Little Cup EV Spreads

eric the espeon

maybe I just misunderstood
is a Forum Moderator Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
I talked to Gen and we both agreed that this would be much better as a separate guide than a squashed subsection of the general LC guide. Gives room to explain it thoroughly, and demonstrate how to make LC EV spreads for yourself.

Mr. Happy wrote a guide on LCF, which I later rewrote with significant changes. This will be my second rewrite aiming to bring it up to Smogon standard. As with most of my guides/other things, # will mark either places for me get back to or notes for whoever HTMLises it or puts it on site.

Status:
WIP - still going through for improvements.

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How to distribute your Evs in Little Cup

Little Cup is a metagame that is played at Level 5. As such, the stats are effected by EVs differentially. To be as efficient as possible, Pokémon at Level 5 need a very different style of EV spread from Level 100 Pokemon. This guide will attempt to explain how to achieve the maximum potential from the 510 EV points you have at your disposal.

At level 5, there is a smaller huge gap when comparing Pokemon with Base Stats, and in many cases there is no gap in final stat despite the Base Stat being different. Take Hippopotas's (base 72 Atk) and Goldeen's (base 67 Atk) Attack at level 100 with maximum EV investment in both, we can see that Hippopotas beats Goldeen by 10 points (243 against 233). But if we take those same Pokémon and set them to Level 5, we find that they both have 16 Attack. Why is that? Wasn't Hippopotas stronger than Goldeen?

This happens because EVs affect stats differently at Level 5, and some Base Stat numbers max out with fewer EVs than others. Extending our previous example, we can see that:

-Hippotas has a Base 72 Attack and maxes out with 180 EVs, the final stat is 16.
-Growlithe has a base 70 Attack and maxes out with 196 EVs, the final stat is 16.
-Turtwig has a base 68 Attack and maxes out with 212 EVs, the final stat is 16.
-Goldeen has a base 67 Attack and maxes out with 220 EVs, the final stat is 16.
-Koffing has a base 65 Attack and maxes out with 236 EVs, the final stat is 16.
-Stunky has a base 63 Attack and maxes out with 252 EVs, the final stat is 16.
-Snover has a base 62 Attack and maxes out with 180 EVs, the final stat is 15.


We can observe a pattern here. Turtwig and Goldeen have a 1 Base Stat point of difference between them, and they max out the stat with 8 EVs of difference. Koffing and Stunky have a Base Stat difference of 2, and max out by a difference of 16 EVs. Yet, it seems their Base Stats all belong to a certain group of Base Stat numbers where the stat maxes are 16 with a neutral nature. Except for Snover, Snover only hits 15 Attack, and it needs 180 EVs to reach it.

What we can see from this is that we can organize Base Stats at level 5 by 'Stat Ranges'. A Stat Range is comprised of a range of Base Stat numbers which will max out to the same final stat, but require a different amount of EVs to do so. Stat Ranges start on a Base Stat number which ends in 3, and finish with a Base Stat number which ends in 2. So, the Stat Range for our example would be:

63 (Stunky / 252 Evs)
64
65 (Koffing / 236 Evs)
66
67 (Goldeen / 220)
68 (Turtwig / 212 Evs)
69
70 (Growlithe / 196 Evs)
71
72 (Hippotas / 180 Evs)

All these Base Stat numbers max out at 16 with a neutral nature. We can confirm that only these numbers belong to this range, since a Pokémon with a Base 62 Attack (Snover) at level 5 with a neutral nature can only reach 15 Attack (thus, 62 belongs to the range below); likewise, a Pokémon with Base 73 Speed, at level 5 and with a neutral nature maxes out at 17 Speed (thus, 73 belongs to the range above).

We can then conclude that as the Base Stat nears the next range, it needs less and less EVs to max out. On the other hand, the nearer the number is to the previous range, the more EVs it needs to max out.

This amount of EVs needed to gain stats is directly related to the last digit of the Base Stat number.

Table of EVs required for Stat gains

This table will tell you how many EVs you need to raise a stat a certain number of points. It all depends on what digit the Base Stat ends in.
(# this could look very nice in an actual table)
If the Base Stat number ends in # then - x/y/z EVs are required required for 1/2/3/4 stat point gain:

3 - 12/92/172/252 EVs
4 - 4/84/164/244 EVs
5 - 76/156/236 EVs
6 - 68/148/228 EVs
7 - 60/140/220 EVs
8 - 52/132/212 EVs
9 - 44/124/204 EVs
0 - 36/116/196 EVs
1 - 28/108/188 EVs
2 - 20/100/180 EVs

These numbers not only apply to Speed; they apply to all stats.

This means that the absolute minimum number of EVs to max a stat will be 180, and this will only happen if your Base stat's last digit is a two. This means that investing more than 180 Evs in Rattata's Speed (base 72), Snover's Attack (base 62) or Hippopotas's Special Defence (base 42) will not get you any more stat points, so is wasteful. This often leaves some "spare" EVs once you have invested all you need in two stats.

