CAP 10 CAP 10 - Stat Spread Submissions

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EDIT: Dammit, just saw a near identical spread on the previous page haha. I support Vaz's spread but since I did write up some points on a near identical spread that were not mentioned, I'll add them here.

EDIT: And I also support Deck Knight's spread

Rationale: Taking a page from the mighty Hariyama, having big time HP with decent defenses allows for EVs to be the key to defense. Going physical or special defense will be feasible and effective but going both with not be very wise. Going full special defense + HP lets us survive 2 LO Draco Meteors or, with Leftovers (almost not needed), 2 Outrages from MixMence.

Offensively, this spread can OHKO offensive Salamence with Ice Beam, no need for Rocks up and with the speed of Garchomp, that is indeed threatening provided CAP10 can switch in safely. This might lead to trouble against Latias as special attacks are not nearly as effective. Using moves like Megahorn can provide clean 2HKOs against Defensive Calm Mind variants but that might be a big stretch and still isn't a solid counter. That being said, since Latias does resist both STAB and lacks a 4x weakness, I don't think we can hope to control her the way we can with Salamence, especially as this spread does not outspeed Latias. Note that this was all without LO, keeping with the bulky idea.


I'd like to do more calcs but I basically used my break time from homework to do with and I am very slow at getting the calcs nice and neat.
 
Made some alteration to my earlier spread due to the new limits. Still trying to make my submission as distinct as humanly possible when compared to the other submissions.

HP: 96
Atk: 82
Def: 103
SpA: 81
SpD: 105
Spe: 112
Total: 579

PS: 149 (Good)
PT: 174 (Very Good)
SS: 149 (Good)
ST: 174 (Very Good)
O/D B: -4.38 (Biased towards Defense)
P/S B: 0.0 (Slightly biased towards Physical)
OR: 362 (Excellent)

96/103/105 HP, Defense, and Special Defense:

Most people went with a high HP/Low Defense way of handling threats. Being in need of making myself different towards everyone I decided to go in a different approach. 96/103/105 seem like a weird bunch of numbers to you, but with the right EV investment and nature it can make CAP10 pretty study. It manages to not be OHKO'd instantly by incoming Earthquakes, Draco Meteors, or other high powered moves, but only if you EV trained it right.

83/82 [Special] Attack: CAP10 was designed to be used as a counter towards specific threats only and for that it needed an offensive prowess to suit it's needs perfectly. 83/82 in [Special] Attacks provides it with enough attack to scare and/or defeat specific threats all while being low enough that it couldn't become a sweeper without an +2 set-up move.

112 Speed: I felt it was important to have high speed in order to counter certain threat. With 252 Evs and +nature, it would outrun everything with 110 base speed and under. This is crucial when wanting to beat threats like Gengar, Mence, Dos, and a few other dangerous creatures.

I really liked the way Hydrolphin displayed is Offensive calculation via using custom made spreads for individual threats, so I hope he doesn't mind if I borrow that logic for mine spread(s).

Salamence

New Mixmence
EVs: 252 HP / 96 Def / 160 Spe-Timid, Leftovers

Earthquake vs. CAP10: 54.5% - 64.6%
Outrage vs. CAP10: 49.2% - 58.3%
Draco Meteor vs. CAP10: 63.6% - 75%

hydrolphin said:
So as you can see, this set can come in on Salamence, outspeed and always OHKO with Ice Beam. Stealth Rock isn't needed, because Life Orb recoil will put Mence in range.
-------

DDMence
EVs: 252 HP / 96 Def / 160 Spe-Timid, Choice Scarf

Earthquake vs. CAP10: 64.1% - 75.8%
+1 Earthquake vs CAP10: 97% - 114.1%
Outrage vs CAP10: 57.8% - 68.2%
+1 Outrage vs CAP10: 86.6% - 102.3%

Same deal as the above scenario, but not as effective due to being a Choice user now. Still get's the job done though.

CAP10 Ice Beam vs Either Salamence sets: 93.1% - 110%

Gyarados

DDGyarados
EVs: 248 HP / 252 Def / 8 Spe-Bold, Shuca Berry/Leftovers

Waterfall vs. CAP10: 15.9% - 19%
+1 Waterfall vs. CAP10: 24.3% - 28.9%
Earthquake vs. CAP10: 54.2% - 64.3%
Shuca-ed EQ vs. CAP10: 27.1% - 32.2%
+1 Earthquake vs. CAP10: 80.5% - 95.2%
Shuca-ed EQ vs. CAP10: 40.3% - 47.6%

CAP Thunderbolt vs Gyarados: 102.7% - 123.3%

Gyarados is pretty powerful, and if it gets +1, then you're most likely screwed....unless you use Shuca Berry. While Gyarados don't always carry EQ (depending on what moveset it's using) with CAP10 in the mix, it probably start using it more often which is why Shuca Berry would probably be more beneficial to you than Leftovers. You can come in on a +1 Waterfall, take a hit from either Waterfall or EQ, and OHKO back. If you come in on the DD, you will be left with about half you health. If they have no DDs up you outspeed and always OHKO. So with Shuca Berry, CAP10 becomes a great Gyarados check.

Latias

Offensive Calm Mind Latias
EVs: 48 HP / 252 Atk / 208 SpD-Adamant, Life Orb

Dragon Pulse vs. CAP10: 29.9% - 35.7%
+1 Dragon Pulse vs. CAP10: 45.2% - 53.3%
Grass Knot (80 BP) vs. CAP10: 35.9% - 42.3%
+1 Grass Knot (80 BP) vs. CAP10: 53.3% - 63.2%

CAP10 Avalanche vs. CM Latias: 98.7% - 116.6%

What a surprise, an EV spread that doesn't focus on trying to outrun the threat it's switching into it. Well as you can see this spread does a pretty good job of countering Latias. She can't KO before you can KO her and if she switches out then you still win. It's a near win/win situation for you.

