - 18.8%
252/252+ Jellicent: 23% - 27.5%
0/0 Jirachi: 15% - 17.9%
252/0 Jirachi: 12.6% - 15.1%
4/0 Keldeo: 70.4% - 83.3%
56/0 Kyurem-B: 25.4% - 30.4%
4/0 Latios: 41.7% - 49%
172/0 Magnezone: 7.1% - 8.3%
4/0 Politoed: 41% - 48.4%
252/252+ Politoed: 23.4% - 27.6%
252/252+ Unaware Quagsire: 21.3% - 25.1%
252/0 Rotom-W: 16.1% - 19.1%
248/0 Scizor: 30% - 35.9%
252/252+ Skarmory: 8.7% - 10.5%
248/252+ Vaporeon: 22% - 26.1%

+0 Gear Grind vs.
0 HP / 4 Def Gliscor: 37.11 - 43.98%
192 HP / 64 Def Reuniclus: 37.16 - 44%
4 HP / 0 Def Garchomp: 37.43 - 45.25%
252 HP / 252+ Def Espeon: 38.32 - 45.5%
4 HP / 252 Def Blissey: 38.95 - 46.31%
252 HP / 0 Def Latias: 39.56 - 46.7%
252 HP / 4 Def Latios: 42.85 - 51.09%
32 HP / 0 Def Landorus-T: 44.03 - 51.98%
4 HP / 0 Def Hydreigon: 44.17 - 52.14%
4 HP / 0 Def Landorus-T: 45 - 53.12%
0 HP / 0 Def Landorus-T: 45.14 - 53.29%
0 HP / 4 Def Mamoswine: 86.42 - 103.04%
0 HP / 4 Def Terrakion: 86.68 - 104.02%
4 HP / 0 Def Terrakion: 88.88 - 104.93%
4 HP / 0 Def Alakazam: 96.03 - 114.28%
0 HP / 4 Def Dugtrio: 105.21 - 125.11%

+6 Gear Grind vs.
252 HP / 252+ Def Donphan: 84.89 - 100.52%
4 HP / 0 Def Multiscale Dragonite: 83.33 - 98.14%
0 HP / 0 Def Multiscale Dragonite: 83.59 - 98.45%
248 HP / 176+ Def Cloyster: 83.82 - 99%
252 HP / 252+ Def Donphan: 84.89 - 100.52%
0 HP / 0- Def Multiscale Dragonite: 92.87 - 109.59%
252 HP / 184+ Def Gliscor: 94.91 - 111.86%
200 HP / 244 Def Landorus-T: 104.6 - 123.57%
252 HP / 196 Def Garchomp: 104.76 - 124.28%
252 HP / 252+ Def Reuniclus: 105.18 - 124.52%
252 HP / 4 Def Hippowdon: 106.19 - 125.71%
248 HP / 24+ Def Gliscor: 107.64 - 127.47%

+6 Drill Peck vs.
252/252+ Blissey: 104.6% - 123.2%
252/252+ Donphan: 68.2% - 80.5%
4/0 Dragonite: 132.7% - 156.5% (Multiscale: 66.35% - 78.25%)
252/88+ Ferrothorn: 78.7% - 92.9%
252/252+ Forretress: 71.2% - 83.9%
4/0 Garchomp: 120.1% - 141.6%
252/184+ Gliscor: 75.4% - 89%
0/0 Heatran: 60.4% - 71.5%
252/0 Heatran: 50.5% - 59.8%
252/252+ Hippowdon: 62.9% - 74.3%
252/252+ Jellicent: 92.1% - 108.4%
0/0 Jirachi: 60.4% - 71.3%
252/0 Jirachi: 51% - 60.1%
56/0 Kyurem-B: 101.7% - 120%
4/0 Latios: 164.2% - 193.7%
172/0 Magnezone: 28.1% - 33%
4/0 Politoed: 162.1% - 191%
252/252+ Politoed: 93% - 109.4%
252/252+ Unaware Quagsire: 21.3% - 25.1%
252/0 Rotom-W: 64.1% - 75.3%
248/0 Scizor: 120.1% - 141.7%
252/252+ Skarmory: 35% - 41.3%
248/252+ Vaporeon: 87.5% - 103%

+6 Acrobatics [no item] vs.
252/252+ Donphan: 93.8% - 110.4%
252/252+ Forretress: 91% - 107.1%
252/184+ Gliscor: 103.4% - 122%
0/0 Heatran: 83.3% - 98.1%
252/0 Heatran: 69.7% - 82.1%
252/252+ Hippowdon: 86.7% - 102.1%
0/0 Jirachi: 83% - 97.7%
252/0 Jirachi: 70% - 82.4%
172/0 Magnezone: 38.5% - 45.5%
252/252+ Unaware Quagsire: 28.9% - 34.3%
252/0 Rotom-W: 87.8% - 103.6%
252/252+ Skarmory: 48.2% - 56.6%
+0 Drain Punch / Brick Break vs.
200 HP / 0 Def Empoleon: 40.66 - 47.91%
4 HP / 0 Def Magnezone: 41.13 - 48.93%
0 HP / 0 Def Magnezone: 41.28 - 49.11%
4 HP / 0 Def Scrafty: 42.64 - 50.73%
0 HP / 4 Def Mamoswine: 43.21 - 50.96%
4 HP / 0 Def Hydreigon: 43.55 - 51.53%
4 HP / 0 Def Terrakion: 43.82 - 51.85%
0 HP / 0 Def Terrakion: 43.96 - 52.01%
12 HP / 4 Def Empoleon: 46.15 - 54.48%
4 HP / 0- Def Hydreigon: 48.46 - 57.05%
252 HP / 0 Def Tyranitar: 59.4 - 70.29%
4 HP / 0 Def Lucario: 61.7 - 73.04%
180 HP / 0 Def Tyranitar: 62.17 - 73.57%

+6 Drain Punch / Brick Break vs.
32 HP / 0 Def Landorus-T: 43.11 - 50.76%
0 HP / 4 Def Landorus: 43.88 - 51.72%
88 HP / 4 Def Gyarados: 43.9 - 51.84%
4 HP / 0 Def Landorus-T: 44.06 - 51.87%
0 HP / 0 Def Landorus: 44.2 - 52.03%
0 HP / 0 Def Landorus-T: 44.2 - 52.03%
88 HP / 0 Def Gyarados: 44.19 - 52.12%
224 HP / 252+ Def Skarmory: 44.95 - 52.9%

+6 Blaze Kick vs.
(+5) 4 HP / 0 Def Landorus-T: 87.18 - 102.81%
252 HP / 0 Def Empoleon: 87.36 - 102.95%
0 HP / 0- Def Kyurem: 90.79 - 106.9%
0 HP / 4 Def Thick Fat Mamoswine: 96.95 - 114.68%
128 HP / 0 Def Machamp: 99.43 - 117.28%
224 HP / 252+ Def Skarmory: 101.52 - 119.87%

Selections:
I think Gear Grind is an awesome STAB for CAP6. It makes it very threatening to Sash starters, allows it to beat Sash Alakazam, and gives it a weapon against any odd Novelty Sturdy users, the non-Steel types of which can be defeated by a +6 Gear Grind. Gear Grind also rips through Substitutes and destroys a failsafe that many weakened Pokemon rely on to revenge kill their opponent. Setting up a Substitute as CAP6 Belly Drums is not guaranteed protection with Gear Grind at the ready. Bullet Punch calcs given at +6 to give a realistic expectation of what we're damaging.

Drain Punch is another intriguing move, as it allows us to Belly Drum on Skarmory, hit it with Drain Punch, and even if we are WW'd out, the process can be repeated because of the healing factor. Brick Break is a weaker option because it has no healing and therefore makes it harder to sweep than Drain Punch, but it's roughly the level of Fighting coverage I would support. Blaze Kick would allow CAP6 to take down Skarmory and Magnezone without taking down Heatran.

