CAP 29 - Part 9 - Stat Spread Submissions

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Dogfish44

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CAP29 So Far
Previous Thread

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Hey, welcome to Stat Submissions! This stage will be led by our Stats Leader, 2spoopy4u

In this thread, you may post work-in-progress and final stat spreads for the community and the TLT's consideration, and make comments on other peoples' submissions. The Stats Leader, 2spoopy4u, will decide on a slate for voting based on the community's input. In the Stats Limits thread, the Stats Leader decided on the following limits:

Limits:
Physical Sweepiness: Limit is 140
Physical Tankiness: Limit is 135
Special Sweepiness: Limit is 140
Special Tankiness: Limit is 130

BSR: Limit is 595

Maximum Speed Stat: 120
Minimum SpA Stat: 95
Defining Moves:
Required: Calm Mind, Consistent 50% Recovery (Recover and it's clones, alongside Roost), Sludge Bomb, Dark Pulse
Optional: Coil, Strength Sap, Gunk Shot, Knock Off, Scald, Ice Beam
BSR ABUSE WILL NOT BE TOLERATED AND WILL NOT BE SLATED!

BSR abuse is doing things like 150 HP and 70 Def/SpD to create a theoretical optimum with the limits that you have. The purpose of the stat rating limits is to restrict what submitters can do, not to give them a license to game the system. If you cannot justify your stats legitimately and have not proven that you aren't just making the best stats within the limits, you will not get slated.

A spreadsheet for calculating the ratings can be found HERE. To use it for yourself, create an editable copy with File > Make a copy. If you don't have a spreadsheet program, OpenOffice and Google Sheets are free. You must have the stat rating values listed correctly in your submission or it will be ignored for the slate.

As our calculator has been adjusted, please make sure that you listen to our Topic Leadership Team when it comes to using the calculator. You may also contact the moderation team if you are not certain.

I would also recommend anyone considering making a stat submission reads through the previous thread on Stat Limits, as to help guide your decision making process.

When you are satisfied with your stat submission, mark it as finished by writing "Final Submission" (bolded) at the top of your post.
 
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spoo

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Now that our limits are finalized, it's time for submissions of full stat spreads. Just so absolutely no one misses this, I want to remind everyone once more to update the "Expected no. of targets" value in your BSR calculator from 1.5 to 1.
Here is an explanation of how to do this:
How to change T value:

Open the BSR Calc and navigate to the Turns-Value (T) sheet:

1616183721491.png

Change "Expected no. of targets" from 1.5 to 1.0. Your Calc should match the below:
1616183749455.png
I think we're in a very good spot for stat submitters to submit reasonable, informed spreads. We know a lot about CAP29 and the limits should afford enough flexibility for any submitter to feel good about their spread. However, I'm making it clear that I reserve the right to disallow any spread that I believe is too strong or engages in BSR abuse. As an example, a stat spread that chooses to account for the "optional" move Strength Sap should not have a BSR of 594.5 that rides the limit; optimization for the sake of optimization isn't what we're going for here, and many spreads will likely want to have less strong stats overall in order to justify why they are including multiple "optional" moves in their calculations. Be sure to provide as much competitive reasoning as you can in your stat submissions to avoid these things happening.

Now that that's all out of the way, best of luck and happy submitting!
 
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Final Submission

91 HP / 73 Atk / 122 Def / 135 SpA / 60 SpD / 89 Spe (BST: 570)

78.18 PS / 133.93 SS / 126.54 PT / 72.14 ST (BSR: 585.58)

Physical Bulk
91 HP in combination with 122 Defense is quite hefty, but it allows for a bit of flexibility with EVs. 252 HP/0 Def spreads cannot be 2HKO'd by Choice Band Kartana. Heavy-Duty Boots variants also never get 2HKO'd by Band Rillaboom's Wood Hammer, while 56 Defense EVs allows Leftovers variants to live Rillaboom as well when rocks are up. This amount of bulk lets you comfortably switch into a variety of physical Pokémon and start setting up or recovering back up. Strong Ground-type hits or repeated super effective hits should still be able to beat us.

252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 0 Def Skuntank in Grassy Terrain: 171-202 (44.3 - 52.3%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 56 Def Skuntank in Grassy Terrain: 163-192 (42.2 - 49.7%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery
252 Atk Choice Band Kartana Sacred Sword vs. 252 HP / 0 Def Skuntank: 159-188 (41.1 - 48.7%) -- guaranteed 3HKO

252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 0 Def Skuntank: 84-99 (21.7 - 25.6%) -- 1.5% chance to 4HKO
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 0 Def Skuntank: 338-398 (87.5 - 103.1%) -- 25% chance to OHKO (Ghost type)
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Skuntank: 359-424 (93 - 109.8%) -- 56.3% chance to OHKO

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Special Bulk
While 91/60 by itself is not that spectacular, but with 252 HP investment we can live a fair amount of attacks provided we aren't chipped as much. Repeated Calm Minds ensure Equilibra cannot 2HKO us with Earth Power (provided it switches into us). Specs Tapu Lele and Specs Tapu Koko cannot OHKO us at +1. We can potentially set up against weaker specially oriented targets in order to clean in the lategame. I made sure that strong moves like Nidoking's Earth Power and moves that chain into super effective hits like Draco Meteor can still 2HKO at +1.

252+ SpA Equilibra Earth Power vs. +2 252 HP / 0 SpD Skuntank: 234-276 (60.6 - 71.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Equilibra Earth Power vs. +3 252 HP / 0 SpD Skuntank: 93-111 (24 - 28.7%) -- 98.1% chance to 4HKO (Ground type)
252 SpA Choice Specs Tapu Lele Moonblast vs. +1 252 HP / 0 SpD Skuntank: 235-277 (60.8 - 71.7%) -- guaranteed 2HKO
252 SpA Choice Specs Tapu Koko Thunderbolt vs. +1 252 HP / 0 SpD Skuntank in Electric Terrain: 232-274 (60.1 - 70.9%) -- guaranteed 2HKO

252 SpA Choice Specs Latios Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 322-379 (83.4 - 98.1%) -- guaranteed 2HKO (change to Dragon type negates the Draco SpA drop)
252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 268-316 (69.4 - 81.8%) -- guaranteed 2HKO (same but you might live if you recover up)
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. +1 252 HP / 0 SpD Skuntank: 374-445 (96.8 - 115.2%) -- 81.3% chance to OHKO
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. +1 252 HP / 0 SpD Skuntank: 187-222 (48.4 - 57.5%) -- 94.9% chance to 2HKO (Ground type)

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Speed
Base 89 speed can outpace Adamant Rillaboom, 40 Speed EV Zapdos and Defensive Landorus, with a 132 EV Timid Spread, while max speed allows us to outspeed Excadrill as well as base 85s like Nidoking and non-Scarf Tapu Fini.

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Special Attack
135 special attack with 124 EVs (if you were to run 132 speed EVs) OHKO's Scarf Bao and 2HKOs Rillaboom, Scarf Tapu Fini, Tapu Koko, Tapu Lele, Kerfluffle, Kartana, Latios, Dragapult, Defensive Landorus (Scald) and Excadrill (Scald) without STAB. Max SpA Timid adds Clefable, offensive Victini, offensive Aegislash-Shield and Pajantom to the list of 2HKOs. At +1 with 124 EVs, non-STAB we OHKO Rillaboom, Kartana and Koko and 2HKOs defensive Aegislash-Shield, while max SpA Timid OHKOs Dragapult. At +2 non-STAB 124 SpA EVs, Scald can 2HKO all Equilibra spreads if we want to go that route (even 252/252+ gets 2HKOd 95.7% of the time).

+0 Non-STAB
124 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Jumbao: 360-424 (110.7 - 130.4%) -- guaranteed OHKO
124 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 248-294 (72.7 - 86.2%) -- guaranteed 2HKO after Grassy Terrain recovery
124 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Fini: 148-176 (52.6 - 62.6%) -- guaranteed 2HKO
124 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Koko: 236-278 (83.9 - 98.9%) -- guaranteed 2HKO
124 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 164-194 (58.3 - 69%) -- guaranteed 2HKO
124 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 206-244 (66.6 - 78.9%) -- guaranteed 2HKO
124 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Kartana: 197-232 (76 - 89.5%) -- guaranteed 2HKO
124 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Latios: 152-180 (50.4 - 59.8%) -- guaranteed 2HKO
124 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 208-246 (65.6 - 77.6%) -- guaranteed 2HKO
124 SpA Skuntank Scald vs. 252 HP / 0 SpD Landorus-Therian: 200-236 (52.3 - 61.7%) -- guaranteed 2HKO
124 SpA Skuntank Scald vs. 0 HP / 0 SpD Excadrill: 236-278 (65.3 - 77%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 220-260 (55.8 - 65.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Victini: 180-212 (52.7 - 62.1%) -- guaranteed 2HKO
252 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 136-160 (52.1 - 61.3%) -- guaranteed 2HKO
252 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Pajantom: 164-194 (53 - 62.7%) -- guaranteed 2HKO

+1 Non-STAB / +0 STAB
+1 124 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 374-440 (109.6 - 129%) -- guaranteed OHKO
+1 124 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Kartana: 294-346 (113.5 - 133.5%) -- guaranteed OHKO
+1 124 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Koko: 350-414 (124.5 - 147.3%) -- guaranteed OHKO
+1 124 SpA Skuntank Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 186-218 (57.4 - 67.2%) -- guaranteed 2HKO after Leftovers recovery
+1 252 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 340-400 (107.2 - 126.1%) -- guaranteed OHKO

+2 Non-STAB
+2 124 SpA Skuntank Scald vs. 252 HP / 252+ SpD Equilibra: 212-250 (51.9 - 61.2%) -- 95.7% chance to 2HKO after Leftovers recovery

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Physical Attack
Attack is mostly a dump stat here, I landed on 73 for a nice 570 BST which is still high but it lines up with the Tapus and Ultra Beasts :smogduck:

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Additional Comments
It might be apparent but I think with this spread, a set based around Calm Mind with an EV spread of 252 HP / 124 SpA / 132 Spe with a Timid nature might be the best option, though there's definitely options for more bulky spreads. Strength Sap and Ice Beam might be a bit much if we want to keep some checks like Garchomp, Excadrill, Colossoil and Landorus around. Scald is cool for beating Libra faster (though you could keep boosting and beat it with Dark Pulse) and messes with Drill and Lando. As far as Coil goes, it might be usable purely for a defensive benefit but giving up Calm Mind seems like a bad idea.
 
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Final Submission

88 HP / 72 Atk / 124 Def / 112 SpA / 88 SpD / 106 Spe (BST: 590)

85.03 PS / 125.74 SS / 125.96 PT / 95.63 ST (BSR: 593.94)

Optional moves: Knock Off, Ice Beam, Scald

Speed
106 Speed hits the coveted "outspeeding Band Rillaboom:Rillaboom:" benchmark, either uninvested with a positive nature, or 88 EVs with a netural nature. With max investment and a positive nature, it hits 342 Speed, enough to outspeed all Rillaboom:Rillaboom:, unboosted Jolly Garchomp:garchomp:, and Krilowatt:krilowatt:. A neutral nature with max investment hits 311 speed, which notably outspeeds Jolly non-Scarf Landorus-Therian:landorus-therian:.

Special Attack
You can basically take my Stat Limits post on our offensive benchmarks and use it here. Notably, we 2HKO Rillaboom:Rillaboom:, Dragapult:dragapult:, and Kerfluffle:kerfluffle: at +0 non-STAB, 2HKO Tapu Lele:tapu lele: at +0 STAB -> +0 non-STAB, 2HKO Clefable:clefable:, Pajantom:pajantom:, Latios:latios:, and Scarf Tapu Fini:tapu fini: at +1 non-STAB, and 2HKO Zeraora:zeraora: and defensive Tapu Fini:tapu fini: at +2 non-STAB. It also has a strong chance of OHKOing Garchomp:garchomp: and a guaranteed chance of OHKOing offensive Landorus-T:landorus-therian: with Ice Beam at +0.
+0 Non-STAB
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Jumbao: 276-328 (84.9 - 100.9%) -- 6.3% chance to OHKO
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 192-226 (56.3 - 66.2%) -- guaranteed 2HKO after Grassy Terrain recovery
0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Koko: 180-214 (64 - 76.1%) -- guaranteed 2HKO
0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 246-290 (60.8 - 71.7%) -- guaranteed 2HKO
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 160-190 (50.4 - 59.9%) -- guaranteed 2HKO
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 158-188 (51.1 - 60.8%) -- guaranteed 2HKO
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Kartana: 151-178 (58.3 - 68.7%) -- guaranteed 2HKO
0 SpA Skuntank Scald vs. 0 HP / 4 SpD Nidoking: 160-190 (52.8 - 62.7%) -- guaranteed 2HKO
0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Garchomp: 328-388 (91.8 - 108.6%) -- 50% chance to OHKO
0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 344-408 (107.8 - 127.8%) -- guaranteed OHKO

+0 STAB into +0 Non-STAB
(Calcs use moves at 2.5x power, non-STAB to simulate the two hits)
0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 316-372 (112.4 - 132.3%) -- guaranteed OHKO

+1 Non-STAB
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 142-168 (54.4 - 64.3%) -- guaranteed 2HKO
+1 0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 0 SpD Pajantom: 174-206 (56.3 - 66.6%) -- guaranteed 2HKO
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Latios: 174-206 (57.8 - 68.4%) -- guaranteed 2HKO
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Victini: 190-224 (55.7 - 65.6%) -- guaranteed 2HKO
+1 0 SpA Skuntank Dark Pulse vs. 252 HP / 4 SpD Slowbro: 228-270 (57.8 - 68.5%) -- guaranteed 2HKO
+1 0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Fini: 170-202 (60.4 - 71.8%) -- guaranteed 2HKO
+1 0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Syclant: 153-180 (54.4 - 64%) -- guaranteed 2HKO
+1 0 SpA Skuntank Dark Pulse vs. 96 HP / 0 SpD Regieleki: 164-194 (50.4 - 59.6%) -- guaranteed 2HKO
+1 0 SpA Skuntank Scald vs. 0 HP / 4 SpD Heatran: 180-214 (55.7 - 66.2%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Skuntank Scald vs. 0 HP / 0 SpD Excadrill: 270-318 (74.7 - 88%) -- guaranteed 2HKO after Leftovers recovery
+1 0 SpA Skuntank Scald vs. 252 HP / 0 SpD Moltres: 218-258 (56.7 - 67.1%) -- guaranteed 2HKO
+1 0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Garchomp: 492-580 (137.8 - 162.4%) -- guaranteed OHKO
+1 0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 516-608 (161.7 - 190.5%) -- guaranteed OHKO
+1 0 SpA Skuntank Scald vs. 252 HP / 0 SpD Hippowdon: 248-294 (59 - 70%) -- guaranteed 2HKO
+1 0 SpA Skuntank Scald vs. 0 HP / 252 SpD Excadrill: 196-232 (54.2 - 64.2%) -- guaranteed 2HKO after Leftovers recovery

+2 Non-STAB
Everything in the +0 Non-STAB category gets OHKO'd. In additiion:
+2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 206-244 (50.9 - 60.3%) -- guaranteed 2HKO
+2 0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 171-202 (53.9 - 63.7%) -- guaranteed 2HKO
+2 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Nidoking: 159-188 (52.4 - 62%) -- guaranteed 2HKO
+2 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Tornadus-T: 152-179 (50.8 - 59.8%) -- guaranteed 2HKO
+2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 64 SpD Tapu Fini: 216-256 (62.7 - 74.4%) -- guaranteed 2HKO after Leftovers recovery
+2 0 SpA Skuntank Scald vs. 252 HP / 84 SpD Equilibra: 204-242 (50 - 59.3%) -- guaranteed 2HKO
+2 0 SpA Skuntank Scald vs. 252 HP / 216+ SpD Tyranitar in Sand: 126-150 (31.1 - 37.1%) -- guaranteed 4HKO after Leftovers recovery
+2 0 SpA Skuntank Ice Beam vs. 56 HP / 252 SpD Colossoil: 276-326 (65.5 - 77.4%) -- guaranteed 2HKO after Leftovers recovery

Physical Attack
This spread deemphasizes Coil sets, but 72 Attack is decent enough to do decent chip damage to certain Pokemon off of super effective damage. The strengths of the spread lie in the other aspects.
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 122-144 (38.4 - 45.4%) -- guaranteed 3HKO
0- Atk Skuntank Knock Off vs. 0 HP / 0 Def Pajantom: 86-102 (27.8 - 33%) -- guaranteed 4HKO
0- Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 116-138 (29.4 - 35%) -- 13.2% chance to 3HKO
0- Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 252+ Def Slowbro: 66-78 (16.7 - 19.7%) -- guaranteed 6HKO
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 116-138 (38.5 - 45.8%) -- guaranteed 3HKO
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Victini: 96-114 (28.1 - 33.4%) -- 0% chance to 3HKO

Physical Defense
This is the big focus of this spread. Having a great physical defense makes it easier to tank physical hits and start setting up. This spread avoids the 2HKO from Banded Rillaboom:rillaboom: Wood Hammer after Grassy Terrain recovery and/or Leftovers, assuming max HP investment and no investment in Defense, easily soaks up Zeraora:zeraora:'s Plasma Fists, and takes a number of other strong self-resisted physical hits well, allowing us to capitalize on Color Change. U-turn is a rather large problem for us, but this defense at least lets us take those hits better. This also leaves us open to strong Earthquakes, allowing certain Ground types to still check us offensively.
Resist -> Resist Hits
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 0 Def Skuntank in Grassy Terrain: 169-199 (44.4 - 52.3%) -- guaranteed 3HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 0 Def Skuntank in Grassy Terrain: 99-117 (26 - 30.7%) -- 4.6% chance to 4HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Knock Off vs. 252 HP / 0 Def Skuntank: 47-56 (12.3 - 14.7%) -- possibly the worst move ever
252 Atk Zeraora Knock Off vs. 252 HP / 0 Def Skuntank: 27-32 (7.1 - 8.4%) -- possibly the worst move ever

Neutral -> Resist Hits
252 Atk Zeraora Plasma Fists vs. 252 HP / 0 Def Skuntank: 123-145 (32.3 - 38.1%) -- 97.1% chance to 3HKO
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 0+ Def Skuntank on a critical hit: 207-246 (53.9 - 64%) -- approx. 2HKO (75% chance to survive two uses of Surging Strikes)
252 Atk Choice Band Syclant Icicle Crash vs. 252 HP / 0 Def Skuntank: 160-189 (42.1 - 49.7%) -- guaranteed 3HKO
252 Atk Victini V-create vs. 252 HP / 0 Def Skuntank: 204-241 (53.6 - 63.4%) -- guaranteed 2HKO
252 Atk Choice Band Kartana Smart Strike vs. 252 HP / 0 Def Skuntank: 184-217 (48.4 - 57.1%) -- 91.8% chance to 2HKO

Other Hits
252+ Atk Choice Band Rillaboom U-turn vs. 252 HP / 0 Def Skuntank: 102-120 (26.5 - 31.2%) -- 12.4% chance to 4HKO after Grassy Terrain recovery
252 Atk Choice Band Pajantom Outrage vs. 252 HP / 0 Def Skuntank: 249-294 (65.5 - 77.3%) -- guaranteed 2HKO
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 0 Def Skuntank: 331-390 (87.1 - 102.6%) -- 18.8% chance to OHKO
72 Atk Dragapult Dragon Darts (2 hits) vs. 252 HP / 0 Def Skuntank: 114-134 (30 - 35.2%) -- approx. 13.4% chance to 3HKO (can survive two uses of Dragon Darts)
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 0 Def Skuntank: 234-276 (61.5 - 72.6%) -- approx. 2HKO

Super Effective Hits
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Skuntank: 296-350 (77.8 - 92.1%) -- guaranteed 2HKO
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Skuntank: 354-421 (93.1 - 110.7%) -- 62.5% chance to OHKO
252 Atk Excadrill Earthquake vs. 252 HP / 0 Def Skuntank: 282-332 (74.2 - 87.3%) -- guaranteed 2HKO
0 Atk Colossoil Earthquake vs. 252 HP / 0 Def Skuntank: 212-252 (55.7 - 66.3%) -- guaranteed 2HKO
4 Atk Hippowdon Earthquake vs. 252 HP / 0 Def Skuntank: 200-236 (52.6 - 62.1%) -- guaranteed 2HKO after sandstorm damage
252+ Atk Melmetal Earthquake vs. 252 HP / 0 Def Skuntank: 214-254 (56.3 - 66.8%) -- guaranteed 2HKO
252 Atk Zeraora Close Combat vs. 252 HP / 0 Def Skuntank: 196-232 (51.5 - 61%) -- guaranteed 2HKO (super effective)

Special Defense
The special defense isn't quite as high, but it serves as a decent starting point to start boosting from, and can take some assorted hits from defensive Pokemon, as well as weaker moves from offensive Pokemon. After a Calm Mind, it becomes more difficult for special breakers to try to get through, although Draco Meteors still pose a problem.
Resisted Hits
176 SpA Slowking-Galar Sludge Bomb vs. 252 HP / 0 SpD Skuntank: 68-81 (17.8 - 21.3%) -- possible 5HKO
252 SpA Life Orb Jumbao Leaf Storm vs. 252 HP / 0 SpD Skuntank: 148-175 (38.9 - 46%) -- guaranteed 3HKO

Neutral Hits
0- SpA Zeraora Volt Switch vs. 252 HP / 0 SpD Skuntank: 76-91 (20 - 23.9%) -- guaranteed 5HKO
0 SpA Slowking Scald vs. 252 HP / 0 SpD Skuntank: 96-114 (25.2 - 30%) -- guaranteed 4HKO
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Skuntank: 109-130 (28.6 - 34.2%) -- 3% chance to 3HKO
0 SpA Cyclohm Draco Meteor vs. 252 HP / 0 SpD Skuntank: 171-202 (45 - 53.1%) -- 30.5% chance to 2HKO
252 SpA Heatran Magma Storm vs. 252 HP / 0 SpD Skuntank: 183-216 (48.1 - 56.8%) -- guaranteed 2HKO after trapping damage
252 SpA Heatran Magma Storm vs. +1 252 HP / 0 SpD Skuntank: 121-144 (31.8 - 37.8%) -- guaranteed 3HKO after trapping damage
252 SpA Life Orb Jumbao Moonblast vs. +1 252 HP / 0 SpD Skuntank: 142-169 (36.9 - 44%) -- guaranteed 3HKO
252 SpA Life Orb Jumbao Moonblast vs. +1 252 HP / 0 SpD Skuntank: 146-173 (38.4 - 45.5%) -- guaranteed 3HKO
252 SpA Choice Specs Tapu Lele Moonblast vs. +1 252 HP / 0 SpD Skuntank: 174-205 (45.7 - 53.9%) -- 46.1% chance to 2HKO
252 SpA Choice Specs Tapu Lele Psychic vs. +1 252 HP / 0 SpD Skuntank in Psychic Terrain: 213-252 (56 - 66.3%) -- guaranteed 2HKO
252 SpA Choice Specs Latios Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 237-279 (62.3 - 73.4%) -- guaranteed 2HKO
252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 196-232 (51.5 - 61%) -- guaranteed 2HKO
252 SpA Choice Specs Kerfluffle Focus Blast vs. +1 252 HP / 0 SpD Skuntank: 201-237 (52.8 - 62.3%) -- guaranteed 2HKO
252 SpA Life Orb Krilowatt Surf vs. +1 252 HP / 0 SpD Skuntank: 107-126 (28.1 - 33.1%) -- guaranteed 4HKO

Super Effective Hits
4+ SpA Equilibra Earth Power vs. 252 HP / 0 SpD Skuntank: 282-332 (74.2 - 87.3%) -- guaranteed 2HKO
0 SpA Gastrodon Earth Power vs. 252 HP / 0 SpD Skuntank: 204-240 (53.6 - 63.1%) -- guaranteed 2HKO
252 SpA Life Orb Sheer Force Nidoking Earth Power vs. +1 252 HP / 0 SpD Skuntank: 281-330 (73.9 - 86.8%) -- guaranteed 2HKO
252 SpA Life Orb Krilowatt Thunderbolt vs. +1 252 HP / 0 SpD Skuntank: 213-252 (56 - 66.3%) -- guaranteed 2HKO (super effective)
0 SpA Tomohawk Hurricane vs. +1 252 HP / 0 SpD Skuntank: 200-236 (52.6 - 62.1%) -- guaranteed 2HKO
96+ SpA Zapdos Discharge vs. +1 252 HP / 0 SpD Skuntank: 186-222 (48.9 - 58.4%) -- 97.7% chance to 2HKO
252 SpA Heatran Earth Power vs. +1 252 HP / 0 SpD Skuntank: 146-174 (38.4 - 45.7%) -- guaranteed 3HKO

EDIT: At Birkal's advice, I decided to crank up the speed in exchange for a little bulk. Defensive calcs will be adjusted later.
EDIT 2: Calcs are all now adjusted.
 
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WIP

96 HP / 93 Atk / 109 Def / 117 SpA / 87 SpD / 98 Spe (600 BST)

109.00 S / 100.74 PS / 125.74 SS / 118.31 PT / 99.44 ST (589.29 BSR)

Optional Moves: Coil, Knock Off, Gunk Shot, Scald

Set Goals: This set aims to be an all-rounder that combines a strong offensive presence with boosting moves on both spectrums, as well be a strong defensive pokemon that can switch in on and threaten both defensive and offensive staples. My main notice with this spread was that in many of the other ones posted, they sacrifice one stat, while also still having a notable flaw in another way/ being weaker than this spread in some way. Many spreads posted sacrificed physical attack, for example, while still having a notable defensive flaw or even being notably slow compared to other sets. This set instead aims to best combine 29's stats in a way that allows it to succeed in a multitude of roles, while still giving it notable flaws that it has to work around.

Speed
98 speed allows CAP 29 to outspeed Rillaboom:Rillaboom: as well as many other threats such as Nidoking:Nidoking:, Excadrill:Excadrill:, non-scarfed Landorus-Therian:Landorus-Therian:, Colossoil:Colossoil:, non-scarfed Tapu Lele:Tapu Lele:, non-scarfed Jumbao:Jumbao: and banded Urshifu:Urshifu:.

Special Attack
117 Special Attack allows for 29 to score many essential 2HKO's. in particular, Dragapult:Dragapult: is 2HKO'd by Dark Pulse even without STAB, as well as Kerfluffle:Kerfluffle:, Tapu Koko:Tapu Koko: and Rillaboom:Rillaboom: with Sludge Bomb. Scald also 2HKO's offensive Excadrill:Excadrill: at +0 after rocks. It also allows for many +0 STAB > +0 nonSTAB combos, including a guaranteed 2HKO on Slowbro:Slowbro:, Tapu Lele:Tapu Lele: and Latios:Latios: , 2HKO'ing Pajantom:Pajantom: after rocks damage, and even guaranteeing a 2HKO on non-leftover variants of Clefable:Clefable: (And still having a high chance to 2HKO even with leftovers). At +1, 117 SpA 2HKO's Offensive Aegislash:Aegislash:, Scarf Fini:Tapu Fini:, Victini:Victini: and Offensive Heatran:Heatran: with Scald, as well as securing KO's on multiple afformentioned Pokemon. It even secures a 2HKO on both offensive and defensive variants of Landorus-T:Landorus-Therian: with Scald. Finally, at +2, 117 SpA 2HKO's Zeraora :Zeraora: and More Defensive Tapu Fini :Tapu Fini: Sets as well as having a high chance of 2HKO'ing Defensive Heatran:Heatran: sets with Scald.
252 HP/4 Def/252 Spe
Timid Nature
+0 nonSTAB
:Excadrill: 0 SpA CAP 29 Scald vs. 0 HP / 0 SpD Excadrill: 188-222 (52 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
:Tapu Koko: 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 4 SpD Tapu Koko: 188-222 (66.9 - 79%) -- guaranteed 2HKO
:Rillaboom: 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 198-234 (58 - 68.6%) -- guaranteed 2HKO after Grassy Terrain recovery
:Dragapult: 0 SpA CAP 29 Dark Pulse vs. 0 HP / 4 SpD Dragapult: 168-198 (52.9 - 62.4%) -- guaranteed 2HKO
:Kerfluffle: 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 4 SpD Kerfluffle: 162-192 (52.4 - 62.1%) -- guaranteed 2HKO
:Kartana: 0 SpA CAP 29 Dark Pulse vs. 0 HP / 4 SpD Kartana: 157-185 (60.6 - 71.4%) -- guaranteed 2HKO
:Tangrowth: 0 SpA CAP 29 Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 254-300 (62.8 - 74.2%) -- guaranteed 2HKO
+0 STAB > +0 nonSTAB*
*Moves are calculated without STAB and a 1.25x bonus (100 power for Dark Pulse and 113 power for Sludge Bomb). Actual damage percents are shown at the end of the calc.
:Slowbro: 0 SpA CAP 29 Dark Pulse vs. 252 HP / 4 SpD Slowbro: 198-234 (50.2 - 59.3%) -- guaranteed 2HKO ( 60.4 - 71%)( 40.1 - 47.7%)
:Tapu Lele: 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 162-192 (57.6 - 68.3%) -- guaranteed 2HKO ( 69.7 - 82.5%)( 46.9 - 55.5%)
:Latios: 0 SpA CAP 29 Dark Pulse vs. 0 HP / 4 SpD Latios: 152-180 (50.4 - 59.8%) -- guaranteed 2HKO ( 59.8 - 71%)( 40.5 - 47.8%)
:Pajantom: 0 SpA CAP 29 Dark Pulse vs. 0 HP / 0 SpD Pajantom: 150-178 (48.5 - 57.6%) -- 94.1% chance to 2HKO ( 58.2 - 69.2% )( 39.4 - 46.6% )
:Clefable: 0 SpA CAP 29 Sludge Bomb vs. 252 HP / 4 SpD Clefable: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO ( 61.4 - 72.5% )( 41.1 - 48.7% )
:Clefable::Leftovers: 0 SpA CAP 29 Sludge Bomb vs. 252 HP / 4 SpD Clefable: 204-240 (51.7 - 60.9%) -- 94.1% chance to 2HKO after Leftovers recovery
+1 nonSTAB/+0 STAB
:Aegislash: +1 0 SpA CAP 29 Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 146-174 (55.9 - 66.6%) -- guaranteed 2HKO
:Tapu Fini: +1 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 4 SpD Tapu Fini: 178-210 (63.3 - 74.7%) -- guaranteed 2HKO
:Victini: +1 0 SpA CAP 29 Dark Pulse vs. 0 HP / 4 SpD Victini: 196-232 (57.4 - 68%) -- guaranteed 2HKO
:Heatran: +1 0 SpA CAP 29 Scald vs. 0 HP / 4 SpD Heatran: 188-222 (58.2 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
:Landorus-Therian: +1 0 SpA CAP 29 Scald vs. 0 HP / 0 SpD Landorus-Therian: 238-280 (74.6 - 87.7%) -- guaranteed 2HKO
:Landorus-Therian::Rocky Helmet: +1 0 SpA CAP 29 Scald vs. 252 HP / 0 SpD Landorus-Therian: 238-280 (62.3 - 73.2%) -- guaranteed 2HKO
+2 nonSTAB
:Heatran: +2 0 SpA CAP 29 Scald vs. 252 HP / 128+ SpD Heatran: 202-238 (52.3 - 61.6%) -- 97.7% chance to 2HKO after Leftovers recovery
:Tapu Fini: +2 0 SpA CAP 29 Sludge Bomb vs. 252 HP / 64 SpD Tapu Fini: 224-264 (65.1 - 76.7%) -- guaranteed 2HKO after Leftovers recovery
:Zeraora: +2 0 SpA CAP 29 Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 178-210 (56.1 - 66.2%) -- guaranteed 2HKO

Other Calcs
:Krilowatt: +2 0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 188-222 (42.4 - 50.1%) -- 0.4% chance to 2HKO (nonSTAB)
:Tomohawk: +2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 177-209 (42.7 - 50.4%) -- 1.2% chance to 2HKO (nonSTAB)
:Hydreigon::Leftovers: +2 0 SpA Skuntank Sludge Bomb vs. 164 HP / 0 SpD Hydreigon: 162-191 (44.2 - 52.1%) -- guaranteed 3HKO after Leftovers recovery
:Equilibra: +2 0 SpA Skuntank Dark Pulse vs. 252 HP / 128 SpD Equilibra: 102-121 (25 - 29.6%) -- 0% chance to 4HKO after Leftovers recovery
:Equilibra: +2 0 SpA Skuntank Scald vs. 252 HP / 128 SpD Equilibra: 204-242 (50 - 59.3%) -- 77.3% chance to 2HKO after Leftovers recovery
:Garchomp: +2 0 SpA Skuntank Dark Pulse vs. 0 HP / 0 SpD Garchomp: 151-178 (42.2 - 49.8%) -- guaranteed 3HKO
:Cyclohm: +2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Cyclohm: 197-232 (46.9 - 55.2%) -- 69.5% chance to 2HKO
:Suicune: +2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Suicune: 130-154 (32.1 - 38.1%) -- 0.9% chance to 3HKO after Leftovers recovery
:Ferrothorn: +2 0 SpA Skuntank Dark Pulse vs. 252 HP / 176+ SpD Ferrothorn: 90-107 (25.5 - 30.3%) -- 0.5% chance to 4HKO after Leftovers recovery
:Urshifu: 0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Urshifu-Rapid-Strike: 168-198 (49.2 - 58%) -- 96.9% chance to 2HKO