Infernape

Nasty Plot MixApe
EVs: 208 HP / 136 SpA / 164 Spe-Timid, Leftovers

Close Combat vs CAP10: 47% - 55.6%
Fire Blast vs CAP10: 27.3% - 31.9%
+2 Fire Blast vs CAP 10: 54% - 63.9%
Grass Knot (BP 80) vs CAP10: 48.3% - 57.1%
+2 Grass Knot (BP 80) vs CAP10: 96.6% - 113.8%

CAP10 Surf vs. MixApe: 101% - 119.5%

The spread given does a great job dispatching Infernape with relatively ease. While the idea of taking a +2 Grass Knot is threating, it's highly unlikely you would ever be hit by one. First off because you're faster than Infernape, if he decides to use Nasty Plot as you're switching in he's screwed. Now if he decides to attack you as you're coming in you wouldn't have to worry about any +2 Grass Knot.

Metagross

Agiligross
EVs: 76 HP / 248 Def / 184 SpA-Bold, Leftovers

Earthquake vs CAP10: 64.2% - 75.6%
Meteor Mash vs CAP10: 11.9% - 13.9%

CAP10 Earth Power vs Agiligross: 44.4% - 52.9%
CAP10 Fire Blast vs Agiligross: 59% - 69.9%

With the Ev spread presented to us, it would allow CAP10 to always 2HKO standard Metagross with Earth Power or Fire Blast as long as Metagross hits you once with Life Orb. Personally I would use Fire Blast over Earth Power as it has a greater chance of 2HKOing Gross.

Lucario

SDLuke
EVs: 8 HP / 252 Def / 168 SpA / 80 Spe-Modest, Life Orb

Close Combat vs CAP10: 57.6% - 68.1%
+2 Extremespeed vs CAP10: 51% - 60.3%
Extremespeed vs CAP10: 25.7% - 30.4%

CAP10 Earth Power vs SDLuke: 89.7% - 106%
CAP10 Flamethrower vs SDLuke: 94.7% - 111.7%
CAP10 Fire Blast vs SDLuke: 119.6% - 140.9%

SDLuke will probably still be a pain in the ass to counter, but the spread above manages to do it with some success. If you come in on CC, while it doesn't flat out kills you they have a good chance the incoming Extremespeed will. Now if you come in on an Sword Dance then Lucario is as good as dead. +0 Extremespeed doesn't have the power to KO you all the while you out speed it and potentially KO it with one of your super effective moves. I like to mind everyone that the Evs presented above assume Luke is Adamant in nature, if it's Jolly then you would probably be using this: 8 HP/ 252 Def / 60 SpA / 188 Spe.

Heatran

Life Orb Heatran
EVs: 252 HP / 180 SpA / 76 Spe-Calm, Life Orb

Fire Blast vs CAP10: 28% - 33.1%
Flash Fire'd FB vs CAP10: 41.7% - 49.2%
Earth Power vs CAP10: 56.1% - 66.2%

CAP10 Earth Power vs Heatran: 102.8% - 121.4%
CAP10 Surf vs Heatran: 81.7% - 96.6%
CAP10 Hydro Pump vs Heatran: 102.2% - 120.7%


-----

Choice Scarf Heatran
EVs: 252 HP / 180 SpA / 76 Spe-Modest, Choice Scarf

Fire Blast vs CAP10: 23.7% - 28%
Flash Fire'd Fire Blast vs CAP10: 35.6% - 41.9%
Earth Power vs CAP10: 48% - 56.6%
Dragon Pulse vs CAP10: 24% - 28.3%

CAP10 Earth Power vs Heatran: 96.6% - 113.9%
CAP10 Surf vs Heatran: 76.2% - 89.8%
CAP10 Hydro Pump vs Heatran: 86.1% - 102.2%

As you can see in both set, You survive almost anything Heatran could throw at you. Hydro Pump and/or Earth Power are your best weapons against Heatran and since you're obviously faster than him, it shouldn't be a problem eliminating the creature. Shuca Berry could be helpful when battling against it, so don't forget about that.

Gengar

Standard Gengar
EVs: 48 HP / 252 Atk / 208 SpD-Adamant, Life Orb/Choice Band

Energy Ball vs CAP10: 52.2% - 61.4%
Shadow Ball/Focus Blast vs CAP10: 39.1% - 46.1%
Explosion vs CAP10: 83.2% - 98%

CAP10 LOPursuit vs Gengar: 52.1% - 62.1%
CAP10 CBPursuit vs Gengar: 60.5% - 72%
CAP10 Fleeing LOPursuit/Sucker Punch vs Gengar: 105% - 124.1%
CAP10 Fleeing CBPursuit/Sucker Punch vs Gengar: 121.1% - 143.3%
CAP10 LOPayback vs Gengar: 131% - 154.8%
CAP10 CBPayback vs Gengar: 151.7% - 178.5%
CAP10 LOVolt Tackle vs Gengar: 118.4% - 139.5%
CAP10 CBVolt Tackle vs Gengar: 136.8% - 160.9%

I will say this...Gengar will and can be a pain in the ass to counter/check, but this set of stats manages to find a way to beat it. Other than the possible Energy Ball or Explosion, Standard Gengar has no real way of stopping CAP10 from destroying him. Pursuit & Sucker Punch will give Gengar hell, but it will require some keen prediction skills on your part.
 
HP:60
ATK:65
DEF:120
SP.A:105
SP.D:130
SPE:75
BST:555

With these stats it can wall with great defenses and probably set up some moves. With it's SP.A so high it can run a nice bolt-beam set. Don't get me wrong, speed would be good on it. But with higher speed, it would be too good. 600 BST is too strong, thats where many legendaries and all psedo legendaries (non-legendary 600 BST pokemon- Dragonite Tyranitar Salamence Metagross Garchomp) are.
 