No Special Attack calcs. Honestly, the last thing we want is any mixed utility for this, as we want to avoid viability for Life Orb as much as possible. Making Life Orb HP 70's pointless does this fairly well.

Speed:

122 Speed has a maximum of 377 with Nature, which outruns Base 65 +Spe Scarfers, and Base 75 Speed non-+Spe Nature Scarfers. It outruns Sash Alakazam and basically nothing else important. While I don't predict a sudden upswing in Scarf Scizor in response to CAP6, there you have it. Adamant Nature CAP6 has 343 Speed, which is slower than +Spe Musketeers (346), so while CAP6 can afford that against say Terrakion by running Bullet Punch, it will have issues with Keldeo, a scenario I find entirely reasonable.

Should there be a set where CAP6 invests no speed, the natural floor of 122 Speed is 280, which outspeeds all Max Spe No Nature Base 90 Pokemon.

Defenses:

71 / 104 / 79

Without Intimidate:
252 Atk Choice Band Terrakion Close Combat vs. 4 HP / 0 Def (custom): 99.64 - 117.6%
252+ Atk Life Orb Lucario Close Combat vs. 4 HP / 0 Def (custom): 85.21 - 100.35%
252+ Atk Choice Band Scizor Superpower vs. 4 HP / 0 Def (custom): 73.59 - 86.61%
252+ Atk Choice Band Scizor Bullet Punch vs. 4 HP / 0 Def (custom): 27.46 - 32.74%

252+ Atk Life Orb Technician Breloom Mach Punch vs. 4 HP / 0 Def (custom): 47.88 - 56.69% (Can KO After Rocks and Belly Drum, but can't switch in on nearly anything or survive BD Bullet Punch)

252+ Atk Gyarados Waterfall vs. 4 HP / 0 Def (custom): 47.53 - 56.33% (Can KO After Rocks and Belly Drum w/out Sitrus)

252 Atk Garchomp Outrage vs. 4 HP / 0 Def (custom): 33.45 - 39.43% (Can KO rarely After Rocks and Belly Drum w/out Sitrus)

With Intimidate:
-1 252 Atk Choice Band Terrakion Close Combat vs. 4 HP / 0 Def (custom): 66.54 - 78.52%
-1 252+ Atk Life Orb Lucario Close Combat vs. 4 HP / 0 Def (custom): 56.69 - 67.25% (Can set up Belly Drum w/ Sitrus and no Rocks.)
-1 252+ Atk Choice Band Scizor Superpower vs. 4 HP / 0 Def (custom): 48.94 - 57.74% (Can set up Belly Drum w/ Sitrus)
-1 252+ Atk Choice Band Scizor Bullet Punch vs. 4 HP / 0 Def (custom): 18.3 - 21.83% (Can set up w/ Belly Drum w/ no rocks w/o Sitrus)

-1 252+ Atk Life Orb Technician Breloom Mach Punch vs. 4 HP / 0 Def (custom): 32.04 - 38.38% (Can set up Belly Drum + Bullet Punch for KO.)

-1 252+ Atk Gyarados Waterfall vs. 4 HP / 0 Def (custom): 32.04 - 38.02% (Can set up w/ Belly Drum w/ no rocks w/o Sitrus)
-1 252 Atk Garchomp Outrage vs. 4 HP / 0 Def (custom): 22.18 - 26.4% (Can set up w/ Belly Drum w/ no rocks w/o Sitrus)

Special Defense:
252 SpA Life Orb Latios Draco Meteor vs. 4 HP / 0 SpD (custom): 63.73 - 75% (can be 2HKO'd w/o Sitrus)
252 SpA Life Orb Latias Draco Meteor vs. 4 HP / 0 SpD (custom): 56.33 - 66.9% (can be 2HKO'd w/ rocks w/o Sitrus)
252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD (custom): 83.45 - 98.59% (near certain OHKO w/ Rocks [No Rain])
252 SpA Life Orb Alakazam Focus Blast vs. 4 HP / 0 SpD (custom): 75 - 88.38% (Can OHKO rarely w/ Rocks)
252+ SpA Life Orb Dragonite Fire Blast vs. 4 HP / 0 SpD (custom) in rain: 66.9 - 78.87% (Cannot OHKO w/ rocks)
0 SpA Vaporeon Scald vs. 4 HP / 0 SpD (custom): 40.14 - 47.53% [No Rain]
0 SpA Life Orb Garchomp Fire Blast vs. 4 HP / 0 SpD (custom) in rain: 39.43 - 46.83%
252 SpA Life Orb Celebi Psychic vs. 4 HP / 0 SpD (custom): 34.15 - 40.14% (Can OHKO after Drum and Rocks occasionally w/o Sitrus)
252 SpA Celebi Psychic vs. 4 HP / 0 SpD (custom): 26.4 - 30.98% (2HKO after Drum, Cannot OHKO w/ Rocks)


I had to calibrate up from what I initially wanted on Special Defense. Unlike say Forretress, CAP6 is highly unlikely to run much in defenses, so it must be able to take weaker hits while uninvested.

While I do not think CAP6 should be bulky enough to be a pivot (and even Max/Max+ it really cannot be), it should be able to set up on mid-power Scalds (unless burned) and resisted Special-Based Attacks, and be able to take more physical punishment without relying entirely on Intimidate. Revenge killing against CAP6 should require some sacrifices on the part of the opponent, pushing them to modify their spreads or items to adapt to CAP6.

On Physical Defense, the object is again to ensure that CAP6 has only sufficient bulk to actually set up on something, and then after the switch-in (or KO) to avoid being revenge killed too easily. Intimidate helps a great deal in giving CAP6 setup opportunities, so the real focus is on revenge calculations. The physical bulk here means that the best answers to CAP6 will be dedicated revenge killers, with either very fast Scarfers that have not been weakened into Bullet Punch KO range, or foes like Choice Band Mamoswine, which needs the CB Power to provide that additional threat (Mamo doesn't like Drum Bullet Punches either, but can eat an unboosted one). The idea is to force the metagame to adapt to CAP6 by making the opponent's revenge killers accept different trade-offs than usual. This keeps CAP6 balanced while at the same time requiring the metagame to interact with it.

Conclusion:

The spread balances the high speed by giving it just enough defense to set up with no investment, but the set really comes to life with Sitrus Berry, which gives CAP6 a ton of set-up opportunities and works well with Acrobatics and Belly Drum. Other berries like Lum could also work if you can keep Stealth Rock off of CAP6's side of the field. Even Leftovers has some viability as it puts CAP6 out of KO range for a setup, and can actually allow another setup given the right offensive options or smart play.

CAP6 also has the capability to slightly drop Attack or Speed and invest in some additional bulk against specific threats, which will open it up to different Belly Drum strategies than just Max/Max. CAP6 truly lacks the bulk to be a dedicated wall or pivot, but it does have enough to perform its job of setting up, can take strong neutral unboosted hits at full health like Keldeo's Hydro Pump, or boosted NVE hits like Life Orb Celebi's Psychic.

The most important thing to make Belly Drum a successful concept is set-up opportunities, and this spread allows for those on both sides of the defensive spectrum. It has enough SpD to ably handle neutral hits to get a Drum off, and Intimidate takes its decent physical bulk and augments it into a multitude of setup opportunities on a revenge strike.

What is also compelling is that the speed does allow some flexibility, and while it is structured around a Max/Max+ Set with Sitrus, it can be modified to adjust speed or power down with slightly more bulk to change calculations that might be crucial to team success. The spread is competent without being overpowered, and I believe it will adequately represent a Fast Pokemon with balanced Bulk and Power, but not enough of either in the latter two to say it is all 3. In other words, it can be calibrated to be Fast and Bulky, or Fast and Powerful, but cannot be all 3 at once thanks to the specific dynamics of Belly Drum.

Highlights:

Very high Atk / Speed. It outruns Alakazam, and can KO with Gear Grind through Focus Sash, which I think is very important to avoid its fast Thunder Wave. Only threat that really outspeeds is Jolteon and Scarfers. Has mediocre SpD that allows it to competently set up on weaker threats, but be stopped cold by more aggressive special attackers.

