I'm sorry for not coming out with this sooner, but I'd just like to address some of the concerns that have been lurking about me for a while now; or rather, expunge them into the midst. What is troubling me at the moment is that, although almost all of the spreads I've seen are verging on the very limits of the 'Very Good' area defensively - this area simply does not seem to be high enough to take some of the more powerful attacks from the nastier sweepers in the tier.
I'll use a spread similar to (NOT the same as) Deck Knight's as an example.
Code:
Assuming 150/80/70/80/70/90
Defender has 252/252 EVs in defensive stat
Attacker has 252 EVs and no boosts unless otherwise stated
Aerodactyl
Jolly Unboosted Earthquake: 33.7% - 40.1%
Alakazam
Timid Choice Specs Psychic: 40.5% - 47.8%
Azelf
Timid +2 Life Orb Psychic: 66.3% - 78.2%
Breloom
Adamant Unboosted Seed Bomb: 50.4% - 59.5%
Adamant +2 Life Orb Seed Bomb: 129.8% - 152.8%
Celebi
0 SpA Bold Unboosted Leaf Storm: 52.4% - 61.9%
Modest Choice Specs Leaf Storm: 108.3% - 127.8%
Donphan
Adamant Unboosted Earthquake: 59.5% - 70.2%
Adamant Choice Band Earthquake: 88.5% - 104.8%
Dragonite
Rash Life Orb Draco Meteor: 51.8% - 60.9%
Adamant +1 Life Orb Earthquake: 82.9% - 98%
Adamant +1 Life Orb Outrage: 74.6% - 88.1%
Dugtrio
Jolly Life Orb Earthquake: 80.2% - 94.4%
Adamant Choice Band Earthquake: 101.2% - 119.4%
Electivire
Mild Life Orb Thunderbolt: 31% - 36.5%
Adamant Life Orb Earthquake: 52.4% - 61.9%
Empoleon
Modest +1 Torrent Hydro Pump: 52.4% - 61.9%
Flygon
Jolly Choice Scarf Earthquake: 47.6% - 56.3%
Adamant Choice Band Earthquake: 77.8% - 92.1%
Gengar
Timid Life Orb Shadow Ball: 29.8% - 35.1%
Modest Life Orb Energy Ball: 42.9% - 50.8%
Gliscor
0 Atk Impish Unboosted Earthquake: 30.2% - 35.7%
Jolly +2 Life Orb Earthquake: 102.8% - 121.4%
Gyarados
Adamant +1 Life Orb Earthquake: 79% - 93.3%
Heatran
Timid Life Orb Earth Power: 48.4% - 57.1%
Heracross
Adamant Unboosted Close Combat: 36.5% - 43.1%
Adamant Choice Band Close Combat: 54.8% - 64.5%
Adamant +2 Guts Close Combat: 109.1% - 128.6%
Hippowdon
0 Atk Impish Unboosted Earthquake: 41.7% - 49.2%
Adamant Unboosted Earthquake: 56.3% - 66.7%
Infernape
Naïve +2 Life Orb Grass Knot (80 Power): 73.8% - 86.9%
Jolly +2 Life Orb Close Combat: 75.8% - 89.5%
Jirachi
Timid Unboosted Grass Knot (80 Power): 27.8% - 32.9%
Jolteon
Timid Choice Specs Thunderbolt: 35.7% - 42.1%
Kingdra
Adamant +1 Outrage: 49.6% - 58.5%
Timid Choice Specs Draco Meteor: 47.6% - 56.2%
Latias
Timid Choice Specs Draco Meteor: 52.6% - 62.1%
Lucario
Adamant +2 Life Orb Close Combat: 95.2% - 112.1%
Machamp
Adamant Unboosted DynamicPunch: 34.5% - 40.7%
Adamant Choice Band Earthquake: 68.7% - 81%
Magnezone
Modest Unboosted Thunderbolt: 29.8% - 34.9%
Modest Choice Specs Thunderbolt: 44% - 52.4%
Mamoswine
Jolly Choice Band Earthquake: 94% - 110.7%
Metagross
Adamant Choice Band Earthquake: 69.8% - 82.5%
Porygon-Z
Timid +2 Life Orb Tri Attack: 81% - 95.2%
Modest Choice Specs Hyper Beam: 95.6% - 112.7%
Rhyperior
Adamant Unboosted Earthquake: 71.8% - 84.9%
Adamant Choice Band Earthquake: 108.3% - 127.8%
Rotom-A
0 SpA Bold Unboosted Thunderbolt: 18.3% - 21.8%
Modest Choice Specs Thunderbolt: 38.1% - 44.8%
Salamence
Naïve +1 Life Orb Earthquake: 82.5% - 97.2%
Naïve +1 Life Orb Outrage: 74% - 87.1%
Rash Life Orb Draco Meteor: 50% - 58.9%
Scizor
Adamant Choice Band U-turn: 46.4% - 54.8%
Adamant +2 Technician Life Orb Bug Bite: 80.4% - 94.6%
Snorlax
Adamant Choice Band Return: 46.6% - 55%
Starmie
Timid Choice Specs Psychic: 31.7% - 37.5%
Swampert
Relaxed Unboosted Earthquake: 56% - 65.9%
Togekiss
Modest +2 Tri Attack: 43.7% - 51.4%
Tyranitar
Jolly Unboosted Stone Edge: 31.7% - 37.7%
Adamant Choice Band Earthquake: 63.9% - 75.4%
Weavile
Jolly +2 Night Slash: 49% - 57.9%
Zapdos
Timid Life Orb Thunderbolt: 36.9% - 44%
So CAP10, when at maximum defensive investment to take a single move, can thus hard counter almost any set from the following (OU) Pokemon:
Aerodactyl
Empoleon
Gengar
Jirachi
Jolteon
Rotom-A
Weavile
Starmie
Suicune
Tentacruel
And soft counters the following (OU):
Azelf
Electivire
Heatran
Kingdra
Latias
Magnezone
Scizor
Snorlax
Togekiss
Zapdos