Attack
93 attack was given for Coil, and its lower power when compared to special is made up for by the increased power of physical moves. To start, at +0 nonSTAB, Gunk Shot OHKO's Jumbao:Jumbao:, as well as 2HKO'ing Tapu Koko:Tapu Koko:, Kerfluffle:Kerfluffle: and Tapu Lele:Tapu Lele: (Notably, Knock Off into Gunk Shot will also 2HKO Lele) and 2HKO's RIllaboom:Rillaboom: with rocks. With STAB>nonSTAB at +0, it deals with Latios:Latios:, Dragapult:Dragapult:, and Pajantom:Pajantom:, notably being able to do so even while both losing its type and Knock Off's item boost. at +1 with Coil, not only does CAP 29 get a power boost, but Gunk Shot also gains 100% accuracy, turning it into a dangerous tool. at +1, 93 attack now OHKO's Lele:Tapu Lele:, as well as OHKOing Koko:Tapu Koko: after rocks and Kerfluffle:Kerfluffle: after spikes or poison damage. +1 also ensures a 2HKO on Clefable:Clefable: and 2HKO's Slowking:Slowking:, defensive Fini:Tapu Fini: and Victini:Victini: after rocks. at +2, Knock Off OHKO's Latios:Latios:, Dragapult:Dragapult: and Pajantom:Pajantom:, and also 2hko's Both Tangrowth:Tangrowth: after rocks and offensive and defensive Aegislash:Aegislash: sets.
252 HP/4 Def/252 Spe Jolly Nature
+0 nonSTAB
:Jumbao: 0 Atk Skuntank Gunk Shot vs. 0 HP / 4 Def Jumbao: 332-392 (102.1 - 120.6%) -- guaranteed OHKO
:Tapu Koko: 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Tapu Koko: 186-220 (66.1 - 78.2%) -- guaranteed 2HKO
:Kerfluffle: 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Kerfluffle: 184-218 (59.5 - 70.5%) -- guaranteed 2HKO
:Tapu Lele: 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 206-244 (73.3 - 86.8%) -- guaranteed 2HKO ( 29.8 - 35.2% (Knock Off Damage))
:Rillaboom: 0 Atk Skuntank Gunk Shot vs. 0 HP / 4 Def Rillaboom: 178-210 (52.1 - 61.5%) -- 97.7% chance to 2HKO after Grassy Terrain recovery
+0 STAB>+0 nonSTAB*
*Knock Off is calculated with a 3.25x boost and no STAB or item bonus (Crunch with 211 power) to calculate its damage output when losing both type and item bonus on the second hit. actual damage percents are in bold.
:Latios: 0 Atk Skuntank Crunch vs. 0 HP / 0 Def Latios: 342-404 (113.6 - 134.2%) -- guaranteed OHKO ( 79 - 93%)( 35.2 - 41.8%)
:Dragapult: 0 Atk Skuntank Crunch vs. 0 HP / 0 Def Dragapult: 362-426 (114.1 - 134.3%) -- guaranteed OHKO ( 78.2 - 92.7%)( 35.3 - 42.2%)
:Pajantom: 0 Atk Skuntank Crunch vs. 0 HP / 4 Def Pajantom: 374-442 (121 - 143%) -- guaranteed OHKO ( 84.1 - 99%)( 37.5 - 44.6%)
+1 nonSTAB

:Tapu Lele: +1 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 308-364 (109.6 - 129.5%) -- guaranteed OHKO
:Tapu Koko: +1 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Tapu Koko: 278-328 (98.9 - 116.7%) -- 93.8% chance to OHKO
:Kerfluffle: +1 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Kerfluffle: 276-326 (89.3 - 105.5%) -- 31.3% chance to OHKO
:Clefable: +1 0 Atk Skuntank Gunk Shot vs. 252 HP / 252+ Def Clefable: 214-252 (54.3 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
:Slowking::Heavy-Duty-Boots: +1 0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 236-278 (59.8 - 70.5%) -- guaranteed 2HKO
:Slowking: +1 0 Atk Skuntank Knock Off vs. 252 HP / 4 Def Slowking: 158-188 (40.1 - 47.7%) -- guaranteed 3HKO
:Tapu Fini: +1 0 Atk Skuntank Gunk Shot vs. 252 HP / 192+ Def Tapu Fini: 168-198 (48.8 - 57.5%) -- 53.1% chance to 2HKO after Leftovers recovery
:Victini::Choice Scarf: +1 0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Victini: 196-232 (57.4 - 68%) -- guaranteed 2HKO
:Victini: +1 0 Atk Skuntank Knock Off vs. 0 HP / 0 Def Victini: 134-158 (39.2 - 46.3%) -- guaranteed 3HKO
+2 nonSTAB
:Latios: +2 0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 316-372 (104.9 - 123.5%) -- guaranteed OHKO
:Dragapult: +2 0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 332-392 (104.7 - 123.6%) -- guaranteed OHKO
:Pajantom: +2 0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 4 Def Pajantom: 346-408 (111.9 - 132%) -- guaranteed OHKO
:Aegislash::Leftovers: +2 0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 196-232 (60.4 - 71.6%) -- guaranteed 2HKO
:Aegislash: +2 0 Atk Skuntank Knock Off vs. 252 HP / 0 Def Aegislash-Shield: 132-156 (40.7 - 48.1%) -- guaranteed 3HKO
:Tangrowth: +2 0 Atk Skuntank Gunk Shot vs. 252 HP / 252+ Def Tangrowth: 200-236 (49.5 - 58.4%) -- 98.8% chance to 2HKO
Other Calcs
:Krilowatt: +1 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Krilowatt: 158-186 (35.6 - 41.9%) -- guaranteed 3HKO
:Tomohawk: +2 0 Atk Skuntank Gunk Shot vs. 252 HP / 252+ Def Tomohawk: 125-148 (30.1 - 35.7%) -- 37.3% chance to 3HKO
Physical Bulk
96/109 bulk doesn't reach the same level as more defensively oriented spreads, but it hits a fine line between stat sums and reaching certain benchmarks. To start, with 252 HP and 4 Def, 96/109 takes CB Rillaboom's :Rillaboom: Wood Hammer fairly well, with lower chances of being 2HKO'd than the discussed 100/106 while shaving off a point. While this still does not guarantee that we won't be 2HKO'd, 29's higher speed and offenses will ensure that it can Recover off Rilla's Wood Hammers, letting it chip itself before threatening it out with Sludge Bomb or Gunk Shot. this spread is 3HKO'd by Zeraora:Zeraora: and Kartana:Kartana:, and is 2HKO'd by Banded Urshifu:Urshifu:, Victini:Victini: and Earthquake from Colossoil, Excadrill, and offensive Lando-T:Landorus-Therian:, all while outspeeding them. The only pokemon capabnle of OHKO'ing us without chip damage or boosts is Garchomp:Garchomp:.
3HKO/Low 2HKO
:Rillaboom: 252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Skuntank in Grassy Terrain: 188-222 (47.4 - 56%) -- 25.8% chance to 2HKO after Grassy Terrain recovery
:Kartana: 252 Atk Kartana Smart Strike vs. 252 HP / 4 Def Skuntank: 136-162 (34.3 - 40.9%) -- guaranteed 3HKO
:Zeraora: 252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Skuntank: 136-162 (34.3 - 40.9%) -- guaranteed 3HKO
Guaranteed 2HKO
:Excadrill: 252 Atk Excadrill Earthquake vs. 252 HP / 4 Def Skuntank: 312-368 (78.7 - 92.9%) -- guaranteed 2HKO
:Landorus-Therian: 252 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Skuntank: 330-390 (83.3 - 98.4%) -- guaranteed 2HKO
:Colossoil: 0 Atk Colossoil Earthquake vs. 252 HP / 4 Def Skuntank: 236-282 (59.5 - 71.2%) -- guaranteed 2HKO
:Urshifu: 252 Atk Choice Band Urshifu-Rapid-Strike Close Combat vs. 252 HP / 4 Def Skuntank: 271-321 (68.4 - 81%) -- guaranteed 2HKO
:Urshifu: 252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 4 Def Skuntank on a critical hit: 261-309 (65.9 - 78%) -- approx. 2HKO
:Victini: 252 Atk Victini V-create vs. 252 HP / 4 Def Skuntank: 228-268 (57.5 - 67.6%) -- guaranteed 2HKO
Guaranteed OHKO
:Garchomp: 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 4 Def Skuntank: 398-468 (100.5 - 118.1%) -- guaranteed OHKO
 
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dex

Hard as Vince Carter’s knee cartilage is
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Final Submission
80/85/108/122/85/120 BST: 600

PT: 106.06
ST 88.37
PS: 100.42
SS: 139.33
BSR: 593.23

This spread aims to get at least one CM boost by threatening out offensive mons like Rillaboom with superior Speed and a high SpA. This spread avoids a 2HKO from Rillaboom from Grassy Glide uninvested and forces it out. It furthermore hits a blistering 372 Speed, which outpaces mons that can threaten us with attacks that don't resist themselves like Kerfluffle, Latios, Garchomp, and Pajantom. The basis for this spread, or at least how it would work in theory, is that CAP 29 will pressure something akin to Rillaboom out, setup a CM, and then get a kill. CM is quite strong with this spread, as the +1 to SpA and SpD allow it to beat Krilowatt and Astrolotl 1v1 with the combo of +1 STAB into +1 No STAB Sludge Bomb. It has been given enough bulk to tank a hit from either of these two and still have uses outside of the 1v1. Essentially, this spread maximizes what CAP 29 can do with a single CM opportunity. A very nice part of this spread is it's ability to outspeed and 2HKO Astrolotl and Krilowatt at +1 with STAB into Non-STAB Sludge Bomb. The spread heavily punishes the opponent for playing slow or playing pivot spam, both of which could give CAP 29 issues otherwise.

I'm assuming that with a spread like this, the most common choice for EVs would be Max Max SpA and Speed, but with the CAP community you never know.

Some calcs:

252+ Atk Choice Band Rillaboom Wood Hammer vs. 0 HP / 0 Def Drapion in Grassy Terrain: 191-225 (63.4 - 74.7%) -- guaranteed 2HKO after Black Sludge recovery and Grassy Terrain recovery

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Drapion in Grassy Terrain: 111-132 (36.8 - 43.8%) -- 22.6% chance to 3HKO after Black Sludge recovery and Grassy Terrain recovery

252 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 252-298 (73.9 - 87.3%) -- guaranteed 2HKO after Grassy Terrain recovery.

This is without a Poison Type. This combined with the above defensive calcs means we almost always win vs. Rillaboom, as you either stall out terrain with recovery or it puts itself into Sludge Bomb range with 1-2 rounds of Wood Hammer damage.

252 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 378-446 (110.8 - 130.7%) -- guaranteed OHKO. This is with a Poison Typing, so we immediately threaten Rillaboom out in a 1v1.

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 314-370 (101.6 - 119.7%) -- guaranteed OHKO. This is without a Poison Type.

+1 252 SpA Drapion Dark Pulse vs. 0 HP / 0 SpD Pajantom: 342-404 (110.6 - 130.7%) -- guaranteed OHKO

252 SpA Drapion Scald vs. 252 HP / 0 SpD Landorus-Therian: 202-238 (52.8 - 62.3%) -- guaranteed 2HKO

252 SpA Drapion Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 452-536 (118.3 - 140.3%) -- guaranteed OHKO

252 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Garchomp: 428-508 (119.8 - 142.2%) -- guaranteed OHKO

These are all mons CAP 29 would outspeed and then OHKO without STAB (except for Pajantom, which is a 2HKO without STAB no matter what, meaning that it cannot use its great special bulk to freely switch into CAP 29).

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 270-318 (60.9 - 71.7%) -- guaranteed 2HKO

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 180-212 (40.6 - 47.8%) -- guaranteed 3HKO

252 SpA Life Orb Krilowatt Surf vs. +1 0 HP / 0 SpD Drapion: 109-129 (36.2 - 42.8%) -- 94.4% chance to 3HKO after Black Sludge recovery

If Krilowatt switches in on a CM, it cannot force CAP 29 out at +1, as Sludge Bomb STAB into Non-STAB is a guaranteed 2HKO while Krilowatt doesn't have the turns available to pull off Surf into Thunderbolt.

252 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Latios: 230-272 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock

252 SpA Choice Specs Latios Draco Meteor vs. +1 0 HP / 0 SpD Drapion: 244-288 (81 - 95.6%) -- guaranteed 2HKO after Black Sludge damage

With STAB or at +1, CAP 29 has a chance to kill Latios with Dark Pulse and will live one Specs Draco at +1. However, this is a matchup that CAP 29 is going to struggle in regardless of spread, so I'm not too worried about it.

+1 252 SpA Drapion Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 220-259 (60.2 - 70.9%) -- guaranteed 2HKO

+1 252 SpA Drapion Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 147-173 (40.2 - 47.3%) -- guaranteed 3HKO

At +1, STAB into Non-STAB Sludge Bomb is a guaranteed 2HKO on Astrolotl, which would normally be able to pressure CAP 29 heavily with Fire Lash into Stomping Tantrum.

16+ SpA Equilibra Earth Power vs. +1 0 HP / 4 SpD Drapion: 194-230 (64.4 - 76.4%) -- guaranteed 2HKO after Black Sludge recovery. This is with a Poison typing.

16+ SpA Equilibra Earth Power vs. +1 0 HP / 4 SpD Drapion: 97-115 (32.2 - 38.2%) -- guaranteed 3HKO after Black Sludge damage. This is without a poison typing.

Essentially, CAP 29 can use Equilibra as setup fodder, recovering through EP and Doom Desire to deny chained super-effective hits while boosting SpD with CM.


Edit 1: Some have mentioned in the Discord that they feel that some of the SpA stat could be allocated to SpD or HP, but the SpA is actually quite key for picking up the aforementioned benchmark damage, specifically OHKOing Kerfluffle and Pajantom at +1.

Edit 2: After doing some calcs, the Attack stat didn't need to be as high as I thought to pressure certain SpD walls, so I distributed some of those points to HP and SpD. The calcs have been changed accordingly.

Edit 3: Optional Moves: It could theoretically work with Coil, though CM will almost always be more viable. This spread would most likely appreciate Scald, and it would really appreciate Ice Beam. Knock Off could also see some use with this spread.

Edit 4: Probably last edit: swapped the attack and SpD because the spread is a little bsr abusive as is. Makes Libra and other special walls a little more effective against CAP 29, which is probably a good thing.

Edit 5: For real last edit: redistributed some of the Attack stat into Def for optical purposes and to improve the matchup into Rillaboom when accounting for hazards on the field. The added Def can account for one layer spikes + rocks rather than just one of either.
 
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WIP

I’m still spitballin exact spreads, but the general concept is to value speed while being able to run as many different viable “other options” as possible. This is my first time doing this so id really value others thoughts and suggestions

100/70/100/105/100/120

PS: 85.99
SS: 123.21
PT:112.55
ST: 114.17
BSR: 594.14
 
WIP

75 / 90 / 105 / 120 / 100 / 110
BST: 600

PS: 103.11
SS: 134.76
PT: 100.06
ST: 97.68
BSR: 591.68

Optional Moves: Coil, Gunk Shot, Knock Off, Scald, Ice Beam

Yeah I know it's pseudo-legendary stats, but IMO, having high stats is necessary to make up for our losing STAB. I went with a mixture of Suicune and Latios as my models for this stat spread.

Miscellaneous Positives/Features of this Stat Spread:
  • 90 Attack allows CAP 29 to feasibly run a Coil set if we do end up adding that move
  • 110 Speed + 252 Speed EVs allows CAP 29 to easily outspeed Rillaboom, Aegislash, and Pajantom
    • With a Timid (Calm Mind sets) or Jolly (Coil sets) nature, it can also outspeed threats like Jolly Garchomp, Choice Specs Tapu Lele, Choice Scarf Landorus-T, Excadrill without Rapid Spin boosts, and bulky QD Volcarona, as well as speed-tie with Life Orb Latios
  • 75/105/100 bulk allows CAP 29 to safely take at least two neutral hits (see calculations below)
    • Physical Defense is slightly higher because we won't be boosting it as much, meaning we'll have to rely on raw bulk to take physical hits
  • 120 Special Attack allows CAP 29 to use optional special coverage moves like Scald and Ice Beam effectively (see calculations)

Some calculations:

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Drapion in Grassy Terrain: 114-135 (39.1 - 46.3%) -- guaranteed 3HKO after Grassy Terrain recovery

252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 252 Def Drapion in Grassy Terrain: 90-107 (30.9 - 36.7%) -- guaranteed 4HKO after Grassy Terrain recovery

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 560-660 (164.2 - 193.5%) -- guaranteed OHKO (when we have STAB)

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 374-440 (109.6 - 129%) -- guaranteed OHKO (when we do not have STAB

176 SpA Slowking-Galar Flamethrower vs. 0 HP / 0 SpD Drapion: 83-98 (28.5 - 33.6%) -- 0.5% chance to 3HKO

176 SpA Slowking-Galar Flamethrower vs. +1 0 HP / 0 SpD Drapion: 56-66 (19.2 - 22.6%) -- possible 5HKO

+1 252 SpA Drapion Dark Pulse vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 194-230 (49.2 - 58.3%) -- 98% chance to 2HKO

+1 252+ Atk Drapion Knock Off (97.5 BP) vs. 252 HP / 0 Def Slowking-Galar: 488-576 (123.8 - 146.1%) -- guaranteed OHKO (Coil set; when we have STAB)

+1 252 Atk Drapion Knock Off vs. 252 HP / 0 Def Slowking-Galar: 200-236 (50.7 - 59.8%) -- guaranteed 2HKO (Slowking-Galar has no item; Coil set; when we do not have STAB)

252 SpA Choice Specs Tapu Lele Focus Blast vs. +1 0 HP / 4 SpD Drapion: 130-154 (44.6 - 52.9%) -- 26.6% chance to 2HKO

252 SpA Choice Specs Tapu Lele Moonblast vs. +1 0 HP / 0 SpD Drapion: 156-184 (53.6 - 63.2%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Choice Specs Tapu Lele Focus Blast vs. +1 0 HP / 0 SpD Drapion: 131-155 (45 - 53.2%) -- 0.4% chance to 2HKO after Black Sludge recovery

+1 252 SpA Drapion Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 368-434 (130.9 - 154.4%) -- guaranteed OHKO

+1 252 Atk Drapion Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 578-684 (205.6 - 243.4%) -- guaranteed OHKO (Coil set; when we have STAB)

+1 252 Atk Drapion Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 386-456 (137.3 - 162.2%) -- guaranteed OHKO (Coil set; when we do not have STAB)

0 SpA Moltres Scorching Sands vs. +1 0 HP / 0 SpD Drapion: 82-98 (28.1 - 33.6%) -- 0.2% chance to 3HKO

+1 252 SpA Drapion Scald vs. 248 HP / 28 SpD Moltres: 274-324 (71.5 - 84.5%) -- guaranteed 2HKO

252 SpA Latios Draco Meteor vs. +1 0 HP / 4 SpD Drapion: 142-168 (48.7 - 57.7%) -- 94.9% chance to 2HKO

+1 252 SpA Drapion Ice Beam vs. 0 HP / 4 SpD Latios: 256-302 (85 - 100.3%) -- 6.3% chance to OHKO

+1 252 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Latios: 338-402 (112.2 - 133.5%) -- guaranteed OHKO

+1 252 Atk Drapion Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 444-524 (147.5 - 174%) -- guaranteed OHKO (Coil set; when we have STAB)

+1 252 Atk Drapion Knock Off vs. 0 HP / 0 Def Latios: 200-236 (66.4 - 78.4%) -- guaranteed 2HKO (Latios has no item; Coil set; when we do not have STAB)

This one is a bit shaky, since it depends on a speed-tie, but it still shows off CAP 29's offensive prowess.

+1 0 SpA Volcarona Flamethrower vs. +1 0 HP / 0 SpD Drapion: 127-150 (43.6 - 51.5%) -- 9.8% chance to 2HKO

+1 252 SpA Drapion Scald vs. 248 HP / 0 SpD Volcarona: 238-280 (63.8 - 75%) -- guaranteed 2HKO

Even if CAP 29 and Volcarona have equal boosts in Special Attack and Special Defense, CAP 29 will always outpace Volcarona in damage.

+1 252 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 668-788 (209.4 - 247%) -- guaranteed OHKO

252 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 448-528 (140.4 - 165.5%) -- guaranteed OHKO

+1 252 SpA Drapion Ice Beam vs. 0 HP / 4 SpD Nidoking: 350-414 (115.5 - 136.6%) -- guaranteed OHKO

+1 252 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Tornadus-Therian: 304-358 (101.6 - 119.7%) -- guaranteed OHKO

+1 252 SpA Drapion Scald vs. 0 HP / 4 SpD Heatran: 236-278 (73 - 86%) -- guaranteed 2HKO after Leftovers recovery

+1 252 SpA Drapion Ice Beam vs. 252 HP / 0 SpD Hippowdon: 364-430 (86.6 - 102.3%) -- 18.8% chance to OHKO

+1 252 SpA Drapion Ice Beam vs. 0 HP / 4 SpD Hawlucha: 402-474 (135.3 - 159.5%) -- guaranteed OHKO

252 SpA Tornadus-Therian Hurricane vs. +1 0 HP / 4 SpD Drapion: 123-145 (42.2 - 49.8%) -- guaranteed 3HKO after Black Sludge recovery

+1 252 SpA Drapion Ice Beam vs. 252 HP / 0 SpD Hippowdon: 364-430 (86.6 - 102.3%) -- 18.8% chance to OHKO

252 SpA Life Orb Sheer Force Nidoking Earth Power vs. +1 0 HP / 4 SpD Drapion: 250-296 (85.9 - 101.7%) -- 12.5% chance to OHKO
 
Last edited:

quziel

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Final Submission:
HPAtkDefSpASpDSpeBSTPSSSPTSTBSR
106998212284107600110.27135.0598.68102.34591.73

Defining Moves:
Used in Relevant Calculations: Scald, Knock Off
Suggested: Coil, Gunk Shot

This spread has several focuses, so lets go through them in order:

Key Defensive Benchmarks:
Physical: 0 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Skuntank: 350-414 (84.1 - 99.5%) -- guaranteed 2HKO after Black Sludge recovery

Assuming 252 HP / 4 Def / 252 Spe EV Spread:
KO'd By:
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 4 Def Skuntank: 502-593 (120.6 - 142.5%) -- guaranteed OHKO
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 4 Def Skuntank in Rain: 387-456 (93 - 109.6%) -- guaranteed OHKO
252 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Skuntank: 416-492 (100 - 118.2%) -- guaranteed OHKO
252 Atk Excadrill Earthquake vs. 252 HP / 4 Def Skuntank: 396-468 (95.1 - 112.5%) -- 68.8% chance to OHKO

CC 2HKO'd By (H1 Pois/Dark, H2: Typing):
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 4 Def Skuntank: 117-138 (28.1 - 33.1%)
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 4 Def Skuntank: 468-552 (112.5 - 132.6%) -- guaranteed OHKO
(Ded)

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 4 Def Skuntank: 326-386 (78.3 - 92.7%) -- approx. 2HKO
252+ Atk Melmetal Earthquake vs. 252 HP / 4 Def Skuntank: 302-356 (72.5 - 85.5%) -- guaranteed 2HKO
(178.2% Max)

252 Atk Victini V-create vs. 252 HP / 4 Def Skuntank: 288-339 (69.2 - 81.4%) -- guaranteed 2HKO after Black Sludge recovery
252 Atk Victini V-create vs. 252 HP / 4 Def Skuntank: 144-169 (34.6 - 40.6%) -- guaranteed 3HKO after Black Sludge damage
(122% Max)

2HKO'd By:
0 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Skuntank: 350-414 (84.1 - 99.5%) -- guaranteed 2HKO after Black Sludge
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 4 Def Skuntank: 468-552 (112.5 - 132.6%)
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Skuntank in Grassy Terrain: 239-282 (57.4 - 67.7%) -- guaranteed 2HKO after Black Sludge recovery and Grassy Terrain recovery


Avoid 2HKO:
252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Skuntank: 172-204 (41.3 - 49%) -- 80.1% chance to 2HKO after Black Sludge damage
252 Atk Zeraora Close Combat vs. 252 HP / 4 Def Skuntank: 138-163 (33.1 - 39.1%) -- 11% chance to 3HKO after Black Sludge recovery
(88.1% Max, 93.75 After Rocks + Leftovers)

0 Atk Astrolotl Fire Lash vs. 252 HP / 4 Def Skuntank: 109-129 (26.2 - 31%) -- 5.3% chance to 4HKO after Black Sludge recovery
0 Atk Astrolotl Stomping Tantrum vs. -1 252 HP / 4 Def Skuntank: 204-240 (49 - 57.6%) -- 53.1% chance to 2HKO after Black Sludge recovery
(88.6% Max, 93.75 After Rocks + Leftovers)

252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 4 Def Skuntank in Grassy Terrain: 140-165 (33.6 - 39.6%) -- 19.5% chance to 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery


Special: 252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Skuntank: 174-205 (41.8 - 49.2%) -- guaranteed 3HKO after Black Sludge recovery

+0
OHKO'd By:

252+ SpA Choice Specs Kyurem Draco Meteor vs. 252 HP / 0 SpD Skuntank: 405-477 (97.3 - 114.6%) -- guaranteed OHKO after Stealth Rock

CC 2HKO'd By (H1 Pois/Dark, H2 Typing):
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 0 SpD Skuntank: 306-361 (73.5 - 86.7%) -- guaranteed 2HKO after Black Sludge recovery
-2 252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 0 SpD Skuntank: 306-362 (73.5 - 87%) -- guaranteed 2HKO after Black Sludge recovery

252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Skuntank: 94-111 (22.5 - 26.6%) -- possible 5HKO after Black Sludge recovery
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Skuntank: 378-446 (90.8 - 107.2%) -- 43.8% chance to OHKO

252 SpA Life Orb Krilowatt Surf vs. 252 HP / 0 SpD Skuntank: 165-195 (39.6 - 46.8%) -- guaranteed 3HKO after Black Sludge recovery
252 SpA Life Orb Krilowatt Thunderbolt vs. 252 HP / 0 SpD Skuntank: 330-390 (79.3 - 93.7%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Tomohawk Aura Sphere vs. 252 HP / 0 SpD Skuntank: 112-133 (26.9 - 31.9%) -- 40.2% chance to 4HKO after Leftovers recovery
0 SpA Tomohawk Hurricane vs. 252 HP / 0 SpD Skuntank: 308-366 (74 - 87.9%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 0 SpD Skuntank: 280-331 (67.3 - 79.5%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Kyurem Ice Beam vs. 252 HP / 0 SpD Skuntank: 140-165 (33.6 - 39.6%) -- 23.8% chance to 3HKO after Leftovers recovery
Can Recover Through

0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Skuntank: 166-196 (39.9 - 47.1%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Zapdos Volt Switch vs. 252 HP / 0 SpD Skuntank: 212-252 (50.9 - 60.5%) -- 88.3% chance to 2HKO after Leftovers recovery
This is a roll

2HKO'd By:

252 SpA Choice Specs Tapu Lele Moonblast vs. 252 HP / 0 SpD Skuntank: 270-318 (64.9 - 76.4%) -- guaranteed 2HKO after Leftovers recovery

Avoid 2HKO by:
252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Skuntank: 174-205 (41.8 - 49.2%) -- guaranteed 3HKO after Black Sludge recovery

0 SpA Slowking Scald vs. 252 HP / 0 SpD Skuntank: 100-118 (24 - 28.3%) -- possible 5HKO after Leftovers recovery
0 SpA Slowking Future Sight vs. 252 HP / 0 SpD Skuntank: 150-177 (36 - 42.5%) -- 92.4% chance to 3HKO after Leftovers recovery

+1

CC 2HKO'd By (H1 Pois/Dark, H2 Typing):

252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 204-241 (49 - 57.9%) -- 59% chance to 2HKO after Leftovers recovery
-2 252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 204-242 (49 - 58.1%) -- 59.8% chance to 2HKO after Leftovers recovery
(Can recover through)


Avoid 2HKO:
252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 0 SpD Skuntank: 63-75 (15.1 - 18%) -- possible 8HKO after Leftovers recovery
252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 0 SpD Skuntank: 254-300 (61 - 72.1%) -- guaranteed 2HKO after Leftovers recovery
(Still 3HKO's, 90.1% Max)

252 SpA Choice Specs Tapu Lele Moonblast vs. +1 252 HP / 0 SpD Skuntank: 180-213 (43.2 - 51.2%) -- guaranteed 3HKO after Leftovers recovery

252 SpA Life Orb Krilowatt Surf vs. +1 252 HP / 0 SpD Skuntank: 109-130 (26.2 - 31.2%) -- 10.8% chance to 4HKO after Leftovers recovery
252 SpA Life Orb Krilowatt Thunderbolt vs. +1 252 HP / 0 SpD Skuntank: 218-260 (52.4 - 62.5%) -- 98.8% chance to 2HKO after Leftovers recovery
(You Live)

0 SpA Zapdos Hurricane vs. +1 252 HP / 0 SpD Skuntank: 111-132 (26.6 - 31.7%) -- 24.9% chance to 4HKO after Leftovers recovery
0 SpA Zapdos Volt Switch vs. +1 252 HP / 0 SpD Skuntank: 140-168 (33.6 - 40.3%) -- 32.3% chance to 3HKO after Leftovers recovery


I chose these two calcs to ensure that 1) We can beat defensive Landorus-Therian if and only if we manage to get a fair bit of setup beforehand, preventing it from being a lazy answer to us, and 2) ensuring that we can set up on a choice locked Jumbao, which is something I view to be desirable.

Some notes on CM: This bulk spread ensures that we can actively set up on and beat Krilowatt barring a chance Paralysis, set up on and beat Zapdos, and technically beat Dragapult if we're carrying Dark Coverage.

HP: 106 HP was chosen to be a leftovers number, ensuring we get 26 HP from Leftovers every turn, maximizing our longevity, although it does mean that SR damage is maximized.

Attack: A minimum of 84 Attack is necessary to KO Pajantom with Knock Off into a Non-STAB itemless Knock Off with a Timid nature, providing a floor for the attack stat. I decided to place my leftover stats here in order to maximize the possibility of Coil as an off-set. This stat is also near the minimum to contribute to the spread's BSR.

STAB Knock Off
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 236-278 (74.4 - 87.6%) -- 6.3% chance to OHKO after Stealth Rock
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Pajantom: 248-294 (80.2 - 95.1%) -- 50% chance to OHKO after Stealth Rock
Non-STAB Knock Off

0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Pajantom: 166-196 (53.7 - 63.4%) -- guaranteed 2HKO after Stealth Rock
0- Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 158-186 (49.8 - 58.6%) -- guaranteed 2HKO after Stealth Rock
0- Atk Skuntank Knock Off vs. 0 HP / 0 Def Pajantom: 112-132 (36.2 - 42.7%) -- guaranteed 3HKO after Stealth Rock
0- Atk Skuntank Knock Off vs. 0 HP / 0 Def Dragapult: 106-126 (33.4 - 39.7%) -- guaranteed 3HKO after Stealth Rock

STAB / NS +1:
0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Krilowatt: 135-159 (30.4 - 35.8%) -- 36.9% chance to 3HKO
0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Krilowatt: 166-196 (37.4 - 44.2%) -- guaranteed 3HKO
0 Atk Skuntank Gunk Shot vs. 252 HP / 252+ Def Tomohawk: 100-118 (24.1 - 28.5%) -- guaranteed 4HKO after Stealth Rock
0 Atk Skuntank Knock Off (97.5 BP) vs. 248 HP / 220 Def Zapdos: 94-112 (24.5 - 29.2%) -- 99.9% chance to 4HKO
0 Atk Skuntank Gunk Shot vs. 248 HP / 220 Def Zapdos: 117-138 (30.5 - 36%) -- 42.4% chance to 3HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 60 Def Equilibra: 102-120 (25 - 29.4%) -- guaranteed 4HKO after Stealth Rock

NS +2
+2 0 Atk Skuntank Gunk Shot vs. 0 HP / 0 Def Krilowatt: 221-261 (49.8 - 58.9%) -- 99.6% chance to 2HKO
+2 0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Krilowatt: 179-211 (40.4 - 47.6%) -- guaranteed 3HKO
+2 0 Atk Skuntank Gunk Shot vs. 248 HP / 220 Def Zapdos: 154-182 (40.2 - 47.5%) -- guaranteed 3HKO
+2 0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 60 Def Equilibra: 134-158 (32.8 - 38.7%) -- guaranteed 3HKO after Stealth Rock


Special Attack: 122 SpA nearly guarantees a 2HKO on Defensive Landorus while uninvested assuming Stealth Rocks are up, while ensuring that we can nearly reach a 2HKO threshold on Heatran assuming rocks are up with an invested +1 Scald. I would have liked to guarantee both of these calcs, but there's only so many stats to go around, and I am happy with the power level overall.