I really don't think we need to go all out trying to bulk this up, or give this even defenses. We don't need Machamp defenses with higher Speed. Ultimately it should get in, Belly Drum, and maul almost anything that isn't faster or be able to clean them up with Bullet Punch.

Random factoids:

The Physical Stats sum to 196, the Special Stats sum to 129.
HP + Def is 175, HP + SpD is 150.
Attack and Speed both end in 2, and if they did not have the single digit points would both be multiples of 30.
Gardevoir and Gallade are the only Pokemon that share the 518 Stat Total of this spread.
No other Pokemon has a value of 122 in any stat.
Final Submission

HP: 50 241-304
Atk: 92 198-220-283-311
Def: 130 266-296-359-394
SpA: 65 149-166-229-251
SpD: 75 167-186-249-273
Spe: 118 244-272-335-368

Physical Sweepiness: 166.98 (Very Good)
Physical Tankiness:
152.54 (Very Good)
Special Sweepiness:
119.94 (Above Average)
Special Tankiness:
88.51 (Below Average)
Base Stat Rating:
283.34 (Good)
Base Stat Total:
530

Overview: 50 / 92 / 130 / 65 / 75 / 118

The main priorities I had in choosing these numbers were as follows, in this order: 1) to naturally outrun a majority of the unboosted tier (as well as some trolly low-Spe Scarfers) in order to facilitate a +0 Spe sweep, 2) to lean more heavily on Belly Drum for offensive presence with an Atk stat that is below average by OU standards, and 3) to get Intimidate and good physical bulk to work codependently to create setup opportunities. In terms of the build triangle, I went with Speed and Bulk at the expense of Power. Within the paradigm of Bulk and Speed, I opted for non-boundary pushing Defense and biased defensive stats in order to justify the "very high" Speed of this spread. Finally, I chose to not ride any of the limits for PS, PT, SS, ST, or BSR because I wanted a more balanced approach that didn't pull all the CAP's power into a single stat. Considering CAP's stellar defensive typing and primary ability, and considering potential secondary ability and movepool options, I didn't want to try and do too much at once here in stats. This spread gives CAP exactly what it needs in this area to compete in OU while remaining focused on supporting the setup and use of Belly Drum.

Offenses: 92 / 65 / 118

The Atk here is entirely sufficient for an end-game sweep at +6, even with only Drill Peck and Iron Head for STABs (although imo this stat leaves us open to consider reasonable coverage and/or Acrobatics as well). For a number of defensive threats, a little bit of prior damage will be required for the 80 BP attacks, but for an end-game sweeper in a team of 6, I would consider that to be a desirable quality. In reality, with this Speed and this bulk, being guaranteed a OHKO on everything that switches in for the first time would be a tough sell in terms of balance. This stat hits a numerical value of 283 with a Jolly nature and 252 EVs, or 1132 after a Belly Drum. With 252 EVs and an Adamant nature, those numbers jump to 311 and 1244, respectively.
+0 Drill Peck vs.

4/0 Alakazam: 76.6% - 90.5%
252/252+ Blissey: 26.2% - 31.1%
120/0 Conkeldurr: 57.2% - 67.7%
252/252+ Donphan: 17.4% - 20.6%
4/0 Dragonite: 33.6% - 39.8% (Multiscale: 16.8% - 19.9%)
252/88+ Ferrothorn: 19.9% - 23.9%
252/252+ Forretress: 18.1% - 21.5%
4/0 Garchomp: 30.4% - 36%
252/184+ Gliscor: 18.9% - 22.9%
0/0 Heatran: 15.2% - 18%
252/0 Heatran: 12.7% - 15%
252/252+ Hippowdon: 16% - 18.8%
252/252+ Jellicent: 23% - 27.5%
0/0 Jirachi: 15% - 17.9%
252/0 Jirachi: 12.6% - 15.1%
4/0 Keldeo: 70.4% - 83.3%
56/0 Kyurem-B: 25.4% - 30.4%
4/0 Latios: 41.7% - 49%
172/0 Magnezone: 7.1% - 8.3%
4/0 Politoed: 41% - 48.4%
252/252+ Politoed: 23.4% - 27.6%
252/252+ Unaware Quagsire: 21.3% - 25.1%
252/0 Rotom-W: 16.1% - 19.1%
248/0 Scizor: 30% - 35.9%
252/252+ Skarmory: 8.7% - 10.5%
248/252+ Vaporeon: 22% - 26.1%

+6 Drill Peck vs.

252/252+ Blissey: 104.6% - 123.2%
252/252+ Donphan: 68.2% - 80.5%
4/0 Dragonite: 132.7% - 156.5% (Multiscale: 66.35% - 78.25%)
252/88+ Ferrothorn: 78.7% - 92.9%
252/252+ Forretress: 71.2% - 83.9%
4/0 Garchomp: 120.1% - 141.6%
252/184+ Gliscor: 75.4% - 89%
0/0 Heatran: 60.4% - 71.5%
252/0 Heatran: 50.5% - 59.8%
252/252+ Hippowdon: 62.9% - 74.3%
252/252+ Jellicent: 92.1% - 108.4%
0/0 Jirachi: 60.4% - 71.3%
252/0 Jirachi: 51% - 60.1%
56/0 Kyurem-B: 101.7% - 120%
4/0 Latios: 164.2% - 193.7%
172/0 Magnezone: 28.1% - 33%
4/0 Politoed: 162.1% - 191%
252/252+ Politoed: 93% - 109.4%
252/252+ Unaware Quagsire: 21.3% - 25.1%
252/0 Rotom-W: 64.1% - 75.3%
248/0 Scizor: 120.1% - 141.7%
252/252+ Skarmory: 35% - 41.3%
248/252+ Vaporeon: 87.5% - 103%

+6 Acrobatics [no item] vs.

252/252+ Donphan: 93.8% - 110.4%
252/252+ Forretress: 91% - 107.1%
252/184+ Gliscor: 103.4% - 122%
0/0 Heatran: 83.3% - 98.1%
252/0 Heatran: 69.7% - 82.1%
252/252+ Hippowdon: 86.7% - 102.1%
0/0 Jirachi: 83% - 97.7%
252/0 Jirachi: 70% - 82.4%
172/0 Magnezone: 38.5% - 45.5%
252/252+ Unaware Quagsire: 28.9% - 34.3%
252/0 Rotom-W: 87.8% - 103.6%
252/252+ Skarmory: 48.2% - 56.6%

+0 Bullet Punch vs.

4/0 Alakazam: 38.5% - 45.6%
4/0 Breloom: 24% - 28.6%
120/0 Conkeldurr: 14.4% - 17.3%
4/0 Garchomp: 15.4% - 18.4%
4/0 Gengar: 29.8% - 35.5%
4/0 Hydreigon: 17.8% - 21.2%
4/0 Infernape: 11.6% - 13.9%
0/4 Jolteon: 14.4% - 17%
0/4 Keldeo: 8.7% - 10.2%
0/4 Kyurem-B: 26.6% - 32.2%
32/0 Landorus-T: 17.7% - 21.1% (-1: 11.9% - 14.1%)
0/0 Latios: 20.9% - 24.8%
4/0 Lucario: 12.4% - 14.9%
0/4 Mamoswine: 34.9% - 41.6%
4/0 Politoed: 10.2% - 12.1%
4/0 Rotom-W: 5% - 6.2%
0/0 Salamence: 19% - 22.7%
4/0 Terrakion: 35.9% - 42.7%
0/0 Thundurus-T: 11.7% - 14%
72/4 Venusaur: 18.8% - 22.6%

+6 Bullet Punch vs.