Quite a lot of this being able to actually switch in on a Pokemon has a lot of sideroads and quirks to it, however. For quite a lot of these soft-countered Pokemon, CAP10 has to be at absolutely or close to full health, no Stealth Rock, Spikes, etc. - and in some cases to come in on the correct move, which is always a difficulty. What seems to stand out for me is that - apart from the more defensive Pokemon such as Blissey and Forretress (who without significant offensive stats and investment you aren't really threatening regardless, and are more likely to carry Toxic or similar weapons) or support-orientated Pokemon such as Jolteon and Ninjask, CAP10 can't really take that many hits from the significant offensive Pokemon in the tier. Which is a real shame, as it means that CAP10 can't really 'counter' - in the sense of being able to present an absolute dead stop to that particular Pokemon - at all.
But I'll be fair, and look to the abilities for guidance. Levitate extends the counter list to many more Pokemon, including hard-countering Gyarados, Donphan etc, but does not help much with many of the more hard-hitting Pokemon at the top of the tier such as Salamence and Lucario. With these more powerful threats, all they really need is one boost and Stealth Rock support, plus the tiniest amount of residual damage, to ensure an OHKO. Trace removes Salamence and Gyarados as threats to a partial extent - but it doesn't help with much else, and both are still capable of crippling. But then again, neither of these abilities are guaranteed, so banking on them at this stage seems a foolish procedure.
So if we can't stop a Pokemon by taking its assaults, what then? I have the most horrible feeling that what the community really wants from CAP10 is to give it very high offensive ability, with the collective mindset of 'the best defence is attack'. Awkward, considering that this may well translate into yet another Tyranitar/Flygon/whatever, especially if great type coverage is pushed for. Admittedly this is a good way of ensuring that it cannot take on more than a select group of Pokemon at a time, but this is not 'defensive versatility' - this is offensive versatility given a nice shiny new label and branding, and cannot really distinguish itself from what we already have made, tested, and know about the metagame.
I don't want to dwell on this any longer, but still, food for thought.
Still, within these parameters is required a usable Stat Spread. Although my first draft turned out almost identical to Deck Knight's, I feel that after editing it to reflect different circumstances it is sufficiently unique to warrant its own submission:
Stats: 200 / 88 / 53 / 90 / 54 / 85
Physical Sweepiness: 130 Rank 5 (Good)
Special Sweepiness: 136 Rank 5 (Good)
Physical Tankiness: 165 Rank 6 (Very Good)
Special Tankiness: 165 Rank 6 (Very Good)
BST: 570
Reasoning to follow:
Defensive: A high HP stat is, I feel, an absolute necessity. This is not simply because of practical reasons (as it is more economical, with regards to BST, for high HP and low defensive stats) but also due to the way that CAP10 will be played. In the concept assessment thread, I addressed this problem to a certain extent, by grouping the certain threats in the OU metagame and then grouping them, with the likely EV combinations necessary to act as a reliable check to each group. Thusly, the user of CAP10 has to choose the combination of Defence, Speed etc. that most benefits it for the foes it is likely to be called upon to defeat. Hence, Heracross requires a lot of Speed, plus Defence, in order to act as a decisive counter - I may not like the fact that I actually have to run Speed in order to make it a counter, but with what's been given, this cannot be helped.
Offensive: More offence and slightly lower Speed than most people here - this is more a personal thing than what is competitively more viable, as I am adamant that this Pokemon should not turn out a bulky sweeper of any description, which seems to be a real danger given the high defensive stats, almost guaranteed large movepool, and excellent dual STABs. I believe that lowering Speed is the best way to do this, however I would much rather they were both lower, but I can't really do that without compromising the legal barriers.
I'm going to update with further reasoning later, as well as *possibly* calcs.