Assuming 252 HP / 4 Def / 252 Spe:

NS +0:
0 SpA Skuntank Scald vs. 0 HP / 0 SpD Landorus-Therian: 166-196 (52 - 61.4%) -- guaranteed 2HKO after Stealth Rock
0 SpA Skuntank Scald vs. 252 HP / 0 SpD Landorus-Therian: 166-196 (43.4 - 51.3%) -- 98.8% chance to 2HKO after Stealth Rock
0 SpA Skuntank Scald vs. 252 HP / 0 SpD Hippowdon: 180-212 (42.8 - 50.4%) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery
0 SpA Skuntank Scald vs. 252 HP / 84 SpD Equilibra: 112-132 (27.4 - 32.3%) -- 87.5% chance to 4HKO after Stealth Rock and Leftovers recovery
0 SpA Skuntank Scald vs. 252 HP / 128+ SpD Heatran: 106-126 (27.4 - 32.6%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
0 SpA Skuntank Scald vs. 0 HP / 0 SpD Garchomp: 79-93 (22.1 - 26%) -- 79.7% chance to 4HKO after Stealth Rock

0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 168-198 (42.6 - 50.2%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 170-202 (55 - 65.3%) -- guaranteed 2HKO after Stealth Rock

0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 172-204 (54.2 - 64.3%) -- guaranteed 2HKO after Stealth Rock
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Pajantom: 124-148 (40.1 - 47.8%) -- 54.3% chance to 2HKO after Stealth Rock

STAB / +1:
0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 252-296 (63.9 - 75.1%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 254-302 (82.2 - 97.7%) -- 25% chance to OHKO after Stealth Rock

+1 0 SpA Skuntank Scald vs. 0 HP / 0 SpD Landorus-Therian: 248-292 (77.7 - 91.5%) -- 31.3% chance to OHKO after Stealth Rock
+1 0 SpA Skuntank Scald vs. 252 HP / 84 SpD Equilibra: 166-196 (40.6 - 48%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+1 0 SpA Skuntank Scald vs. 252 HP / 128+ SpD Heatran: 158-186 (40.9 - 48.1%) -- 8.2% chance to 2HKO after Stealth Rock and Leftovers recovery
+1 0 SpA Skuntank Scald vs. 0 HP / 0 SpD Garchomp: 118-139 (33 - 38.9%) -- guaranteed 3HKO after Stealth Rock
0 SpA Skuntank Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 120-142 (28.1 - 33.3%) -- 30.6% chance to 3HKO after Stealth Rock

0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Pajantom: 124-148 (40.1 - 47.8%) -- 54.3% chance to 2HKO after Stealth Rock
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 258-306 (81.3 - 96.5%) -- 56.3% chance to OHKO after Stealth Rock

NS +2:
+2 0 SpA Skuntank Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 160-189 (37.5 - 44.3%) -- guaranteed 3HKO after Stealth Rock
+2 0 SpA Skuntank Scald vs. 0 HP / 0 SpD Landorus-Therian: 328-388 (102.8 - 121.6%) -- guaranteed OHKO
+2 0 SpA Skuntank Scald vs. 0 HP / 0 SpD Garchomp: 156-184 (43.6 - 51.5%) -- 64.5% chance to 2HKO after Stealth Rock

+2 0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 195-230 (44 - 51.9%) -- 14.1% chance to 2HKO
+2 0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 334-394 (84.7 - 100%) -- 6.3% chance to OHKO


Speed: Krilowatt is a pokemon that, with Calm Mind, should be beatable assuming enough free turns beforehand, as such I prioritized including enough speed to outrun it, while underspeeding Keldeo, a pokemon that can threaten us with STAB Secret Swords, and underspeeding Swords Dance Kartana. Being able to CM on a switch, and then CM again against Krilowatt vastly improves our matchup against a pokemon that would otherwise cause us issues thanks to Color Change, so I believe that greater than 105 speed is very important for a spread like this without insane bulk on the special side. This speed stat also means that we can outrun Garchomp, which slightly improves our matchup against it, but the fact that it OHKOs us barring type changes means that it stays as a solid check.





Working on a few spreads atm:

Coil is my City:
103121779511490600120.05101.6992.12129.72585.91
The design goals of this spread are really to maximize Coil for CAP 29, its something that I haven't seen covered yet, so here's my try at it. 103 / 114 Special bulk ensures that CAP 29 can live a Aura Sphere into Hurricane from Tomohawk, as well as 2 Ice Beams, with other relevant calcs being Zapdos's Hurricane into Discharge, and 2 Draco Meteors from Boots Pult. 121 Attack gives favorable rolls to 2HKO Krilowatt without stab using Gunk, OHKOs Paj, OHKOs 100 Def Slowking if STAB+1. Defense tanks Melm's DiB.

Focus: Coil
+High Attack ensures that Gunk is gonna chunk
+High Spdef lets you live a load of hits you shouldn't
-Defense does make certain rolls risky.

Optional Defining Moves:
+Coil
+Gunk Shot
+Knock Off

Spdef isn't a thing:
103841141245510158194.64134.61128.1872.52589.66
I sorta like this spread cause it gives you ridiculous strengths in terms of speed, power, and at least physical bulk, with the only real drawback being spdef being sorta dog. That said, you avoid a 2hko from Zapdos's Discharge, a KO from Scald + FS from Slowking, and at +1 you have a great chance to take on Pult's Dracos, being able to recover through Specs Pult's Draco Meteor barring a bit of chip. Defense ensures that you tank a hit from Excadrill 100% of the time, even if sand is up (ty Color Change). 124 SpA ensures that you 2hko Heatran with Rocks up after a CM. 101 Speed ties with Paj, outruns Zapper, and is outsped by Garchomp. 84 Attack ensures that Pajantom dies to Knock into non-STAB Knock.

Focus: Calm Mind
+Great Physdef ensures tons of switchin chances
+Speed allows you to get the jump on all base 100s, including fast Zap
+SpA is high enough to get a load of very good KOs, even after CC does its stuff
-SpDef

Optional Defining Moves:
+Knock Off
+Scald

Mix Up:
1061117511611280600105.55113.2791.74129.96583.63
This is another that's like sorta focused on mixed spreads, with the attack ensuring that a Timid Knock Off OHKO's Pajantom, while also providing a load of power for potential Coil spreads, but mainly buffing Mixed Spreads (Sludge/Scald/Knock). SpA ensures that Lando dies to 2 uninvested Scalds, spdef takes AS+Hurricane from Hawk, defense DiB from Melm, speed outruns Ada Rilla.

Focus: 3 Attacks (Knock/Scald/Sludge), Coil, Calm Mind
+Tons of versatility
+Good Spdef lets you take and set up on stuff like Hawk/Kyurem locked into IB
-Slowish
-Mehish Defense
 
Last edited:
Final Submission

90 HP / 69 Atk / 113 Def / 121 Spa / 89 SpD / 98 Spe (BST: 580)

79.24 PS / 129.27 SS / 117.64 PT / 97.71 ST (BSR: 594.74)

Optional Defining Moves: Knock Off, Scald, Ice Beam

Physical Bulk
90 HP 113 Defense with 252 HP EVs allows Cap 29 to:
  • Avoid being 2HKO'd by Choice Band Rillaboom's Wood Hammer with Leftovers and Grassy Terrain recovery.
  • Avoid being OHKO'd by Jolly Landorus Therian's Earthquake.
  • Avoid a 2HKO from Zeraora's Plasma Fists into Close Combat.
  • Be OHKO'd by Life Orb Garchomp's Earthquake, serving as a reliable check.
  • Be OHKO'd by jolly Guts Colossoil's Earthquake, serving as another check
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Abomasnow in Grassy Terrain: 182-215 (47.3 - 55.9%) -- guaranteed 3HKO after Leftovers recovery and Grassy Terrain recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Abomasnow: 320-378 (83.3 - 98.4%) -- guaranteed 2HKO
252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Abomasnow: 133-157 (34.6 - 40.8%) -- 56.1% chance to 3HKO after Leftovers recovery
252 Atk Zeraora Close Combat vs. 252 HP / 4 Def Abomasnow: 106-125 (27.6 - 32.5%) -- 67.7% chance to 4HKO after Leftovers recovery
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Abomasnow: 385-455 (100.2 - 118.4%) -- guaranteed OHKO
252 Atk Guts Colossoil Earthquake vs. 252 HP / 0 Def Abomasnow: 422-498 (109.8 - 129.6%) -- guaranteed OHKO
Special Bulk
90 HP 89 Sp. Def with 252 HP EVs allows CAP 29 to:
  • Avoid a 2HKO from non Specs/Life Orb Jumbao.
  • Avoid being 2HKO'd by Choice Specs Tapu Lele with +1 Special Defense (Calm Mind)
  • Survive Flamethrower/Scald into Future Sight from Galar Slowking
  • Survive Scald into Future Sight from Johto Slowking
  • Be checked by Specs Dragapult, which 2HKO's with both Shadow Ball and Draco Meteor (Draco Meteor always OHKO's after 3 Spikes).
252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Abomasnow: 166-196 (43.2 - 51%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Choice Specs Tapu Lele Moonblast vs. +1 252 HP / 0 SpD Abomasnow: 171-202 (44.5 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
176 SpA Slowking-Galar Flamethrower vs. 252 HP / 0 SpD Abomasnow: 90-107 (23.4 - 27.8%) -- guaranteed 4HKO after Leftovers recovery
176 SpA Slowking-Galar Future Sight vs. 252 HP / 0 SpD Abomasnow: 181-214 (47.1 - 55.7%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Slowking Scald vs. 252 HP / 0 SpD Abomasnow: 96-114 (25 - 29.6%) -- 12.8% chance to 3HKO after Leftovers recovery
0 SpA Slowking Future Sight vs. 252 HP / 0 SpD Abomasnow: 144-169 (37.5 - 44%) -- 83.2% chance to 2HKO after Leftovers recovery
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Abomasnow: 90-106 (23.4 - 27.6%) -- guaranteed 4HKO
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Abomasnow: 360-426 (93.7 - 110.9%) -- 62.5% chance to OHKO
252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 292-345 (76 - 89.8%) -- guaranteed OHKO after 3 layers of Spikes
Special Attack
121 Special Attack with no investment allows CAP 29 to:
  • OHKO Tapu Koko with +0 STAB or +1 Non-STAB Sludge Bomb.
  • Sludge Bomb has an 81% chance to OHKO non-AV Tangrowth with +0 STAB or +1 Non-STAB, and OHKO's with Stealth Rock, 1 Spike, or a Poison from Sludge Bomb.
  • 2HKO Slowbro with +1 Non-STAB Dark Pulse
0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Tapu Koko: 288-342 (102.4 - 121.7%) -- guaranteed OHKO
0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 392-464 (97 - 114.8%) -- 81.3% chance to OHKO
0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 392-464 (97 - 114.8%) -- guaranteed OHKO after Stealth Rock
+1 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Slowbro: 244-288 (61.9 - 73%) -- guaranteed 2HKO
Speed
While we are unfortunately outrun by base 100's, 98 Speed frees up a significant amount of bulk and Special Attack, while still hitting important benchmarks choice users (and other Pokemon we pressure) can be found in. 98 Speed allows us to pressure common choice users like the Rotom forms, Rillaboom, Volkraken, Tapu Lele, and Urshifu-Rapid Strike. It also speed ties with Hydreigon, which pressures us with its offensive sets, but we pressure it back if it's a defensive set. 98 Speed allows Pajantom and Garchomp to more easily check us even if we run Ice Beam.

EV Spreads and benchmarks
All of the above justifications and calcs have been done with 252 HP, 252 Speed, Timid nature. Other standard spreads, like 252 HP 252 Def Bold, 252 HP 252 SpA Modest, and 252 SpA 252 Spe Timid, are also viable.
For more custom spreads, the following benchmarks are useful:
252 HP 196 Def neutral, or 252 HP 84 Def Bold prevents life orb Garchomp from OHKOing with Earthquake
24 SpA neutral allows Ice Beam to OHKO Garchomp
40 SpA neutral allows Ice Beam to OHKO Defensive Landorus-Therian
152 Spe neutral or 56 Spe Timid allows CAP29 to outspeed Adamant Rillaboom
 
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MrDollSteak

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Final Submission

85 HP / 85 ATK / 115 DEF / 115 SPA / 100 SPD / 100 SPE

BST:
600
PS: 94.66
SS: 125.36
PT: 115.71
ST: 104.28
BSR: 591.09
Optional Defining Moves: Scald, Ice Beam

This spread takes inspiration primarily from Tapu Fini and Suicune in the sense that it aims to be an all-rounder, having decent enough tankiness on both sides of the spectrum, a decent speed tier, and a high enough starting Sp.Atk. I've chosen not to lean into Coil as I personally believe that it would be harder to make viable due to the likelihood of switching in on Scalds, as well as quite a few Intimidate users likely wanting to switch in on us. I experimented with a few different spreads such as having higher HP and Atk with lower Sp Def and Speed but ultimately settled on this as I think it is more well-rounded and therefore has a better chance of being successful in the metagame.

My reasoning for the specific stat benchmarks are given below:

As discussed in the preceding stages, it has been pretty clear that Speed was going to be one of the most important things to decide upon to ensure CAP 29's viability. 95 allows us to consistently outspeed Rillaboom, our primary switchin, as well as a few potent offensive attackers that we have can simultaneously pressure through access to a combination of Sludge Bomb, Scald and Ice Beam, while still being unable to safely switch in to with like Excadrill, Landorus-Therian, Colossoil. Furthermore we outspeed Jumbao, Urshifu-R or Hydreigon which we can consistently force out with Sludge Bomb or Ice Beam in the case of Jumbao and defensive Hydreigon, or in the case of Urshifu-R stall out with Recover. Finally we also Speed tie with max speed Zapdos meaning that we aren't completely vulnerable to being overwhelmed by Hurricane into Discharge, as we can potentially recover or Calm Mind to sponge the hits, or retaliate back with Ice Beam. That being said, I made sure not to go any higher as I wanted to preserve Garchomp as one of our major checks, by not being able to outspeed it. Even though Color Change is a pretty crippling ability as we have discussed at length, as the project has gone on it has become more clear that there are only a few consistent offensive switchins to CAP 29 that can stand coming in on our major stabs in Sludge Bombs and Dark Pulses consistently, especially since they are often vulnerable to our optional coverage in Scald or Ice Beam. With this in mind, having at least one consistent emergency stop to us before our type is changed, provided it is brought in safely, is something I considered important.

As counter-intuitive as this may sound, one of the primary defensive benchmarks that I aimed for was ensuring that with a spread of 252 HP / 4 Def / 252 Speed with a Timid nature would still be consistently OHKOd by LO Garchomp without hazards, while still being physically tanky. In this regard, 85 HP and 115 Def was perfect as its just as high as they can reasonably to ensure this calculation went through. While we don't consistently dodge the 2HKO from Banded Rillaboom's Wood Hammer (1.6% chance), the fact that we outspeed Rillaboom means that we can safely recover, or if we see that the first hit has low-rolled, set-up or attack as we please. Some other useful benchmarks are that we consistently dodge the OHKOs from some of the aforementioned checks in Landorus-Therian, Excadrill and Colossoil without rocks, and have an almost reasonable chance of surviving them anyway. Furthermore we can also come in as an emergency check on a few other potent physical attackers such as Urshifu-R, Melmetal and Choice Band Kartana and Recover off the second hits thanks to Color Change. Zeraora also cannot get through us at all. It's also worth pointing out that if we're running Scald the majority of these matchups get better due as any burns will significantly reduce our damage taken.

252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 4 Def Skuntank: 374-445 (100 - 118.9%) -- guaranteed OHKO

252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Skuntank in Grassy Terrain: 180-212 (48.1 - 56.6%) -- 1.6% chance to 2HKO after Leftovers recovery and Grassy Terrain recovery

0 Atk Colossoil Earthquake vs. 252 HP / 4 Def Skuntank: 228-270 (60.9 - 72.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Skuntank: 314-372 (83.9 - 99.4%) -- 75% chance to OHKO after Stealth Rock

4 Atk Mold Breaker Excadrill Earthquake vs. 252 HP / 4 Def Skuntank: 248-294 (66.3 - 78.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk Excadrill Earthquake vs. 252 HP / 4 Def Skuntank: 300-354 (80.2 - 94.6%) -- 43.8% chance to OHKO after Stealth Rock

252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 4 Def Skuntank on a critical hit: 252-297 (67.3 - 79.4%) -- First Hit
252 Atk Choice Band Urshifu-Rapid-Strike Surging Strikes (3 hits) vs. 252 HP / 4 Def Skuntank on a critical hit: 126-147 (33.6 - 39.3%) -- Second Hit after Color Change

252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 4 Def Skuntank: 246-290 (65.7 - 77.5%) -- approx. 2HKO after Leftovers recovery
252+ Atk Melmetal Earthquake vs. 252 HP / 4 Def Skuntank: 228-270 (60.9 - 72.1%) -- guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Kartana Smart Strike vs. 252 HP / 4 Def Skuntank: 195-231 (52.1 - 61.7%) -- First Hit
252 Atk Choice Band Kartana Smart Strike vs. 252 HP / 4 Def Skuntank: 97-115 (25.9 - 30.7%) -- Second Hit after Color Change
252 Atk Choice Band Kartana Sacred Sword vs. 252 HP / 4 Def Skuntank: 167-197 (44.6 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Zeraora Close Combat vs. 252 HP / 4 Def Skuntank: 104-123 (27.8 - 32.8%) -- 82% chance to 4HKO after Leftovers recovery

With those numbers decided, I then settled upon a Sp. Def stat that could have a reasonable chance of surviving some painful Super Effective sequences from Zapdos, Tomohawk, Equilibra and Heatran as well as being able to survive quite a few powerful Super effective hits at +1, while still being able to be punished for bad predictions at +0, which 100 suited nicely, with Nidoking's Earth Power being a guaranteed OHKO.

0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Skuntank: 331-391 (88.5 - 104.5%) -- 31.3% chance to OHKO -- This describes a sequence of Hurricane followed by Discharge factoring in one turn of Leftovers recovery in the middle

0 SpA Tomohawk Hurricane vs. 252 HP / 0 SpD Skuntank: 344-408 (91.9 - 109%) -- 56.3% chance to OHKO -- Describes a sequence of Aura Sphere into Hurricane with a turn of Leftovers recovery. CAP 29 will always survive if it clicks Recover or Calm Mind in the turn in the middle outside of a crit.

16+ SpA Equilibra Earth Power vs. +1 252 HP / 0 SpD Skuntank: 348-410 (93 - 109.6%) -- 56.3% chance to OHKO -- Describes a sequence of Doom Desire into Earth Power with a turn of Leftovers recovery and CAP 29 clicking Calm Mind in the middle. Recover increases success in this
16+ SpA Equilibra Earth Power vs. +1 252 HP / 0 SpD Skuntank: 218-258 (58.2 - 68.9%) -- guaranteed 2HKO after Leftovers recovery -- Describes a sequence of Flash Cannon into Earth Power with a turn of Leftovers recovery and CAP 29 clicking Calm Mind.

252 SpA Heatran Magma Storm vs. 252 HP / 0 SpD Skuntank: 163-193 (43.5 - 51.6%) -- 66% chance to 2HKO after Leftovers recovery and trapping damage
252 SpA Heatran Earth Power vs. 252 HP / 0 SpD Skuntank: 198-234 (52.9 - 62.5%) -- 99.6% chance to 2HKO after Leftovers recovery

252 SpA Life Orb Sheer Force Nidoking Earth Power vs. +1 252 HP / 0 SpD Skuntank: 250-296 (66.8 - 79.1%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Sheer Force Nidoking Earth Power vs. 252 HP / 0 SpD Skuntank: 374-445 (100 - 118.9%) -- guaranteed OHKO

When it came to Sp.Atk, I wanted to have enough raw power that our +0 coverage moves and +0 STABs or +1 Attacks without Stab could be vaguely threatening, while simultaneously being weak enough to encourage racking up multiple boosts. 115 was ideal in this regard as Super-effective attacks such as Ice Beam, Scald and Sludge Bomb are able to 2HKO or OHKO some important targets after Rocks or Spikes damage such as Garchomp, Landorus-Therian, Excadrill, Rillaboom, Nidoking, Dragapult and Colossoil to name a few. Certain matchups against Fairies that we outspeed can also be guaranteed if they choose to switch in due to being able to keep STAB for both attacks, though this is unlikely against Clefable for example who we are likely to be coming in on and will therefore not have STAB.

0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Garchomp: 336-396 (94.1 - 110.9%) -- guaranteed OHKO after Stealth Rock

0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 352-416 (110.3 - 130.4%) -- guaranteed OHKO

0 SpA Skuntank Scald vs. 0 HP / 0 SpD Excadrill: 184-218 (50.9 - 60.3%) -- guaranteed 2HKO

0 SpA Skuntank Ice Beam vs. 0 HP / 0 SpD Rillaboom: 196-232 (57.4 - 68%) -- guaranteed 2HKO after Grassy Terrain recovery -- Also applies to Sludge Bomb without STAB

0 SpA Skuntank Ice Beam vs. 0 HP / 4 SpD Nidoking: 184-218 (60.7 - 71.9%) -- guaranteed 2HKO
+1 0 SpA Skuntank Ice Beam vs. 0 HP / 4 SpD Nidoking: 276-326 (91 - 107.5%) -- 81.3% chance to OHKO after Stealth Rock

0 SpA Skuntank Ice Beam vs. 0 HP / 4 SpD Dragapult: 184-218 (58 - 68.7%) -- guaranteed 2HKO after Stealth Rock
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 164-194 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock
+1 0 SpA Skuntank Ice Beam vs. 0 HP / 4 SpD Dragapult: 276-326 (87 - 102.8%) -- 93.8% chance to OHKO after Stealth Rock
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 246-290 (77.6 - 91.4%) -- 31.3% chance to OHKO after Stealth Rock

+1 0 SpA Skuntank Ice Beam vs. 56 HP / 252 SpD Colossoil: 214-252 (50.8 - 59.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Jumbao: 424-504 (130.4 - 155%) -- guaranteed OHKO
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0 SpD Jumbao: 284-336 (87.3 - 103.3%) -- 93.8% chance to OHKO after Stealth Rock -- Non-Stab

0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 194-230 (69 - 81.8%) -- guaranteed 2HKO
0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 130-154 (46.2 - 54.8%) -- guaranteed 2HKO after Stealth Rock -- Non-Stab

0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 236-282 (59.8 - 71.5%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 158-188 (40.1 - 47.7%) -- guaranteed 3HKO after Leftovers recovery

As for Attack, as mentioned previously, I have elected to ignore Coil and therefore have used Attack as somewhat of a dump stat. I ultimately have decided to keep it relatively high at 85 to match HP and leave the spread looking lovely and symmetrical and with a nice round BST, but also because should we decide to allow some physical utility moves for any potential pivot sets in the future that the sets won't be completely passive. I believe uninvested Knock Off is enough to 2HKO Pajantom for example.

As mentioned previously the suggested spread for the majority of calcs was 252 HP / 4 Def / 252 Speed with a Timid Nature. That being said, with the above stats it's also possible to create tailored defensive sets to target certain matchups. For example a spread of 252 HP / 104 Def / 16 SpA / 136 Speed with a Bold Nature keeps enough speed to outspeed Adamant Band Rillaboom while investing far more heavily into physical defense to survive the OHKO from Garchomp's Earthquake and retaliate with Ice Beam.
 
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Final Submission

HPAtkDefSpASpDSpeBSTPSSSPTSTBSR
759080124120111600103.72139.2679.63113.94592.03

I have decided to make a high speed uturn with my Spread, after doing initial calculations with my previous one.
Instead of gimping the Special Defense, my spread will focus on high Special Bulk with a much weaker physical defense.
The idea is still similar: Use the solid Special Bulk this Spread provides, as well as color change, to find ample opportunities to set up against almost all Special Attackers in the Tier.
The idea is that both Color Change and Calm Mind artificially increase our special bulk, leveraging the fact that the opponent’s Special attacks rarely hit SE and/or with STAB even just twice in a row, as well as our ability to soak up different self resisting special attacks, something, that would be much harder on the physical side.

Required moves:
Sludge Bomb, Dark Pulse, Ice Beam

Optional Moves
Knock Off, Coil, Gunk Shot
(I believe, that a coil set is definitely possible with this Spread, but that I also didn‘t have the time nor the energy to do coil calculations in addition to my other calcs)​

Ok, with that said, let’s head into it with the first Stat I picked, which was the Special Attack stat.
The exact number basically comes down to this particular calc:

0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Garchomp: 360-424 (100.8 - 118.7%) -- guaranteed OHKO

This was my starting point and I found, that with this SpA, CAP29 will both have a solid Match Up against its pressures both with and without STAB, as well as enough starting power to force switches and boost through specially bulky Pokémon.


The next Stat i settled on was the Speed.
For a time I was undecided, if I wanted to outspeed or underspeed :Latios:Latios.
I was sure, that the lowest Speed I wanted, was 107 to speed past :Krilowatt:Krilowatt.
As the mission of the Spread was to ensure a good matchup against as many Specially offensive Pokémon as possible, I ultimately decided, that creeping past :Latios: Latios was for the best.

With Special Attack and Speed set, we can have a look at some Offensive Damage Calcs for our List of Switch ins and Pressures, which follow in the table below.

Switch in and Beat:Clefable:
STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Clefable: 254-300 (64.4 - 76.1%) -- guaranteed 2HKO after Leftovers recovery

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Clefable: 170-200 (43.1 - 50.7%) -- guaranteed 3HKO after Leftovers recovery

STAB into Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Clefable: 214-252 (54.3 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
:Rillaboom:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 312-368 (91.4 - 107.9%) -- guaranteed OHKO after Stealth Rock

STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 312-368 (91.4 - 107.9%) -- 50% chance to OHKO

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 208-246 (60.9 - 72.1%) -- guaranteed 2HKO after Grassy Terrain recovery
:Mandibuzz:
STAB +1 0 SpA Abomasnow Sludge Bomb vs. 248 HP / 144 SpD Mandibuzz: 157-186 (37.1 - 43.9%) -- 0.4% chance to 2HKO after poison damage

0 SpA Abomasnow Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 140-166 (33 - 39.2%) -- 99.9% chance to 3HKO

+1 0 SpA Abomasnow Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 210-248 (49.6 - 58.6%) -- 98.8% chance to 2HKO
:Tangrowth:
STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 402-474 (99.5 - 117.3%) -- guaranteed OHKO after Stealth Rock

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tangrowth: 268-316 (66.3 - 78.2%) -- guaranteed 2HKO after Stealth Rock

STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 170-204 (42 - 50.4%) -- 91.4% chance to 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 254-302 (62.8 - 74.7%) -- guaranteed 2HKO after Stealth Rock

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 226-268 (55.9 - 66.3%) -- guaranteed 2HKO after Stealth Rock
:Jumbao:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Jumbao: 448-532 (137.8 - 163.6%) -- guaranteed OHKO

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Jumbao: 300-356 (92.3 - 109.5%) -- guaranteed OHKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Jumbao: 150-178 (46.1 - 54.7%) -- guaranteed 2HKO after Stealth Rock

STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Jumbao: 448-532 (115.4 - 137.1%) -- guaranteed OHKO

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Jumbao: 300-356 (77.3 - 91.7%) -- 31.3% chance to OHKO after Stealth Rock

+1 0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Jumbao: 226-266 (58.2 - 68.5%) -- guaranteed 2HKO after Stealth Rock
:Tapu Lele:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 206-246 (73.3 - 87.5%) -- 6.3% chance to OHKO after Stealth Rock

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 138-164 (49.1 - 58.3%) -- guaranteed 2HKO after Stealth Rock
:Tapu Fini:
STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 186-222 (54 - 64.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 124-148 (36 - 43%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 64 SpD Tapu Fini: 176-210 (51.1 - 61%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 64 SpD Tapu Fini: 118-140 (34.3 - 40.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
:Cyclohm:
Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Cyclohm: 207-244 (49.2 - 58%) -- 97.7% chance to 2HKO

0 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Cyclohm: 208-246 (49.5 - 58.5%) -- 98.8% chance to 2HKO
:Slowking:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 252+ SpD Slowking: 140-168 (35.5 - 42.6%) -- guaranteed 3HKO

STAB +1 0 SpA Abomasnow Dark Pulse vs. 252 HP / 252+ SpD Slowking: 230-272 (58.3 - 69%) -- 84.8% chance to 2HKO

Non STAB +2 0 SpA Abomasnow Dark Pulse vs. 252 HP / 252+ SpD Slowking: 188-222 (47.7 - 56.3%) -- 84.8% chance to 2HKO

Non STAB +4 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 252+ SpD Slowking: 158-186 (40.1 - 47.2%) -- 46.5% chance to 2HKO after poison damage

STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
Cant always Switch in but usually can Beat:Kerfluffle:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 260-308 (84.1 - 99.6%) -- 37.5% chance to OHKO after Stealth Rock

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 174-206 (56.3 - 66.6%) -- guaranteed 2HKO after Stealth Rock
:Kartana:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Kartana: 246-291 (94.9 - 112.3%) -- guaranteed OHKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Kartana: 164-194 (63.3 - 74.9%) -- guaranteed 2HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Kartana: 185-218 (71.4 - 84.1%) -- guaranteed 2HKO after Stealth Rock

+1 0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Kartana: 277-327 (106.9 - 126.2%) -- guaranteed OHKO
:Latios:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Latios: 192-228 (63.7 - 75.7%) -- guaranteed 2HKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Latios: 128-152 (42.5 - 50.4%) -- 94.5% chance to 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Latios: 288-338 (95.6 - 112.2%) -- guaranteed OHKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Latios: 144-170 (47.8 - 56.4%) -- guaranteed 2HKO after Stealth Rock

+2 0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Latios: 286-338 (95 - 112.2%) -- guaranteed OHKO after Stealth Rock

STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 206-246 (68.4 - 81.7%) -- guaranteed 2HKO after Stealth Rock

Non STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 138-164 (45.8 - 54.4%) -- guaranteed 2HKO after Stealth Rock
:Aegislash:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 156-186 (59.7 - 71.2%) -- guaranteed 2HKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 104-124 (39.8 - 47.5%) -- 1.2% chance to 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Aegislash-Shield: 234-276 (89.6 - 105.7%) -- 68.8% chance to OHKO after Stealth Rock

STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Aegislash-Blade: 356-422 (136.3 - 161.6%) -- guaranteed OHKO

Non STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Aegislash-Blade: 238-282 (91.1 - 108%) -- 81.3% chance to OHKO after Stealth Rock

STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 156-186 (48.1 - 57.4%) -- 89.5% chance to 2HKO after Stealth Rock and Leftovers recovery

Non STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 104-124 (32 - 38.2%) -- 43.5% chance to 3HKO after Stealth Rock and Leftovers recovery

STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Aegislash-Blade: 356-422 (109.8 - 130.2%) -- guaranteed OHKO

Non STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Aegislash-Blade: 238-282 (73.4 - 87%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
:Garchomp:
0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Garchomp: 360-424 (100.8 - 118.7%) -- guaranteed OHKO
:Tomohawk:
STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 139-165 (33.5 - 39.8%) -- guaranteed 3HKO after Stealth Rock

STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 139-165 (33.5 - 39.8%) -- 24.2% chance to 2HKO after Stealth Rock and poison damage

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 186-219 (44.9 - 52.8%) -- guaranteed 2HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Tomohawk: 186-220 (44.9 - 53.1%) -- guaranteed 2HKO after Stealth Rock

+2 0 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Tomohawk: 372-438 (89.8 - 105.7%) -- guaranteed OHKO after Stealth Rock
:Equilibra:
+3 0 SpA Abomasnow Ice Beam vs. 252 HP / 84 SpD Equilibra: 157-185 (38.4 - 45.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
:Tornadus-Therian:
STAB 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Tornadus-Therian: 127-151 (35 - 41.7%) -- guaranteed 3HKO

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 252 HP / 0 SpD Tornadus-Therian: 170-200 (46.9 - 55.2%) -- 74.2% chance to 2HKO

0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Tornadus-Therian: 170-202 (46.9 - 55.8%) -- 74.2% chance to 2HKO

+2 0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Tornadus-Therian: 340-400 (93.9 - 110.4%) -- 62.5% chance to OHKO
:Zapdos:
STAB 0 SpA Abomasnow Sludge Bomb vs. 248 HP / 0 SpD Zapdos: 127-151 (33.1 - 39.4%) -- 100% chance to 3HKO

STAB +1 0 SpA Abomasnow Sludge Bomb vs. 248 HP / 0 SpD Zapdos: 192-226 (50.1 - 59%) -- guaranteed 2HKO

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 248 HP / 0 SpD Zapdos: 170-200 (44.3 - 52.2%) -- guaranteed 2HKO after poison damage