4/0 Alakazam: 152.8% - 180.2%
4/0 Breloom: 95% - 112.2%
120/0 Conkeldurr: 56.7% - 66.9%
4/0 Garchomp: 60.3% - 71.2%
4/0 Gengar: 119.1% - 140.1%
4/0 Hydreigon: 69.3% - 81.9%
4/0 Infernape: 46.3% - 54.8%
0/4 Jolteon: 57.2% - 67.5%
0/4 Keldeo: 34.7% - 40.9%
0/4 Kyurem-B: 104.9% - 124.3%
32/0 Landorus-T (+5): 60.6% - 71.6%
0/0 Latios: 82.5% - 97.4%
4/0 Lucario: 48.9% - 57.8%
0/4 Mamoswine: 136.8% - 161.8%
4/0 Politoed: 40.7% - 47.8%
4/0 Rotom-W: 19.8% - 23.6%
0/0 Salamence: 75.2% - 88.8%
4/0 Terrakion: 139.9% - 165.3%
0/0 Thundurus-T: 46.2% - 54.5%
72/4 Venusaur: 75.2% - 88.7%
+0 Drill Peck vs.

4/0 Alakazam: 83.7% - 99.2%
252/252+ Blissey: 28.7% - 34%
120/0 Conkeldurr: 40.6% - 48.3%
252/252+ Donphan: 19% - 22.7%
4/0 Dragonite: 36.4% - 43.5% (Multiscale: 18.2% - 21.8%)
252/88+ Ferrothorn: 21.6% - 25.9%
252/252+ Forretress: 18.6% - 22%
4/0 Garchomp: 33% - 39.4%
252/184+ Gliscor: 21.2% - 24.9%
0/0 Heatran: 16.7% - 19.8%
252/0 Heatran: 14% - 16.6%
252/252+ Hippowdon: 17.4% - 20.7%
252/252+ Jellicent: 25.2% - 30%
0/0 Jirachi: 16.7% - 19.6%
252/0 Jirachi: 14.1% - 16.6%
4/0 Keldeo: 76.5% - 90.7%
56/0 Kyurem-B: 28.1% - 33.3%
4/0 Latios: 45% - 53.6%
172/0 Magnezone: 7.7% - 9.3%
4/0 Politoed: 44.7% - 53.1%
252/252+ Politoed: 25.8% - 30.5%
252/0 Rotom-W: 17.8% - 20.7%
248/0 Scizor: 33.2% - 39.4%
252/252+ Skarmory: 9.9% - 11.7%
248/252+ Vaporeon: 24.2% - 28.7%

+6 Drill Peck vs.

252/252+ Blissey: 115.1% - 135.4%
252/252+ Donphan: 75% - 88.3%
4/0 Dragonite: 145.7% - 171.6% (Multiscale: 72.9% - 85.8%)
252/88+ Ferrothorn: 86.4% - 101.7%
252/252+ Forretress: 72.3% - 85.6%
4/0 Garchomp: 131.8% - 155.3%
252/184+ Gliscor: 83.1% - 97.7%
0/0 Heatran: 66.9% - 78.6%
252/0 Heatran: 56% - 65.8%
252/252+ Hippowdon: 69.3% - 81.7%
252/252+ Jellicent: 101% - 119.1%
0/0 Jirachi: 66.3% - 78.3%
252/0 Jirachi: 55.9% - 66.1%
56/0 Kyurem-B: 111.9% - 131.9%
172/0 Magnezone: 30.9% - 36.4%
252/0 Politoed: 149.5% - 176%
252/252+ Politoed: 101.8% - 120.3%
252/252+ Unaware Quagsire: 23.1% - 27.4%
252/0 Rotom-W: 70.1% - 82.9%
248/0 Scizor: 132.1% - 155.7%
252/252+ Skarmory: 38.3% - 45.2%
248/252+ Vaporeon: 96.1% - 113.4%

+6 Acrobatics [no item] vs.

252/252+ Donphan: 102.6% - 121.1%
252/252+ Forretress: 100% - 117.8%
0/0 Heatran: 91.6% - 107.7%
252/0 Heatran: 76.7% - 90.2%
252/252+ Hippowdon: 95% - 112.1%
0/0 Jirachi: 91.2% - 107.3%
252/0 Jirachi: 77% - 90.6%
172/0 Magnezone: 42.6% - 50%
252/252+ Unaware Quagsire: 32% - 37.6%
252/0 Rotom-W: 96.4% - 113.5%
252/252+ Skarmory: 53% - 62.3%

+0 Bullet Punch vs.

4/0 Alakazam: 42.1% - 50%
4/0 Breloom: 26.3% - 31.3%
120/0 Conkeldurr: 15.7% - 18.9%
4/0 Garchomp: 16.8% - 20.1%
4/0 Gengar: 32.4% - 38.9%
4/0 Hydreigon: 19.3% - 23%
4/0 Infernape: 12.9% - 15.3%
0/4 Jolteon: 15.5% - 18.8%
0/4 Keldeo: 9.6% - 11.5%
0/4 Kyurem-B: 29.7% - 35.3%
32/0 Landorus-T: 19.3% - 22.9% (-1: 12.8% - 15.6%)
4/0 Latias: 20.9% - 24.8%
252/0 Latias: 17.3% - 20.6%
0/0 Latios: 22.8% - 27.2%
4/0 Lucario: 13.5% - 16%
0/4 Mamoswine: 38.2% - 45.4%
4/0 Politoed: 11.2% - 13.4%
4/0 Rotom-W: 5.4% - 6.6%
0/0 Salamence: 20.8% - 24.8%
0/0 Starmie: 12.6% - 14.9%
248/32 Starmie: 9.6% - 11.5%
4/0 Terrakion: 39% - 46.4%
0/0 Thundurus-T: 12.7% - 15.1%
72/4 Venusaur: 21% - 24.8%

+6 Bullet Punch vs.

4/0 Alakazam: 168.3% - 198%
4/0 Breloom: 104.2% - 122.9%
120/0 Conkeldurr: 62.2% - 73.2%
4/0 Garchomp: 66.2% - 77.9%
4/0 Gengar: 130.5% - 153.8%
4/0 Hydreigon: 75.8% - 89.6%
4/0 Infernape: 51% - 60.2%
0/4 Jolteon: 62.7% - 74.2%
0/4 Keldeo: 38.1% - 44.9%
0/4 Kyurem-B: 115.6% - 136.6%
32/0 Landorus-T (+5): 66.4% - 78.3%
4/0 Latias: 81.8% - 96.7%
252/0 Latias: 67.9% - 80.2%
0/0 Latios: 90.4% - 106.6%
4/0 Lucario: 53.9% - 63.5%
0/4 Mamoswine: 150.1% - 177.8%
4/0 Politoed: 44.7% - 52.5%
4/0 Rotom-W: 21.9% - 26%
0/0 Salamence: 82.5% - 97.3%
0/0 Starmie: 49.4% - 58.6%
248/32 Starmie: 38.7% - 45.5%
4/0 Terrakion: 152.9% - 180.8%
0/0 Thundurus-T: 50.8% - 59.9%
72/4 Venusaur: 82.1% - 97.2%
Suffice it to say, this range of damages suggests CAP would rather go on the offensive with a Belly Drum boost than without one. This is exactly what I believe this CAP's offensive output should look like before and after setup. Any bulky neutral targets, like Ferrothorn, Kyurem-B, and Politoed, are the primary sorts of things that go from the "good check" category to the "not good check" category once BD is successfully used. The bulkiest of the bulky, things like Donphan, Forretress, Heatran, Hippowdon, Jirachi, Unaware Quagsire, and Skarmory, are the hardest stops to +6 CAP's STAB attacks available, fitting squarely in line with our threat list (and then there's Magnezone, who I would like to KO with coverage since CAP outruns all versions of it). The Acrobatics calcs are really strong and take most neutral defensive targets out of the game, but since this isn't the thread for that debate, I have posted them simply to show what this spread's maximum power level would look like.

The Special Attack stat is unusable, period; and besides, nothing that stands in CAP's way is so significant as to warrant its own moveslot for Hidden Power or any other special attack. I have an aesthetic problem with dumping this stat much lower than it is already, as I see just no way for this Poke to put it to any competitive use.