I wanted to have decent defenses along with a solid HP stat to allow CAP10 to be sufficient at walling. From there, I just built up to reach CAP10's max potential in offensive capabilities based off of the restrictions. This is what I came up with as a preliminary result:

HP: 96
Attack: 101
Defense:
103
Special Attack: 99
Special Defense: 105
Speed: 85

Physical Sweepiness:
149 (Good)
Physical Tankiness: 174 (Very Good)
Special Sweepiness: 148 (Good)
Special Tankiness: 174 (Very Good)
Offensive/Defensive Balance: -4.34 (Slightly Defensive)
Physical/Special Balance: 0.14 (Slightly Physical)
Overall Rating: 361 (Excellent)
Base Stat Total: 589

I honestly feel that a large amount of speed isn't needed to make a good utility counter, but enough to get the jump on some Pokemon is nice. This defensive spread reaches its maximum potential in terms of Physical/Special Tankiness, and is surprisingly the same as GT's (didn't mean to copy =/ ) The offensive stats are enough to scare away Pokemon thanks to its decent Attack and Special Attack, and it still stays within the "Good" Range of Sweepiness. Overall, I like this stat spread quite a lot, and am open to suggestions, but I feel that this is CAP10 at its maximum potential in terms of mixed walling and offensive capability with the given restrictions.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Final Submission:

151/84/73/83/74/105. BST: 570

Physical Sweepiness: 149 (Rank 5, Good)
Physical Tankiness: 174 (Rank 6, Very Good)
Special Sweepiness: 149 (Rank 5, Good)
Special Tankiness: 174 (Rank 6, Very Good)
ODB: -4.34 Slight Bias to Defense
PSB: 0.14 Slight Bias to Physical
Overall Rating: 361 (Rank 7: Excellent)

HP:
High HP maximizes the effect of EV's spent on one of the defenses. This is especially vital for Utility Counter because its defensive prowess is now directly linked to defensive investment. The simple truth is that there is no way to increase a Pokemon's HP by 10%, so the best way to encourage and optimize wise EV investment is by having High HP and lowish defenses. Blissey is the extreme example that illustrates this perfectly. EVs and Nature together will never let you raise a Pokemon's stat by more than 70 + [Original Stat/10] points. Therefore the lower the initial stat the higher your defensive prowess goes up by adding those points. Blissey's Defensive ability more than doubles with 252 Defense EVs and Nature, Shuckle's is barely touched.

Speed:

Speed may be factored into Sweepiness stats but it is crucial here for defensive purposes. Consistently outspeeding Base 100 Pokemon without a speed nature allows it to run a positive Def/SpD boosting nature (or Atk/SA). Thus CAP10 would only have to face one attack each time it switches in rather than two if it were slower. Additionally it will receive 10% less damage than if it needed a speed boosting nature to avoid a second attack. Since many of OU's Top threats are unwallable through any reasonable means, avoiding a second attack is your best chance for reliably countering them. Fidgit used this trait (and indeed, same Base Speed) with Encore to excellent effect. Essentially I want to optimize the perceived threat level. The actual level of threat depends entirely on the spread and the set. 105 Speed accomplishes this by turning Speed into a viable defensive mechanism.

Attack and Special Attack: These values are the maximum allowed for a Rank 5 Sweepiness stat. They will require some investment in order to net KO's, but a diverse movepool will allow CAP10 to thrive with lesser stats. When I worked out the calculations combined with Speed I found them sufficient. Any more speed looked like it would undermine capacity to threaten, and any less would remove the advantages 105 Speed brings with it.

With no investment, Ice Beam deals 94-111% to Naive DDMence. 40 EV's guarantees a OHKO. CAP10 could run a set with 12 HP / 252 Def/28 SA/216 Spe and Timid, with Leftovers. The Nature of Mence doesn't really matter as DDMence is going to eat 10% of it's health if it attacks you after DD.

Final Stats (assume neutral nature):

446 HP / 204 Atk / 245 Def / 209 SpA / 184 Def / 300 Spe.

Code:
[B][U]Offensive Calculations[/U][/B]

Offense Multiply damage by: 
0.9 for Negative Nature
1.1 for Positive Nature
1.3 for Life Orb
1.5 For Choice Item (physical attacks)

When calculating boosts:

+Nature: 91% = OHKO, 50% = 2HKO
+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO

[B]Waterfall:[/B]

371 HP / 297 Def (w Solid Rock) RP Rhyperior:
48-58% Reliable 2HKO

381 HP / 256 Def CBTar:
36-43%

385 HP / 248 Def Restalk Tran:
37-44%

323 HP / 248 Def Scarftran:
44-52% 2HKO with SR

420 HP / 345 Def Hippowdon:
24-29%

354 HP / 325 Def Defensive Gliscor:
31-37%

401 HP / 297 Def Restalk Swampert:
15-18%

[B]Surf:[/B]

371 HP / 146 SpD (Solid Rock) RP Rhyperior:
118-140% OHKO (80-94% in SS).

381 HP / 236 SpD CBTar (in SS):
32-38% 3HKO

385 HP / 299 SpD Restalk Tran:
37-44% 3HKO

323 HP / 224 SpD Scarftran:
59-70% 2HKO.

420 HP / 202 SpD Standard Hippowdon:
51-60% reliable 2HKO

354 HP / 186 SpD Defensive Gliscor:
65-77% 2HKO

401 HP / 216 SpD Restalk Swampert:
25-30%

281 HP / 194 SpD Steel Killer Magnezone:
38-46%

[B]Thunderbolt:[/B]

331 HP / 236 SpD Offensive DDGyarados:
110-130% OHKO

295 HP / 206 SpD Spinner Starmie:
70-83% 2HKO

315 HP / 238 SpD Agility Emploleon:
57-68% 2HKO

448 HP / 226 SpD Wish Vaporeon:
42-50%

364 HP / 341 SpD Toxic Spiker Tentacruel:
34-41%

334 HP / 176 SpD Spiker Skarmory:
72-86% 2HKO 

401 HP / 255 SpD Wish Support Jirachi:
21-25%.

331 HP / 176 SpD DDMence:
36-43%

[B]Earthquake:[/B]