On the other hand, the absolute maximum of EVs you will need to max a stat is 252, this time only if your Base Stat's last digit is a three. Magby's Speed (base 83), Corphish's HP (base 43) and Shuppet's Special Attack (base 63) need the full 252 EVs to max out, however they have the advantage that your first stat point will only need 4 EVs.

Stat Ranges

A list of the Stat Ranges at Level 5 follows. This will quickly tell you which number will reach your Pokémon once EVs are adjusted, depending on the Base Stat range it belongs to.

(# would be best to be HTMLised as a table, will get this in an easier format to tabelise with suggested rows/heading/stuff.)

RANGE 1: Stat maxes at 10 with a neutral nature, at 11 with a positive nature; HP maxes at 20
Base 5,6,7,8,9,10,11,12

RANGE 2: Stat maxes at 11 with a neutral nature, at 12 with a positive nature; HP maxes at 21
Base 13,14,15,16,17,18,19,20,21,22

RANGE 3: Stat maxes at 12 with a neutral nature, at 13 with a positive nature; HP maxes at 22
Base 23,24,25,26,27,28,29,30,31,32

RANGE 4: Stat maxes at 13 with a neutral nature, at 14 with a positive nature; HP maxes at 23
Base 33,34,35,36,37,38,39,40,41,42

RANGE 5: Stat maxes at 14 with a neutral nature, at 15 with a positive nature; HP maxes at 24
Base 43,44,45,46,47,48,49,50,51,52

RANGE 5: Stat maxes at 15 with a neutral nature, at 16 with a positive nature; HP maxes at 25
Base 53,54,55,56,57,58,59,60,61,62

RANGE 6: Stat maxes at 16 with a neutral nature, at 17 with a positive nature; HP maxes at 26
Base 63,64,65,66,67,68,69,70,71,72

RANGE 7: Stat maxes at 17 with a neutral nature, at 18 with a positive nature; HP maxes at 27
Base 73,74,75,76,77,78,79,80,81,82

RANGE 8: Stat maxes at 18 with a neutral nature, at 19 with a positive nature; HP maxes at 28
Base 83,84,85,86,87,88,89,90,91,92

RANGE 9: Stat maxes at 19 with a neutral nature, at 20 with a positive nature; HP maxes at 29
Base 93,94,95,96,97,98,99,100,101,102

RANGE 10: Stat maxes at 20 with a neutral nature, at 21 with a positive nature; HP maxes at 30
Base 103,104,105,106,107,108,109,110,111,112

RANGE 11: Stat maxes at 21 with a neutral nature, at 22 with a positive nature; HP maxes at 31
Base 113,114,115,116,117,118,119,120,121,122

RANGE 12: Stat maxes at 22 with a neutral nature, at 23 with a positive nature; HP maxes at 32
Base 123,124,125,126,127,128,129,130,131,132

RANGE 13: Stat maxes at 23 with a neutral nature, at 24 with a positive nature; HP maxes at 33
Base 133,134,135

RANGE 14: Nonexistant for Little Cup, no eligible Pokémon with a Base Stat between 143 and 152

RANGE 15: Stat maxes at 25 with a neutral nature, at 26 with a positive nature
Base 160

*Range 1 starts at 5, the lowest Base Stat for a Pokémon allowed in Little Cup (Happiny's Attack / Munchlax's Speed)
**Range 13 ends at 135, the highest Base Stat number of its range before entering the next (Munchlax's HP)
***Range 15 only includes Onix's Defense (160), as no other numbers enter this range. It is also the highest base stat of any Little Cup Pokémon.


Demonstration

To apply all this to a practical example, let's prepare an EV spread for a Lv. 5 Totodile. We want it to be a physical sweeper, so first we will maximize Attack and Speed.

Totodile's Base Stats are 50 HP / 65 Atk / 64 Def / 44 SpA / 48 SpD / 43 Spe

Its Attack is Base 65, so it falls under Range 6. We will use a Jolly nature, so Attack will max out at 16. Since 65 ends in 5, according to the table its Attack will max at 236 EVs. So far our spread is 236 Atk.

The Speed sits at Base 43. This is Range 5, so it will reach 15. It ends with 3, so we need 252 EVs to max it. The spread is now 236 Atk / 252 Spe.

After investing in the stats that were the greatest priority we still have 22 EVs to place. Since our totodile does not intend to use Special Attacks, the next priority will be bolstering its defences and HP. To gain a point in another stat, we need said stat to end in 2, 3 or 4. HP and the defences end in 0/4/8, respectively. This means that you can get an extra 1 point in Def for 12 EVs, but with the spare EVs it is impossible to reach a point in either HP or SpD. After adding 12 Def, the spread becomes 236 Atk / 12 Def / 252 Spe. There are 10 EVs remaining, but we can't get a single point with them so they will go to waste.