For the Speed stat, I prioritized outrunning things naturally to simplify CAP's list of offensive counters. SashZam and Jolteon are going to beat us no matter what if we underspeed them, so this spread preserves that notion. This stat also preserves most Choice Scarfers as offensive checks, except for Magnezone and Tyranitar, who don't run Scarf all that often as it stands and would only serve to troll the ladder if they were suddenly incentivized to do so. I originally set the stat at 115, but after some consideration I saw no harm in bumping it up to keep trolls like ScarfTar and Whimsicott (if we give CAP priority) out of the picture. The loss of the coin flip vs. Starmie is bearable, imo, as that Poke has not really factored into our threat list or discussions so far. This Speed requires 232 EVs and a Jolly nature to outrun Starmie and ScarfZone, which frees up 24 EVs to invest in Defense; alternatively, 192 EVs + Jolly outruns the base 110s and frees up 64 EVs.

It's worth noting that 248 EVs and an Adamant nature allows CAP to outrun everything up to and including Jolly Garchomp. The increased damage output helps a good deal against stubborn defensive threats, like Ferrothorn, at the expense of outrunning some of the most dangerous special attackers in the tier. To be fair, of the things that outrun Adamant CAP here, Terrakion, Lati@s, Gengar, and non-Sash Alakazam/Dugtrio mostly become non-issues should this CAP run Bullet Punch. This would leave Infernape, Keldeo, Starmie, SashZam, SashTrio and Jolteon as the only unboosted Pokes that can act as reliable offensive checks, compared to only Alakazam, SashTrio, and Jolteon for the Jolly spread (w/o Bullet Punch). If you consider the eternal threats of Choice Scarf Infernape and Keldeo here, the difference really just comes down to Starmie. So, the tradeoff comes down to more power + bullet punch reliance vs. more speed + moveset freedom. I don't think Adamant will be viable without Bullet Punch, personally; however, given the calcs above, I will concede that there is a pretty even viability between the two natures.

Defenses: 50 / 130 / 75

Well this might be a dicey proposition. Low HP is something that creates a dramatic rift between tanking physical and special hits, which I see as a perfect balancing opportunity here. As a secondary consideration, I chose a dramatically low HP stat to preempt the addition of Drain Punch to the movepool (I guess I should be fully transparent about this). Since Belly Drum takes out 50% of the user's HP regardless of the HP stat, I have for some time on IRC been pushing the idea of taking advantage of Drain Punch's raw, numerical HP healing effect. For example, with 50 HP, Belly Drum's 50% HP loss tranlates to only 120 hit points. This means that if Drain Punch does damage equal to 240 hit points, it would completely heal back all the damage lost. Against defensive Pokemon in particular, who typically have lots of HP to forfeit, this would give CAP a major incentive to boost straight up to +6 so it can heal back big amounts of HP by doing big amounts of damage. That Flying / Fighting is the best 2-move coverage available to this CAP is just icing on the cake. This spread does not hinge on Drain Punch being in the movepool to be successful, nor is it solely based around the move. But at the same time, the HP stat is very well-tailored to abuse the move, should the community decide to include it in the movepool.

After doing some preliminary calcs, it was clear to me that a good amount of physical defense was needed to set up with Intimidate. With the necessity (imo) to reach a super-high Spe stat (111+) and our intended goal of using Belly Drum on top of that, there was no way I could justify giving the CAP all-around wallish defenses (trying to channel the build triangle here). The PT is nominally better than that of Keldeo/Terrakion/Landorus-T, which is around perfect for setting up on a few key opponents with the help of Intimidate. Anything higher I think would risk shifting the balance between ability and bulk; I don't want Intimidate to become a "cherry on top" instead of a strategically significant setup tool.

The way I see it, by typing and ability, CAP has no business setting up on or in any way reliably dealing with special attackers defensively, which is reflected here with a ST in the Forretress range. The calcs below will show how this low ST preserves specially-based Choice Scarfers, Alakazam, and Jolteon as solid offensive counters to even full-HP CAP, especially Scarf Heatran, Infernape, Keldeo, and Politoed, who all resist Bullet Punch (and can OHKO in Rain, which imo is important). With weaknesses to Thunder/bolt and Fire Blast and neutralities to Scald, Surf, Hydro Pump, and Ice Beam, there really aren't that many special attacks in OU worth taking (defensive Celebi don't run HP-Fire), so having a SpD soft spot is a good way to ensure this Poke stays focused on setting up vs. physical opponents and relying on speed to secure a sweep.
vs. Choice Scarfers:

Garchomp Outrage: 32.4% - 38.2% (-1: 21.6% - 25.7%)
Garchomp Fire Fang: 46.5% - 55.6% (-1: 31.5% - 37.3%)
Heatran Fire Blast: 206.6% - 244% (Rain: 104.6% - 122.8%)
Infernape Close Combat: 47.3% - 56%
Infernape Fire Blast: 176.8% - 209.1% (Rain: 89.6% - 105.4%)
Jirachi ThunderPunch: 45.6% - 53.9%
Keldeo Surf: 81.3% - 96.3%
Kyurem-B Outrage: 39.4% - 46.5% (-1: 26.1% - 31.1%)
Landorus-T Stone Edge: 39% - 46.5% (-1: 25.7% - 30.7%)
Landorus-T Superpower: 46.9% - 55.6% (-1: 31.1% - 36.9%)
Latios Draco Meteor: 59.8% - 71% (-2: 29.9% - 35.7%)
Latios HP-Fire: 80.5% - 95.4% (Rain: 40.7% - 48.1%)
Politoed Surf [Rain]: 95% - 112%
Terrakion Close Combat: 64.7% - 76.3% (-1: 42.7% - 51%)
Terrakion Stone Edge: 53.1% - 63.1% (-1: 35.7% - 42.3%)

vs. Priority:

Jolly LO Breloom Mach Punch: 42.3% - 49.8%
LO Conkeldurr Mach Punch: 32.8% - 39%
Donphan Ice Shard: 11.6% - 13.3% (-1: 7.5% - 9.1%)
Adamant Choice Band Dragonite Extremespeed: 24.1% - 28.6% (-1: 16.2% - 19.1%)
Choice Band Infernape Mach Punch: 27.8% - 33.6%
Adamant LO Lucario Extremespeed: 18.3% - 21.6%
252 SpA LO Lucario Vacuum Wave: 41.5% - 49%
Adamant LO Mamoswine Ice Shard: 30.7% - 36.5%
Choice Band Scizor Bullet Punch: 26.6% - 31.5% (-1: 17.4% - 21.2%)

vs. Others:

Alakazam Focus Blast: 70.5% - 83.4%
Alakazam HP-Fire: 83% - 97.9% (Rain: 42.3% - 49.8%)
Modest LO Celebi Leaf Storm: 35.7% - 41.9%
Modest LO Celebi HP-Fire: 95.4% - 112.9% (Rain: 47.3% - 56.4%)
0 SpA Celebi Giga Drain: 10.4% - 12.4%
0 SpA Celebi Psychic: 25.3% - 29.9%
Adamant Choice Band Dragonite Outrage: 54.4% - 63.9% (-1: 36.1% - 42.7%)
Dragon Dance LO Dragonite +0 Fire Punch: 60.6% - 72.2% (Rain: 30.7% - 36.5%)
Focus Sash Dugtrio Reversal (200 BP): 51.9% - 61.4%
Focus Sash Dugtrio Stone Edge: 25.7% - 30.7% (-1: 17.4% - 20.7%)
Ferrothorn Gyro Ball (136 BP): 19.9% - 23.7% (-1: 13.7% - 16.2%)
Forretress Volt Switch: 35.7% - 42.3%
0 SpA Garchomp Fire Blast: 68% - 80.5% (Rain: 34% - 40.7%)
Gengar Focus Blast: 68.9% - 81.3%
0 Atk Gliscor Ice Fang: 14.9% - 17.4% (-1: 10% - 11.6%)
252+ Atk Gliscor Ice Fang: 20.7% - 24.9% (-1: 14.1% - 16.6% ; +1: 30.7% - 36.5%)
SpD Heatran Lava Plume: 114.5% - 135.3% (Rain: 57.3% - 68%)
Jellicent Scald: 39.8% - 47.3% (Rain: 59.8% - 70.1%)
0 SpA Jirachi Thunder: 90.5% - 107.1%
LO Jolteon Charge Beam: 100.4% - 119.5%
LO Jolteon HP-Ice: 46.5% - 54.8%
Taking a look at the damage difference for physical attackers between +0 and -1, it is plain as day that Intimidate will be a major contributing factor in forcing these threats out or otherwise taking necessary advantage of their diminished damage output. Special Fire-type attacks from the likes of Alakazam, Garchomp, and Latios all fall under the 50% threshold in Rain, giving CAP users real incentive to keep Stealth Rock off the field or at least utilize Sitrus Berry. Same story for Jolly TechLoom's LO Mach Punch, whose maximum damage can be reduced to a flat 49% by investing the 24 EVs saved from outrunning Starmie in Defense. Sets that run Sitrus Berry and can successfully set up with minimal damage can even survive a few unexpected attacks, like anything but Vaporeon's Scald in Rain, SpD Heatran's Lava Plume in Rain, Focus Sash Dugtrio's max power Reversal, and Choice Scarf Jirachi's Thunder/Fire Punch.
Final Submission

50 HP / 85 Atk / 135 Def / 38 SpA / 82 SpD / 115 Spe
(505 BST)

PT: 158.5287562 (Very Good)
ST: 96.6131496 (Below Average)
PS: 150.9204362 (Very Good)
SS: 75.26218041 (Below Average)
BSR: 252.9577228 (Good)


For the sake of simplicity, I'm just going to go through this spread stat by stat, explaining each one as I go along.

HP: Among the defensive stats, I think this is the most important one. While I agree with many people that we want a good amount of physical bulk, I don't think we want that bulk coming from the HP stat. A low HP stat such as 50 provides a few major advantages for CAP6. First off, is the ability to have great differentiation between the physical and special bulk, without having to dump Special Defense to abysmal levels. Now, I don't personally think out Special bulk needs to be that bad, but the low HP makes creating the difference significantly easier. Secondly, and more importantly to me, is the fact that low HP makes HP recovery from drain or wishes better and second more opportunities for second chances. I don't want to try and skew things to support any given move, as I am not sure what exactly I want myself, but I think the ability to benefit more from a teammates Wish or Leech Seed or something alone is enough of a reason to want lower HP. Remember, Belly Drum is an incredibly risky strategy, so the ability to not be completely out of it if you don't nail it the first time would be very valuable and may be a big factor in getting people to actually want to use CAP6.

Attack: When I think about what we need to do to make a Pokemon use Belly Drum, the first thing that springs to mind is making sure it has low enough power that Non-BD sets are not seen as worth it, while still having enough power so that after Belly Drum is set up, it can be a destructive force. Personally, I think 85 is the ideal level to fit these criteria.

For the purpose of calculations, I don't like to assume too much, but obviously I need some moves to work with, so all calculations are done assuming access to only Iron Head and Drill Peck. Now, there were a few things I was looking for in an attack stat. First, it should be pretty bad at +0, but not completely useless. By thing I mean it should be able to 2HKO non-defensive Pokemon weak to its STABs. I don't want this thing threatening at +0, but at the same time, it can't be set-up bait for the entire tier. Flying is a fantastic offensive type, but that is mostly for its neutral hits. Even so, there are a decent number of Pokemon weak to it (such as Keldeo or Celebi), and those Pokemon should not be able to stay in against CAP 6 risk free. Secondly, the attack stat needs to not be useful enough at +1 to warrant Choice Band usage. This is a lot more troublesome to take care of than the first criteria, as with as high a speed as I wanted, even an otherwise mediocre attack stat becomes a lot more attractive for choice sets. As such, the metric I used here was to make sure that, with a Choice Band, it would not be able to reliably threaten Latios or Latias, who are some of the fastest guys that are outspeed who are not naturally weak to CAP6's STABs. Finally, it must still be high enough to break most Pokemon at +6. By this I mean that its strongest STAB should typically 2HKO at worst everything in the tier that is not both highly defensive and resistant. While highly defensive, non-resistant Pokemon should be able to take a hit and then status or phaze, they should not be able to do so after switching into a hit. Only guys like Skarmory who have both massive bulk and resistance to both STABs should really be able to wall CAP6.
For all calculations, 252 Atk and a Jolly nature are assumed.

No Boosts:
252 Atk CAP 6 Drill Peck vs. 236 HP / 252+ Def Breloom: 102.5 - 121.25%
252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Volcarona: 89.38 - 106.1%
252 Atk CAP 6 Drill Peck vs. 4 HP / 0 Def Infernape: 88.43 - 104.76%
252 Atk CAP 6 Drill Peck vs. 0 HP / 4 Def Dugtrio: 80.09 - 94.31%
252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Keldeo: 66.87 - 78.63%
252 Atk CAP 6 Iron Head vs. 4 HP / 0 Def Tyranitar: 53.21 - 63.15%
252 Atk CAP 6 Drill Peck vs. 4 HP / 0 Def Politoed: 39.13 - 45.96%
252 Atk CAP 6 Drill Peck vs. 252 HP / 4 Def Latios: 32.41 - 38.18%
252 Atk CAP 6 Drill Peck vs. 252 HP / 0 Def Jirachi: 12.12 - 14.35%
252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Magnezone: 7.47 - 8.89%

+1 (Choice Band):
252 Atk Choice Band CAP 6 Drill Peck vs. 72 HP / 4 Def Venusaur: 107.21 - 126.64%
252 Atk Choice Band CAP 6 Drill Peck vs. 0 HP / 0 Def Keldeo: 99.07 - 117.64%
252 Atk Choice Band CAP 6 Drill Peck vs. 60 HP / 0 Def Celebi: 82.58 - 97.75%
252 Atk Choice Band CAP 6 Iron Head vs. 0 HP / 4 Def Kyurem-B: 75.19 - 89%
252 Atk Choice Band CAP 6 Drill Peck vs. 0 HP / 0 Def Latios: 59.13 - 69.76%
252 Atk Choice Band CAP 6 Drill Peck vs. 4 HP / 0 Def Politoed: 57.76 - 68.32%
252 Atk Choice Band CAP 6 Drill Peck vs. 248 HP / 32 Def Starmie: 50.15 - 59.44%
252 Atk Choice Band CAP 6 Drill Peck vs. 0 HP / 4 Def Skarmory: 19.92 - 23.98%
252 Atk Choice Band CAP 6 Drill Peck vs. 0 HP / 0 Def Magnezone: 11.38 - 13.52%

+5 (Intimidate after Belly Drum):
+5 252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Salamence: 124.47 - 146.82%
+5 252 Atk CAP 6 Drill Peck vs. 88 HP / 0 Def Gyarados: 117.56 - 138.81%
+5 252 Atk CAP 6 Drill Peck vs. 4 HP / 0 Def Landorus-T: 116.56 - 137.81%
+5 252 Atk CAP 6 Drill Peck vs. 248 HP / 172 Def Landorus-T: 82.15 - 96.85%
+5 252 Atk CAP 6 Drill Peck vs. 248 HP / 252+ Def Gyarados: 73.28 - 86.25%