0 SpA Abomasnow Ice Beam vs. 248 HP / 0 SpD Zapdos: 170-202 (44.3 - 52.7%) -- guaranteed 2HKO after poison damage

+2 0 SpA Abomasnow Ice Beam vs. 248 HP / 0 SpD Zapdos: 340-400 (88.7 - 104.4%) -- 31.3% chance to OHKO
:Krilowatt:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 150-177 (33.8 - 39.9%) -- guaranteed 3HKO

STAB +1 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 223-264 (50.3 - 59.5%) -- guaranteed 2HKO

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 198-234 (44.6 - 52.8%) -- 25.8% chance to 2HKO
:Hydreigon:
Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Hydreigon: 85-101 (26.1 - 31%) -- 21% chance to 3HKO after Stealth Rock

STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Hydreigon: 127-151 (39 - 46.4%) -- 23.8% chance to 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Hydreigon: 192-226 (59 - 69.5%) -- guaranteed 2HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Hydreigon: 170-202 (52.3 - 62.1%) -- guaranteed 2HKO after Stealth Rock

+1 0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Hydreigon: 256-302 (78.7 - 92.9%) -- 37.5% chance to OHKO after Stealth Rock
:Landorus-Therian:
0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Landorus-Therian: 376-444 (98.4 - 116.2%) -- guaranteed OHKO after Stealth Rock
Pressures but/or Struggles to beat:Zeraora:
STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 141-166 (44.4 - 52.3%) -- 18.4% chance to 2HKO

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 94-111 (29.6 - 35%) -- 13.9% chance to 3HKO
:Pajantom:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 0 SpD Pajantom: 188-224 (60.8 - 72.4%) -- guaranteed 2HKO after Stealth Rock

Non STAB SpA Abomasnow Dark Pulse vs. 0 HP / 0 SpD Pajantom: 126-150 (40.7 - 48.5%) -- 68% chance to 2HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 0 SpD Pajantom: 144-170 (46.6 - 55%) -- guaranteed 2HKO after Stealth Rock

STAB 0- Atk Abomasnow Knock Off vs. 0 HP / 0 Def Pajantom: 152-182 (49.1 - 58.8%) -- guaranteed 2HKO after Stealth Rock

STAB 0 SpA Abomasnow Dark Pulse vs. 184 HP / 252+ SpD Pajantom: 140-168 (39.4 - 47.3%) -- 37.5% chance to 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Dark Pulse vs. 184 HP / 252+ SpD Pajantom: 210-248 (59.1 - 69.8%) -- guaranteed 2HKO after Stealth Rock

+1 0 SpA Abomasnow Ice Beam vs. 184 HP / 252+ SpD Pajantom: 158-186 (44.5 - 52.3%) -- guaranteed 2HKO after Stealth Rock

STAB 0- Atk Abomasnow Knock Off vs. 184 HP / 0 Def Pajantom: 152-182 (42.8 - 51.2%) -- 97.3% chance to 2HKO after Stealth Rock
:Victini:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Victini: 206-246 (60.4 - 72.1%) -- guaranteed 2HKO after Stealth Rock

STAB +1 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Victini: 308-366 (90.3 - 107.3%) -- guaranteed OHKO after Stealth Rock

0- Atk Abomasnow Knock Off (97.5 BP) vs. 0 HP / 0 Def Victini: 170-204 (49.8 - 59.8%) -- guaranteed 2HKO after Stealth Rock
:Dragapult:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Dragapult: 264-312 (83.2 - 98.4%) -- 68.8% chance to OHKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 4 SpD Dragapult: 176-208 (55.5 - 65.6%) -- guaranteed 2HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Dragapult: 196-232 (61.8 - 73.1%) -- guaranteed 2HKO after Stealth Rock

+1 0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Dragapult: 294-348 (92.7 - 109.7%) -- guaranteed OHKO after Stealth Rock

STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 218-258 (68.7 - 81.3%) -- guaranteed 2HKO after Stealth Rock

Non STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 146-172 (46 - 54.2%) -- guaranteed 2HKO after Stealth Rock
:Hippowdon:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 0 SpD Hippowdon: 136-162 (32.3 - 38.5%) -- guaranteed 3HKO after Stealth Rock

0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Hippowdon: 204-242 (48.5 - 57.6%) -- guaranteed 2HKO after Stealth Rock

+2 0 SpA Abomasnow Ice Beam vs. 252 HP / 0 SpD Hippowdon: 408-480 (97.1 - 114.2%) -- guaranteed OHKO after Stealth Rock
:Colossoil:
0 SpA Abomasnow Ice Beam vs. 56 HP / 252 SpD Colossoil: 152-180 (36.1 - 42.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

+1 0 SpA Abomasnow Ice Beam vs. 56 HP / 252 SpD Colossoil: 226-268 (53.6 - 63.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Colossoil: 204-240 (50.1 - 58.9%) -- guaranteed 2HKO after Stealth Rock and burn damage

+1 0 SpA Abomasnow Ice Beam vs. 0 HP / 4 SpD Colossoil: 304-358 (74.6 - 87.9%) -- guaranteed 2HKO after Stealth Rock and burn damage
:Toxapex:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Toxapex: 76-91 (25 - 29.9%) -- 2.5% chance to 3HKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Toxapex: 51-61 (16.7 - 20%) -- possible 5HKO after Stealth Rock

STAB +2 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Toxapex: 153-180 (50.3 - 59.2%) -- guaranteed 2HKO after Stealth Rock
Loses to:Heatran:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 128+ SpD Heatran: 79-94 (20.4 - 24.3%) -- possible 5HKO after Stealth Rock and Leftovers recovery

Non STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 128+ SpD Heatran: 53-63 (13.7 - 16.3%) -- possible 9HKO after Stealth Rock and Leftovers recovery

STAB +1 0 SpA Abomasnow Dark Pulse vs. 252 HP / 128+ SpD Heatran: 118-141 (30.5 - 36.5%) -- 59.3% chance to 3HKO after Stealth Rock and Leftovers

Non STAB +3 0 SpA Abomasnow Dark Pulse vs. 252 HP / 128+ SpD Heatran: 132-156 (34.1 - 40.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
:Astrolotl:
STAB 0 SpA Abomasnow Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 121-144 (33.1 - 39.4%) -- 100% chance to 3HKO

Non STAB 0 SpA Abomasnow Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 81-96 (22.1 - 26.3%) -- 13.3% chance to 4HKO

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 162-191 (44.3 - 52.3%) -- 17.6% chance to 2HKO

Non STAB +2 0 SpA Abomasnow Sludge Bomb vs. 32 HP / 252 SpD Astrolotl: 162-191 (44.3 - 52.3%) -- guaranteed 2HKO after poison damage
:Melmetal:
STAB 0 SpA Abomasnow Dark Pulse vs. 0 HP / 244 SpD Melmetal: 109-129 (26.5 - 31.3%) -- 84.4% chance to 4HKO after Stealth Rock and Leftovers recovery
:Swampert:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 252+ SpD Swampert: 81-96 (20 - 23.7%) -- possible 5HKO after Stealth Rock and Leftovers recovery

STAB +1 0 SpA Abomasnow Dark Pulse vs. 252 HP / 252+ SpD Swampert: 120-142 (29.7 - 35.1%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery

+5 0 SpA Abomasnow Ice Beam vs. 252 HP / 252+ SpD Swampert: 209-247 (51.7 - 61.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
:Tyranitar:
+6 0 SpA Abomasnow Ice Beam vs. 252 HP / 216+ SpD Tyranitar in Sand: 153-181 (37.8 - 44.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
:Gastrodon:
STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 121-144 (28.4 - 33.8%) -- 44.2% chance to 3HKO after Stealth Rock

Non STAB 0 SpA Abomasnow Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 81-96 (19 - 22.5%) -- guaranteed 5HKO after Stealth Rock

+2 0 SpA Abomasnow Ice Beam vs. 252 HP / 4 SpD Gastrodon: 182-215 (42.7 - 50.4%) -- 41% chance to 2HKO after Stealth Rock

After deciding the Speed, I didn’t have as much wiggle room left as I would have hoped.
And while the idea was to beat as many Special attackers as possible, I lacked the actually interesting benchmarks to hit.
This was the reason I kept the Special Defense for last and went for the Physical side next.

I knew from my previous spread, that sealing the :Rillaboom:Rillaboom matchup was out of reach, if I wanted a shot at good special defense.

That is why I settled on being able to tank two Grassy Glides from full as my upper limit.

252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 4 Def Abomasnow in Grassy Terrain: 142-168 (40.1 - 47.4%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery

I believe, that this weakness is a good thing though, in an otherwise excellent Spread.
It allows Faster Pokémon with Like :Syclant:Syclant or Scarf :Landorus-Therian:Lando-T as well as bulky Pokémon like :Gastrodon:Gastrodon and :Swampert:Swampert to revenge kill CAP29 or even serve as a counter.


With what I had left I still had a juicy Special Defense Stat as intended.
In Combination with its Typing It allows CAP 29 to tank practically all unboosted and most boosted Special Attacks from full. Especially since it’s high Speed allows it to set up or recover before getting hit against a big chunk of the relevant Special attackers in the Tier.

As an example:

Super Effective 4+ SpA Equilibra Earth Power vs. +1 252 HP / 0 SpD Abomasnow: 144-170 (40.6 - 48%) -- 6.3% chance to 2HKO after Stealth Rock and Leftovers recovery
4+ SpA Equilibra Earth Power vs. +1 252 HP / 0 SpD Abomasnow: 72-85 (20.3 - 24%) -- possible 5HKO after Stealth Rock and Leftovers recovery


Additionally it’s Special bulk allows it to set up Substitutes against a fair few neutral bulky Special attackers, helping it to force switches and protect itself from type changes and revenge killers.

An good overview of defensive Calcs follow in the table below

Switch in and Beat:Clefable:
Neutral
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Abomasnow: 84-100 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery

Neutral 0 SpA Clefable Moonblast vs. +1 252 HP / 0 SpD Abomasnow: 57-67 (16.1 - 18.9%) -- possible 8HKO after Leftovers recovery

Resisted 0- Atk Clefable Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 28-33 (7.9 - 9.3%) -- possibly the worst move ever

Neutral 0 SpA Life Orb Clefable Moonblast vs. 252 HP / 0 SpD Abomasnow: 109-130 (30.7 - 36.7%) -- guaranteed 4HKO after Leftovers recovery

Neutral +1 0 SpA Life Orb Clefable Moonblast vs. 252 HP / 0 SpD Abomasnow: 165-195 (46.6 - 55%) -- 12.5% chance to 2HKO after Leftovers recovery
:Rillaboom:
Resisted 252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Abomasnow in Grassy Terrain: 243-287 (68.6 - 81%) -- guaranteed 2HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery

Resisted 252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 4 Def Abomasnow in Grassy Terrain: 142-168 (40.1 - 47.4%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery

Neutral 252+ Atk Choice Band Rillaboom U-turn vs. 252 HP / 4 Def Abomasnow: 147-173 (41.5 - 48.8%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and Grassy Terrain recovery

Resisted 252+ Atk Choice Band Rillaboom Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 101-119 (28.5 - 33.6%) -- 0.4% chance to 3HKO after Stealth Rock and Grassy Terrain recovery
:Mandibuzz:
Resisted 0 Atk Mandibuzz Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 44-52 (12.4 - 14.6%) -- possible 7HKO

Resisted 0- Atk Mandibuzz Foul Play vs. 252 HP / 4 Def Abomasnow: 51-60 (14.4 - 16.9%) -- possible 9HKO after Leftovers recovery

Neutral 0 Atk Mandibuzz U-turn vs. 252 HP / 4 Def Abomasnow: 43-51 (12.1 - 14.4%) -- possibly the worst move ever

Neutral 0 Atk Mandibuzz Brave Bird vs. 252 HP / 4 Def Abomasnow: 109-129 (30.7 - 36.4%) -- guaranteed 4HKO after Leftovers recovery
:Tangrowth:
Resisted 0 SpA Tangrowth Giga Drain vs. 252 HP / 0 SpD Abomasnow: 38-45 (10.7 - 12.7%) -- possibly the worst move ever

Resisted 0 Atk Tangrowth Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 42-49 (11.8 - 13.8%) -- possible 8HKO

Neutral 0 SpA Tangrowth Focus Blast vs. 252 HP / 0 SpD Abomasnow: 80-95 (22.5 - 26.8%) -- possible 5HKO after Leftovers recovery

Super Effective 0 Atk Tangrowth Earthquake vs. 252 HP / 4 Def Abomasnow: 172-204 (48.5 - 57.6%) -- 47.7% chance to 2HKO after Leftovers recovery

Super Effective 0 SpA Tangrowth Giga Drain vs. 252 HP / 0 SpD Abomasnow: 152-180 (42.9 - 50.8%) -- guaranteed 3HKO after Leftovers recovery
:Jumbao:
Neutral 252 SpA Life Orb Jumbao Moonblast vs. 252 HP / 0 SpD Abomasnow: 168-199 (47.4 - 56.2%) -- 20.7% chance to 2HKO after Leftovers recovery

Neutral 252 SpA Life Orb Jumbao Moonblast vs. 252 HP / 0 SpD Abomasnow: 168-199 (47.4 - 56.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Abomasnow: 129-153 (36.4-43.2) -- 97.1% chance to 3HKO after Leftovers recovery

Neutral 96 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Abomasnow: 115-136 (32.4 - 38.4%) -- 2.9% chance to 3HKO after Leftovers recovery
:Tapu Lele:
Neutral 252 SpA Choice Specs Tapu Lele Moonblast vs. 252 HP / 0 SpD Abomasnow: 199-235 (56.2 - 66.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Tapu Lele Moonblast vs. 252 HP / 0 SpD Abomasnow: 133-157 (37.5 - 44.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
:Tapu Fini:
Neutral 0 SpA Tapu Fini Scald vs. 252 HP / 0 SpD Abomasnow: 72-85 (20.3 - 24%) -- possible 6HKO after Leftovers recovery

Neutral 0 SpA Tapu Fini Draining Kiss vs. 252 HP / 0 SpD Abomasnow: 45-54 (12.7 - 15.2%) -- possibly the worst move ever

Neutral 0 SpA Tapu Fini Moonblast vs. 252 HP / 0 SpD Abomasnow: 84-100 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery
:Cyclohm:
Neutral 0 SpA Cyclohm Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 132-156 (37.2 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Super Effective -2/Neutral 0 SpA Cyclohm Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 88-105 (24.8 - 29.6%) -- 81.9% chance to 4HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Cyclohm Discharge vs. 252 HP / 0 SpD Abomasnow: 82-97 (23.1 - 27.4%) -- possible 5HKO after Leftovers recovery

Neutral 0 SpA Cyclohm Discharge vs. 252 HP / 0 SpD Abomasnow: 82-97 (23.1 - 27.4%) -- 2% chance to 4HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Cyclohm Flamethrower vs. 252 HP / 0 SpD Abomasnow: 62-73 (17.5 - 20.6%) -- possible 6HKO after Stealth Rock and Leftovers recovery
:Slowking:
Neutral 0 SpA Slowking Scald vs. 252 HP / 0 SpD Abomasnow: 75-88 (21.1 - 24.8%) -- possible 6HKO after Leftovers recovery

Neutral 0 SpA Slowking Future Sight vs. 252 HP / 0 SpD Abomasnow: 111-132 (31.3 - 37.2%) -- guaranteed 4HKO after Leftovers recovery

Neutral
0 SpA Slowking Future Sight vs. +1 252 HP / 0 SpD Abomasnow: 75-88 (21.1 - 24.8%) -- possible 6HKO after Leftovers recovery

STAB 0- Atk Abomasnow Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
:Slowking-Galar:
176 SpA Slowking-Galar Flamethrower vs. 252 HP / 0 SpD Abomasnow: 71-84 (20 - 23.7%) -- possible 6HKO after Leftovers recovery

Super Effective 176 SpA Slowking-Galar Scald vs. 252 HP / 0 SpD Abomasnow: 126-150 (35.5 - 42.3%) -- 91.3% chance to 3HKO after Leftovers recovery

Super Effective 176 SpA Slowking-Galar Scald vs. +1 252 HP / 0 SpD Abomasnow: 84-100 (23.7 - 28.2%) -- possible 5HKO after Leftovers recovery

Neutral 176 SpA Slowking-Galar Sludge Bomb vs. 252 HP / 0 SpD Abomasnow: 106-126 (29.9 - 35.5%) -- guaranteed 4HKO after Leftovers recovery

Neutral 176 SpA Slowking-Galar Sludge Bomb vs. +1 252 HP / 0 SpD Abomasnow: 70-84 (19.7 - 23.7%) -- possible 6HKO after Leftovers recovery

Super Effective 176 SpA Slowking-Galar Future Sight vs. 252 HP / 0 SpD Abomasnow: 282-332 (79.6 - 93.7%) -- guaranteed 2HKO after Leftovers recovery
:Ferrothorn:
Resisted 0 Atk Ferrothorn Power Whip vs. 252 HP / 4 Def Abomasnow: 73-87 (20.6 - 24.5%) -- possible 6HKO after Leftovers recovery

Resisted 0 Atk Ferrothorn Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 39-47 (11 - 13.2%) -- possible 8HKO
Cant always Switch in but usually can Beat:Kerfluffle:
Neutral 252 SpA Kerfluffle Focus Blast vs. 252 HP / 0 SpD Abomasnow: 154-183 (43.5 - 51.6%) -- guaranteed 3HKO after Leftovers recovery

Neutral 252 SpA Kerfluffle Moonblast vs. 252 HP / 0 SpD Abomasnow: 123-145 (34.7 - 40.9%) -- 63.9% chance to 3HKO after Leftovers recovery

Neutral 252 SpA Choice Specs Kerfluffle Focus Blast vs. 252 HP / 0 SpD Abomasnow: 231-273 (65.2 - 77.1%) -- guaranteed 2HKO after Leftovers recovery

Neutral 252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 0 SpD Abomasnow: 183-216 (51.6 - 61%) -- 94.1% chance to 2HKO after Leftovers recovery

Neutral 252 SpA Choice Specs Kerfluffle Aura Sphere vs. 252 HP / 0 SpD Abomasnow: 154-183 (43.5 - 51.6%) -- guaranteed 3HKO after Leftovers recovery
:Kartana:
Resisted 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 4 Def Abomasnow: 147-173 (41.5 - 48.8%) -- 16.4% chance to 2HKO after Stealth Rock and Leftovers recovery

Resisted +2 252 Atk Life Orb Kartana Leaf Blade vs. 252 HP / 4 Def Abomasnow: 292-346 (82.4 - 97.7%) -- guaranteed 2HKO after Leftovers recovery

Neutral 252 Atk Life Orb Kartana Sacred Sword vs. 252 HP / 4 Def Abomasnow: 196-231 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery

Neutral 252 Atk Kartana Smart Strike vs. 252 HP / 4 Def Abomasnow: 177-208 (50 - 58.7%) -- 72.7% chance to 2HKO after Leftovers recovery

Resisted 252 Atk Kartana Smart Strike vs. 252 HP / 4 Def Abomasnow: 88-104 (24.8 - 29.3%) -- possible 5HKO after Leftovers recovery

Resisted 252 Atk Kartana Leaf Blade vs. 252 HP / 4 Def Abomasnow: 113-133 (31.9 - 37.5%) -- 91% chance to 3HKO after Stealth Rock and Leftovers recover

Neutral 252 Atk Kartana Sacred Sword vs. 252 HP / 4 Def Abomasnow: 151-178 (42.6 - 50.2%) -- 40.2% chance to 2HKO after Stealth Rock and Leftovers recovery

Resisted 252 Atk Choice Band Kartana Leaf Blade vs. 252 HP / 4 Def Abomasnow: 169-200 (47.7 - 56.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
:Latios:
Neutral 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 271-321 (76.5 - 90.6%) -- guaranteed 2HKO after Leftovers recovery

Neutral 252 SpA Choice Specs Latios Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 271-321 (76.5 - 90.6%) -- 25% chance to OHKO after Stealth Rock

Neutral (Super effective -2) 252 SpA Choice Specs Latios Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 181-214 (51.1 - 60.4%) -- guaranteed 2HKO

Neutral 252 SpA Life Orb Latios Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 238-281 (67.2 - 79.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Life Orb Latios Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 157-187 (44.3 - 52.8%) -- guaranteed 3HKO after Leftovers recovery

Neutral 252 SpA Life Orb Latios Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 157-187 (44.3 - 52.8%) -- 84% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral -1 Aura Sphere into Super Effective -2 Psychic vs. 252 HP / 0 SpD Abomasnow: 107-126 (30.2 - 35.5%) (Average) -- 33.8% chance to 3HKO after Stealth Rock and Leftovers recovery
:Aegislash:
Neutral 252+ Atk Aegislash-Blade Close Combat vs. 252 HP / 4 Def Abomasnow: 181-214 (51.1 - 60.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252+ Atk Aegislash-Blade Shadow Sneak vs. 252 HP / 4 Def Abomasnow: 91-108 (25.7 - 30.5%) -- 0.8% chance to 4HKO after Leftovers recovery

Super Effective 252+ Atk Aegislash-Blade Shadow Sneak vs. 252 HP / 4 Def Abomasnow: 182-216 (51.4 - 61%) -- 91% chance to 2HKO after Leftovers recovery

Resisted 252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Abomasnow: 65-77 (18.3 - 21.7%) -- possible 7HKO after Leftovers recovery

Super Effective 252+ SpA Aegislash-Blade Shadow Ball vs. 252 HP / 0 SpD Abomasnow: 260-308 (73.4 - 87%) -- guaranteed 2HKO after Leftovers recovery

Super Effective 252+ SpA Aegislash-Blade Shadow Ball vs. +1 252 HP / 0 SpD Abomasnow: 174-206 (49.1 - 58.1%) -- 60.5% chance to 2HKO after Leftovers recovery
:Garchomp:
Super Effective 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 4 Def Abomasnow: 510-603 (144 - 170.3%) -- guaranteed OHKO

Neutral 252 Atk Life Orb Garchomp Scale Shot (3 hits) vs. 252 HP / 4 Def Abomasnow: 198-234 (55.9 - 66.1%) -- approx. 2HKO after Stealth Rock and Leftovers recovery
:Tomohawk:
Neutral 0 SpA Tomohawk Hurricane vs. 252 HP / 0 SpD Abomasnow: 115-136 (32.4 - 38.4%) -- 98.3% chance to 3HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Tomohawk Aura Sphere vs. 252 HP / 0 SpD Abomasnow: 84-99 (23.7 - 27.9%) -- 10.4% chance to 4HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Tomohawk Hurricane vs. +1 252 HP / 0 SpD Abomasnow: 76-91 (21.4 - 25.7%) -- possible 5HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Tomohawk Aura Sphere into Super Effective Hurricane vs. 252 HP / 0 SpD Abomasnow: 156-184 (44 - 51.9%) (Average) -- 72.7% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Tomohawk Aura Sphere into Super Effective -1 Hurricane vs. 252 HP / 0 SpD Abomasnow: 103-123 (29 - 34.7%) (Average) -- 7.1% chance to 3HKO after Stealth Rock and Leftovers recovery

Neutral -1 0 SpA Tomohawk Aura Sphere into Super effective -2 Hurricane vs. 252 HP / 0 SpD Abomasnow: 85-102 (24 - 28.8%) (Average) -- 39.5% chance to 4HKO after Stealth Rock and Leftovers recovery
:Equilibra:
Super Effective 4+ SpA Equilibra Earth Power vs. 252 HP / 0 SpD Abomasnow: 216-254 (61 - 71.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 4+ SpA Equilibra Doom Desire vs. 252 HP / 0 SpD Abomasnow: 168-198 (47.4 - 55.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Super Effective 4+ SpA Equilibra Earth Power vs. +1 252 HP / 0 SpD Abomasnow: 144-170 (40.6 - 48%) -- 6.3% chance to 2HKO after Stealth Rock and Leftovers recovery
:Tornadus-Therian:
Neutral 0 SpA Tornadus-Therian Hurricane vs. 252 HP / 0 SpD Abomasnow: 109-130 (30.7 - 36.7%) -- 69% chance to 3HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Tornadus-Therian Hurricane vs. +1 252 HP / 0 SpD Abomasnow: 75-88 (21.1 - 24.8%) -- possible 5HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Tornadus-Therian Hurricane vs. 252 HP / 0 SpD Abomasnow: 136-162 (38.4 - 45.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

252 SpA Tornadus-Therian Focus Blast vs. 252 HP / 0 SpD Abomasnow: 100-118 (28.2 - 33.3%) -- 0% chance to 3HKO after Stealth Rock and Leftovers recovery

Super Effective 252 SpA Tornadus-Therian Hurricane vs. +1 252 HP / 0 SpD Abomasnow: 186-218 (52.5 - 61.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Tornadus-Therian Focus Blast into Super Effective -1 Hurricane vs. 252 HP / 0 SpD Abomasnow: 141-167 (39.8 - 47.1%) (Average) -- 1.2% chance to 2HKO after Stealth Rock and Leftovers recovery
:Zapdos:
Neutral 0 SpA Zapdos Discharge vs. 252 HP / 0 SpD Abomasnow: 90-106 (25.4 - 29.9%) -- 93.2% chance to 4HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Abomasnow: 123-145 (34.7 - 40.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Zapdos Hurricane into Super Effective Discharge vs. 252 HP / 0 SpD Abomasnow: 151-178 (42.6 - 50.2%) -- 38.7% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Zapdos Hurricane into Super Effective -1 Discharge vs. 252 HP / 0 SpD Abomasnow: 121-144 (34.1 - 40.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Zapdos -1 Hurricane into Super effective -2 Discharge vs. 252 HP / 0 SpD Abomasnow: 87-103 (24.5 - 29%) -- 66.1% chance to 4HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Zapdos Thunder vs. 252 HP / 0 SpD Abomasnow: 150-177 (42.3 - 50%) -- 30.5% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Zapdos Hurricane into Super Effective Thunder vs. 252 HP / 0 SpD Abomasnow: 225-265 (63.5 - 74.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Zapdos Hurricane into Super Effective -1 Thunder vs. 252 HP / 0 SpD Abomasnow: 174-205 (49.1 - 57.9%) (Average) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Zapdos -1 Hurricane into Super Effective -2 Thunder vs. 252 HP / 0 SpD Abomasnow: 126-148 (35.5 - 41.8%) (Average) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 SpA Abomasnow Ice Beam vs. 248 HP / 0 SpD Zapdos: 170-202 (44.3 - 52.7%) -- guaranteed 2HKO after poison damage

+2 0 SpA Abomasnow Ice Beam vs. 248 HP / 0 SpD Zapdos: 340-400 (88.7 - 104.4%) -- 31.3% chance to OHKO
:Krilowatt:
Neutral 252 SpA Life Orb Krilowatt Surf vs. 252 HP / 0 SpD Abomasnow: 121-144 (34.1 - 40.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Super Effective 252 SpA Life Orb Krilowatt Thunderbolt vs. 252 HP / 0 SpD Abomasnow: 242-289 (68.3 - 81.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Super Effective 252 SpA Life Orb Krilowatt Thunderbolt vs. +1 252 HP / 0 SpD Abomasnow: 164-195 (46.3 - 55%) -- 98% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Life Orb Krilowatt Surf into -1 Thunderbolt vs. 252 HP / 0 SpD Abomasnow: 142-168 (40.1 - 47.4%) -- 2% chance to 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Life Orb Krilowatt -1 Surf into Super Effective-2 Thunderbolt vs. 252 HP / 0 SpD Abomasnow: 101-121 (28.5 - 34.1%) -- 1.1% chance to 3HKO after Stealth Rock and Leftovers recovery
:Hydreigon:
Neutral 252 SpA Life Orb Hydreigon Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 231-273 (65.2 - 77.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Super Effective 252 SpA Life Orb Hydreigon Earth Power vs. 252 HP / 0 SpD Abomasnow: 213-252 (60.1 - 71.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 252 SpA Life Orb Hydreigon Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 153-183 (43.2 - 51.6%) -- 66% chance to 2HKO after Stealth Rock and Leftovers recovery

Super Effective 252 SpA Life Orb Hydreigon Earth Power vs. +1 252 HP / 0 SpD Abomasnow: 143-169 (40.3 - 47.7%) -- 3.1% chance to 2HKO after Stealth Rock and Leftovers recovery
:Landorus-Therian:
Super Effective 0 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Abomasnow: 356-422 (100.5 - 119.2%) -- guaranteed OHKO

Super Effective 252 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Abomasnow: 422-500 (119.2 - 141.2%) -- guaranteed OHKO
:Syclant:
Super Effective 252 Atk Choice Band Syclant Earthquake vs. 252 HP / 4 Def Abomasnow: 362-426 (102.2 - 120.3%) -- guaranteed OHKO
Pressures but/or Struggles to beat:Zeraora:
Neutral 252 Atk Zeraora Plasma Fists vs. 252 HP / 4 Def Abomasnow: 177-208 (50 - 58.7%) -- 72.7% chance to 2HKO after Leftovers recovery

Neutral 252 Atk Zeraora Close Combat vs. 252 HP / 4 Def Abomasnow: 141-167 (39.8 - 47.1%) -- guaranteed 3HKO after Leftovers recovery

Neutral 252 Atk Zeraora Plasma Fist into Close Combat (135BP average) vs. 252 HP / 4 Def Abomasnow: 158-187 (44.6 - 52.8%) -- 85.2% chance to 2HKO after Stealth Rock and Leftovers recovery
:Pajantom:
Super Effective 252 Atk Choice Band Pajantom Earthquake vs. 252 HP / 4 Def Abomasnow: 398-470 (112.4 - 132.7%) -- guaranteed OHKO

Resisted 252+ Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 4 Def Abomasnow: 131-155 (37 - 43.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Super Effective 252+ Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 4 Def Abomasnow: 524-620 (148 - 175.1%) -- guaranteed OHKO
:Victini:
Neutral 252 Atk Victini V-create vs. 252 HP / 4 Def Abomasnow: 294-346 (83 - 97.7%) -- 68.8% chance to OHKO after Stealth Rock

Resisted 252 Atk Victini V-create vs. 252 HP / 4 Def Abomasnow: 147-173 (41.5 - 48.8%) -- guaranteed 3HKO after Leftovers recovery
:Dragapult:
Neutral 252 SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 228-268 (64.4 - 75.7%) -- guaranteed 2HKO after Leftovers recovery

Neutral 252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Abomasnow: 153-180 (43.2 - 50.8%) -- guaranteed 3HKO after Leftovers recovery

Resisted 252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Abomasnow: 70-83 (19.7 - 23.4%) -- possible 6HKO after Leftovers recovery

Super Effective 252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 0 SpD Abomasnow: 186-222 (52.5 - 62.7%) -- 98.8% chance to 2HKO after Leftovers recovery

Neutral 252 SpA Dragapult Draco Meteor vs. 252 HP / 0 SpD Abomasnow: 153-180 (43.2 - 50.8%) -- guaranteed 3HKO after Leftovers recovery

Neutral 252+ Atk Dragon Fang Dragapult Dragon Darts (2 hits) vs. 252 HP / 4 Def Abomasnow: 246-290 (69.4 - 81.9%) -- approx. 2HKO after Leftovers recovery

Neutral 252 Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 252 HP / 4 Def Abomasnow: 278-330 (78.5 - 93.2%) -- approx. 31.3% chance to OHKO after Stealth Rock
:Hippowdon:
Super Effective 8 Atk Hippowdon Earthquake vs. 252 HP / 4 Def Abomasnow: 288-338 (81.3 - 95.4%) -- 50% chance to OHKO after Stealth Rock
:Colossoil:
Super Effective 0 Atk Colossoil Earthquake vs. 252 HP / 4 Def Abomasnow: 306-362 (86.4 - 102.2%) -- 93.8% chance to OHKO after Stealth Rock

Super Effective 252+ Atk Guts Colossoil Earthquake vs. 252 HP / 4 Def Abomasnow: 614-726 (173.4 - 205%) -- guaranteed OHKO
:Toxapex:
Neutral 0 SpA Toxapex Scald vs. 252 HP / 0 SpD Abomasnow: 45-54 (12.7 - 15.2%) -- possible 9HKO after Stealth Rock and Leftovers recovery

Resisted 0- Atk Toxapex Knock Off (97.5 BP) vs. 252 HP / 4 Def Abomasnow: 25-30 (7 - 8.4%) -- possibly the worst move ever
:Arghonaut:
252+ Def Arghonaut Body Press vs. 252 HP / 4 Def Abomasnow: 139-165 (39.2 - 46.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Loses to:Heatran:
Neutral 0 SpA Heatran Magma Storm into EP vs. 252 HP / 0 SpD Abomasnow: 127-150 (35.8 - 42.3%) -- 16% chance to 2HKO after Stealth Rock, Leftovers recovery, and trapping damage

Super Effective 0 SpA Heatran Earth Power vs. 252 HP / 0 SpD Abomasnow: 140-166 (39.5 - 46.8%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

Super Effective 0 SpA Heatran Earth Power vs. +1 252 HP / 0 SpD Abomasnow: 94-112 (26.5 - 31.6%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Heatran Magma Storm into Super Effective -1 EP vs. 252 HP / 0 SpD Abomasnow: 85-101 (24 - 28.5%) -- 93% chance to 3HKO after Stealth Rock, Leftovers recovery, and trapping damage

Neutral 0 SpA Heatran -1 Magma Storm into Super Effective -2 Earth Power vs. 252 HP / 0 SpD Abomasnow: 50-59 (14.1 - 16.6%) -- guaranteed 5HKO after Stealth Rock, Leftovers recovery, and trapping damage

Note: Heatran needs Taunt or Toxic to beat
:Astrolotl:
Neutral 0 Atk Astrolotl Fire Lash vs. 252 HP / 4 Def Abomasnow: 109-130 (30.7 - 36.7%) -- 69% chance to 3HKO after Stealth Rock and Leftovers recovery

Super Effective 0 Atk Astrolotl Stomping Tantrum vs. -1 252 HP / 4 Def Abomasnow: 208-246 (58.7 - 69.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
:Melmetal:
Neutral 252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 4 Def Abomasnow: 332-392 (93.7 - 110.7%) -- guaranteed OHKO after Stealth Rock
:Swampert:
Super Effective 0 Atk Swampert Earthquake vs. 252 HP / 4 Def Abomasnow: 282-332 (79.6 - 93.7%) -- 43.8% chance to OHKO after Stealth Rock

Super Effective 0 Atk Swampert Flip Turn vs. 252 HP / 4 Def Abomasnow: 168-200 (47.4 - 56.4%) -- 85.5% chance to 2HKO after Stealth Rock and Leftovers recovery
:Tyranitar:
Neutral 0 Atk Tyranitar Superpower vs. 252 HP / 4 Def Abomasnow: 133-157 (37.5 - 44.3%) -- 2.3% chance to 2HKO after Stealth Rock, sandstorm damage, and Leftovers recovery

Note: Tyranitar needs Toxic to reliably beat
:Gastrodon:
Super Effective 0 Atk Gastrodon Earthquake vs. 252 HP / 4 Def Abomasnow: 222-264 (62.7 - 74.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

Neutral 0 Atk Gastrodon Earthquake vs. 252 HP / 4 Def Abomasnow: 111-132 (31.3 - 37.2%) -- 14.7% chance to 3HKO after Stealth Rock and Leftovers recovery

Neutral 0 SpA Gastrodon Scald vs. 252 HP / 0 SpD Abomasnow: 69-82 (19.4 - 23.1%) -- possible 5HKO after Stealth Rock and Leftovers recovery

Super Effective 0 SpA Gastrodon Scald vs. 252 HP / 0 SpD Abomasnow: 138-164 (38.9 - 46.3%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
 
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There some very nice spreads that are close to what I had in mind (bulky and speedy basically) so I will try to focus on more unusual takes on what CAP29 can achieve.