364 HP / 299 Def CB Metagross:
27-32%

404 HP / 236 Def SubCM Jirachi:
30-36%

382 HP / 256 Def CB Tyranitar:
29-35%

282 HP / 176 Def Standard Lucario:
59-70% 2HKO

364 HP / 196 Def Toxic Spiker Tentacruel
41-48%

385 HP / 248 Def Restalk Heatran:
62-73% 2HKO

401 HP / 303 Def Wish Support Jirachi:
25-29%

281 HP / 266 Def Steel Killer Magnezone:
80-94% 2HKO

[B]Superpower:[/B]

381 HP / 256 Def CBTar:
72-86% 2HKO

281 HP / 177 Def Standard Lucario:
71-84% 2HKO

281 HP / 266 Def Steel Killer Magnezone:
48-56%

[B]Ice Beam:[/B]

331/196 SpD Standard Salamence
98-116% 87% OHKO

420 HP / 202 SpD Standard Hippowdon:
34-40%

343/186 SpD Defensive Gliscor
89-106% OHKO with SR.

383 HP / 216 SpD Physically Defensive Zapdos
35-41% Shaky 2HKO with SR.

322 / 216 SpD Offensive Zapdos:
41-49% 2HKO with SR.

404 HP / 236 SpD Defensive Celebi:
30-35%

302 HP / 296 SpD Offensive CM Latias:
32-38%

[B]Flamethrower:[/B]

329 HP / 216 SpD Standard Agiligross
40-47% 2HKO after SR and LO damage.

343 HP / 196 SpD Standard Scizor:
85.1% - 101.5%  80% OHKO with SR.

354 / 156 SDef Standard Forretress
102-122% OHKO

282 HP / 176 SpD Standard Lucario
57-68% 2HKO

334 HP / 176 SDef Standard Skarmory
47 – 55% 2HKO with SR.

338 HP / 320 SDef Standard Bronzong
26-31% 4HKO

281 HP / 194 SpD Steel Killer Magnezone:
52-61% 2HKO
Code:
[B][U]Defensive Calculations:[/U][/B]

Defense Multiply damage by:
0.9 for positive Nature on CAP10
0.9 for opponent Neutral Nature
1.3 for Life Orb
1.5 for Choice Item

When calculating boosts:

+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO
[B]
405 Atk: Adamant Metagross/Salamence/Tyranitar (approx.)[/B]
[Assume STAB if matches Steel/Psychic/Dragon/Rock/Dark]
Outrage: 47-56% 2HKO with SR
Meteor Mash: 10-12%
Stone Edge: 40-47%
Dragon Claw: 32-38% 
Crunch: 32-38%
Zen Headbutt: 32-38%
Explosion: 132-165% OHKO
Superpower: 31-38% 
Earthquake: 53-62% 2HKO
Aqua Tail: 11-14%
Ice Punch: 10-12%

[B]394 Atk: Adamant Scizor/Breloom/Machamp/Mamoswine[/B]
[STAB where indicated]
Focus Punch: 58-68% [STAB] (2HKO).
Close Combat/Superpower: 46-55% [STAB] (2HKO)
Dynamicpunch: 73-86% [STAB]  2HKO
Earthquake: 78-91% [STAB] 2HKO
X-Scissor: 31-37% [STAB]
Seed Bomb: 62-73% [STAB] 2HKO
U-turn: 27-32% [STAB] 
Bullet Punch: 6-7% [Tech] [STAB]
Ice Shard: 7-10% [STAB]
Superpower: 31-37%
Earthquake: 52-61% 
Stone Edge: 26-30%
Ice Punch: 9-11%
Pursuit: 15-18% [Tech], 20-24% (fleeing)
[B]
383 Atk: Adamant Gyarados/Heracross/Azelf/Honchkrow/Electivire (approx.)[/B]
[STAB where indicated]
Close Combat: 45-53% [STAB] 2HKO with SR
Megahorn: 45-53% [STAB] 2HKO with SR
Bounce: 17-20% [STAB] 
Drill Peck: 15-18% [STAB]
Sucker Punch: 30-35% [STAB]
Zen Headbutt: 30-35% [STAB]
Waterfall: 15-18% [STAB]
Brick Break: 28-33% [STAB]
Thunderpunch: 28-33% [STAB]
Night Slash: 26-31% [STAB]
Pursuit: 15-18% [STAB], 30-35% (fleeing)
Explosion: 125-147% OHKO
Superpower: 30-35% 
Cross Chop: 25-30%
Earthquake: 50-59% 2HKO with SR
Stone Edge: 25-30%
Brick Break: 19-22%
Ice Punch: 10-11%

[B]328 Atk: Adamant Flygon/Jirachi[/B]
[Assume STAB on Dragon/Ground/Steel/Psychic]
Outrage: 38-45%
Earthquake: 64-77% 2HKO
Dragon Claw: 25-30%
Iron Head: 6-7%
Zen Headbutt: 25-30%
U-turn: 15-18%
Ice Punch: 8-9%

When calculating boosts:

+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate:  84%+ = OHKO , 45%+ = 2HKO

[B]394 SpA: Modest Heatran/Gengar/Magnezone[/B]
[Assume STAB where indicated]
Fire Blast: 31-36% [STAB]
Flamethrower: 24-29% [STAB]
Thunderbolt: 49-57% [STAB] 2HKO with SR
Sludge Bomb: 46-54% [STAB] 2HKO with SR 
Shadow Ball: 41-48% [STAB]
Flash Cannon: 10-12% [STAB]
Lave Plume: 20-24% [STAB]
Thunderbolt: 32-38%
Dragon Pulse: 30-36%
Earth Power: 61-73% 2HKO
Energy Ball: 55-65% 2HKO
Hidden Power NVE: 11-14%
Hidden Power Neutral: 24-28%
Hidden Power SE: 47-57% 2HKO with SR