+6 (Belly Drum in full):
+6 252 Atk CAP 6 Iron Head vs. 252 HP / 0 Def Tyranitar: 178.71 - 210.89%
+6 252 Atk CAP 6 Drill Peck vs. 252 HP / 4 Def Latios: 128.84 - 151.92%
+6 252 Atk CAP 6 Drill Peck vs. 252 HP / 4 Def Politoed: 128.38 - 151.56%
+6 252 Atk CAP 6 Drill Peck vs. 248 HP / 0 Def Scizor: 113.99 - 134.69%
+6 252 Atk CAP 6 Drill Peck vs. 0 HP / 4 Def Jolteon: 108.48 - 127.67%
+6 252 Atk CAP 6 Drill Peck vs. 252 HP / 0 Def Dragonite: 105.69 - 124.61%
+6 252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Thundurus-T: 87.62 - 103.34%
+6 252 Atk CAP 6 Drill Peck vs. 4 HP / 0 Def Rotom-W: 76.44 - 90.08%
+6 252 Atk CAP 6 Drill Peck vs. 252 HP / 252+ Def Forretress: 62.71 - 74.01%
+6 252 Atk CAP 6 Drill Peck vs. 0 HP / 0 Def Heatran: 57.58 - 67.8%
+6 252 Atk CAP 6 Drill Peck vs. 224 HP / 252+ Def Skarmory: 33.94 - 40.06%
+6 252 Atk CAP 6 Drill Peck vs. 172 HP / 0 Def Magnezone: 26.85 - 31.48%

Defense: Having some bulk is very important if we want to be able to set up a Belly Drum, and with our ability choice of Intimidate, it is clear to me that physical attackers are who we intend to try and set up against. With that being said, I think a very high defense stat is needed if we are to function properly with a lower HP stat. 135 Def I think is an ideal number alongside 50 HP, as it allows us to come in on many physical attackers, and set up while taking a hit with HP to spare. Now, as with just about any spread anyone is submitting here, when talking about the most powerful attackers in OU, it is unlikely that we will, even with intimidate and huge bulk, be able to switch in to an attack, and take a second hit while still having enough health left to set up. However, I think that with 135, the opportunities that are available if you can get it in are plentiful enough to make attempting Belly Drum worthwhile. For example, after an intimidate, Pokemon like Landorus-T and Gyarados will fail to do enough to stop a Belly Drum, even after Rocks. Also notable is that a Jolly Garchomp fails to do even 25% with Outrage after intimidate, meaning that CAP 6 can come in through Stealth Rock, set up Belly Drum, take a hit AND still survive through a turn of Rough Skin damage.

The other Pokemon that are highly important as far as the Defense stat is concerned are those who wield priority moves. It is my opinion that neutral hitting priority should be able to revenge kill us IF CAP6 has taken some prior damage. What I was looking for here was, with the exception with Adamant LO (or stronger) Breloom, who is just too powerful for us to be expected to reliably survive, CAP 6 should be able to take neutral hitting priority moves from offensive Pokemon for less than 50%, but more than 20%. With 135 defense, all priority moves from Conkeldurr, Infernape, Mamoswine, and weaker Breloom fall into this range, along with some of the most powerful Not Very Effective priority moves, such as CB Scizor Bullet Punch and CB Dragonite Extremespeed. This allows all these Pokemon to be successful revenge killers, but only if the opponent took the chance to get a hit in as CAP6 set up. If they switched instead, only the powerful Breloom could hope to beat it with a single priority move. At the same time, weaker priority, such as a Donphan Ice Shard, will fail to threaten CAP6, unless it is already way down in the red.

Intimidated Pokemon for setting up:
-1 252 Atk Tyranitar Stone Edge vs. 0 HP / 4 Def CAP 6: 36.09 - 42.73%
-1 252+ Atk Choice Band Tyranitar Crunch vs. 0 HP / 4 Def CAP 6: 23.65 - 27.8%
-1 252 Atk Tyranitar Crunch vs. 0 HP / 4 Def CAP 6: 14.1 - 17.01%
-1 252+ Atk Choice Band Dragonite Outrage vs. 0 HP / 4 Def CAP 6: 34.85 - 41.49%
-1 252+ Atk Life Orb Toxicroak Drain Punch vs. 0 HP / 4 Def CAP 6: 32.36 - 39%
-1 252 Atk Garchomp Fire Fang vs. 0 HP / 4 Def CAP 6: 30.7 - 36.51%
-1 252 Atk Garchomp Stone Edge vs. 0 HP / 4 Def CAP 6: 23.23 - 27.8%
-1 252 Atk Garchomp Outrage vs. 0 HP / 4 Def CAP 6: 21.16 - 24.89%
-1 252 Atk Landorus-T Superpower vs. 0 HP / 4 Def CAP 6: 30.29 - 36.09%
-1 252+ Atk Landorus-T Stone Edge vs. 0 HP / 4 Def CAP 6: 27.8 - 32.78%
-1 252+ Atk Gyarados Waterfall vs. 0 HP / 4 Def CAP 6: 29.87 - 35.26%
-1 252 Atk Scizor Superpower vs. 0 HP / 4 Def CAP 6: 28.21 - 33.19%
-1 252+ Atk Haxorus Outrage vs. 0 HP / 4 Def CAP 6: 24.89 - 29.87%
-1 252 Atk Salamence Outrage vs. 0 HP / 4 Def CAP 6: 21.16 - 25.31%
-1 252 Atk Dugtrio Stone Edge vs. 0 HP / 4 Def CAP 6: 17.01 - 20.33%
-1 0 Atk Gliscor Ice Fang vs. 0 HP / 4 Def CAP 6: 9.54 - 11.61%

Priority Attacks:
252+ Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def CAP 6: 45.22 - 53.52%
252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def CAP 6: 41.07 - 48.54%
252 Atk Choice Band Iron Fist Infernape Mach Punch vs. 0 HP / 4 Def CAP 6: 32.36 - 38.58%
252+ Atk Life Orb Conkeldurr Mach Punch vs. 0 HP / 4 Def CAP 6: 31.12 - 37.75%
252 Atk Life Orb Mamoswine Ice Shard vs. 0 HP / 4 Def CAP 6: 27.38 - 32.78%
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 4 Def CAP 6: 26.14 - 30.7%
252+ Atk Choice Band Dragonite ExtremeSpeed vs. 0 HP / 4 Def CAP 6: 23.23 - 27.8%
252+ Atk Life Orb Technician Scizor Bullet Punch vs. 0 HP / 4 Def CAP 6: 22.82 - 26.55%
252+ Atk Life Orb Lucario ExtremeSpeed vs. 0 HP / 4 Def CAP 6: 17.84 - 21.16%
252+ Atk Choice Band Metagross Bullet Punch vs. 0 HP / 4 Def CAP 6: 17.42 - 21.16%
252+ Atk Life Orb Toxicroak Sucker Punch vs. 0 HP / 4 Def CAP 6: 42-49 (17.42 - 20.33%)
252+ Atk Dragonite ExtremeSpeed vs. 0 HP / 4 Def CAP 6: 15.76 - 18.67%
40+ Atk Technician Scizor Bullet Punch vs. 0 HP / 4 Def CAP 6: 14.93 - 17.42%
0 Atk Donphan Ice Shard vs. 0 HP / 4 Def CAP 6: 11.2 - 13.27%

Special Attack: Honestly, my goal here for special attack was to make it unusable. Again, I don't like to assume moves, but Hidden Power is almost a given on any Pokemon. We want to use a Belly Drum set, which is as physical of a set as you can be, so I really don't want to even be entertaining the idea of running anything special. Not even a x4 SE Coverage move. As for the specific number, well, I wanted the stat at around 40 or less so that we can not even 2HKO Magnezone with HP Ground, and while I don't really care about round numbers for stats, I love having them for BST, so I just chopped off two points to get my BST to a nice 505.