Final Submission

97 HP / 95 ATK / 80 DEF / 121 SPA / 97 SPD / 100 SPE

BST:
590
PS: 103.73
SS: 130.72
PT: 91.74
ST: 109.38
BSR: 580.95

Optional Defining Moves: Strength Sap

Explanation: The starting point of this spread is being able to use Strength Sap without being OP nor focusing our Pokemon around this move (because otherwise that would have been a concept about SS and not Color Change). I believe this spread can be played with either Strength Sap or Recover. SS is wonderful at creating opportunities because it makes would-be checks shaky at best. Landorus-T is no longer a threat if it switches on Strength Sap for example, allowing CAP to get at least one Calm Mind and forcing the opponent to switch on another check. This encourages a more pro-active way of setting up: forcing switches and, especially with some hazard support, gradually weakening the opponent team while boosting itself. Moreover, it is a great way to meddle with Color Change: sure, we might get chained but by lowering their offensive we can still hold our ground.

To be honest, CAP might even be viable without Calm Mind thanks to SS: it's flagset will probably CM but I would love seeing sets abusing Color Change with SS and some supportive moves (Taunt, status etc.) to force switches.

However, Strength Sap has two very big weaknesses: it is dependent of the opponent to a large extent and it gets worse and worse as it keeps being used on the same Pokemon. That's why you may want to choose Recover over if you want to tackle on more specially-based Pokemon, if CAP is to be used on longer CM wars (where Color Change might be an asset) or just if you need a more reliable recovery.

HP
I want HP as high as possible to minimize Sap healing impact without getting 101 Subs. Blissey should still comfortably beat us but I don't want to take any chance. That's kind of big deal because Pokemon like Krillowatt doesn't even heal for half HP here, creating a real choice between Strength Sap and Recover. I will get deeper on the rest of the bulk in each appropriate section.

Speed
For me it's one focal point of the concept and I have argued for a high base speed during the project. 100 is a bit lower to what I first envisioned but firstly, other users have already made some great spreads with a good speed and most importantly, Strength Sap is a kind of an X factor as it could turn the tables on Garchomp for example so I prefer to stay conservative.

100 base speed is still pretty good. It gives some flexibility on our EVs spread while still easily outspeeding Rillaboom / Nidoking or Heatran. The most common spread will probably be 252 HP / 16 Def / 240 Speed Timid to outspeed Hydreigon (I initially put a faster spread but realized I messed a key calc. Still good though). This is the spread I will mostly use for the following calcs but slower spreads are perfectly viable. The two main benchmarks are 40 EVs to outspeed Adamant Rillaboom and 160 EVs to outspeed Jolly Excadrill (at least to prevent him from coming on us, especially with Strength Sap). You might event want to get up to Tapu Lele and Colossoil with 216 EVs.

One might even want to go full offensive with a 252 SpAtk / 252 Speed spread to use its decent special attack. I will elaborate further on this below.

Physical Bulk 97/80
The physical bulk is what I feel the absolute minimum we should have: enough to take Plasma Fists into Close Combat from HDB Zeraora with Rocks. CAP then saps ~80% health. It is an benchmark important to reach as we are otherwise unable to switch on Zeraora.
Strength Sap makes me reluctant to give more physical bulk as each Def point is basically 50% more effective when combined with the first SS (which might not always be the case) but it can combines wonderfully with Color Change. The most obvious example is Earthquake: we can turn a lethal move into one we can set-up on and that's thanks to CC as we turn a 90% move into a 30% (resisted and -1Atk) which spells "set-up fodder" to me. Strength Sap is also really good when we can have the jump on the opponent as it pro-actively reduces damage taken (we are back to full AND we reduce their attack)... but it also works better when you are bulky enough to begin with as you will see with the Kartana calc. That will lead to some very interesting choices when it comes to EV spreads.

Finally 97/80 is pretty decent all things considered: more than Clefable and close to Zapdos when invested. Sure, Color Change is Color Change but we can still invest in it with good results.

:rillaboom:
252+ Atk Choice Band Rillaboom Grassy Glide vs. 252 HP / 16 Def Drapion in Grassy Terrain: 140-165 (35.1 - 41.4%) -- 83.4% chance to 3HKO after Stealth Rock, Black Sludge recovery, and Grassy Terrain recovery
+1 252+ Atk Life Orb Rillaboom Superpower vs. 252 HP / 16 Def Drapion: 321-378 (80.6 - 94.9%) -- guaranteed 2HKO after Black Sludge recovery and Grassy Terrain recovery
252+ Atk Choice Band Rillaboom U-turn vs. 252 HP / 16 Def Drapion: 144-170 (36.1 - 42.7%) -- 97.1% chance to 3HKO after Stealth Rock, Black Sludge recovery, and Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 4 Def Drapion in Grassy Terrain: 142-168 (42.3 - 50.1%) -- 0.4% chance to 2HKO after Stealth Rock, Black Sludge recovery, and Grassy Terrain recovery
We can reliably take on Rillaboom. However, we are much more vulnerable to U-Turn than other spreads.

:kartana:
252 Atk Choice Band Kartana Smart Strike vs. 252 HP / 16 Def Drapion: 261-307 (65.5 - 77.1%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery -- Always a 2KO after Color Change
252 Atk Choice Band Kartana Smart Strike vs. 252 HP / 216 Def Drapion: 208-246 (52.2 - 61.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery -- the alternate spread fares much better and avoid the 2KO before sapping it all back

:landorus-therian: :garchomp: :excadrill: :colossoil:
Lumping these together as they are basically "big fat ground"
252 Atk Landorus-Therian Earthquake vs. 252 HP / 16 Def Drapion: 420-494 (105.5 - 124.1%) -- guaranteed OHKO
-1 252 Atk Landorus-Therian Earthquake vs. 252 HP / 16 Def Drapion: 278-330 (69.8 - 82.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery -- can't kill if come on Strength Sap
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 16 Def Drapion: 502-593 (126.1 - 148.9%) -- guaranteed OHKO
-1 252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 16 Def Drapion: 335-398 (84.1 - 100%) -- 6.3% chance to OHKO -- Swords Dance on our face
252 Atk Excadrill Earthquake vs. 252 HP / 16 Def Drapion: 396-468 (99.4 - 117.5%) -- guaranteed OHKO after Stealth Rock -- pretty much the same story as Lando-T except we outspeed it but it has Swords Dance.
-1 252+ Atk Guts Colossoil Earthquake vs. 252 HP / 16 Def Drapion: 404-476 (101.5 - 119.5%) -- guaranteed OHKO
All of these Pokemon checks us well. Lando-T has to watch out for Strength Sap. Bulkier sets fare worse but usually carry EQ and Toxic.

:zeraora:
252 Atk Zeraora Plasma Fists vs. 252 HP / 16 Def Drapion: 174-205 (43.7 - 51.5%) -- 66% chance to 2HKO after Stealth Rock and Black Sludge recovery
252 Atk Zeraora Close Combat vs. 252 HP / 16 Def Drapion: 139-164 (34.9 - 41.2%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
369HP max damage. We then heal 323HP with SS. Needless to say, Zeraora will have to Volt Switch out.

Miscellaneous
:pajantom:
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 16 Def Drapion: 117-138 (29.3 - 34.6%) -- 11.3% chance to 3HKO after Stealth Rock and Black Sludge recovery
-1 252 Atk Choice Band Pajantom Spirit Shackle vs. Ghost 252 HP / 16 Def Drapion: 314-372 (78.8 - 93.4%) -- 37.5% chance to OHKO after Stealth Rock
Pajantom can't really check us if we have SSap.

:victini:
-1 252 Atk Choice Band Victini V-create vs. 252 HP / 16 Def Drapion: 288-340 (72.3 - 85.4%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
Can't come in SSap.

:ferrothorn:
80 Def Ferrothorn Body Press vs. 252 HP / 16 Def Drapion: 91-108 (22.8 - 27.1%) -- 0.8% chance to 4HKO after Stealth Rock and Black Sludge recovery --Ferro outdamages SS after 2 uses, enough for 3 CM at least

:miasmaw:
252+ Atk Choice Band Miasmaw First Impression vs. 252 HP / 16 Def Drapion: 294-346 (73.8 - 86.9%) -- guaranteed 2HKO after Black Sludge recovery
SSap recovers it all.

:barraskewda:
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 16 Def Drapion in Rain: 390-459 (97.9 - 115.3%) -- 87.5% chance to OHKO
252+ Atk Choice Band Barraskewda Liquidation vs. 252 HP / 240 Def Drapion in Rain: 306-360 (76.8 - 90.4%) -- guaranteed 2HKO after Black Sludge recovery
SSap fares impressingly well with the bulkiest spread and regen it all.

:astrolotl:
252 Atk Astrolotl Fire Lash vs. 252 HP / 16 Def Drapion: 135-160 (33.9 - 40.2%) -- 41% chance to 3HKO after Black Sludge recovery
252 Atk Astrolotl Fire Lash vs. -1 Fire 252 HP / 16 Def Drapion: 102-120 (25.6 - 30.1%) -- guaranteed 3HKO after Black Sludge damage
Even with an highly hypothetical max investment, we handle it without issue.

:swampert:
-1 0 Atk Swampert Earthquake vs. 252 HP / 16 Def Drapion: 186-218 (46.7 - 54.7%) -- 98.4% chance to 2HKO after Stealth Rock and Black Sludge recovery
So that's interesting: SSap doesn't regen enough out of this and after Flip Turn-out we will be at only ~70%.

:melmetal:
-1 252+ Atk Choice Band Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 16 Def Drapion: 326-386 (81.9 - 96.9%) -- approx. 2HKO after Black Sludge recovery
Once again: we don't regen it all back.
All in all, SSap fares much better against Pokemon with lower BP moves like Ferrothorn or Miasmaw: that's why Band Melmetal may still punch through us.

Special Bulk 97/97
The special bulk is decent all-around (more or less like Latios). There is no magic benchmark here but I wanted to leverage Calm Mind without having to boost several times before being impregnable. The special side of the spectrum interacts curiously with Color Change as that's the one we are most likely to be cycled on (Tornadus-T, Krillowatt) but there are some neutral --> resist interactions as well.
All in all, it's enough to withstand most non-choiced attacks at start and powerful choiced attacks (think Tapu Lele Moonblast) with a boost under our belt. If CAP runs SS, it will fare worst against most of these threats than with Recover so that's another choice to make for the player when adding CAP29 to the team.

:tapu koko:
252 SpA Tapu Koko Thunderbolt vs. 252 HP / 0 SpD Drapion in Electric Terrain: 159-187 (39.9 - 46.9%) -- 0.4% chance to 2HKO after Stealth Rock and Black Sludge recovery
252 SpA Tapu Koko Dazzling Gleam vs. 252 HP / 0 SpD Drapion: 109-129 (27.3 - 32.4%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery -- No problem

:clefable:
0 SpA Clefable Moonblast vs. 252 HP / 0 SpD Drapion: 102-120 (25.6 - 30.1%) -- 96.9% chance to 4HKO after Stealth Rock and Black Sludge recovery

:slowbro: :slowking:
0 SpA Slowbro Scald vs. 252 HP / 0 SpD Drapion: 88-105 (22.1 - 26.3%) -- possible 5HKO after Stealth Rock and Black Sludge recovery
0 SpA Slowbro Future Sight vs. Neutral 252 HP / 0 SpD Drapion: 133-157 (33.4 - 39.4%) -- 83.4% chance to 3HKO after Stealth Rock and Black Sludge recovery

:slowking-galar:
176 SpA Slowking-Galar Flamethrower vs. 252 HP / 0 SpD Drapion: 85-100 (21.3 - 25.1%) -- possible 5HKO after Stealth Rock and Black Sludge recovery
176 SpA Slowking-Galar Scald vs. Fire 252 HP / 0 SpD Drapion: 150-178 (37.6 - 44.7%) -- 63.7% chance to 2HKO after Stealth Rock and Black Sludge recovery
SSap only heals 121HP but that's still enough to handily set-up on its face and heal at the lastest time

:tornadus-therian:
252 SpA Tornadus-Therian Focus Blast vs. 252 HP / 0 SpD Drapion: 119-141 (29.8 - 35.4%) -- 28.5% chance to 3HKO after Stealth Rock and Black Sludge recovery
+2 252 SpA Tornadus-Therian Hurricane vs. +2 Fighting 252 HP / 0 SpD Drapion: 330-390 (82.9 - 97.9%) -- guaranteed 2HKO after Black Sludge recovery
FB into set-up into Hurricane is a dead CAP29.

:tomohawk:
0 SpA Tomohawk Aura Sphere vs. 252 HP / 0 SpD Drapion: 100-118 (25.1 - 29.6%) -- 88.6% chance to 4HKO after Stealth Rock and Black Sludge recovery
0 SpA Tomohawk Hurricane vs. +1 252 HP / 0 SpD Drapion: 186-218 (46.7 - 54.7%) -- guaranteed 2HKO after Stealth Rock and Black Sludge damage
SSap is garbage here (112 HP) so Tomohawk is a shaky switch-in at best. With Recover it becomes much easier.

:krilowatt:
252 SpA Life Orb Krilowatt Surf vs. +1 252 HP / 0 SpD Drapion: 99-117 (24.8 - 29.3%) -- 5.8% chance to 4HKO after Stealth Rock and Black Sludge recovery
252 SpA Life Orb Krilowatt Thunderbolt vs. +2 Water 252 HP / 0 SpD Drapion: 148-174 (37.1 - 43.7%) -- guaranteed 3HKO after Black Sludge damage
Easy to handle with Recover but much harder with SSap: the first sap will only recover 155HP.

:tapu lele:
252 SpA Choice Specs Tapu Lele Moonblast vs. 252 HP / 0 SpD Drapion: 238-282 (59.7 - 70.8%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Choice Specs Tapu Lele Moonblast vs. +1 252 HP / 0 SpD Drkerfuapion: 160-189 (40.2 - 47.4%) -- 2% chance to 2HKO after Stealth Rock and Black Sludge recovery
This here is a big reason to invest at least 216EVs in Speed. Otherwise Tapu Lele can just come on us if we don't set-up on the its switch and blast us. However, we only heal 157HP with the first SSa. In this match-up, Recover is superior.

:kerfluffle:
252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 0 SpD Drapion: 220-259 (55.2 - 65%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
252 SpA Choice Specs Kerfluffle Moonblast vs. +1 252 HP / 0 SpD Drapion: 147-174 (36.9 - 43.7%) -- guaranteed 3HKO after Stealth Rock and Black Sludge recovery
Survival is unlikely.

:latios:
252 SpA Choice Specs Latios Draco Meteor vs. +1 252 HP / 0 SpD Drapion: 219-258 (55 - 64.8%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
-4 252 SpA Choice Specs Latios Draco Meteor vs. +1 Dragon 252 HP / 0 SpD Drapion: 146-174 (36.6 - 43.7%) -- 93.8% chance to 2HKO after Stealth Rock and Black Sludge damage
SSap gets destroyed but Recover-spam will outlive it! Still a bit shaky (crits happen)

:dragapult:
252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Drapion: 181-214 (45.4 - 53.7%) -- 94.1% chance to 2HKO after Stealth Rock and Black Sludge recovery
Much more reliable. SSap actually fares better and heal 220HP the first time.

Special Attack 121/100
Special attack is there to ensure a OHKO on Kartana after SR. We are slower than it and because this spreads is not that physically bulky, I want to deter it from coming on us even without Strength Sap.

Color Change puts a huge dent in our offensive prowess (and I would say a much bigger one than on bulkiness). We don't even have very high BP moves to begin with (Sludge Bomb is our best bet and let's be honest, I doubt something as low PP and unreliable as Fire Blast will be used) and we can't rely on coverage because we will probably only run two attacking moves at most. So we need at least something to deter threats from coming on us even at +1. Moreover, we want to actually kill stuff at +6 without having to resort to Boomburst. This move is available should we want more mid-term firepower (at +1/+2 when Color Change has procced) but we can do fine with other options.

I have also put some 252 SpAtk calcs to show how flexible this spread can be. While we want a bulky set-up Mon, creative players may want to use its good firepower at +1 and decent speed tier to force other switches and create different set-up opportunities, especially on bulkier mons. The trade-off is not being able to come on Pokemon we are supposed to check, like Zeraora.

:kartana:
STAB 0 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Kartana: 241-285 (93 - 110%) -- 93.8% chance to OHKO after Stealth Rock

:rillaboom:
NO STAB 0 SpA Drapion Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 204-242 (59.8 - 70.9%) -- guaranteed 2HKO after Stealth Rock and Grassy Terrain recovery Clean 2KO

:clefable:
STAB +1 0 SpA Drapion Sludge Bomb vs. 252 HP / 4 SpD Clefable: 372-440 (94.4 - 111.6%) -- 68.8% chance to OHKO

:tapu lele:
STAB +1 0 SpA Drapion Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 306-360 (108.8 - 128.1%) -- guaranteed OHKO -- once again, we totally beat Tapu Lele if we need to

:tapu fini: 0 SpA Drapion Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 124-146 (36 - 42.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
+1 0 SpA Drapion Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 182-216 (52.9 - 62.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery -- Meh with SSap but we set-up handily with Recover and Sludge Bomb is enough with 1CM to threaten a 2KO.
+1 252 SpA Drapion Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 336-396 (97.6 - 115.1%) -- guaranteed OHKO after Stealth Rock
Good with full investment.

:tomohawk:
STAB +1 0 SpA Drapion Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 205-243 (49.5 - 58.6%) -- guaranteed 2HKO after Stealth Rock --useful to disrupt a possible Color Change cycle
STAB +1 252 SpA Drapion Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 252-297 (60.8 - 71.7%) -- guaranteed 2HKO after Stealth Rock --possible even with CC

:heatran:
STAB +1 0 SpA Drapion Dark Pulse vs. 252 HP / 128+ SpD Heatran: 117-138 (30.3 - 35.7%) -- 33.1% chance to 3HKO after Stealth Rock and Leftovers recovery
NO STAB +2 0 SpA Drapion Dark Pulse vs. 252 HP / 128+ SpD Heatran: 104-123 (26.9 - 31.8%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery --Solid check

:dragapult:
NO STAB +1 0 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Dragapult: 258-304 (81.3 - 95.8%) -- 56.3% chance to OHKO after Stealth Rock -- Dragapult may not always want to come in


:latios:
NO STAB +1 0 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Latios: 188-222 (62.4 - 73.7%) -- guaranteed 2HKO after Stealth Rock --Latios fares better
NO SYAB +1 252 SpA Drapion Dark Pulse vs. 0 HP / 4 SpD Latios: 228-270 (75.7 - 89.7%) -- 18.8% chance to OHKO after Stealth Rock

:slowking:
+1 0 SpA Drapion Dark Pulse vs. 252 HP / 252+ SpD Slowking: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
STAB +1 252 SpA Drapion Dark Pulse vs. 252 HP / 252+ SpD Slowking: 254-300 (64.4 - 76.1%) -- guaranteed 2HKO -- possible even with Color Change

:blissey:
NO STAB +6 0 SpA Drapion Sludge Bomb vs. 252 HP / 4 SpD Blissey: 233-275 (32.6 - 38.5%) -- 98.9% chance to 3HKO --yeah, counter us

:gastrodon:
+4 0 SpA Drapion Dark Pulse vs. 252 HP / 252+ SpD Gastrodon: 165-195 (38.7 - 45.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
We 2KO at +5/+6, that's plenty time for Gastrodon to come and EP into Toxic us (or heck, Clear Smog our ass).

:corviknight:
+6 0 SpA Drapion Dark Pulse vs. 252 HP / 252+ SpD Corviknight: 216-255 (54 - 63.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
An example of what we want to achieve at +6.

These moves are not mandatory but have been heavily discussed. Here are some calcs (NO STAB) to assess their impacts:
Ice Beam
0 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Garchomp: 352-416 (98.5 - 116.5%) -- guaranteed OHKO after Stealth Rock
0 SpA Drapion Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 368-436 (115.3 - 136.6%) -- guaranteed OHKO
+1 0 SpA Drapion Ice Beam vs. 0 HP / 4 SpD Latios: 210-248 (69.7 - 82.3%) -- guaranteed 2HKO after Stealth Rock

Scald
0 SpA Drapion Scald vs. 0 HP / 0 SpD Landorus-Therian: 164-194 (51.4 - 60.8%) -- guaranteed 2HKO after Stealth Rock
0 SpA Drapion Scald vs. 0 HP / 0 SpD Excadrill: 192-228 (53.1 - 63.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+1 0 SpA Drapion Scald vs. 252 HP / 128+ SpD Heatran: 156-184 (40.4 - 47.6%) -- 3.9% chance to 2HKO after Stealth Rock and Leftovers recovery
+2 0 SpA Drapion Scald vs. 252 HP / 128+ SpD Heatran: 208-246 (53.8 - 63.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+3 0 SpA Drapion Scald vs. 252 HP / 216+ SpD Tyranitar in Sand: 168-198 (41.5 - 49%) -- 17.6% chance to 2HKO after Stealth Rock and Leftovers recovery

Boomburst
0 SpA Drapion Boomburst vs. 0 HP / 0 SpD Garchomp: 136-160 (38 - 44.8%) -- guaranteed 3HKO after Stealth Rock
+1 0 SpA Drapion Boomburst vs. 0 HP / 4 SpD Latios: 163-192 (54.1 - 63.7%) -- guaranteed 2HKO after Stealth Rock
+1 0 SpA Drapion Boomburst vs. 252 HP / 4 SpD Toxapex: 130-154 (42.7 - 50.6%) -- 96.1% chance to 2HKO after Stealth Rock
+6 0 SpA Drapion Boomburst vs. 252 HP / 4 SpD Blissey: 362-427 (50.7 - 59.8%) -- guaranteed 2HKO

I like Scald + Boomburst but Sludge Bomb is such a great move overall I find it hard to replace.

Physical Attack 95/100
Physical attack is usable with Coil, with 2KO by Knock Off on Pajantom and Dragapult. I don't believe this spread favors Coil much, especially with SSap overlapping a bit with Coil but it is definitely viable. Moreover, Gunk Show actually outdamages Sludge Bomb:
0 Atk Drapion Gunk Shot vs. 252 HP / 0 Def Mew: 83-98 (20.5 - 24.2%) -- 81.5% chance to 4HKO after Stealth Rock
0 SpA Drapion Sludge Bomb vs. 252 HP / 0 SpD Mew: 77-91 (19 - 22.5%) -- 1.5% chance to 4HKO after Stealth Rock
so that's something to look for if we wish to surprise some shakier checks (Pajantom / Latios) and it opens us different coverage options (EQ if we don't mind hitting Heatran is a big one).

:pajantom:
STAB 0 Atk Drapion Knock Off vs. 0 HP / 0 Def Pajantom: 180-212 (58.2 - 68.6%) -- guaranteed 2HKO after Stealth Rock
STAB 0 Atk Drapion Crunch vs. 0 HP / 0 Def Pajantom: 218-260 (70.5 - 84.1%) -- guaranteed 2HKO after Stealth Rock

:latios:
STAB 0 Atk Drapion Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 240-284 (79.7 - 94.3%) -- 50% chance to OHKO after Stealth Rock
STAB 0 Atk Drapion Crunch vs. 0 HP / 0 Def Latios: 200-236 (66.4 - 78.4%) -- guaranteed 2HKO after Stealth Rock

:garchomp:
STAB 0 Atk Drapion Knock Off (97.5 BP) vs. 0 HP / 4 Def Garchomp: 105-124 (29.4 - 34.7%) -- 78.9% chance to 3HKO after Stealth Rock
STAB 0 Atk Drapion Crunch vs. 0 HP / 4 Def Garchomp: 85-102 (23.8 - 28.5%) -- guaranteed 4HKO after Stealth Rock

:rillaboom:
NO STAB 0 Atk Drapion Gunk Shot vs. 0 HP / 4 Def Rillaboom: 180-212 (52.7 - 62.1%) -- guaranteed 2HKO after Stealth Rock and Grassy Terrain recovery

:tapu lele:
STAB 0 Atk Drapion Gunk Shot vs. 0 HP / 0 Def Tapu Lele: 314-372 (111.7 - 132.3%) -- guaranteed OHKO

:blissey:
STAB +1 0 Atk Drapion Gunk Shot vs. 252 HP / 252+ Def Blissey: 336-396 (47 - 55.4%) -- 74.2% chance to 2HKO
NO STAB +3 0 Atk Drapion Gunk Shot vs. 252 HP / 252+ Def Blissey: 374-440 (52.3 - 61.6%) -- guaranteed 2HKO

:slowking:
STAB +1 0 Atk Drapion Gunk Shot vs. 252 HP / 4 Def Slowking: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO
NO STAB +1 0 Atk Drapion Gunk Shot vs. 252 HP / 4 Def Slowking: 148-175 (37.5 - 44.4%) -- guaranteed 3HKO
A 2KO is possible!

:heatran:
0 Atk Drapion Earthquake vs. 252 HP / 0 Def Heatran: 264-312 (68.3 - 80.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Just in case

I honestly don't like Knock Off much, it's the kind of utility that might distract us from the concept. A hit and run with good bulk, SSap and Knock Off seems good enough while avoiding interactions with Color Change, which is not what I want. Crunch is good though.

Overall, this spread is flexible enough to allow CAP29 to pick some checks.
- Recover + Speed will allow it to beat some special threats SSap can't deal with and the reliable recovery makes it good at poke-and-probing against defensive teams especially with Sludge Bomb spam.
- SSap + Defense is great at forcing switches and creating set-up opportunies. It will prey on teams relying on stuff like Excadrill or Lando-T to force it out as you can simply smack them with SSap on their switch and force them out. Hazards support will help it shine especially against more offensive teams.
- Fast and strong to threaten much more Pokemon with just one CM. The least reliable as it will have trouble finding switch opportunities but once in it might grab one surprise KO and use SSap to come back for more.

However, it can't do everything: its bulk is simply too average for it and it can't rely on its speed to naturally outspeed some scary foes (Kartana, Krilowatt). Lastly, even with this good special attack, it is vulnerable to losing its STABs especially if we choose a more offensive route and we will need some U-Turn / Teleport support. Choose your set accordingly to what you want to achieve and what support is available and it will do great.
 
Last edited:

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Final Submission

HP:
115
Atk: 76
Def: 78
SpA: 110 / 95 (116%)
SpD: 72
Spe: 116 / 120 (97%)

PS: 91 / 140 (65%)
PT: 100 / 135 (74%)
SS: 127 / 140 (91%)
ST: 95 / 130 (73%)
BSR: 565 / 595 (95%)
BST: 567 (in solidarity with Archeops)

Optional Moves: Ice Beam, Scald, Strength Sap*

OVERVIEW 115 | 76 | 78 | 110 | 72 | 116

This spread is largely a mashup between the Clefable-route and Latias-route of CM boosting, and with high HP and Speed as the defining stats, this spread gives players the option to pursue either avenue to suit their needs. The Build Triangle theory here is to start with a high initial Speed and to use that in battle to make room for improving the merely-decent initial Bulk and Power of this spread with boosting moves. This high Speed allows CAP, in most instances, to hold onto the momentum it creates after switching in for an additional turn, which, due to our ability's peculiar effect of turning potentially any Pokemon into a threat based on what move CAP switches into every time, should come in handy more often than a higher initial damage output. Against many switch-ins, this high speed could mean Recovering off damage and getting a CM boost before getting hit and having your Type changed again, against others it could mean getting a second CM boost against a switch-in that could 2HKO you otherwise, starting a Recover --> boost --> sweep cycle. It could mean nabbing a surprise KO against an opponent who hasn't scouted your moveset, or, ideally, it could mean setting up and executing a sweep late-game. Going slower means forcing the stats to both tank more hits and net more OHKOs at the same time, where Speed can reduce the pressure on both, which I think we will need here with all the unpredictable ways our ability will be changing our outlook in battle. Many, many teams carry at least one Poke faster than this, but not nearly as many carry more than that, making it less stressful to clear the way for this CAP to both boost and sweep, which is ultimately where I think stats can deliver for us the most at this point.

This spread isn't as mighty as some of the other subs in terms of raw numbers, but that is because I think most of the strength the community wants to put into this CAP resides, correctly, in the movepool section and I don't want to limit that stage by panicking over viability here. Considering guaranteed access to Calm Mind, Recover (v. strong), and a nebulous diversity of A-tier coverage options, and with some really interesting moves brought up already in previous discussions and coming back around in the next stage, I know this spread will make a strong CAP. More important than strong stats, though, are adaptable ones, and I think this submission represents the right sort of framework to build a movepool around based on that idea.

OFFENSES 76 | 110 | 116

While mixed offenses would be nice to hold the door open a little wider for physical boosting, this spread instead invests in Speed as a means of supporting the Special boosting set laid out in the Concept Assessment. 110 SpA is a great starting offensive presence, with a STAB / +1 non-STAB OHKO w/SR vs. Rocky Helmet Tangrowth (and a 62% chance to do so vs. Rillaboom), 2HKOs vs. Clefable and Tapu Lele, and a guaranteed 2HKO w/SR vs. Tapu Fini, all with 0 EV Sludge Bomb. Dragapult is OHKO'd by either +1 Life Orb Ice Beam or by SR + 252 EV STAB / +1 non-STAB Dark Pulse, and it is otherwise 2HKO'd by 0 EV non-STAB Dark Pulse. Offensive sets will be able to OHKO Latios with Ice Beam after a single boost, and fast-bulky sets can do it after two if Latios takes SR damage (which is nice because Choice Specs Draco Meteor vs. 248/0 CAP (+1 SpD): 64 - 76% [2HKO], and it's outsped). All things considered, it's very difficult to list off all relevant calcs with the variables given to us between STAB availability, EV investment, and likely stat boost stages, which is why I only had a couple minimum benchmarks to hit for SpA. Hopefully these calcs show there is no urgent need for tons of damage output right out of the gate. So long as we have the Speed to create setup opportunities and the coverage moves to target the right opponents and play styles, this CAP will be plenty effective without threatening its overall balance in the metagame.