[B]383 SpA: Modest Zapdos/Azelf[/B]
[Assume STAB on Electric/Psychic]
Thunderbolt: 47-56% 2HKO with SR
Psychic: 45-53%
Heat Wave: 16-20%
Flamethrower: 15-19%
Hidden Power NVE: 11-14%
Hidden Power Neutral: 23-28%
Hidden Power SE: 47-55% 
[B]
350 SpA: Modest Salamence/Latias/Jolteon[/B]
[Assume STAB on Dragon/Psychic/Electric]
Draco Meteor: 64-75%
Thunderbolt: 43-51%
Dragon Pulse: 41-48%
Psychic: 41-48%
Fire Blast: 18-21%
Hydro Pump: 18-21%
Surf: 14-17%
Shadow Ball: 24-29%
Hidden Power NVE: 10-13%
Hidden Power Neutral: 21-25%
Hidden Power SE: 43-50%

[B]339 SpA: Modest Rotom-A/Infernape (approx.)[/B]
[STAB where indicated]
Overheat: 30-36% [STAB]
Fire Blast: 26-31% [STAB]
Focus Blast: 53-62% [STAB] 2HKO
Flamethrower: 21-25% [STAB]
Vacuum Wave: 17-21% [STAB]
Thunderbolt: 42-50% [STAB]
Shadow Ball: 35-42% [STAB]
Overheat: 20-24%
Leaf Storm: 83-97% OHKO with SR.
Blizzard: 17-21%
Hydro Pump: 17-21%
Air Slash: 11-13%
Hidden Power NVE: 10-12%
Hidden Power Neutral: 20-24%
Hidden Power SE: 41-49% 
[B]
328 SpA Modest: Celebi/Starmie/Jirachi/Dragonite[/B]
[Assume STAB on Grass/Water/Psychic/Steel/Dragon]
Leaf Storm: 120-142% OHKO
Draco Meteor: 60-71% 2HKO
Hydro Pump: 25-30%
Fire Blast: 17-20%
Surf: 20-24%
Psychic: 38-45%
Dragon Pulse: 38-45%
Energy Ball: 68-81% 2HKO
Flash Cannon: 8-10%
Flamethrower: 13-16%
Ice Beam: 13-16%
Thunderbolt: 27-32%
Analysis: This spread is primarily concerned with countering Salamence by outspeeding it, surviving its Outrage if necessary, and threatening a KO with Ice Beam. To do this requires a large investment in defense EVs, so this spread is remarkably good at taking physical attacks generally. However, because it needs to outspeed Salamence it's offensive prowess is very suspect. It can take out Mence, Flamethrower offers decent coverage on Steel types, and Thunderbolt can cover Gyarados. Since these three are the most effective moves on the set, the 4th move will probably be a supporting move, maybe Toxic, maybe Recovery. It could also put Surf in there and have the coverage of Fire/Water/Ice/Electric.

It's weaknesses particularly in regard to special attacks are very noticable, and it has extreme difficulty dealing with several bulky defensive pokemon like Celebi and Swampert. Even Physically Defensive Zapdos could offer a potential problem. Mixed attacking is pretty much out of the question with this set, so Blissey also walls it handily.



+1 LO Naive Mence Outrage: 84-2-99.1%. Earthquake: 85-100%
Meaning that if you created a CAP10 to Counter Salamence, it would be able to come in on any of its moves and either force it out or take an Outrage, or have a high probability of surviving Earthquake (it needs to hit 443 when the range is 378-446). Now the interesting part is that we have no investment in SpD. Here is what LO Draco Meteor does: 63-74%. So while we have not and cannot wall Salamence, we can switch in to any of its attacks and, barring a critical hit, force it out by threatening a OHKO.

Now you might ask what this spread is weak to? Well, it can't break Defensive Zapdos. Even Physically Defensive Zapdos only takes 35-42% from Ice Beam, so even though you outspeed it, it can still Roost and easily Pressure Stall you out. Offensive Zapdos would avoid the 2HKO were it not for Life Orb recoil, as another example. As far as the damage Zapdos is dealing, Thunderbolt from Physically Defensive Zapdos deals 36-42%. LO Zapdos clean 2HKO's with Thunderbolt, so it can't come in on you, but you can't really switch into it.

What about Tyranitar? CBTar deals 79-94% with Earthquake to this spread. What does Superpower do to TTar? 65-76%. The Defense Drop ensures Earthquake will proceed to OHKO CAP10, you also risk a potential KO from Sandstorm damage, especially if SR is down. If you used Life Orb you would be susceptible to the above Mence's Outrage and perish via recoil, Zapdos would more easily dispatch you, and you'd still need SR or to divert from Defense to manage a solid KO.

This is merely a scenario example of one specific set that could be tailored to ostensibly counter these three threats. It can certainly damage each of them in turn, and it fares fairly well against them, but the only one it really hard counters is Salamence, who can't KO it with any of it's moves, is slower if it begins with Outrage, and even with the +1 cannot guarantee a KO without hazards. I'll have more advanced Calcs later, this is a draft.


EDIT NOTE: While this spread is very similar to Vaz's, Vaz was posted before the original closing of the topic. His is also is slightly over the allowed parameters, so before you claim "copycat," do know I spent a goodly amount of time calibrating this to fit the restrictions.
 