Now take a Lv. 5 Cyndaquil. We'll make this a Mixed Sweeper, with mainly Special attacks.

Cyndaquil's Base Stats are 39 HP / 52 Atk / 43 Def / 60 SpA / 50 SpD / 65 Spe. Using a Naive nature, we see that the Speed is in Range 6, giving us 17 Speed. Special Attack belongs to Range 5, maxing out at 15.

65 ends in 5, so we'll make use of 236 EVs. The spread is 236 Spe.

SpA ends in 0, so we'll have to invest 196 EVs to get to the maximum. This leaves us with 196 SpA / 236 Spe with 78 EVs remaining.

We can gain a stat point more if one of the other base stats end in 5, 6, 7, 8, 9, 0, 1 or 2. On our priority list, Attack is next. Fortunately, Attack's Base Stat ends in 2, so we only need 20 EVs to up it 1 point, but we don't have enough EVs for two points. The spread is now 20 Atk / 196 SpA / 236 Spe with 58 EVs remaining.

We can still gain a point if a Base Stat ends in 8, 9, 0, 1, 2, 3 or 4. Both HP and Def fit into this, HP is more important so we will do it first. It ends in 9, so we need 44 EVs, Making the Spread 44 HP / 20 Atk / 196 SpA / 236 Spe.

Now there is only 14 evs left but maybe we can still squeeze one more point out of them. Def ends with 3 so it only needs 12 to get that extra point, we have just enough! Since we won't be able to up the other stats we are left with a final spread of 44 HP / 20 Atk / 12 Def / 196 SpA / 236 Spe.

On these two examples, we first maximized the two most important stats and then checked if there was a way to extract some juice from the leftover EVs, thus maximizing the points gained from the EVs, you may not think that it is important for just one or two points but look at the differences between the spreads we just made and quick and easy 252/252 spreads:

Totodile:
21/16/12/9/11/15
21/16/13/9/11/15

It may not look much different, but with spread 2 you will take every Physical attack 8% better, is that worth a few seconds of your time?

Cyndaquil
20/11/10/15/9/17
21/12/11/15/9/17

Quite an obvious change here, 9% more Physical offence (almost as much as nature boost!), and it takes Special and Physical hits 5% and 15.5% better respectively. That will significantly help Cyndaquil in quite a few situations.

Hidden Power
If you ever need to change the IVs of a Pokémon for Hidden Power purposes, make sure you add 4 EVs for each IV you subtract. To make this clear: Say you want to give our Cyndaquil Hidden Power Grass 70. You need an Attack and Special Attack IV of 30. We were left with only 2 EVs going to waste on the previous spread, so we'll have to reduce defence (or HP, but HP is more important in this instance) to make up for it. use them to fix the attacking Stats. Changing the spread to 44HP / 24Atk / 200SpA / 236Spe should leave Cyndaquil's more important stats intact.

Use this guide as a reference when EVing Pokémon for Little Cup to find the best possible spreads, and also to know whether your Pokémon will outrun, tie or go after a certain opponent.

Stat Formula
The formula for any stat at level 5 is

(((2 x Base + IV + (EV / 4)) x 5 / 100 + 10)
For HP

and
((((2 x Base + IV + (EV / 4)) x 5 / 100 + 5) x Nature)
For every other stat.

Base = The base stat for that Pokemon.
EVs = The number of EVs invested in that stat.
IVs = The IV for that stat (normally 31).
Nature = 1 if the nature is neutral for that stat, 1.1 if it is boosting and 0.9 if it is hindering.
Between each step the total is rounded down.

Fun facts about stats at Lv. 5:
80 EVs = 1 Stat point (other than the first)
1 Base stat Point = 8 EVs
1 IV = 4 EVs
 

The SPrinkLer

Banned deucer.
I'd like to do the HTML for this if this is implemented. I'm sure this guide will be very helpful for those new to LC or wanting to learn.
 
Well...This gets me curious for LC! After reading RMTs for LCs and how people rate them, it seems even more complicated than that of the OU metagame. I just might try my luck first time 'round and try my best at a successful team. LC looks very in-depth and this thread only captures my attention all the more! I want learn LC!

Good job on the article, just some minor edits and maybe a little clearer explanation (for I got confused on the table section) and it's not that long, which is (usually) a plus. Again, great job!
 

eric the espeon

maybe I just misunderstood
is a Forum Moderator Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Sprinkles, thanks for the offer, but I think I may try and HTML this one myself. Seems like a useful skill to practice, and this is a good opportunity for it as any. If you would be up for going over my HTMLisation when this is finished that would be appreciated.

I'm still doing bits and pieces on this, getting it closer to done.
 

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