The Speed stat is of course the heart and soul of this spread. It is going to help you force more switches and get more turns to adjust to whatever wacky stuff is going on with Color Change against a much bigger variety of switch-ins. Thanks to our "bulky booster" plan, this stat is also extremely customizable when it comes to allocating EVs between bulk and speed, as you'll see in the calcs below when we go from getting caked by Scarf Landorus-T with an offensive spread to 1v1-ing it with a defensive one. Having the option to outspeed Astrolotl, Kartana, Latios, Krillowatt, and similar faster threats will allow the CAP to actually be able to interact with these crucial threats (who could otherwise fairly automatically roadblock its strategy), as opposed to being forced out or forced into suboptimal options simply by their existence in Team Preview. And there are balance considerations and give-and-takes, as always, that come with choosing a speed tier: CAP will need a Timid nature to outspeed Garchomp but a Bold nature to survive its Earthquake, for example.
364 - CAP [252+]
359 - Astrolotl [252+]
352 - CAP [208+]
350 - Latios, Kitsunoh, base 110s [252+]
333 - Garchomp [252+]
331 - CAP [252]
328 - Volcarona, base 100s [252+]
310 - CAP [168]
309 - Landorus-T [252+]
270 - CAP [8]
269 - Rillaboom [252]
268 - CAP [0]
267 - Base 72 Spe [252+]
DEFENSES 115 | 78 | 72

High HP greatly benefits Bulk as CAP boosts its SpD, as opposed to a low-HP / high SpD setup. I am not concerned about Blissey or Seismic Toss because Blissey still walls most variants at +6, but the benefits of high HP here are too good to pass up on for this one minor thing. 248 EVs give you a magic HP number of 433, so you can make a defensive spread of 248 HP / 252 Def+ / 8 Spe to outrun Adamant Rillaboom by a point and survive SR + 2 CB Wood Hammers.

The defensive stats end up comparable to Clefable, although more physically bulky and less specially so. This is by design, as I believe the CAP should have a strong physically defensive backbone should you choose to invest in it. It will come at the expense of initial Speed and Power, but this spread is deceptively bulky on the physical end with investment, just like Clefable. With that in mind, 78 Def actually represents a maximum value for this stat, as I wanted to ensure Choice Scarf Landorus-T would be able to guarantee a OHKO with SE Earthquake vs. the 248/0 set, which it just barely does.

The special side does still hit some minimum initial benchmarks, but it is designed to be boosted. For example, LO Latios's Draco Meteor will cap off at 77% against a +1 4/0 CAP but have an 80% chance to OHKO at +0. Defensive Jumbao's Moonblast has a 98% chance to 2HKO 4/0 CAP w/SR, but at +1 it's a 3HKO and gets set up on. Clefable's Moonblast is a guaranteed 3HKO.

Here's a more complete example, using the Speedy CM set detailed below: you switch CAP in with full HP, take Stealth Rock damage and soak up a Slowthing's Scald for 31% (no burn) and it switches out for Krilowatt, whose SE Thunderbolt has an 88% chance to OHKO 248/0 CAP with SR damage alone. You CM on the switch, though, and since you outspeed, you can actually CM again before the Thunderbolt strikes, doing only 51% max at that point. As you Recover on the next turn, the following SE Earth Power can only do 34% max, which, at this point, will allow you to CM up again or simply Recover through the ensuing SE Surf / Scald and SE Thunderbolt to functionally set up on this very tricky Pokemon. You can do this same thing vs. LO Latios Draco Meteors too if you are at full HP and it switches into CM: LO Latios Draco Meteor vs. 248/0 CAP (+2 SpD): 42 - 49% | LO Latios SE Draco Meteor (-2 SpA) vs. 248/0 CAP (+3 SpD): 34 - 40%. One thing to point out, though, is that neither the Bulky CM nor the Offensive CM sets can do the same thing, although they have their own strengths and advantageous matchups.

SETS
Ability: Color Change
Nature: Bold
EVs: 248 HP / 252 Def / 8 Spe
  • Excellent Rillaboom, Zeraora counter
  • Beats all Landorus-T one-on-one
252+ Atk CB Rillaboom Wood Hammer (Grassy Terrain): 39 - 47% [3HKO]
vs. 252+ Atk CB Rillaboom Wood Hammer (Grassy Terrain): 39 - 47% [3HKO]
vs. 252+ Atk CB Rillaboom SE Stomping Tantrum: 51 - 60%
STAB Sludge Bomb / +1 non-STAB Sludge Bomb / +1 Ice Beam vs. 0/0 Rillaboom 83 - 97% [63% chance to OHKO w/SR]
vs. 252 Atk Zeraora Plasma Fists: 31 - 37% [85% chance to 3HKO w/SR]
vs. 252 Atk Zeraora SE Plasma Fists: 63 - 75% [2HKO]
vs. 252 Atk Zeraora Close Combat: 25 - 30% [90% chance to 4HKO w/SR]
+2 Ice Beam vs. 0/4 Zeraora: 53 - 62% - 2HKO]

vs. Choice Scarf Landorus-T SE Earthquake: 69 - 82% [2HKO]
vs. Choice Scarf Landorus-T neutral Earthquake: 35 - 41%
vs. Defensive Landorus-T SE Earthquake: 58 - 68% [2HKO]
vs. Defensive Landorus-T neutral Earthquake: 29 - 34%
Ice Beam vs. 252/0 Landorus-T: 89 - 105% [OHKO w/ SR]
+1 Scald vs. 252/0 Landorus-T: 59 - 70% [2HKO]
+1 Scald vs. 0/0 Landorus-T: 71 - 83% [2HKO]

vs. 252 Atk Choice Scarf Victini V-create: 48 - 56% [2HKO w/SR]
+1 non-STAB Dark Pulse vs. 4/0 Victini: 82 - 97% [OHKO w/SR]

vs. Choice Scarf Landorus-T Earthquake: 69 - 82% [2HKO]
vs. 252 Atk LO Garchomp Earthquake: 83 - 98% [69% chance to OHKO w/SR]
vs. CB Melmetal Double Iron Bash: 81 - 96%
Ability: Color Change
Nature: Timid
EVs: 248 HP / 20 SpA / 240 Spe
  • 360 Spe outruns Astrolotl
  • Excellent vs. bulky offense, pivot-offense
  • Best spread for setting up vs. 90-114 speed tier
vs. 252+ Atk CB Rillaboom Grassy Glide (Grassy Terrain): 34 - 40% [3HKO w/SR]
vs. Choice Scarf Landorus Earthquake: [OHKO]

(+1 SpD) vs. Choice Specs Latios Draco Meteor: 64 - 76% [2HKO]
+1 STAB Dark Pulse / +2 Ice Beam vs. Latios: 88 - 104% [OHKO w/SR]

vs. Choice Scarf Kartana Smart Strike: 42 - 49% [2HKO w/SR]
vs. Choice Scarf Kartana Smart Strike (resist): 31 - 37% [3HKO]
Ability: Color Change
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
  • Aiming for finishing sweep @ +1 vs. frail offense and/or weakened team
  • With no consistent status immunities, this is the best spread vs. stall and otherwise stubborn defensive Pokemon
STAB / +1 non-STAB Dark Pulse vs. Latios: 92 - 110% [OHKO w/SR]
STAB / +1 non-STAB Dark Pulse vs. Tapu Lele: 48 - 57% [2HKO w/SR]

vs. Krilowatt Thunderbolt (super effective): [OHKO]
+1 SpD vs. SE Krilowatt Thunderbolt: 67 - 80% [2HKO]
Ice Beam vs. Kartana: [OHKO]
Ice Beam vs. 252/4 Tomohawk (Roosting): 33 - 39%
+1 Ice Beam vs. 252/4 Tomohawk (Roosting): 49 - 58%
Ice Beam vs. 252/4 Tomohawk: 66 - 78% [2HKO]
+1 Ice Beam vs. 252/4 Tomohawk: 99 - 116% [88% chance to OHKO]

vs. Clefable Moonblast: 35 - 41% [3HKO w/SR]
STAB / +1 non-STAB Sludge Bomb vs. 252/252+ Clefable: 95 - 111% [63% chance to OHKO]
*I do not yet have a fully formed opinion on Strength Sap considering the high Speed of this spread, but I want to leave the option open as the -1 Atk could be highly beneficial for setting up so long as it’s balanced by a lower percentage of healing.
 
Last edited:

earl

(EVIOLITE COMPATIBLE)
is a Community Contributor
Final Submission:

95 HP / 95 Atk / 90 Def / 129 SpA / 99 SpD / 92 Spe
(600 BST)

BSR: 594.81
PS: 99.22
SS: 132.09
PT: 99.94
ST: 109.95

Justification: Just gonna be quick with this one, I've been watching the process and thought I might as well sub my own stat spread. I see little issue with making this pokemon statistically strong in both defense and offense- Color Change essentially means this Pokemon will lack STAB for a solid amount of the match (129 SpA with no STAB is equivalent to around 70 SpA with STAB wtf) and that this Pokemon's defensive prowess relies entirely on certain choiced attackers and raw numbers (as otherwise, the opponent controls your matchups). Because of Color Change alone this Pokemon is nowhere near comparable to Clefable in terms of needed bulk and offense- Clefable has Magic Guard and a Fairy-typing, which augments its otherwise-passable bulk to an absurd degree, and STAB Moonblast, an incredibly safe and spammable STAB attack. This CAP won't even have a STAB boost to rely on most of the time, let alone one of the best STAB attacks in the game to spam. Basically, I don't see a <110 special attack Calm Mind abuser with no reliable STAB attacks to ever be truly viable (compared to available competition) in an OU environment. Anyways, some specifics:

Offenses: Attack is just high enough where a coil set could hypothetically work if someone's into that, and gets me a nice and round 600 BST. On the special end, a high base special attack makes it threatening enough to find setup opportunities before it gets its type changed and to still be a threat at +1 (which is essentially just getting STAB back on this mon). With no boosting item Garchomp dodges the 252 SpA Dark Pulse 2HKO and so too do bulkier landos, while it is more than enough to 2HKO Rillaboom after changing types to Grass (although it does not OHKO- telling of how much Color Change eats into the power of this mon). Sub 100 HP means that Blissey is a reliable counter against Substitute sets. Speed is enough to outspeed Lando and Rillaboom if fully invested, but that will come at the cost of bulk which will be elaborated on now:

Bulk: This was submitted with Strength Sap not being allowed on this spread. Otherwise it would go pretty stupid on physical attackers. Anyways, the given bulk gives it enough physical bulk to avoid the 2HKO from Rillaboom if fully invested, and it otherwise checks regardless thanks to the speed stat+Sludge Bomb (Although it could, in fact, trade on the switch-in due to still being 2HKOed by hammer and not OHKOing when using Sludge Bomb as a Grass-type). Special bulk is generically good, and while I would prefer it to be higher a fast-ish Calm Mind paired with recovery should allow it to sit on a fair amount of special mons. Soundly outsped and 2HKO'd by Lele's specs Moonblast after factoring in the type change ( Also cannot OHKO with Sludge Bomb as a Fairy-type either.), and it's broken in half by any Dragon- or Ghost-type on the switch-in, so it's nowhere near unbreakable on that end.

Last Notes: I hope you like my numbers. Don't be scared by the 600 BST and generically good stats, this thing's ability is awful and I don't think anything short of an absolutely broken movepool would be able to salvage a weaker stat spread. It would be really cool to see a bad ability like this work in an OU environment, don't kill it prematurely with an overly cautious stat spread.
 
Final Submission

100/70/100/105/100/120

PS: 85.99
SS: 123.21
PT:112.55
ST: 114.17
BSR: 594.14

Justification

I had four goals here with my spread before any damage calculations.

1. High speed to allow for maximum flexibility
2. Having as many optional choices as viable as possible
3. Spend a considerable amount of the power we’ve been saving in here instead of saving it all for movepool.
4. Force the mon to interact with color change, as I was genuinely concerned too high of an initial attack/speed combo would just warrant a choiced set and try to nuke things before color change became a factor.

To do that I based my stats much like others around latias adding more general bulk and speed inexchange for some of latias’s fire power.

The 100/100/100 bulk in tandem with options like coil or strength sap checks if not out right counters offensive threats like rilliaboom and kart without any defensive ev’s. On the special side we handle the slow family as well as tapu lele solidly.
 

Brambane

protect the wetlands
is a Contributor Alumnus
Final Submission

HP:
120
Atk: 93
Def: 105
SpA: 135
SpD: 95
Spe: 52
BST: 600

PS: 71.24
SS: 108.45
PT: 131.15
ST: 122.03
BSR: 591.24

Justification:
With some permission and reflection that perhaps giving our Pokemon enough Attack to make a Rampardos blush was a bit ambitious, I have revamped my spread to maintain a relatively low Speed. The benefit of our lower Speed is being able to invest a lot more in bulk, and does this spread ever take advantage of that. This spread gives us a Pokemon that is physically bulkier than Toxapex and specially bulkier than... Toxapex. If the idea of making a Pokemon bulkier than Pex that has Recover AND Calm Mind has you frothing at the mouth, I encourage you not to worry! While Toxapex may have the coveted Regenerator (an ability so good we gave it to CAPs twice) we on the other hand get Kecleon's dirty underwear.

This spread's 52 base Speed is enough to give you some Speed benchmarks. If you choose to invest heavily in Speed, 196 EVs Timid puts you above defensive Tomohawk (you also outspeed Tomohawk theoretically at +1 Speed with no investment, but bulky Scarfer seems like the hottest of untakes), while 208 EVs Timid puts you above 56 EVs Mandibuzz. 135 Special Attack gives us a lot of power behind our attacks, as well as giving us some important benchmarks, notably against Tomohawk which is a Pokemon this spread can potentially take on if you avoid Aura Sphere -> Hurricane. You can check out some of the calcs I have listed to get an idea of the power we are working with here.

With less generous Speed investment, 28 EVs puts you above Blissey, which is relevant since this spread does have enough Attack for Coil and, more importantly, can make 101 HP Subs. 68 EVs puts you above Clefable, 80 EVS for the standard Libra, and 148 EVs for Skarmory. This is relevant since you 32 EV Modest threatens to 2HKO Skarmory and Clefable with Dark Pulse and Sludge Bomb respectively with the STAB; 252+ can even 2HKO Skarmory with Ice Beam!

135 Special Attack has a few benchmarks (i.e. pressuring to 2HKO Tomohawk and Arghonaut with Sludge Bomb, especially with that poison chance) but it is mostly that high since this spread is going to probably capitalize a lot more on investing in bulk and/or have its STAB removed and need to compensate. I could have theoretically bumped this spread up to base 150 SpA by taking some points out of SpD, but I decided to op for high general bulk over raw power to focus more on set-up opportunities than threatening things trying to come in on us.

The playstyle of this spread is going to be to somewhat "ignore" Color Change's weaknesses by virtue of sheer bulk. One of the peculiar advantages of Color Change is we can sometimes force the opponent to have to cycle through their non-STAB moves to reset our typing to one they can hit super-effective. That is when this spread can use its bulk to squeeze in those boosts! An example of this would be against Zapdos, who can Flying -> Electric for a SE hit, but then we resist both Flying and Electric.

This spread can also cater to Coil to a lesser extent, but the only advantage I see with it is smacking Blissey with Gunk Shot and having a little more team utility with Knock Off. There are definitely some moves I cannot mention yet without poll jumping that would make physical sweeping a viable option with this spread, and you can probably guess what they are.

The distinct downside is that we are less able to switch into certain threats. By virtue of low Speed, we cannot come in on some major threats and threaten them with SE coverage moves. While you can make a spread that lives a Landorus-t Earthquake, you cannot come into it unless you love balloons. This spread is more about letting them come to you; forcing them to switch in to your135 SpA combined with Toxapex bulk. It will probably rely more heavily on Teleport or other pivoting support than some of the faster spreads in order to get in safely. I would expect good ol' Slowking and even Teleport Clefable/Blissey to be a pretty popular partners for us with this spread, which already fits nicely on fat teams.

Rillaboom appears to be a common benchmark for Speed, but I think that is being overhyped. The standard Rillaboom is going to either Knock Off, Wood Hammer, Grassy Glide, or U-turn:
1. Knock Off means we keep one of our STABs and we beat Rilla or force it out
2. Wood Hammer doesn't reliably 2HKO us, so we can spam our healing move while Rilla recoils itself or we force it out
3. Grassy Glide we beat obv
4. U-turn means Rilla pivots to something that can take advantage of our Bug-typing, which is probably going to suck regardless of our Speed
5. Any other Rillaboom set other than Choice Band (except SD + High Horsepower lmao) we probably aren't that scared of anyways

I am starting to add lots o' calcs below, as well as my general comments and thoughts on how some of the interactions will play out.

vs Gastrodon:
+1 252+ SpA Stunky STAB Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 259-306 (60.7 - 71.8%) -- guaranteed 2HKO
+1 252+ SpA Stunky Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 173-204 (40.6 - 47.8%) -- guaranteed 3HKO
+1 252+ SpA Stunky STAB Dark Pulse vs. 252 HP / 252+ SpD Gastrodon: 181-214 (42.4 - 50.2%) -- 0.4% chance to 2HKO

Notes:
Gastrodon is an interesting case. If we still have STAB, PhysDef Gastro is not a safe counter at +1. Without STAB, Gastro can come in. Gastrodon is not going to break us with Earthquake + Scald, but it sure can Toxic and Recover us, and worse still if it is running Clear Smog (sounds a bit like an unset, but early on during playtesting when everyone is using CAP29 expect to see it.)

0- SpA Stunky Ice Beam vs. 0 HP / 0 SpD Garchomp: 344-408 (96.3 - 114.2%) -- 75% chance to OHKO

252 Atk Life Orb SE Garchomp Earthquake vs. 252 HP / 4 Def Stunky: 408-484 (91.8 - 109%) -- 56.3% chance to OHKO
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 136+ Def Stunky: 328-385 (73.8 - 86.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 252+ Def Stunky: 296-351 (66.6 - 79%) -- guaranteed 2HKO after Stealth Rock

Notes:
Garchomp neither wants to switch in on us, nor do we want to switch in on it. Unless you are going high Defense, Garchomp has a good chance to OHKO you on the switch, and even if it doesn't it outspeeds you anyways and will KO you the next turn. Garchomp can keep up pressure to prevent CAP29 from coming in, but can't respond to it directly. Or you could run Air Balloon.

252+ SpA Stunky STAB Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 444-524 (130.2 - 153.6%) -- guaranteed OHKO
252+ SpA Stunky Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 296-350 (86.8 - 102.6%) -- 18.8% chance to OHKO

252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 4 Def Stunky in Grassy Terrain: 195-229 (43.9 - 51.5%) -- 9.4% chance to 2HKO
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 136+ Def Stunky in Grassy Terrain: 156-184 (35.1 - 41.4%) -- guaranteed 3HKO

Notes:
The 252/136+ spread strikes again, allowing us to always avoid the Wood Hammer 2HKO and give this kong a funny face. Rillaboom clearly does not want to come in on a Sludge Bomb, STAB or otherwise.

+1 252+ SpA Stunky Ice Beam vs. 252 HP / 4 SpD Tomohawk: 396-468 (95.6 - 113%) -- 75% chance to OHKO
252+ SpA Stunky STAB Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 199-235 (48 - 56.7%) -- guaranteed 2HKO after poison damage
252+ SpA Stunky Sludge Bomb vs. 252 HP / 4 SpD Tomohawk: 133-157 (32.1 - 37.9%) -- 95% chance to 3HKO

0 SpA Tomohawk Aura Sphere vs. 252 HP / 0 SpD Stunky: 102-121 (22.9 - 27.2%) -- 57.2% chance to 4HKO
0 SpA Tomohawk Hurricane vs. 252 HP / 0 SpD Stunky: 278-330 (62.6 - 74.3%) -- guaranteed 2HKO

Notes:
Tomohawk is an interesting matchup. Since we are slower than it, it can feasibly Aura Sphere -> Hurricane us, which has 2HKO potential with hazards, without lefties, etc. Non-Haze Tomohawk really wants nothing to do with boosted Ice Beam. We also can start to weather the storm of Hurricane thanks to the SpDef boost from Calm Mind. Another thing noting about this match-up is Tomohawk hates getting poisoned by Sludge Bomb. Effectively, Tomohawk cannot respond well to CAP29 even with Haze if we have STAB Sludge Bomb still available, but unless you are running substantial SpDef or the field is clear, getting caught by an Aura Sphere while switching into Tomohawk is bad news.

252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Stunky: 85-101 (19.1 - 22.7%) -- possible 5HKO
252 SpA Choice Specs Dragapult SE Shadow Ball vs. 252 HP / 0 SpD Stunky: 342-404 (77 - 90.9%) -- guaranteed 2HKO
252 SpA Dragapult SE Hex (65 BP) vs. 252 HP / 0 SpD Stunky: 186-222 (41.8 - 50%) -- 0.4% chance to 2HKO
252 SpA Dragapult SE Hex (130 BP) vs. 252 HP / 0 SpD Stunky: 372-438 (83.7 - 98.6%) -- guaranteed 2HKO after burn damage
252 SpA Dragapult SE Hex (130 BP) vs. +1 252 HP / 0 SpD Stunky: 248-294 (55.8 - 66.2%) -- guaranteed 2HKO after burn damage

252+ SpA Stunky Ice Beam vs. 0 HP / 4 SpD Dragapult: 280-330 (88.3 - 104.1%) -- 25% chance to OHKO
+1 4 SpA Stunky Ice Beam vs. 0 HP / 4 SpD Dragapult: 316-374 (99.6 - 117.9%) -- 93.8% chance to OHKO

Notes:
Specs Shadow Ball -> Shadow Ball almost always a KO, but our unSTAB Ice Beam also threatens to OHKO at full investment and nearly always OHKOs at +1 with no investment. If Hex can hit us from the get-go with 130 BP, we aren't able to stand up to it. However, is CAP29 uses CM on Wisp/Twave and Ice Beams, you will win that 1v1 barring a lucky crit, especially when you consider that Pult may not even hit you SE the first time.

+1 252+ SpA Stunky Sludge Bomb vs. 72 HP / 252 SpD Astrolotl: 173-204 (46.1 - 54.4%) -- 53.1% chance to 2HKO
252+ SpA Stunky STAB Sludge Bomb vs. 72 HP / 252 SpD Astrolotl: 172-204 (45.8 - 54.4%) -- 51.6% chance to 2HKO

0 Atk Astrolotl Fire Lash vs. 252 HP / 4 Def Stunky: 88-105 (19.8 - 23.6%) -- possible 5HKO
0 Atk Astrolotl Stomping Tantrum vs. -1 252 HP / 4 Def Stunky: 166-196 (37.3 - 44.1%) -- guaranteed 3HKO
0 Atk Astrolotl Fire Lash vs. -1 252 HP / 4 Def Stunky: 133-157 (29.9 - 35.3%) -- 21.5% chance to 3HKO

Notes:
If Astrolotl comes in on Calm Mind, Encore is obviously going to screw us because we are slow as snail spit. Without Leftovers, Fire Lash -> Trantrum -> Fire Flash will KO the 252 / 4 spread confidently. However, Astrolotl is terrified of switching into STAB Slude Bomb or +1 non-STAB Sludge Bomb.

252+ SpA Stunky STAB Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 211-250 (47.6 - 56.4%) -- 85.9% chance to 2HKO
252+ SpA Stunky Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 141-167 (31.8 - 37.6%) -- 91.6% chance to 3HKO
1 252+ SpA Stunky Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 212-250 (47.8 - 56.4%) -- 85.9% chance to 2HKO

252 SpA Life Orb Krilowatt SE Earth Power vs. 252 HP / 0 SpD Stunky: 198-234 (44.5 - 52.7%) -- 22.3% chance to 2HKO
252 SpA Life Orb Krilowatt SE Surf vs. 252 HP / 0 SpD Stunky: 296-351 (66.6 - 79%) -- guaranteed 2HKO
252 SpA Life Orb Krilowatt SE Surf vs. +1 252 HP / 0 SpD Stunky: 198-237 (44.5 - 53.3%) -- 30.1% chance to 2HKO

Notes: If you can Knock Off Krill's LO or manage to get +2 SpDef, you might be able to weather the storm of SE attacks it can send your way. Krilowatt's Water/Ground/Electric coverage means it can always hit CAP29 super-effectively, allowing it to apply a ton of pressure to keep us from switching in. Krilowatt immunity to poison chip makes it one of the more confident switches into Sludge Bomb, although boosted Sludge Bomb even without STAB should give it pause.

252+ SpA Stunky STAB Sludge Bomb vs. 252 HP / 4 SpD Arghonaut: 166-196 (40 - 47.3%) -- guaranteed 3HKO after Leftovers recovery
252+ SpA Poison Barb STAB Stunky Sludge Bomb vs. 252 HP / 4 SpD Arghonaut: 199-235 (48 - 56.7%) -- 39.5% chance to 2HKO after Leftovers recovery

Notes:
Poison Barb + STAB scares Arghonaut, but otherwise it is a decent answer to this spread. Unless you get two high damage rolls on STAB Sludge Bomb, have hazards up, and poison, you are pretty much never breaking Arghonaut without a lucky crit. If you bring it in on Calm Mind/Coil, then Arghonaut is a hard stop to CAP29 since it is faster, can recover, and can Body Press -> Toxic (or you can Circle Throw it, or whatever). Also, if you can bring it in on something such as Dark Pulse, Ice Beam, or Knock Off, you should be able to weather the storm as well.

252+ SpA Stunky Sludge Bomb vs. 0 HP / 0 SpD Zapdos: 121-143 (37.6 - 44.5%) -- guaranteed 3HKO
252+ SpA Stunky Sludge Bomb vs. 248 HP / 0 SpD Zapdos: 121-143 (31.5 - 37.3%) -- 85.9% chance to 3HKO
+1 252+ SpA Stunky Sludge Bomb vs. 248 HP / 0 SpD Zapdos: 181-214 (47.2 - 55.8%) -- 79.3% chance to 2HKO

252 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Stunky: 183-216 (41.2 - 48.6%) -- guaranteed 3HKO
252 SpA Zapdos Thunderbolt vs. 252 HP / 0 SpD Stunky: 300-354 (67.5 - 79.7%) -- guaranteed 2HKO
0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Stunky: 150-177 (33.7 - 39.8%) -- guaranteed 3HKO
0 SpA Zapdos SE Discharge vs. 252 HP / 0 SpD Stunky: 218-260 (49 - 58.5%) -- 98% chance to 2HKO

Notes:
We are a pretty confident response to defensive Zapdos unless you get full parad with Leftovers. Offensive Zapdos however prevents us from coming in UNLESS you get in on an Electric move, in which case you resist both Hurricane and Thunderbolt!

0- SpA Stunky Ice Beam vs. 0 HP / 0 SpD Landorus-Therian: 364-432 (114.1 - 135.4%) -- guaranteed OHKO
252 Atk Landorus-Therian Earthquake vs. 252 HP / 4 Def Stunky: 338-402 (76.1 - 90.5%) -- guaranteed 2HKO
(Lando-t is not a switch if we have Ice Beam, but we likewise cannot switch into it)

252+ Atk Guts Colossoil SE Earthquake vs. 252 HP / 252+ Def Stunky: 360-426 (81 - 95.9%) -- guaranteed 2HKO
(a testament to how bulky 252/252+ truly is)

252 SpA Tornadus-Therian Hurricane vs. 252 HP / 0 SpD Stunky: 168-198 (37.8 - 44.5%) -- guaranteed 3HKO
252 SpA Tornadus-Therian SE Hurricane vs. 252 HP / 0 SpD Stunky: 336-396 (75.6 - 89.1%) -- guaranteed 2HKO
252 SpA Tornadus-Therian Focus Blast vs. 252 HP / 0 SpD Stunky: 122-144 (27.4 - 32.4%) -- guaranteed 4HKO
(Tornadus-T can run Focus Blast or come in off a U-turn to threaten a 2HKO, albeit relying on inaccurate moves)

252 SpA Volkraken Fire Blast vs. 252 HP / 0 SpD Stunky: 193-228 (43.4 - 51.3%) -- 6.6% chance to 2HKO
252 SpA Volkraken SE Surf vs. 252 HP / 0 SpD Stunky: 318-374 (71.6 - 84.2%) -- guaranteed 2HKO
(lets get Kraken)

252 SpA Heatran Magma Storm vs. 252 HP / 0 SpD Stunky: 171-202 (38.5 - 45.4%) -- 12.5% chance to 2HKO after trapping damage
252 SpA Heatran Earth Power vs. 252 HP / 0 SpD Stunky: 206-244 (46.3 - 54.9%) -- 64.8% chance to 2HKO
(offensive heatran is a major threat we cannot switch in on unless you start really investing in SpDef)

252+ SpA Stunky STAB Dark Pulse vs. 252 HP / 4 SpD Toxapex: 109-129 (35.8 - 42.4%) -- guaranteed 3HKO
+1 252+ SpA Stunky STAB Dark Pulse vs. 252 HP / 4 SpD Toxapex: 163-193 (53.6 - 63.4%) -- guaranteed 2HKO
(Pex has to watch out for +1 Dark Pulse if CAP29 still has its STAB, but that's really it. For the most part, the Pex can Haze, Recover, Knock, Scald, and all that good stuff to slow down CAP29's sweeping progress)

252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Stunky: 157-186 (35.3 - 41.8%) -- 84.3% chance to 3HKO after Leftovers recovery
(Jumbao is a pretty good Pokemon for us to come in on)

16+ SpA Equilibra Earth Power vs. 252 HP / 4 SpD Stunky: 236-278 (53.1 - 62.6%) -- guaranteed 2HKO
16+ SpA Equilibra Flash Cannon vs. 252 HP / 4 SpD Stunky: 105-124 (23.6 - 27.9%) -- 87.5% chance to 4HKO
(equilibra can apply decent pressure with EP + Flash Cannon, but if we are at +1 SpDef it won't break us since we heal so much during the neutral flash cannon phase)

TL;DR:
-Enough Speed to outspeed standard Defensive Mandibuzz if you so choose
-Overall bulk marginally better than Toxapex
-High Special Attack to help compensate for loss of STAB
-Full defensive spreads even without STAB are viable since our SpA is still pretty good

Thank you for reading, feedback is welcome, and have a pleasant day.
 
Last edited:

Birkal

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Loving reading your stat spreads so far. Remember that your justification matters a lot; the community wants to know why you set certain stats the way you did, and what benchmarks you're hitting offensively and defensively.

Speaking of justification, the TLT and I met together the other day to talk about required and optional moves with relation to this stat spread submission thread. These are all relatively unknown waters for all of us, but we collectively agreed that stat spread submitters should feel welcomed to include calculations and justifications about any required and/or optional moves in their submissions. That doesn't mean that you have to include any or all of these moves, but we're simply giving you the option to do so. If you've made a spread that specifically would accommodate the optional move Scald, for example, you may choose to include calculations around Scald in your submission. Conversely, if your spread is made specifically to NOT include Scald, you can also list why you would recommend your spread not include an optional move. Finally, you're also welcome to make zero considerations for an optional move: it's ok to not have an opinion on Scald at this time.

Ultimately, choose what you want to include and reject. As a CAP29 TLT, we felt it would be disingenuous to have these moves discussed at a previous stage, but then put up red tape to prevent stat spread submitters from discussing them. We don't want to be in a situation where the winning spread isn't fully honest with which moves it intends to support and which it does not. All of this is non-binding as well; a stat spread may recommend the optional move Scald, but we might decide later in the process that Scald shouldn't be allowed. If you have any clarifying questions to ask, let us know!
 

Birkal

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Wanted to take some time to read through each stat spread and just provide some off-the-dome reactions to each one. This is more of me as a contributor/participant than as a Topic Leader, although I will be approaching this feedback as someone who has been deeply invested in the previous stages of CAP29. Like with Concept Submissions, I'm not here to boost any egos, just provide my constructive feedback at this point in time, so don't feel offended if my tone comes off as lukewarm. These are just my opinions, so take them with a grain of salt! Maybe even half a grain.