Tweaking my original stat spread, I have come up with one that I actually enjoy a tad more than my original:

HP: 112
ATK:80
DEF:90
SPA:80
SPD:90
SPE:103
BST: 555
PS: 5 Good
PT: 6 Very Good
SS: 5 Good
ST: 6 Very Good
O/D Balance: Slightly Defensive
P/S Balance: Slightly Physical
Over-all Rank: 6, Very Good

I still support my original idea of having higher HP than the two defenses. I've stated why already but in a nut shell, it keeps the CAP from being able to wall both ends of the spectrum extremely well without proper EV placement.

I chose not to have 105 base speed. It honestly doesn't make too much of a difference. the next benchmark for this particular CAP is 108/109 but I'm not sure if I would want this cap to tie or even outspeed Infernape on a regular basis, more input would be nice on that particular supject. I still stand behind my decision for 110>CAP>100. Being able to outrun base 100's is just another way to narrow the broadness. It it always outspeeds base 100, then it's effectly a check all the time, which isn't what this CAP is suppose to do.

112 HP is little more than Gastrodon's. Which is 363-426. This puts the CAP above 300 all the time. It'll always be able to withstand 4 Siesmic tosses and can, if it wants to have 101 subs.

110/90/90 makes this pokemon 10 points bulkier than Swampert. Meaning it'll be able to withstand an Salamence's Outrage with proper EV investments as well as Draco Meteor with EV investments. But not both very effectly. Thus, it is a bulky water type (I know, I know, very original, but this is what was decided), but it's actually better offensively than Swampert. Due to it's higher speed, It's actually capable of revenge killing.

80/80/103 makes this CAP like Froslass offensively. High speed, decent Attack/S.Attack. You rarely see Froslass attack. But when it does, it always aims for either a Super Effective hit or STAB. I agree with many others that this CAP should rely on STAB/SE hits to do the bulk of it's damage, instead of relying on raw force.

This also gives the CAP the option to run attacks such as Swords Dance, Nasty Plot, Dragon Dance, Bulk Up, Calm Mind. While it's viable. It's not the best at any of those. It prefers Revoery moves due to it's high HP stat and moves such as Swords Dance and Nasty Plot to raise it's "ok" offensive stats. Since it's literally impossible to Raise both Attack and S.Attack in one turn, This CAP's mixed potential is limited. But it is possible. So, It can be a Wall breaker, but it sacrifices something in the process, usually the ability to outspeed and outmatch Mence, Gyarados etc.

I do not like Tawp's for a single reason. With a single speed boost of some kind, it becomes a very effective special sweeper, expecially with it's great STAB combo. We may not give it a speed increasing move, but that can be worked around with abilities such as Baton pass or Trick room. This isn't limited to Tawp's, I didn't mean to single him out but he responded last so :P. I simply do not like low speed/high attack, Special attack. It's too easy to work around. Other stat spreads such as that don't allow much creativity on the user's part. It's like a giant sign that says "Use me with baton passing Ninjask" or "Use me with Scarf for awesome sweeping power".

The reason my spread is different because you can sue any of the "choice" items. And by doing so, you have limited yourself in the otehr 2 catagories. Heres the general idea of choice use for my spread:

Choice Band: High attack, enough speed to handle nonscarf, nonDD base 100's. Not bad, but you sacrifice your myriad of moves (Water, Electric, possibly Ice + Hidden power X?) for raw power in a single move that'll probably punch blissey in the face harder than you're going to be able to punch anything with intimidate or high Defense. It all depends on what move you pick. Electric move opens up grounds to come in on you. Water screams Vaporeon, Dragons. Ice is safest but what are you using? Ice Punch with no STAB? It's all a trade off, it's all what this CAP is suppose to do.

Choice Specs: Same as above, but you're still going to be walled by Blissey with only base 80 Special attack to work with. Run away from the blob!

Choice Scarf: Allows a mixed set that doesn't have massive power, but atleast you can work your way around Blissey. Also, you -always- outspeed Base 100's as long as you have a +Nature for speed! Now you can laugh at Salamence, Gyarados, Celebi and anything that would normal outrun you and have a chance to kncok you out.
--

Besides Choice items, If you do run a more defensive spread, higher HP allows more recovery from Leftovers and recovery moves. Which is what this set would have to rely upon to utilize it's defenses. It would be similar to a Wallrein or other pokemon that use substitute and protect. Even if the CAP was stuck with Rest, It would still be a very good alternative. This stat spread can be a psuedo Crocune. Rest/Sleep Talk/Attack X/Attack Y (Or stat-up).

So, I can honestly say that this Stat Spread can do a little bit of everything. Effectly being able to counter threats like Salamence with a higher speed stat and just enough offensive power to OHKO with Ice Beam if necessary. It can be a bulky water pokemon like Swampert and come in on neutral attacks (Not from Salamence) to soak them up and proceed to Stall them out via Rest.

I'd like some Feedback on my newer spread. Please and Thank You for reading my TL:DR post.
 
A slightly more modest stat spread:

115 HP
90 Attack
90 Defence
94 Special Attack
90 Special Defence
90 Speed

Physical Sweepiness: 141 (Good)
Physical Tankiness: 173 (Very Good)
Special Sweepiness: 149 (Good)
Special Tankiness: 170 (Very Good)
Offensive/Defensive Balance: -4.12 (Slightly Defensive)
Physical/Special Balance: -0.78 (Slightly Special)
Overall Rating: 353 (Excellent)
Base Stat Total: 569

Since this pokemon is only countering specific threats I don't think It needs a mountainous BST. 90 speed is a nice number, as even without investment It will be outrunning many common OU threats, such as Tyranitar, Metagross, Heatran, Scizor etc. A large HP and equal defensive stats allow for specific EV investment that can be tailored to counter/check a certain threat. A similar reason for the equal attacking stats, as they can be easily bolstered to combat the threats weaker defensive side of the spectrum. As well as easily getting the OHKO's on various 4x weak pokemon already mentioned in this thread without making it too powerful/broken.