0 SpA CAP 6 Hidden Power Ground vs. 0 HP / 4 SpD Magnezone: 38.43 - 45.55%

Special Defense: Of all the stats, Special Defense was probably the hardest for me to figure out. Unlike on the physical side, we do not want to be using Special Defense to set up on things, and should in fact be not that bulky there at all. However, at the same time, there is no need to be excessively frail either. So, to determine what to put for this stat I decided to choose a Pokemon that I thought we should lose to, if it can get an attack in, and make sure that happens. The Pokemon I chose for this was Latias; specifically CM Latias. As I mentioned before, I don't think we should be beating Pokemon like this at all without a Belly Drum under our belt. So, with that said, not only should we not threaten Latias too much offensively, but we should also make sure it is threatening back. With 82 SpD and no investment, CAP 6 would always take at least 50% from 4 SpA Latias's HP Fire. Now if that was all I was looking for, I could go higher, however, 82 is nice because it also means that at +1, Latias has exactly a 50% chance of OHKOing after Stealth Rock. While that is not a guarantee, it is enough of a deterrent to make sure than no CAP 6 will ever be trying to switch into a Latias.

As for what this stat does let us take, well, it mostly consists of resisted attacks and non-Rain Scalds. I certainly don't want us to be Cloyster or anything and die to even resisted hits, so the ability to take weaker neutral and most resisted hits and shake them off is fine as long as we can't actually set up on Special Attackers. After all, all damage makes it harder to BD, so discouraging switching into special attackers, while still giving us enough SpD not to die to everything is ideal in my mind as it allows for some margin of error, without letting us take any other role that what we already are.

252 SpA Life Orb Jolteon Thunderbolt vs. 0 HP / 0 SpD CAP 6: 175.93 - 208.29%
252 SpA Magnezone Thunderbolt vs. 0 HP / 0 SpD CAP 6: 152.69 - 180.08%
252 SpA Choice Specs Starmie Hydro Pump vs. 0 HP / 0 SpD CAP 6: 119.5 - 141.07%
252 SpA Choice Specs Latios Hidden Power Fire vs. 0 HP / 0 SpD CAP 6: 112.86 - 132.78%
0 SpA Heatran Lava Plume vs. 0 HP / 0 SpD CAP 6: 105.39 - 125.31%
252 SpA Tyranitar Fire Blast vs. 0 HP / 0 SpD CAP 6: 102.9 - 121.99%
252 SpA Gengar Thunderbolt vs. 0 HP / 0 SpD CAP 6: 102.07 - 120.33%
252 SpA Life Orb Alakazam Focus Blast vs. 0 HP / 0 SpD CAP 6: 85.06 - 100.82%
+1 4 SpA Latias Hidden Power Fire vs. 0 HP / 0 SpD CAP 6: 80.49 - 95.43% -- 50% chance to OHKO after Stealth Rock
0 SpA Tyranitar Fire Blast vs. 0 HP / 0 SpD CAP 6: 80.49 - 95.43%
0- SpA Garchomp Fire Blast vs. 0 HP / 0 SpD CAP 6: 63.07 - 74.68%
4 SpA Latias Hidden Power Fire vs. 0 HP / 0 SpD CAP 6: 53.94 - 63.9%
0- SpA Kyurem-B Ice Beam vs. 0 HP / 0 SpD CAP 6: 52.69 - 62.24%
0 SpA Jellicent Scald vs. 0 HP / 0 SpD CAP 6: 37.34 - 43.98%
252+ SpA Life Orb Celebi Leaf Storm vs. 0 HP / 0 SpD CAP 6: 32.78 - 39%
0 SpA Forretress Volt Switch vs. 0 HP / 0 SpD CAP 6: 32.36 - 39%
0 SpA Celebi Giga Drain vs. 0 HP / 0 SpD CAP 6: 9.95 - 11.61%

Speed: Last, but most certainly not least, is the Speed stat. As is often the case for me, Speed was actually the first of the stats I decided on, and in my opinion is definitely the most important. So, lets face the facts, once we get off a Belly Drum, if we don't outspeed things, we will die miserably and quickly. As such, I think we need high enough speed to outrun the majority of OU. We don't need to beat everything, but we want to be up there. To me, 115 is the perfect stat for this. Only 3 Pokemon in OU naturally outspeed, with one more speed tying, and it outspeeds all common scarfer's non-scarf set, limiting what can revenge us down to just those scarf pokemon.

One very notable thing about 115 Speed is that, when maxed out, it ends up outspeeding max speed Scarf Magnezone by a single point. Now, you might be wondering why I care about this. After all, haven't I been showing with calcs above how little we can and should do to Magnezone? Well yes. However, there is a difference between being beaten by something and having its very existence make you a liability. The fact is, with only our STABs offensively, we can't hurt Magnezone at all. Not even at +6. All outspeeding does is allow us to put a tiny dent in it before we die. With that said, I know there are some people out there who don't want Magnezone to be such a great stop. So, if we do want to go that route, 115 speed gives us that option. Anything slower and it doesn't matter what we decide we want: it will beat us.

Now, talking with people on irc, a few people have asked me why 115 and not 114 or 116 so that we don't speed tie with Starmie. I however, hear that and wonder why it matters. The fact is, not every single Pokemon in the game needs to be oversped or undersped just right. If we interact with that Pokemon in a manner consistent with our goals, the exact interaction is irrelevant. In the case of Starmie, I personally see speed tying as actually significantly better than the alternatives. First off, as I already mentioned, 114 would let us be outsped by ScarfZone, so that is out of the question. 116 on the other hand, beats Starmie, and I don't really see that as desirable. Starmie is the kind of Pokemon I would like to see as a check for CAP 6. When you look at a matchup between CAP 6 and Starmie, you can easily see that (assuming CAP 6 has set up), it really comes down to whoever wins the speed tie wins. Now that may look like it is all luck and that Starmie can't really be a check is such a case. However, I don't think that is the truth. Think about it for a second, who has more to lose in such a matchup? Clearly the user of CAP 6 does. To them, losing the speed tie means losing a powerful set up sweeper. On the other hand, for the Starmie user, sending in Starmie might be their only shot to survive. So, in such a situation, the Starmie user wouldn't hesitate to go for the speed tie. On the other hand, the CAP 6 user, knowing that any attempt to set up with Starmie still alive is only 50% likely to work will probably not even attempt to sweep until the starfish is eliminated. So, in such a situation, even with the 50-50 matchup, the Starmie clearly scares CAP 6 more than vice versa.

I admit though that not everyone will buy that. I think it is true, but some people see 50% as 50% and don't care about the situation. To those people I just want to say this: I think Starmie should be a check. And I don't think we should underspeed it cause of Magnezone. Even if you don't buy the complex reasoning for why a speed tie is good, clearly if it is to be a check we can't outspeed. As such, I really feel 115 is the best option we have.
--------------------

CAP 6 so far:
Name: Show Me Your Moves!

General Description: A good user of moves with effects not frequently used in the OU metagame.

Justification: There are many moves in Pokémon with great effects, but they often end up unused. Moves such as Gravity, Snatch, and Safeguard have potential in OU, but they are neglected for several reasons: the moves are apparently overshadowed, have poor distribution, or are inefficient compared to another strategy. This CAP uses a combination of typing, ability, and stats to make these underused moves not only feasible, but also capable.

Questions To Be Answered:
  • What mechanics of Pokémon determine how viable moves are?--not only the Pokémon's typing, stats, and ability, but also its interaction with playstyles and momentum.
  • What new strategies might emerge by giving a new OU Pokémon underused moves?
  • What challenges do Pokémon that use lesser-used moves face compared to ones that use a more standard moveset?
  • If the Pokémon has options of staple OU moves (high-powered STABs, offensive stat-boosting moves, reliable recovery, Substitute), will those moves be useful to it, even if it's specialized toward a separate and distinct strategy?
  • Can underused moves increase other underused moves' viabilities?
  • Can one user of a strategy unrecognized in a metagame massively influence a pre-existing playstyle?
Typing: Steel / Flying
Abilities: Intimidate / ??? / ???
 

Bughouse

Like ships in the night, you're passing me by
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jas61292

Gotta go slower and weaker and as physically tanky as possible. Easy choice for me.
 

alexwolf

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Deck Knight

Just noticed that Deck Knight's PT is quite similar to Korski's, but Deck Knight's spread has a much more appropriate ST.
 
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