Code:
@Scizivire - 91 HP / 73 Atk / 122 Def / 135 SpA / 60 SpD / 89 Spe
@kjnjkmjk1 - 90 HP / 72 Atk / 125 Def / 112 SpA / 90 SpD / 91 Spe
@Explosion Badger - 96 HP / 93 Atk / 109 Def / 117 SpA / 87 SpD / 98 Spe
@dex18 - 80 HP / 91 Atk / 102 Def / 122 SpA / 85 SpD / 120 Spe
@StarFalcon555 - 75 HP / 90 Atk / 100 Def / 120 SpA / 100 SpD / 110 Spe
@quziel - 106 HP / 99 Atk / 82 Def / 122 SpA / 84 SpD / 107 Spe
@Tommaniacal - 90 HP / 69 Atk / 113 Def / 121 SpA / 89 SpD / 98 Spe
@MrDollSteak - 85 HP / 85 Atk / 115 Def / 115 SpA / 100 SpD / 100 Spe
@Amamama - 90 HP / 95 Atk / 125 Def / 125 SpA / 55 SpD / 110 Spe
@Full_Korbe - 97 HP / 95 Atk / 80 Def / 121 SpA / 100 SpD / 100 Spe
@Korski - 115 HP / 70 Atk / 78 Def / 100 SpA / 71 SpD / 116 Spe
@earl - 95 HP / 95 Atk / 90 Def / 129 SpA / 99 SpD / 92 Spe
@taziathegreat - 100 HP / 70 Atk / 100 Def / 105 SpA / 100 SpD / 120 Spe
@Brambane - 85 HP / 87 Atk / 130 Def / 120 SpA / 70 SpD / 108 Spe

Scizivire - 91 HP / 73 Atk / 122 Def / 135 SpA / 60 SpD / 89 Spe
I don't think you should totally write of Attack as a dump stat. quziel provided a great reasoning to have an 84 Atk floor to 2HKO Pajantom, but do with it what you think. The flexibility in speed EVs is a cool feature, but I'm not sure how practical it is for CAP29 to want to be outsped by Excadrill and Nidoking; I kinda presume it's gonna be 252 Spe at that benchmark? It would be interesting to see how this spread plays out wrt EV selection, but that also feels a little risky to bank on. It looks like all your SpA calcs presume STAB, so it might be nice to flesh that out with some non-STAB selections, as high SpA is your selling point.​

kjnjkmjk1 - 90 HP / 72 Atk / 125 Def / 112 SpA / 90 SpD / 91 Spe
I personally find it unfulfilling to only speed tie with Jolly Lando-T when fully invested, and you've got enough BSR to justify bumping it up a hair more to always outspeed. I know physical bulk is the goal of your spread, and I find that to be a worthwhile goal, but it also doesn't seem to be a worthwhile focus enough for CAP29 to actually "do something" while on the field. Yeah it can take those hits, which is great, but this is still outsped and severely damaged by a lot of mons. While I might have some personal misgivings about this spread, I think your calculations are extremely clean; I appreciate the STAB and non-STAB options that go all the way up to +2 from CM. Also Dragon Darts changes after the second hit, not the first.​

Explosion Badger - 96 HP / 93 Atk / 109 Def / 117 SpA / 87 SpD / 98 Spe
Still WIP, so I don't have much to say at the moment. One of the defining features of your spread is that it preserves a decent amount of physical offense, meaning you should provide some relevant calcs for what Coil could hit. Your trade-off from a set like kjnjkmjk1's is that you're losing some physical bulk, so you should also explain your defensive calcs.​

dex18 - 80 HP / 91 Atk / 102 Def / 122 SpA / 85 SpD / 120 Spe
Speed is obviously a focus of your spread, as you decided to cuddle up right against the limit. However, the calcs you provide aren't leveraging against what CAP29 would outspeed. It would be nice to see some offensive calcs against Krilowatt, Latios, Astrolotl, and Garchomp, which are mons that several other spreads do not outspeed. It'd also be valuable for you to walk us through your defensive calcs, as this isn't a slouch in that department either.​

StarFalcon555 - 75 HP / 90 Atk / 100 Def / 120 SpA / 100 SpD / 110 Spe
This is WIP, so my comments will be limited. We need a lot more justification in this spread, because some of these values just feel a little random. What is this bulk accomplishing? You mention that Coil could be viable on this, so why not walk us through some of those calcs if it's meant to be a feature?​

quziel - 106 HP / 99 Atk / 82 Def / 122 SpA / 84 SpD / 107 Spe
I want everyone looking for feedback to read quziel's submission. Not because his spread is amazing or anything, but specifically for his justifications. quziel painstakingly walks the reader through ever single stat and provides relevant calcs. You don't need to be as thorough as him, but providing calcs for each stat and the reasoning behind them is very refreshing.​
Now for the spread itself. This spread tries to do it all, and I think it relatively succeeds in being a middle ground. Your physical bulk is probably what worried me most at first blush, but you justified CAP29's lower comparative PT well with your calcs. CAP29 is susceptible to Stealth Rock, Spikes, etc, so it'd be nice to see some more relevant calcs based on what can 2HKO us after some hazard support. Outspeeding Krilowatt is a big bonus imo, but it'd be nice to hear your opinions on Garchomp too. You listed which moves are required and which ones are suggested, but I'd also be interested in hearing your logic on what you omitted and why. Finally, you might want to consider changing the H1, H2 nomenclature to T1, T2 for turns.​

Tommaniacal - 90 HP / 69 Atk / 113 Def / 121 SpA / 89 SpD / 98 Spe
This spread is similar to some of the others above that invest in high physical bulk, so I won't linger on this too long since you're a WIP. I love the thoroughness of your calcs. It might be worth mentioning why you think we should be outsped by Garchomp and Pajantom, as that is a feature of this set with your goldilocks speed.​

MrDollSteak - 85 HP / 85 Atk / 115 Def / 115 SpA / 100 SpD / 100 Spe
This is still pretty WIP, but I also want everyone reading this feedback to read MDS' personal justifications for his stats. He contextualizes each stat within the conversations we've had about CAP29 leading up to this point, but also has a personal opinion about all of them. That's the cool thing about stats: you're taking something that we've discussed in vague terms and putting hard numbers to them. But those hard numbers are also your opinion, so it's very important for us voters to see what exactly is the intent behind your spread.​
As for the spread itself, I want to see some non-STAB calcs too. You also mention Scald as a recommended move, so it would be cool to see some burn calcs on the defensive side if we can catch it on the switch-in.​

Amamama - 90 HP / 95 Atk / 125 Def / 125 SpA / 55 SpD / 110 Spe
This spread dares to be different, and I can respect that. You need to sell us on what gimping CAP29's SpD stat gives you in return (bulk, speed, AND power) and why having a lower SpD isn't as terrifying for this process as it might seem on first viewing. I think a very compelling case can be made here if you justify it well.​

Full_Korbe - 97 HP / 95 Atk / 80 Def / 121 SpA / 100 SpD / 100 Spe
Very interesting that this spread is built around Strength Sap. It's a pretty divisive move, so I'm glad someone is tackling it head on. This set has a respectable SpA, yet you only include a few relevant calcs for it. This might be worth fleshing out, especially with some non-STAB ones. Flexible EVs are another feature of your thread, but I feel that you justify them too late in the submission. Consider writing about them more in-depth earlier, maybe?​

Korski - 115 HP / 70 Atk / 78 Def / 100 SpA / 71 SpD / 116 Spe
Several of the moves you listed aren't on our 'optional moves' list, so this feels polljumpy. You mention Aurumoth flashbacks, but I really think we're dealing with a different beast here. We're working with a defective ability, whereas Aurumoth had three metagame-defining abilities to accompany its expansive movepool. I think you could show less restraint in this thread, particularly with the bulk you provide. But also your SpA is dangerously low, and while we can boost this immediately with CM, it might be worth adding some +1 calcs with our STABs as well.​

earl - 95 HP / 95 Atk / 90 Def / 129 SpA / 99 SpD / 92 Spe
I love hearing your personal voice and opinions on this, and noting what CAP29's SpA is equivalent to STAB-less is a great mindset to put us in. It would be nice to have a spoiler tag with some calcs to "show your work" on the statements you make. Finally, you go out of your way to mention in several paragraphs what is going to outspeed and KO CAP29, which is important information too, but you don't include much about what CAP29 itself is doing. In what way is your spread threatening, especially when we do have STAB?​

taziathegreat - 100 HP / 70 Atk / 100 Def / 105 SpA / 100 SpD / 120 Spe
This justifications is pretty barebones. Users who like your spread won't have much to latch onto as why this spread should exist. Your impressive speed stat coupled with great bulk needs to be justified with specific examples for which 2HKOs CAP29 avoids, and how its going to spin up momentum with a smaller-than-average 105 SpA.​

Brambane - 85 HP / 87 Atk / 130 Def / 120 SpA / 70 SpD / 108 Spe
Still WIP, so not much to comment on at the moment. This is laser focused on hitting key speed benchmarks, but also in having a usable SpA stat and the physical defense of other spreads. It might be worth touching on what you lost to get here (special bulk and attack) and how it's worth breaking those eggs to make the omelette. Your physical defense in particular needs some justification, as many of the mons you recommend that we "sit on" can still harm us in pretty significant ways (U-turn, Toxic, Knock Off, Thunder Wave, etc).​
 

spoo

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Hi guys, I've got an important update to share with you all

If you didn't catch Birkal's post in the art thread, he laid out a rough timeline for this stage a few days ago:
CAP29 - PREDICTED END DATES
Stat Spread Submissions: March 29th (Monday)
Stat Spread Poll 2: March 31th (Wednesday)
Art Submissions: April 4th (Sunday)
The major change to this schedule is that submissions for this stage will now close in 72 hours (Saturday the 27th), at which point I will post the finalized slate. This is mainly so that artists have a couple additional days with more information to work with, and submissions have been slowing down so we don't really need until the 29th for this stage to conclude.

However, in the interesting of using this extra time productively, the wonderful Quanyails has offered to implement the slated spreads on our CAPtest PS! server. This means that we will have 48 hours to test the slated spreads before Poll 1 goes live on Monday, as well as the duration of the polls themselves. This was approved by the mods, as well as our TL Birkal –– this slight change in schedule serves as a way to give artists some more breathing room, and it would be a waste to do nothing with the extra downtime so we may as well gather additional intel about CAP29 while we have the opportunity.

This is fairly unprecedented as far as stats stages go, though, and I want to briefly discuss what it means for us before we get to testing. Having the slated spreads available to test will give us all kinds of information about CAP29, which may seem like an immediately positive thing, but it's only good if the information we are getting is accurate & if we approach this information with the correct mindset. Please be extremely mindful of the conclusions you're drawing from any test games you play/watch; these games can provide helpful insights into CAP29 and which spread you might want to vote for, but results from test games should never be treated as undeniable evidence of anything, and/or be the sole factor in how you vote.
Here are a few basic questions you might want to keep in mind once testing opens up:

- What assumptions am I making about the defining moves a specific spread for CAP29 will have access to?
- What assumptions am I making about CAP29's items, EVs, in-game role, teammates, etc?
- What other things like matchup, hax, etc may be influencing the conclusions I'm drawing about CAP29 and the slated spreads?
- Does my skill or the skill of my opponent twist how I'm perceiving a spead's strength (or CAP29's strength in general), as opposed to how strong it may be in reality?
- Are there any other factors about the playerbase that's testing these spreads that may lead me to inaccurate or otherwise biased conclusions?

All of these questions are essentially aimed to help you question your own biases and keep an open mind. Having 48hrs to test CAP29 before voting begins + 48hrs before the end of Poll 2 is a seriously valuable tool to shape our knowledge of CAP29, but please approach these test games with a healthy amount of skepticism, and know that it's natural that your experiences in certain test games may not align with the experiences of others. Don't let any of this discourage you, though; the more games we play, the more information about CAP29 we'll have and the more successful our project should be, so definitely take advantage of this testing period when we get there.
With all that being said, here's the updated schedule, just so there's zero confusion:
CAP29 - PREDICTED END DATES
Stat Spread Submissions: March 27th (Saturday)
Pre-vote Testing: March 29th (Monday)
Stat Spread Poll 1: March 30th (Tuesday)
Stat Spread Poll 2: March 31th (Wednesday)
Art Submissions: April 4th (Sunday)
 
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spoo

is a Site Content Manageris a Social Media Contributoris a Community Leaderis a Community Contributoris a CAP Contributoris a Contributor to Smogon
CAP Co-Leader
Coming in with another post to give my feedback on the spreads so far. I'll also list out the required/optional moves that it seems like each spread is opting to include. If you list these moves explicitly, or if they appear in any calculations, I'll assume you're designing the spread with those moves in mind. If you see a move listed and it's something you actually don't want the spread to include, though, then it's probably a bit unclear whether the spread accommodates for it or not and it might be worth editing your post to be more explicit. This can look like what quziel/MDS/others have done, or it can be like Birkal suggested where you just include the calculations for those moves in your justification. Either way, it's good to be clear about these things as a spread submitter to avoid confusion.

In general though, I'm very happy with the quality & amount of spreads that have been submitted so far. It's also very refreshing to see that there isn't a ton of over-optimization going on, as I was slightly worried we'd have a lot of people doing that and it's nice to see that it isn't really the case. It's also important to keep in mind that any feedback I gave here is still just personal opinion, and there is a lot to be said about sticking to your guns. If you disagree with any advice I gave here then don't feel too pressured to follow it; your spread is your own, and it's not like you'll be ruining your odds at making the slate if you don't follow my every word of advice perfectly. There's hardly any feedback I gave here that's super make-or-break, I'm mostly just trying to make sure that every spread here is the best it can be.

=================
Scizivire9173122135608957078.18133.93126.5472.14585.58
Optional Defining Moves: Scald
This is a nice spread because it has very clearly defined strengths and weaknesses. The offensive potential for this spread is quite large, and is seriously tanky on the physical side while sacrificing some of its special bulk in turn (it actually has the lowest ST out of any spreads submitted right now). I could be misremembering but I think we talked recently and you said you didn't want to make your spread any stronger than it is now, which I genuinely respect a lot, but I also want you to know that the room is there if you do want to buff things a bit. Speed and SpDf are the obvious stats to boost, but I think you could get away with just a slight boost in one of them so that this spread can perform a bit more consistently. I mostly just worry that this spread is practicing more restraint than it needs to, and that issue could manifest itself in the polls. That's more my personal bias than my advice as SL honestly, but otherwise this is a nice spread that knows what it wants to do.

kjnjkmjk19072125112909158079.15117.37128.4698.61580.75
Optional Defining Moves: Knock Off, Ice Beam, Scald
This spread is fairly similar to Sciz's, with the main difference being more special bulk and a slightly nicer speed tier in exchange for offensive firepower. It actually has the lowest Special Sweepiness out of all of the CM-centric spreads so far, but I also don't think there's a clear selling point to make up for this; good bulk all around and a comfortable speed tier is certainly nice, but my worry with this spread is that it doesn't stand out a ton among the other ~90 speed sorta bulky/sorta strong submissions. There are a few more spreads submitted that fall in a similar category as this one / Sciz's, and it's worth asking "what does my spread accomplish that others don't? why would someone pick to use my spread on CAP29 over another similar one?" Truthfully I think this spread is in a fine place right now, and I wouldn't mind at all if CAP29 ended up having these stats, so it's not like there is a huge impetus to change anything; in my opinion, though, there's still some room for fine tuning so that you either a) have a more defined strength/selling point or b) are confident that this spread is the best among any other similar submission.

Explosion Badger96931091178798600100.74125.74118.3199.44589.29
Optional Defining Moves: Coil, Knock Off, Gunk Shot, Scald
My comments for this one are mostly similar to my comments for kjn's spread; this is another submission that has pretty good physical bulk, a nice SpA, and a 90-100 speed tier, although this spread sets itself apart a bit with its workable Attack stat. I don't feel like there's anything particularly wrong with this spread –– CAP29 would likely be viable if we ended up with these stats, and I really like some of the benchmarks that are listed out in the justification. At the same time though, I don't know if it particularly "excels" anywhere, which could be as broad as something like "being a good all-arounder" like what MrDollSteak was going for (his spread is another that's pretty comparable to this one imo), or something that's clearly more specialized like dex's spread. It looks like you have a little room left in your BSR, so it could be worth doubling down on a certain aspect of your spread that you'd like to be more pronounced. Like I said in my comments for the last spread, I think it's valuable to ask what specifically makes your spread more desirable than another, or if it accomplishes anything different/better than any others.

dex18809110212285120600106.20139.33100.9888.37587.09
Optional Defining Moves: Scald, Ice Beam
This is a spread that's very clearly defined by its high speed and offensive capabilities, complemented by its ability to fall back on reliable physical bulk if it needs to. I think this is another submission that has well-defined strengths and weaknesses; its initial Special Defense is relatively exploitable and underwhelming, but its physical bulk is enough to not be easily revenge killed/exploited by targets like Zeraora or Rillaboom, and of course the main selling point is its lightning fast Speed with high SpA that attempts to accomplish its goals before the lack of bulk becomes too problematic. Its access to Ice Beam + outspeeding Chomp/Lando is also really notable, as it's one of the few spreads here that can outspeed these checks and OHKO them. I don't have a ton of advice here honestly, other than just giving it a final lookover and making sure that you hit all the benchmarks you want to hit.

StarFalcon5557590100120100110595103.11134.7695.9897.68581.49
Optional Defining Moves: Scald, Knock Off, Coil, Gunk Shot
There's some wonky stuff going on in the submission post for this spread, the first being that it's listed as 600 BST when it's actually 595, but more importantly, all the numbers for the PT/ST/etc are incorrect. The numbers are listed as 107.51, 137.76, 95.98, 97.68, with 591.68 BSR, but the correct numbers are displayed in the table above. I think you just forgot to change the T value, so please refer to the tutorial in the second post for this thread, and then if you'd like to update any of your stats with that new information then feel free to do so.

quziel106998212284107600110.27135.0598.68102.34591.73
Optional Defining Moves: Knock Off, Scald, Ice Beam
One of the more interesting spreads here in my opinion, it's sitting at a fairly unexplored speed tier compared to the rest of the spreads and has a very respectable SpA so that stuff can't just sit on you, and the decision to have roughly equal bulk hasn't been a common one but the benchmarks are all justified very well. All things considered this is a pretty strong submission without a lot of room to comment on it. I was going to say that you could probably raise the bulk a bit, but the high HP stat makes its bulk deceptively large already and you're starting to encroach on the BSR limit, so, like, this spread is ultimately in a very solid place.

Tommaniacal9069113121899858079.24129.27117.6497.71594.74
Optional Defining Moves: Scald, Ice Beam
This is another one of the "90-100 speed, bulky, strong" spreads and I enjoy this one's take on the archetype, but still be aware that it's competing among a fairly large crowd. My advice for it is the same as the others, that is, to make sure that this spread is offering something that makes it stand out and that will make someone want to actively choose it over another similar submission. If you're confident that you've accomplished this already, then that's awesome, it's just important to be asking these questions as you fine tune any benchmarks.

MrDollSteak858511511510010060094.66125.36115.71104.28591.09
Optional Defining Moves: Scald, Ice Beam
Probably the most aesthetically pleasing spread to look at so far lol. You mention that this is an all-arounder spread, and that's a cool approach to see, as a lot of other spreads here seem to be specializing in one or two areas. Honestly though, I don't have a lot to say about the submission itself; the all-around approach is definitely executed well, and although I was worried at first that this spread was a bit aimless, I feel that the appeal of this spread more comes from its flexibility and lack of glaring holes than being exceptional in any one area, and just executing on that philosophy super well. The benchmarks all seem to have solid reasoning behind them and this spread is a great take on CAP29 that's mostly unseen outside of this submission, so yeah, not much to say here other than it looks good.

Amamama759080124120111600103.72139.2679.63113.94592.03
Optional Defining Moves: Ice Beam, Knock Off, Coil, Gunk Shot
A couple other spreads besides this one have a higher ST than PT but none are to quite this extent, so it's definitely cool to see a spread that places so much emphasis on initial special bulk. It's an interesting decision to make, because slightly gimping the defense allows you to have a SS that rides up against the limit, although even the special bulk is only equivalent to about 100/100 which is nothing particularly phenomenal. There's honestly a lot of unique things about this spread –– the high offensive potential, poor physical bulk, and an Attack stat that's nothing to scoff at, and while I'm not sure if this combination of factors aligns with what the community at large seems to desire, I do think the spread executes on these things very well and it's refreshing to see a different take on CAP29 like this.

Full_Korbe979580121100100593103.73130.7291.74112.19584.35
Optional Defining Moves: Strength Sap
There are a few things to address with this spread. It's listed as having 580 BST in the final submission, but the BST is actually 593. I'm also not sure where the listed BSR of 580.95 is coming from, as these numbers give a BSR of 584.35. My first thought was that you forgot to change the T value, but that doesn't give a 580.95 BSR either, so just make sure that all the numbers are lining up correctly. Errors in numbers aside, though, this is a very strong spread for one that's opting to include Strength Sap. Strength Sap is a defining move that would occupy a lot of our power budget; it's not the most consistent move but it can be insane when you're getting good value out of it, so if this spread wants to utilize Strength Sap then I'd be more comfortable with a significantly lower BSR, or perhaps just a slightly-lower BSR but with a glaring and exploitable weakness in some other area.

Korski11570781007111655085.52117.8599.5794.00541.34
Optional Defining Moves: Ice Beam, Scald
Pretty interesting spread here, it's the weakest among those submitted so far, and intentionally so –– this spread seems to be holding itself back so that we can really splurge in the moveset stage, which is certainly a unique approach. The spread also seems to be defined by its attempt at creating something highly customizable, or with the ability to run a number of different EV spreads/moves successfully. I think there are some spreads here that are fairly clear what the "best" set will be, but this definitely isn't one of them, as it leaves the door wide open for a number of different builds to compete for the most viable set. In general, there are a few things that this spread really sets its sights on, and I think they're accomplished really well; it's just a matter of whether someone's values align with those of the spread or not, ie, if you value unpredictability and customizability for CAP29 then this spread is pretty attractive, but if you value consistency and having strong stats then this won't be your cup of tea. My only advice for this spread is that it could still probably be a little stronger, and to remove calcs for non-defining moves which are in no way guaranteed yet. I won't get into whether it's better or worse to spend our power budget here or in movesets, but even with the goal of holding back now to allow more later, it could stand to bump up the power level just a smidge, as I think that would help the spread perform more consistently and have broader appeal to voters.

earl959590129999260099.22132.0999.94109.95594.81
Optional Defining Moves: None listed
There's a few obvious pros to a spread like this, those being a really attractive SpA stat and a usable Attack, and beyond that this submission seems to pay about equal attention to the remaining areas. The speed tier is quite solid but it's nothing that's especially eye-catching, and while the bulk is a bit lower than what most people are going for, it's not bad by any means, either. You mention yourself that this submission has "generically good stats," and that's definitely true –– this spread has very reliable stats across the board, with the centerpiece being a high SpA stat to force switches and effectively apply pressure, and I think that what you were going for with this submission is pretty clear so I don't have a ton of advice on what to change.

taziathegreat1007010010510012059585.99123.21112.55114.17594.14
Optional Defining Moves: Coil (?), Strength Sap (?)
This seems very WIP for a spread that's listed as a final submission. I agree with Birkal that your justification could be more fleshed out –– why have you opted for a relatively low Spa stat, why have you chosen the bulk benchmarks that you did, why is high Speed important for this spread's success? I was also confused on whether or not you opted to include Coil and Strength Sap, as you say "The 100/100/100 bulk in tandem with options like coil or strength sap," but beyond that it's unclear what defining moves you want your spread to have access to. I don't have much to comment about the spread itself though, other than what I said about needing some more justification.

Brambane9217511513511033660116.2396.34120.94117.97594.43
Optional Defining Moves: Coil, Gunk Shot, Ice Beam
Saving the best for last, haha. This is probably the most unique spread that's been submitted so far, and it's very easy to tell why. This is the only spread so far that prioritizes Coil > CM, and it's also the slowest spread so far, ultimately choosing strength in other areas over speed. This spread is very cool in a way bc the "slow bulky mon hit hard" build could definitely stand to see some more people exploring it right now, as it's totally a viable way to go about constructing CAP29, plus there's less competition among similar spreads for the slate. However, as it stands right now, I don't think this is a spread I can slate in good faith. 175 Attack is genuinely nuts, and I don't totally the buy "it's compensating for STAB" as the sole argument, either, because every other spread is grappling with the same issue without resorting to such extremes. Maybe if this spread were weaker in other areas it would be easier to justify the attack stat (though I feel 175 is difficult to justify no matter what), but the bulk is also way on the higher end of things and it's with a BSR that's only .57 away from the maximum. There's also the issue of optics, which I really hate to bring up here as this is a competitive stage first and foremost, but I still worry that introducing a 660 BST mon with 175 Attack would reflect poorly on the project, as well as have a difficult time gathering votes. I really respect what this spread is trying to go for, and like I said, builds with low speed are very underexplored right now and I'd love to see a bit more of them so I can ensure we have a diverse slate. I don't even think that the adjustments to this spread are particularly major/complex, or would jeopardize its identity, either; it just seems to me that the spread overshot its goals, and it need to be less extreme if it stands a chance at making the slate.
 

shnowshner

You've Gotta Try
is a Pre-Contributor
Finally found motivation to work on this again

WIP

86 HP / 84 ATK / 124 DEF / 111 SpA / 84 SpD / 111 SPE

98.03 PS / 127.11 SS
| (112.41 S)

124.37 PT / 90.94 ST / 589.57 BSR

Optional Defining Moves:
Ice Beam, Scald

86 HP gives us 313 HP with no EVs and 376 HP at max EVs.
111 Speed allows us to outspeed the 110 Speed crowd and various benchmarks if we desire (:garchomp::krilowatt::kartana:)
And wow, what a nice round 600 BST! It doesn't matter, but wow!

I do want to try and outline my whole thought process for this spread since that provides the best way to understand/critique why stats are the way they are.

First step was to outline what match-ups I wanted to concentrate on. We want both Gastro and Blissey to be counters at least to the special set, and we do need some fairly reliable threats to us in order to not be too troublesome. Then there's being able to actually scare stuff out and setup opportunities that we need. I compiled these Pokemon below:
These are Pokemon that we shouldn't be able to break through and have tools needed to stop us in our tracks
SpDef :gastrodon:
:blissey: (and by extention :chansey: should anyone care)
:arghonaut: presumably (This wasn't slated as one of our counters, but for the direction I took this spread it fits the bill quite well. Unaware + typing and great overall defenses makes it very solid: Sludge Bomb hurts and can fish for poison but otherwise we're pretty helpless and get Body Pressed and phazed. Is subject to what moves we get [i.e. Boomburst or TBolt, which were not factored] but overall looks like a big problem)

These are Pokemon that can always outspeed unboosted 29 and threaten damage or KOs, though may not always take attacks well:
Scarf :landorus-therian:
:kerfluffle:
:tornadus-therian:
:syclant:
:dragapult:

These Pokemon can't 100% outspeed us but may depending on our/their set, and still threaten us with damage and/or don't fear our attacks:
:krilowatt:
Offensive :garchomp:

These Pokemon aren't able to fully counter us but we struggle to break through them without the right move or without enough boosts, and we can't safely boost in front of all of them.
SpDef :tyranitar: (Weak to Scald but doesn't care about much else, and is generally very hard to break on Special side)
:heatran: (Weak to Scald and vulnerable to Dark Pulse, but not much else)
:toxapex: (Vulnerable to Dark Pulse but nothing else bothers it + it's Pex)
SpDef :colossoil: (Scald and Ice Beam hurt but it doesn't mind a Scald Burn at all, can avoid 2HKO from both unboosted even if we're Max SpA Modest, and can smack us with EQ)
Haze :tomohawk: (Ice Beam is an issue but it reliably removes our Boosts as long as its not KO'd by Stealth Rock)

Anything that likely isn't able to threaten us out before we do
:ferrothorn: (We can't exactly setup against this for free as it can stack hazards and hit us with Leech Seed, but our access to Recovery means that unless it's a rare Iron Defense set Ferro won't want to stay in for long)
:rillaboom: (Dies to Sludge Bomb and can't seriously hurt us with anything besides Banded Wood Hammer)
:corviknight: lacking Bulk Up (Annoying but can't exactly pose a threat to us alone)
:mandibuzz: with U-Turn
:cyclohm: lacking Toxic (Also annoying but doesn't want to be taking Ice Beams or Sludge Bombs, and we can boost pretty easy against it. Volt Switch is the main issue)
:suicune: (Can lead to a CM war but the odds aren't in its favor)
:zeraora: (Doesn't threaten a lot of damage and takes a lot from us)
Defensive RH :garchomp: (We should outspeed and it definitely doesn't want to take a potential Ice Beam)

Pokemon that lack ways of threatening damage and/or give us a lot of turns to work with
:slowking:
:slowbro:
Assault Vest :slowking-galar:
Utility :clefable:
:mandibuzz: lacking U-Turn
:equilibra: after a free switch (Common variants can take unboosted hits well and threaten lots of damage with EP, though it's so slow that you can CM and tank the hit on turn 1, and afterwards it really lacks a solid way of damaging us.

There will be more considerations later down the line but these are some of the more relevant/discussed Pokemon.
All calculations were done with a Muk-Alola using the stat Spread suggested. I tried to include MU-relevant calculations considering different natures and investment. For bulkier sets I decided to go with 252 HP since it's the most simple and broadly efficient, even if not the best route to go for a bulkier set.

Do we deal enough damage to pose a threat even without boosting items? Are we bulky enough to withstand attacks from Pokemon we want to beat even without Leftovers?
:slowking:
252 SpA Muk-Alola Dark Pulse vs. 252 HP / 252+ SpD Slowking: 158-188 (40.1 - 47.7%) -- guaranteed 3HKO
252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 252+ SpD Slowking: 174-206 (44.1 - 52.2%) -- 16% chance to 2HKO
+1 252+ SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 252+ SpD Slowking: 174-206 (44.1 - 52.2%) -- 14.8% chance to 2HKO
+2 252+ SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 252+ SpD Slowking: 232-274 (58.8 - 69.5%) -- guaranteed 2HKO

0 SpA Slowking Scald vs. 0 HP / 0 SpD Muk-Alola: 100-118 (31.9 - 37.6%) -- guaranteed 3HKO
0 SpA Slowking Scald vs. 0 HP / 0 SpD Muk-Alola (Water): 50-59 (15.9 - 18.8%) -- possible 5HKO

I shouldn't have to tell you that :slowbro: does worse than :slowking: here.

:slowking-galar:
252 SpA Muk-Alola Dark Pulse vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 122-146 (30.9 - 37%) -- 79.7% chance to 3HKO
252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 134-162 (34 - 41.1%) -- guaranteed 3HKO
+1 252+ SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 136-160 (34.5 - 40.6%) -- guaranteed 3HKO
+2 252+ SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 80+ SpD Assault Vest Slowking-Galar: 180-212 (45.6 - 53.8%) -- 41.8% chance to 2HKO

176 SpA Slowking-Galar Flamethrower vs. 0 HP / 0 SpD Muk-Alola: 96-113 (30.6 - 36.1%) -- 48.5% chance to 3HKO
176 SpA Slowking-Galar Scald vs. 0 HP / 0 SpD Muk-Alola (Fire): 170-200 (54.3 - 63.8%) -- guaranteed 2HKO
176 SpA Slowking-Galar Sludge Bomb vs. 0 HP / 0 SpD Muk-Alola (Not Poison): 144-169 (46 - 53.9%) -- 47.7% chance to 2HKO

176 SpA Slowking-Galar Flamethrower vs. +1 0 HP / 0 SpD Muk-Alola: 64-76 (20.4 - 24.2%) -- guaranteed 5HKO
176 SpA Slowking-Galar Scald vs. +1 0 HP / 0 SpD Muk-Alola (Fire): 112-134 (35.7 - 42.8%) -- guaranteed 3HKO
176 SpA Slowking-Galar Sludge Bomb vs. +1 0 HP / 0 SpD Muk-Alola (Not Poison): 96-114 (30.6 - 36.4%) -- 54.2% chance to 3HKO

We match-up pretty well against these 3. Our STAB attacks hit them hard and none of them really do anything in retaliation. Glowking can deal some good damage against us with Flamethrower -> Scald, but by then we've had time to use CM. Worst case scenario is Being a Poison Type as Future Sight hits, but it's given us a ton of free turns in order to get there. At +2 this only KOs us from full if they get two max rolls (85 + 228 = 313), which means literally 4 EVs in HP dodges the KO. Just hope you don't get Poisoned.

176 SpA Slowking-Galar Sludge Bomb vs. +2 0 HP / 0 SpD Muk-Alola: 72-85 (23 - 27.1%) -- 50.7% chance to 4HKO
176 SpA Slowking-Galar Future Sight vs. +2 0 HP / 0 SpD Muk-Alola (Poison): 192-228 (61.3 - 72.8%) -- guaranteed 2HKO

:clefable:
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 4 SpD Clefable: 314-372 (79.6 - 94.4%) -- guaranteed 2HKO
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 252+ SpD Clefable: 224-266 (56.8 - 67.5%) -- guaranteed 2HKO
252+ SpA Muk-Alola Sludge Bomb (No STAB) vs. 252 HP / 4 SpD Clefable: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO
252+ SpA Muk-Alola Sludge Bomb (No STAB) vs. 252 HP / 252+ SpD Clefable: 150-178 (38 - 45.1%) -- guaranteed 3HKO
+1 252+ SpA Muk-Alola Sludge Bomb (No STAB) vs. 252 HP / 252+ SpD Clefable: 224-264 (56.8 - 67%) -- guaranteed 2HKO

0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Muk-Alola: 114-135 (36.4 - 43.1%) -- guaranteed 3HKO
0 SpA Clefable Moonblast vs. 0 HP / 0 SpD Muk-Alola: 114-135 (36.4 - 43.1%) -- guaranteed 3HKO after Stealth Rock

Sufficiently SpDef invested Clefable can take a Sludge Bomb and Moonblast us to remove our STAB, and if you get low rolls it can potentially regain its health, but even then the odds are low. Unaware would mean boosts wouldn't be an option, so in theory it could manage to beat us, but it'd have to get the low rolls and also not get Crit in the process. CM Clef is more complicated but thankfully it's not our biggest concern.

:mandibuzz:
252 SpA Muk-Alola Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 158-188 (37.3 - 44.4%) -- guaranteed 3HKO
+1 252 SpA Muk-Alola Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 238-280 (56.2 - 66.1%) -- guaranteed 2HKO
252+ SpA Muk-Alola Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 174-206 (41.1 - 48.6%) -- guaranteed 3HKO
+1 252+ SpA Muk-Alola Ice Beam vs. 248 HP / 144 SpD Mandibuzz: 260-308 (61.4 - 72.8%) -- guaranteed 2HKO

:equilibra:
As long as we can switch in safely against Equilibra, it's only chance of breaking us is through crits or SpDef drops. Otherwise we don't want much to do with it.
252+ SpA Equilibra Earth Power vs. +1 0 HP / 0 SpD Muk-Alola: 236-282 (75.3 - 90%) -- guaranteed 2HKO
Turn 2
252+ SpA Equilibra Earth Power vs. +1 0 HP / 0 SpD Muk-Alola (Ground): 118-141 (37.6 - 45%) -- guaranteed 3HKO
If we CM Turn one as it EPs, we always live bar Crits/Stealth Rock damage (the latter of which can be prepped for). On Turn 2, if we recover, we still dodge the KO, and can continue to recover.
This interaction is only improved with bulk investment.