To expand on speed, I believe that It shouldn't be too high in fear of creating a stand-alone sweeper. 90 base speed with a beneficial nature, a choice scarf and NO EVs, my CAP10 will be sitting at 356 speed. A number which outspeeds Timid 252 Speed Latias, Gengar, Neutral 0 EV Ninjask and Timid 216Speed Starmie and still with this Timid nature and with 92 Speed EVs, we can outspeed an 252 Speed Adamant Gyarados after a Dragon Dance.

I think a choice scarf is a necessary tool this cap must wield. Let's look at the concept:
his Pokemon is capable of being customized to counter virtually any specific Pokemon, but is incapable of countering a large number of Pokemon at the same time.
With a choice scarf this pokemon is able to counter a specific pokemon, without being given preposterous speed so that it turns into a sweeper. It is able to outspeed to chosen pokemon and either KO them or force them out.



Now I don't see why people are using EV spreads in their calculations. I have chosen to forgo using an EV spread. Why? There is no standardised EV spread, all these calculations cannot be compared without meticulous calculations. And I thought the concept was versatile counter, so the EVs should be tailored to beat that specific threat, it's never going to run 252DEF/252SpD, those calcs show nothing. I have chosen to show the minimum my CAP10 spread will hit, and the maximum it will be hit for.


When assuming a neutral nature and lets remember; with absolutely no EVs the stats are:
371HP/216ATT/216/DEF/224/SpA/216SpD/216SPD

Offensive Calculations

Note that this is without any offensive item:

Offense Multiply damage by:
0.9 for Negative Nature
1.1 for Positive Nature
1.3 for Life Orb
1.5 For Choice Item (physical attacks)

When calculating boosts:

+Nature: 91% = OHKO, 50% = 2HKO
+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate: 84%+ = OHKO , 45%+ = 2HKO

(Big thanks to Deck Knight)

Thunderbolt:
334 HP / 239 SpD Specially Defensive Skarmory:
57.5% - 68.3% Easy 2HKO

370 HP / 236 SpD Bulky DDGyarados:
104.9% - 124.3% OHKO

331 HP / 236 SpD Offensive DDGyarados:
117.2% - 139% OHKO

295 HP / 206 SpD Spinner Starmie:
75.3% - 89.5% 2HKO (OHKO with minor prior damage)

315 HP / 238 SpD Sub Pataya Emploleon:
62.2% - 73.7% 2HKO

448 HP / 226 SpD Wish Vaporeon:
45.5% - 54%

364 HP / 341 SpD Toxic Spiker Tentacruel:
36.8% - 44.5%

334 HP / 176 SpD Spiker Skarmory:
77.8% - 92.2% Shaky OHKO with SR

401 HP / 255 SpD Wish Support Jirachi:
22.7% - 26.9%

394 HP / 196 Fatmence:
29.9% - 35%

374 HP/ 226 SpD Nasty Plot Togekiss
46.5% - 55.1%

343 HP/ 196 SpD CB Scizor:
34.4% - 40.5%

Waterfall:

No notable increases in comparison to Deck's Spread

385 HP / 248 Def Restalk Tran:
39.5% - 46.8% 2HKO with SR

323 HP / 248 Def Scarftran:
47.1% - 55.7% 2HKO with SR

420 HP / 345 Def Hippowdon:
26.2% - 31.4%

354 HP / 325 Def Defensive Gliscor:
32.8% - 39%

401 HP / 297 Def Restalk Swampert:
15.5% - 18.5%

371 HP / 297 Def (w Solid Rock) RP Rhyperior:
50.9% - 60.6% Reliable 2HKO

381 HP / 256 Def CBTar:
38.3% - 45.7%

Surf:


381 HP / 236 SpD CBTar (in SS):
34.6% - 40.9% 3HKO

420 HP / 202 SpD Standard Hippowdon:
64% - 76.1% Easy 2HKO

354 HP / 186 SpD Defensive Gliscor:
70.1% - 83.1% 2HKO

371 HP / 146 SpD (Solid Rock) RP Rhyperior:
84.9% - 100.3% in SS.

401 HP / 216 SpD Restalk Swampert:
26.4% - 31.4%

281 HP / 194 SpD Steel Killer Magnezone:
42% - 50.2% 2HKO

385 HP / 299 SpD Restalk Tran:
39.5% - 47.3% 3HKO

323 HP / 224 SpD Scarftran:
63.8% - 76.2% 2HKO.

Ice Beam:

331/196 SpD Standard Salamence
105.1% - 124.5% 100% OHKO

420 HP / 202 SpD Standard Hippowdon:
36.2% - 42.9%

343/186 SpD Defensive Gliscor
93.8% - 110.7% 100% OHKO with SR.

383 HP / 216 SpD Physically Defensive Zapdos
37.1% - 43.9% Shaky 2HKO with SR.

322 / 216 SpD Offensive Zapdos:
44.1% - 52.2% 2HKO with SR.

404 HP / 236 SpD Defensive Celebi:
38% - 45%

302 HP / 296 SpD Offensive CM Latias:
34.4% - 41.1%

302 HP / 196 SpD Flygon:
104.6% - 123.2% 100% OHKO


Defensive Calculations:

Defense Multiply damage by:
0.9 for positive Nature on CAP10
0.9 for opponent Neutral Nature
1.3 for Life Orb
1.5 for Choice Item

When calculating boosts:

+1/Choice Band/Specs: 67%+ = OHKO, 36%+ = 2HKO
Life Orb: 77% + = OHKO, 42%+ = 2HKO
Expert Belt/Type Plate: 84%+ = OHKO , 45%+ = 2HKO

Physical Defense:


Will be completed later. Takes physical attacks worse than Deck Knight's CAP10, but takes Special attacks better by approximately the same percentage.
 
stats spread 104/83/95/83/95/105 BST 565

PS: 147 Good.
PT: 171 Very good.
SS: 149 Good.
ST: 169 Very good.
Offense/Defense balance: -3.89
Physical/special balance: +0.14
Overall rating: 354 Excellent.