:rillaboom:
252 SpA Muk-Alola Sludge Bomb vs. 0 HP / 0 SpD Rillaboom: 354-416 (103.8 - 121.9%) -- guaranteed OHKO
252 SpA Muk-Alola Ice Beam vs. 0 HP / 0 SpD Rillaboom: 236-278 (69.2 - 81.5%) -- guaranteed 2HKO after Grassy Terrain recovery


252+ Atk Choice Band Rillaboom Wood Hammer vs. 0 HP / 0 Def Muk-Alola in Grassy Terrain: 169-199 (53.9 - 63.5%) -- guaranteed 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 0 HP / 0 Def Muk-Alola in Grassy Terrain: 99-117 (31.6 - 37.3%) -- 0% chance to 3HKO after Grassy Terrain recovery

Rillaboom can 2HKO us with Wood Hammer but probably won't outspeed us. If we EV'd to 252 SpA, enough Speed to reach 270 (minimum to outspeed Adamant Band) and invested remaining 208 into HP:
252+ Atk Choice Band Rillaboom Wood Hammer vs. 208 HP / 0 Def Muk-Alola in Grassy Terrain: 169-199 (46.3 - 54.5%) -- 8.2% chance to 2HKO after Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Grassy Glide vs. 208 HP / 0 Def Muk-Alola in Grassy Terrain: 99-117 (27.1 - 32%) -- 47.9% chance to 4HKO after Grassy Terrain recovery

This could be optimized further ofc, but the point is we can definitely take a Wood Hammer if needed even uninvested, and can use recovery to get us to the point where Rillaboom is in range of a KO after enough recoil damage.

:zeraora:
252 SpA Muk-Alola Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 159-187 (50.1 - 58.9%) -- guaranteed 2HKO
252 SpA Muk-Alola Sludge Bomb vs. 0 HP / 0 SpD Zeraora: 106-125 (33.4 - 39.4%) -- guaranteed 3HKO

252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Muk-Alola: 123-145 (39.2 - 46.3%) -- guaranteed 3HKO
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Muk-Alola (Electric): 61-72 (19.4 - 23%) -- possible 5HKO
252 Atk Zeraora Close Combat vs. 0 HP / 0 Def Muk-Alola: 98-116 (31.3 - 37%) -- 79.3% chance to 3HKO

In order to hit us SE with CC, Zeraora needs to use Plasma Fists -> Knock Off -> CC.
252 Atk Zeraora Plasma Fists vs. 0 HP / 0 Def Muk-Alola: 123-145 (39.2 - 46.3%) -- guaranteed 3HKO
252 Atk Zeraora Knock Off (97.5 BP) vs. 0 HP / 0 Def Muk-Alola (Electric): 79-94 (25.2 - 30%) -- guaranteed 4HKO
252 Atk Zeraora Close Combat vs. 0 HP / 0 Def Muk-Alola (Dark): 196-232 (62.6 - 74.1%) -- guaranteed 2HKO

We shouldn't have much trouble recovering off this damage.

Special sets aren't as popular but
252 SpA Zeraora Thunderbolt vs. 0 HP / 0 SpD Muk-Alola: 144-171 (46 - 54.6%) -- 57.8% chance to 2HKO
252 SpA Zeraora Thunderbolt vs. 0 HP / 0 SpD Muk-Alola (Electric): 72-85 (23 - 27.1%) -- 56.1% chance to 4HKO
252 SpA Zeraora Aura Sphere vs. 0 HP / 0 SpD Muk-Alola: 85-101 (27.1 - 32.2%) -- guaranteed 4HKO


:corviknight:
252 SpA Muk-Alola Dark Pulse vs. 252 HP / 4 SpD Corviknight: 135-159 (33.7 - 39.7%) -- 19% chance to 3HKO after Leftovers recovery
+1 252 SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 4 SpD Corviknight: 134-158 (33.5 - 39.5%) -- 17% chance to 3HKO after Leftovers recovery
+2 252 SpA Muk-Alola Dark Pulse (No STAB) vs. 252 HP / 4 SpD Corviknight: 178-210 (44.5 - 52.5%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ SpA Muk-Alola Ice Beam vs. 252 HP / 4 SpD Corviknight: 220-259 (55 - 64.7%) -- guaranteed 2HKO after Leftovers recovery

252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 252 SpD Corviknight: 114-135 (28.5 - 33.7%) -- 95.9% chance to 4HKO after Leftovers recovery
+2 252+ SpA Muk-Alola Ice Beam vs. 252 HP / 252 SpD Corviknight: 170-200 (42.5 - 50%) -- guaranteed 3HKO after Leftovers recovery

Corviknight is annoying to break through but it doesn't have good ways of threatening us back. U-Turn does present a problem.
Can Body Press -> Brave Bird KO us?
252+ Def Corviknight Body Press vs. 0 HP / 0 Def Muk-Alola: 69-82 (22 - 26.1%) -- 8.2% chance to 4HKO
0 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Muk-Alola: 192-228 (61.3 - 72.8%) -- guaranteed 2HKO
252 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Muk-Alola: 248-294 (79.2 - 93.9%) -- guaranteed 2HKO
As long as you recover HP before the Brave Bird, they can't KO without a Crit unless you're unlucky enough to face Adamant Max Attack Corv.
Even then that's assuming no bulk investment.

252 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Muk-Alola: 124-147 (39.6 - 46.9%) -- guaranteed 3HKO
0 Atk Corviknight Brave Bird vs. 0 HP / 0 Def Muk-Alola: 96-114 (30.6 - 36.4%) -- 54.2% chance to 3HKO
Neutral Brave Birds also don't do over 50%

:cyclohm:
252 SpA Muk-Alola Ice Beam vs. 252 HP / 4 SpD Cyclohm: 236-278 (56.1 - 66.1%) -- guaranteed 2HKO
252 SpA Muk-Alola Sludge Bomb vs. 252 HP / 4 SpD Cyclohm: 177-208 (42.1 - 49.5%) -- guaranteed 3HKO
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 4 SpD Cyclohm: 193-228 (45.9 - 54.2%) -- 50.8% chance to 2HKO
252+ SpA Muk-Alola Sludge Bomb (No STAB) vs. 252 HP / 4 SpD Cyclohm: 129-152 (30.7 - 36.1%) -- 51.8% chance to 3HKO
+1 252+ SpA Muk-Alola Sludge Bomb (No STAB) vs. 252 HP / 4 SpD Cyclohm: 192-227 (45.7 - 54%) -- 46.9% chance to 2HKO
+1 252+ SpA Muk-Alola Ice Beam vs. 252 HP / 4 SpD Cyclohm: 384-454 (91.4 - 108%) -- 50% chance to OHKO

Since Cyclohm use Draco Meteor as its Dragon STAB, we're not in too much danger thanks to both CM boosts and the resulting -2, even despite getting hit SE next turn.
0 SpA Cyclohm Draco Meteor vs. 0 HP / 0 SpD Muk-Alola: 178-211 (56.8 - 67.4%) -- guaranteed 2HKO
-2 0 SpA Cyclohm Draco Meteor vs. 0 HP / 0 SpD Muk-Alola: 180-212 (57.5 - 67.7%) -- guaranteed 2HKO
0 SpA Cyclohm Draco Meteor vs. +1 0 HP / 0 SpD Muk-Alola: 118-141 (37.6 - 45%) -- guaranteed 3HKO
-2 0 SpA Cyclohm Draco Meteor vs. +1 0 HP / 0 SpD Muk-Alola: 120-144 (38.3 - 46%) -- guaranteed 3HKO

Misc.

:tangrowth:
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 248+ SpD Assault Vest Tangrowth: 212-252 (52.4 - 62.3%) -- guaranteed 2HKO
Non-AV pretty much dies instantly

:tapu lele:
252+ SpA Muk-Alola Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 254-302 (90.3 - 107.4%) -- 43.8% chance to OHKO

:tapu fini:
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 64 SpD Tapu Fini: 218-260 (63.3 - 75.5%) -- guaranteed 2HKO after Leftovers recovery
0 SpA Tapu Fini Moonblast vs. 0 HP / 0 SpD Muk-Alola: 114-135 (36.4 - 43.1%) -- guaranteed 3HKO

:kartana:
252+ SpA Muk-Alola Dark Pulse vs. 0 HP / 4 SpD Kartana: 306-361 (118.1 - 139.3%) -- guaranteed OHKO
252+ SpA Muk-Alola Ice Beam vs. 0 HP / 4 SpD Kartana: 230-271 (88.8 - 104.6%) -- 31.3% chance to OHKO

:aegislash:
252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 4 SpD Aegislash-Shield: 192-228 (59.2 - 70.3%) -- guaranteed 2HKO after Leftovers recovery

And just for bare minimum:
:dragapult:
4 SpA Muk-Alola Dark Pulse (No STAB) vs. 0 HP / 4 SpD Dragapult: 160-190 (50.4 - 59.9%) -- guaranteed 2HKO
I don't imagine running only the dump 4 EVs in SpA would be worthwhile, but if that's the route you want to go it does 2HKO 0/4 Pult, which is nice.

Do our expected checks and counters fulfill their role? Are they able to beat some (if not all) our set options while also threatening us enough to discourage staying in?

Counters
:gastrodon:
+1 252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 128+ SpD Gastrodon: 178-211 (41.7 - 49.5%) -- guaranteed 3HKO after Leftovers recovery
+2 252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 128+ SpD Gastrodon: 238-282 (55.8 - 66.1%) -- guaranteed 2HKO after Leftovers recovery

0 SpA Gastrodon Earth Power vs. 252 HP / 0 SpD Muk-Alola: 210-248 (55.8 - 65.9%) -- guaranteed 2HKO
0 Atk Gastrodon Earthquake vs. 252 HP / 0 Def Muk-Alola: 152-182 (40.4 - 48.4%) -- guaranteed 3HKO

Although it gets sketchy at +2, Gastrodon's great defensive typing, ability to chunk our HP with EQ/EP and inflict Toxic, benefit from Scald if running Storm Drain, and potentially even remove our boosts with Clear Smog makes it pretty good at doing it's job. Dark Pulse flinches are its biggest concern, but if it can get in safely (especially from a U-Turn/Volt Switch/Flip Turn) than the odds are heavily in it's favor.

:blissey:
Unsurprisingly, Blissey is very good against a Special Attacker lacking a Psyshock move. It's an excellent damage sponge and harassment option thanks to Seismic Toss chip and it's ability to inflict either Paralysis or Toxic after a prior Toss means it cripples us pretty easy. Teleport also means that bringing in a more offensive check for free would be no issue.

Blissey Seismic Toss vs. 252 HP Muk-Alola: 100-100 (26.5 - 26.5%) -- guaranteed 4HKO
Blissey Seismic Toss vs. 0 HP Muk-Alola: 100-100 (31.9 - 31.9%) -- guaranteed 4HKO

+3 252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 4 SpD Blissey: 279-328 (39 - 45.9%) -- guaranteed 3HKO
Not a good look. As expected!

:arghonaut:
252+ SpA Muk-Alola Sludge Bomb vs. 252 HP / 4 SpD Arghonaut: 144-171 (34.7 - 41.3%) -- 71.8% chance to 3HKO after Leftovers recovery

Unaware means any boosts we acquire won't help in the slightest, and Argh's resistance to all standard coverage bar Sludge Bomb means it phazes us without much issue. Body Press also does good damage in return, while making it easier to stomach incoming Sludge Bombs. Electric coverage does mean this would only sometimes be an answer, but that's not taken into consideration at the moment. As it stands there's not much stopping Arghonaut from completely stuffing us, and that's not even mentioning the more SpDef invested variants, so for all intents and purposes this works as a counter.


Checks
:landorus-therian:
252 Atk Landorus-Therian Earthquake vs. 0 HP / 0 Def Muk-Alola: 296-350 (94.5 - 111.8%) -- 68.8% chance to OHKO
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Muk-Alola: 296-350 (78.7 - 93%) -- guaranteed 2HKO

Bulk investment does let us live one EQ, but we need to be in perfect condition else we risk getting wiped out in one blow. Lando does fear Scald/Ice Beam a good bit however.

:kerfluffle:
252 SpA Choice Specs Kerfluffle Moonblast vs. +1 0 HP / 0 SpD Muk-Alola: 165-195 (52.7 - 62.3%) -- guaranteed 2HKO
252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 0 SpD Muk-Alola: 246-291 (65.4 - 77.3%) -- guaranteed 2HKO
252 SpA Choice Specs Kerfluffle Moonblast vs. +1 252 HP / 0 SpD Muk-Alola: 165-195 (43.8 - 51.8%) -- 10.9% chance to 2HKO

Being faster than us gives Kerfluffle a lot of room, and it only fears Sludge Bomb, so if we lack that it really can go to town on us. Moonblast 2HKOs at uninvested +1 and if it doesn't want to stay in after it can always just go for Parting Shot and shut down our offenses that way.

:tornadus-therian:
252+ SpA Muk-Alola Ice Beam vs. 0 HP / 0 SpD Tornadus-Therian: 212-250 (70.9 - 83.6%) -- guaranteed 2HKO

Torn can tank a SE Ice Beam and either U-Turn out for a teammate. If we don't have Ice Beam and are sufficiently chipped, it has much more options to go for, including just clicking Nasty Plot and proceeding to smash through us. If we don't have any defensive boosts or bulk investment, a +2 Hurricane is gonna sting.

+2 252 SpA Tornadus-Therian Hurricane vs. 252 HP / 0 SpD Muk-Alola: 369-435 (98.1 - 115.6%) -- 87.5% chance to OHKO
+2 252 SpA Tornadus-Therian Hurricane vs. +1 0 HP / 0 SpD Muk-Alola: 246-291 (78.5 - 92.9%) -- guaranteed 2HKO

:syclant:
Not as much damage as Landorus, but Syclant doesn't rely on its item to outspeed us.
252 Atk Choice Band Syclant Earthquake vs. 252 HP / 0 Def Muk-Alola: 250-296 (66.4 - 78.7%) -- guaranteed 2HKO
It is pretty frail so a +1 STAB attack will take it out, but otherwise it is capable of living a hit if needed.

:dragapult:
252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 252 HP / 0 Def Muk-Alola: 212-252 (56.3 - 67%) -- approx. 2HKO
252+ SpA Choice Specs Dragapult Draco Meteor vs. 252 HP / 0 SpD Muk-Alola: 337-397 (89.6 - 105.5%) -- 37.5% chance to OHKO

For brevity purposes Pult is a big issue. It's fast enough that it doesn't need +Spe to outpace us at max, and with Choice Band/Specs it does heavy damage with its STAB Dragon moves, which combo into themselves immediately after. Other sets are still valuable tools to beat us thanks to being so fast, and access to U-Turn means it always has a great option at severely cutting into our effectiveness.

:krilowatt:

252 SpA Life Orb Krilowatt Surf vs. +1 252 HP / 0 SpD Muk-Alola: 109-130 (28.9 - 34.5%) -- 6.5% chance to 3HKO
252 SpA Life Orb Krilowatt Volt Switch vs. +1 252 HP / 0 SpD Muk-Alola (Water): 172-203 (45.7 - 53.9%) -- 34.4% chance to 2HKO
252 SpA Life Orb Krilowatt Thunderbolt vs. +1 252 HP / 0 SpD Muk-Alola (Water): 218-260 (57.9 - 69.1%) -- guaranteed 2HKO

Unless we go +Speed Nature, Kril can outpace us and be an absolute nuisance (potentially a deadly one at that) with its Surf -> Electric combo. This does heavy damage even with investment and a +1 boost, making Kril pretty scary, especially as its bulky enough to eat most attacks quite well.

+1 252+ SpA Muk-Alola Sludge Bomb vs. 0 HP / 4 SpD Krilowatt: 277-327 (62.5 - 73.8%) -- guaranteed 2HKO

:garchomp:
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Muk-Alola: 354-421 (94.1 - 111.9%) -- 68.8% chance to OHKO
Thanks to LO Garchomp outpaces all but the fastest sets and should KO with EQ. This and Scarf Lando are by far the most straightforward checks: fast Ground types that scare us out but need to be sure they aren't caught off guard by an Ice Beam or Scald burn.


:tyranitar:
+1 252+ SpA Muk-Alola Scald vs. 252 HP / 216+ SpD Tyranitar in Sand: 128-152 (31.6 - 37.6%) -- 0.1% chance to 3HKO after Leftovers recovery
EQ into Toxic combo and it's so fat a +1 Scald will only KO with like a 7.5 trillion chance or something. That's the dream at least. Sand also quitely chips away at us so long we're not Ground/Rock. Thunder Wave variants have yet another method of ruining our day.

:heatran:
+1 252+ SpA Muk-Alola Dark Pulse vs. 172 HP / 252+ SpD Heatran: 133-157 (36.3 - 42.8%) -- 97.9% chance to 3HKO after Leftovers recovery
+1 252+ SpA Muk-Alola Scald vs. 172 HP / 252+ SpD Heatran: 178-210 (48.6 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery
252+ SpA Muk-Alola Scald vs. 172 HP / 252+ SpD Heatran: 120-142 (32.7 - 38.7%) -- 6.7% chance to 3HKO after Leftovers recovery

Scald is an obvious issue; outside of that Heatran's Taunt, Toxic, and Fire STAB -> Earth Power combo is a surefire way to stop us cold.

:toxapex:
Only really fears getting Flinched and even then just Regen out once you know the set. Haze removes our boosts and even a 252/252 PhysDef variant works wonders at being a good check to us.
+1 252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 4 SpD Toxapex: 142-168 (46.7 - 55.2%) -- 69.1% chance to 2HKO
+1 252+ SpA Muk-Alola Dark Pulse vs. 252 HP / 4 SpD Toxapex: 142-168 (46.7 - 55.2%) -- 11.7% chance to 2HKO after Black Sludge recovery
This is like the best MU against Pex we have and only Helmet is in that much danger, and again, when in doubt just switch out.

:colossoil:
+1 252+ SpA Muk-Alola Ice Beam vs. 56 HP / 252 SpD Colossoil: 282-332 (66.9 - 78.8%) -- guaranteed 2HKO after Leftovers recovery
SpDef set can live a +1 Ice Beam/Scald, and if we're a slower set it may outpace us and do some good damage with EQ even uninvested. Pretty good check all around.
Oh, and in case you're wondering about Guts
0 Atk Guts Colossoil Earthquake vs. 252 HP / 0 Def Muk-Alola: 320-378 (85.1 - 100.5%) -- 6.3% chance to OHKO


I do believe that high Speed is the safest route. Lower Speed builds are definitely more interesting and unique (especially for CAP) but tbh we've already put ourselves in an awkward position and being slow means like 80% of the meta can do whatever they want against us.

Priority was also given to Physical defense, since a lot of our Special matchups were either get hit semi-hard at first and than not take much damage after thanks to Color Chance, or die instantly, and I wanted to be sure we'd have a safe entry against Rillaboom and enough Defense to stand tall as we boost our SpDef over time.

As much as I am a fan of Coil a Physical set simply wasn't a concern for me. 84 Attack being the "magic KO Pajantom number" previously mentioned is completely coincidental.

Please tell me what's good and what's atrocious, trying to find a suitable spread for something as unexplored as 29 isn't an easy task so I wanted to make sure there was some semblance of logic to this madness.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Thank you for the feedback Birkal and 2spoopy4u, I have made changes to my submission to reflect it.

Also I have removed those references to polljumpy moves; I misunderstood Birkal’s guidance earlier in the thread about previously discussed moves, apologies. I added some more calcs and context, as well.

As far as the Aurumoth comparison is concerned, I was more so worried about the impact of the community throwing caution to the wind in the final stages due to a large perceived weakness from the early ones. In Aurumoth’s case, we picked a typing that was clobbered by the #1 OU threat at the time Genesect, a weakness we morphed the entire discussion into to justify a 600 BST stat spread and a monstrously-packed movepool, when in reality it needed neither, especially considering the strength of the abilities it got. When Genesect was banned from OU before the Project even finished, we were left with egg on our face and the fallout was terrible, to the point where Aurumoth became a meme for this Project’s unempirical theorymoning and excess. The 600 BST spreads here simply reminded me of the lessons learned from that experience, and in a perfect world I would hope to see an attempt to justify such a significant BST compared to what Gamefreak considers a standard range for non-legendaries, especially considering our unique chance here to build a vast movepool that is pro-concept, which is so unbelievably rare for these CAPs and seems to end more often than not in a nerfing process. And I acknowledge BST “doesn’t matter” when it comes to our build process, but in that case, why choose 600 exactly? I feel like in that range I’d like to know why we can’t get by with less.
 
And I acknowledge BST “doesn’t matter” when it comes to our build process, but in that case, why choose 600 exactly? I feel like in that range I’d like to know why we can’t get by with less.
I don't think it's necessary at all to have 600 BST, and we can certainly get by with less. There are a few spreads besides yours that go below, although yours is the lowest, and some people have attested that their spreads would operate fine if they reduced or dumped Attack. However, I think there's a couple reasons why people opted to choose it:
1. Losing STAB via Color Change really sucks, and as a consequence, people have chosen to aim for high stat numbers due to needing to compensate for lack of STAB, seeking the ability to boost multiple times to help the compensation via bulk and/or speed, and a somewhat common desire to let both physically-based sets and specially-based sets be viable. 600 is a natural ceiling, as it's the highest stat total for any non-legendary Pokemon (not named Slaking), so it's been gravitated to, especially when trying to avoid severe stat dumping.
2. 600 BST is a round number that is also a common base stat number in OU. There are currently 37 Pokemon that are OU by usage, and 9 of them have 600 BST. For lack of a better term, it seems like a "natural" BST that voters might gravitate towards.
I was not a part of CAP during Aurumoth's process, so I won't claim to know the embarrassment from the fallout, but I still think the comparison is a little shaky. We are not facing the threat of a ban of any of our checks and counters anytime soon. In comparison to Aurumoth, which received a set of extremely strong abilities in addition to its vast movepool and excellent stats, we will be stuck with a good (but not excellent) typing whose benefits we cannot use on a lot of the time, and an awful ability. In addition, while I can sympathize with worries about movepool shrinking due to high stats, I still think there are a number of stat spreads that leave the varied movepool door open, even if not as open as you did with your spread. In order for the movepool to be useful, we need the stats to be able to take advantage of it; otherwise, we might have all the variety in the world, but little means to make it effective. Does this require 600 BST? No, but I don't think 600 BST alone closes the door.
 
FINAL SUBMISSION

HPAtkDefSpASpDSpeBST
12194941268778600

PSSSPTSTBSR
90.57119.66120.01114.10594.70

Do you want to outspeed Adamant Rillaboom but don't care about the Chomps and the Krils? Do you want to use Coil and are worried about low Attack or Sp. Def stats? Want to avoid the 2HKO from Scarf Jumbao Moonblast even with rocks up? Want to OHKO Chomp and Lando with Ice Beam, OHKO Clef with Sludge Bomb and 2HKO Heatran with Scald at +1 with rocks? Then this spread is for you!

This set trades speed for all-round bulk, while not compromising on immediate power. 121/94/87 bulk is very solid, especially when backed up by boosting moves or extra investment. 126 Sp. Atk is not obscenely high, but is still very menacing even at +0. 94 Attack is high enough to be able to explore Coil sets with. The trade-off, of course, is speed. However, you're still able to outspeed Rillaboom if needed. The offenses on this spread will allow CAP29 to force plenty of switches, while the bulk will allow it to pop in and out of battle multiple times to sponge hits, and then set-up when threats are weakened.

Speed:
Max speed Timid at base 78 lets you outspeed mons below 90 without a speed boosting nature, max speed Heatran, and of course, Adamant Rillaboom. If you just want to run enough speed for Boom, that leaves you with 40 EVs to do whatever you want with.

Special Defence:
This spread guarantees you live 2 Scarf Jumbao Moonblasts even with Rocks up (given you're holding lefties) with 252 HP investment, and avoiding the 2HKO from Dragapult at +1
252 SpA Jumbao Moonblast vs. 252 HP / 0 SpD Skuntank: 169-199 (37.8 - 44.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 SpA Choice Specs Dragapult Draco Meteor vs. +1 252 HP / 0 SpD Skuntank: 199-235 (44.6 - 52.6%) -- guaranteed 3HKO after Leftovers recovery

Yum tasty:
0 SpA Slowking Scald vs. 252 HP / 0 SpD Skuntank: 97-115 (21.7 - 25.7%) -- possible 5HKO after Leftovers recovery
0 SpA Slowking Future Sight vs. 252 HP / 0 SpD Skuntank: 145-172 (32.5 - 38.5%) -- 4.4% chance to 3HKO after Leftovers recovery

0 SpA Zapdos Hurricane vs. 252 HP / 0 SpD Skuntank: 160-190 (35.8 - 42.6%) -- 95.6% chance to 3HKO after Leftovers recovery
0 SpA Zapdos Volt Switch vs. 252 HP / 0 SpD Skuntank: 206-246 (46.1 - 55.1%) -- 10.5% chance to 2HKO after Leftovers recovery

0 SpA Tomohawk Aura Sphere vs. +1 252 HP / 0 SpD Skuntank: 73-87 (16.3 - 19.5%) -- possible 7HKO after Leftovers recovery
0 SpA Tomohawk Hurricane vs. +1 252 HP / 0 SpD Skuntank: 204-240 (45.7 - 53.8%) -- 2% chance to 2HKO after Leftovers recovery

252 SpA Life Orb Krilowatt Surf vs. +1 252 HP / 0 SpD Skuntank: 107-126 (23.9 - 28.2%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Krilowatt Thunderbolt vs. +1 252 HP / 0 SpD Skuntank: 213-252 (47.7 - 56.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 0 SpD Skuntank: 61-72 (13.6 - 16.1%) -- possibly the worst move ever
252 SpA Choice Specs Dragapult Shadow Ball vs. +1 252 HP / 0 SpD Skuntank: 246-290 (55.1 - 65%) -- guaranteed 2HKO after Leftovers recovery

Bad news:
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Skuntank: 92-108 (20.6 - 24.2%) -- possible 6HKO after Leftovers recovery
252 SpA Choice Specs Dragapult Shadow Ball vs. 252 HP / 0 SpD Skuntank: 368-434 (82.5 - 97.3%) -- guaranteed 2HKO after Leftovers recovery

4+ SpA Equilibra Earth Power vs. 252 HP / 0 SpD Skuntank: 284-336 (63.6 - 75.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (strangely I think we might be able to beat this 1v1 even if we switch in on an EP, depending on rolls and hazards).

252 SpA Choice Specs Tapu Lele Moonblast vs. 252 HP / 0 SpD Skuntank: 262-309 (58.7 - 69.2%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Life Orb Krilowatt Surf vs. 252 HP / 0 SpD Skuntank: 160-188 (35.8 - 42.1%) -- 16.8% chance to 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Krilowatt Thunderbolt vs. 252 HP / 0 SpD Skuntank: 320-377 (71.7 - 84.5%) -- 75% chance to OHKO after Stealth Rock

Defence:
Guarantees you live 2 Sacred Swords from Banded Kartana and Jolly Lando EQ
252 Atk Choice Band Kartana Sacred Sword vs. 252 HP / 0 Def Skuntank: 203-239 (45.7 - 53.8%) -- 2.3% chance to 2HKO after Leftovers recovery
252 Atk Landorus-Therian Earthquake vs. 252 HP / 0 Def Skuntank: 372-440 (83.7 - 99%) -- guaranteed 2HKO after Leftovers recovery

Yum tasty:
0 Atk Astrolotl Fire Lash vs. 252 HP / 0 Def Skuntank: 97-115 (21.8 - 25.9%) -- possible 5HKO after Leftovers recovery
0 Atk Astrolotl Stomping Tantrum vs. -1 252 HP / 0 Def Skuntank: 182-216 (40.9 - 48.6%) -- guaranteed 3HKO after Leftovers recovery

252 Atk Zeraora Plasma Fists vs. 252 HP / 0 Def Skuntank: 156-184 (35.1 - 41.4%) -- 77.1% chance to 3HKO after Leftovers recovery

+2 252+ Atk Life Orb Rillaboom Grassy Glide vs. 252 HP / 0 Def Skuntank in Grassy Terrain: 217-256 (48.8 - 57.6%) -- 8.2% chance to 2HKO after Leftovers recovery and Grassy Terrain recovery
252+ Atk Choice Band Rillaboom Wood Hammer vs. 252 HP / 0 Def Skuntank in Grassy Terrain: 214-252 (48.1 - 56.7%) -- 2.3% chance to 2HKO after Leftovers recovery and Grassy Terrain recovery (We outspeed and threaten)


Bad news:
252 Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Skuntank: 447-530 (100.6 - 119.3%) -- guaranteed OHKO
252+ Atk Iron Fist Melmetal Double Iron Bash (2 hits) vs. 252 HP / 0 Def Skuntank: 294-348 (66.2 - 78.3%) -- approx. 2HKO after Leftovers recovery
252 Atk Dragapult Dragon Darts (2 hits) vs. 252 HP / 0 Def Skuntank: 164-194 (36.9 - 43.6%) -- approx. 99.9% chance to 3HKO after Leftovers recovery
252 Atk Choice Band Pajantom Spirit Shackle vs. 252 HP / 0 Def Skuntank: 422-498 (95 - 112.1%) -- 68.8% chance to OHKO (Just the second hit)
252 Atk Choice Band Syclant Earthquake vs. 252 HP / 0 Def Skuntank: 318-376 (71.6 - 84.6%) -- guaranteed 2HKO after Leftovers recovery

Sp. Attack
Guarantees the OHKO on Clef with +1 STAB Sludge Bomb with a bit of investment. Guarantees 2HKO on Tomo with rocks up.
+1 32 SpA Skuntank Sludge Bomb vs. 252 HP / 4 SpD Clefable: 396-468 (100.5 - 118.7%) -- guaranteed OHKO
0 SpA Skuntank Ice Beam vs. 252 HP / 4 SpD Tomohawk: 192-228 (46.3 - 55%) -- guaranteed 2HKO after Stealth Rock

Neutral (STAB if Poison/Dark)
0 SpA Skuntank Dark Pulse vs. 0 HP / 4 SpD Dragapult: 266-314 (83.9 - 99%) -- 75% chance to OHKO after Stealth Rock
0 SpA Skuntank Dark Pulse vs. 48 HP / 148+ SpD Pajantom: 152-182 (47.3 - 56.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Skuntank Sludge Bomb vs. 0 HP / 0- SpD Kerfluffle: 294-348 (95.1 - 112.6%) -- 68.8% chance to OHKO
0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Tapu Lele: 210-248 (74.7 - 88.2%) -- 12.5% chance to OHKO after Stealth Rock
0 SpA Skuntank Sludge Bomb vs. 252 HP / 0 SpD Tapu Fini: 188-224 (54.6 - 65.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
0 SpA Skuntank Sludge Bomb vs. 0 HP / 4 SpD Jumbao: 304-360 (93.5 - 110.7%) -- guaranteed OHKO after Stealth Rock (Non-STAB)

+1 Non-STAB
+1 32 SpA Skuntank Scald vs. 252 HP / 128+ SpD Heatran: 166-196 (43 - 50.7%) -- 53.1% chance to 2HKO after Stealth Rock and Leftovers recovery

+1 STAB
+1 0 SpA Skuntank Dark Pulse vs. 252 HP / 252+ SpD Slowking: 212-252 (53.8 - 63.9%) -- guaranteed 2HKO
+1 0 SpA Skuntank Dark Pulse vs. 0 HP / 244 SpD Melmetal: 163-193 (39.6 - 46.9%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

+2 Non-STAB
+2 0 SpA Skuntank Scald vs. 252 HP / 84 SpD Equilibra: 226-268 (55.3 - 65.6%) -- guaranteed 2HKO after Leftovers recovery
+2 0 SpA Skuntank Dark Pulse vs. 252 HP / 4 SpD Gastrodon: 164-194 (38.4 - 45.5%) -- guaranteed 3HKO after Stealth Rock

Attack
Enough attack to chunk Dragapult and Paj with Knock, as well as dent Slowking and Glowking.

0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 218-260 (68.7 - 82%) -- guaranteed 2HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 48 HP / 0 Def Pajantom: 230-272 (71.6 - 84.7%) -- guaranteed 2HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 4 Def Slowking: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 0 Def Slowking-Galar: 210-248 (53.2 - 62.9%) -- guaranteed 2HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 210-248 (69.7 - 82.3%) -- guaranteed 2HKO
0 Atk Skuntank Knock Off (97.5 BP) vs. 252 HP / 0 Def Aegislash-Shield: 132-156 (40.7 - 48.1%) -- guaranteed 3HKO
 
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