I believe people are focusing on giving him bulk, if this pokemon is supposed to be versatile we most have a large movepool, what i'm suggesting is boosting his attack stats so they're similar to defense and give him decent HP, why? screens if this pokemon abused something like reflect and was given decent evs in special defense, it pretty much could switch in/counter as easily as before. grass is an uncommon typing, and earth moves can be obliterated by magnet rise.

this is believed to counter pokemon, most people don't realize that countering pokemon can be done with tons of different ways, tanking them(which most people seem to believe this is going to be.) this pokemon is being created to be able to customize to any common threat, but not be able to counter many different pokemon. movepool i would believe to be essential, people believe he needs to focus on defense, but they realise they can counter with just different things. life orb sweepers can be crippled WOW doing close to 1/4 there life per turn. walls can be broken by SE or the underused move spite, which cuts pp of the last move used, this can quickly deteriorate healing moves such as softboiled/roost.

yes i believe this pokemon needs defence but it needs balanced offense, with this he can be used to take on mence/heatran/celebi/scizor/gyrados/ddtar. you may said he not supposed to counter all, but yet the basis is a customizable pokemon that can be used to counter any couple pokemon. with anything lower then 80 in both this pokemon not efficient for countering, yes it could use boosting moves and it's not supposed to sweep which i believe should be followed. But one would not choose this if it had 80 base stats when they can choose something with base 130 special or physical, so it would be semipointless too choose him as the main sweeper. a pokemon that can counter any pokemon is the NU octillery, with acess to water moves, fire, grass, physic, poison, ice and a few electric a dark move and some others. pretty much it can be designed to counter anything, can switch between physical and special with some status affliction moves. this pokemon i would think could be compared but with less attacking power but boosting up the defense and most definantly the speed. this is my modest opinion on the stats of this pokemon.

Yes i know i posted this is the style bias thread but i don't feel like rewriting it.
 
Here is the spread I'm working on:

85/79/96/82/113/110
BST: 560

PS: 141-Good
PT: 151-Very Good
SS: 149-Good
ST: 173-Very Good
ODB: -4.28-Slightly Biased towards Defense
PSB: -4.38-Slightly Biased towards Special
Overall: 341-Very Good

HP:

85 is not the greatest HP stat, but it is on par with Porygon2 and Crobat, two pokemon that function somewhat similarly to this CAP, especially P2. But my spread has higher defenses, making it able to take some more hits.

ATK:

I decided against putting too much attack on my spread. 79 balances out the BST at a nice even 560, and also allows CAP10 to always 2HKO Offensive CM Latias with Avalanche with only about 80 EVs. Other than that, I see no real reason to use physical attack, as Both stabs are stronger on the special side, as is Ice Beam, which will likely be a common move.

DEF:

96 Defense is not an elite Defense stat, but its better than Swampert and P2 who are often called bulky. It can take a single Mence Outrage with 252 evs in HP and proceed to outspeed and OHKO after SR. It can also survive a Gyarados EQ if it has signifigant investment (but it only needs 24 speed EVs to outspeed) and always OHKO after SR.

SpA:

The Special Attack is the highest possible in the perameters with 110 Speed. Its again at a similar level to Swampert(don't worry, this isn't Pert 2.0-Swampert is much slower and has superior typing). It doesn't need any investment to KO Gyarados and Salamence with the respective moves, provide SR is up.

SpD:

The main stat of interest for my spread. 109 is solid, the highest allowed within the perameters again. Its about where Rotom-A is, but with much better HP. This thing can switch in on a Mixmence Draco Meteor with rocks up and live to KO back, with only a small investment in either HP or SpD. Since you are supposed to be counter Mence most likely, you will have invested more in both stats, but it shows that, in a pinch, CAP10 with my spread could be a makeshift Mence check.

SPE:

110 is deadly fast for an OU pokemon, outspeeding 90.1%
of the metagame. Don't worry, without a great SpA stat, this thing wont be sweeping through the metagame. Its slower and less powerful than Starmie, so why would it? But it does help with stuff like Salamence and Gyarados, needing less investment inspeed to outspeed both. Because of this, You can invest in stats like the defenses to make it a better all around counter to them. But for something like Latias, where your best choice will (likely) be avalanche, you can ignore speed and bump up the defenses. This also lets CAP10 bump up its defenses



Some Calcs:

With all the following Damage Calcs, I've decided to "optimize" EVs to best deal with the threat, according to my spread. Before each pokemon, I will give you the EV spread/Nature I using. I did this because CAP10 will not have many generic spreads. If you are switching in on a pokemon with CAP10, you are likely built to beat that specific pokemon. Also, as we haven't chosen any abilities. Because certain abilities can drastically change the strategy behind a pokemon, I will offer multiple calcs-one for no ability affecting the damage, one for if CAP10 gets Intimidate (or Trace for Gyarados and Mence), and one if CAP10 gets Download (an ability that I think would be quite effective on CAP10). I don't want to poll jump, but these abilities will likely be considered, and this is really no different from assuming CAP10 will get certain moves. The final boost will be notified by -1, +1 or whatever. Yes this is the same combo used by Porygon2, but P2 lacks good physical attacks to abuse.

Also, best item will be in the set.

SALAMENCE

Salamence carries two very different, but very powerful sets, so seperate sets will be used.

New Mixmence
EVs: 252 HP/80 Def/176 Spe-Timid, Leftovers
This Spread allows CAP10 to always outspeed Salamence while being as bulky as possible.

Earthquake vs. CAP10: 63.1% - 74.3%
-1 Earthquake vs. CAP10: 41.7% - 49.2%
Outrage vs. CAP10: 56.4% - 66.6%
-1 Outrage vs. CAP10: 37.2% - 44.1%
Draco Meteor vs. CAP10: 62.8% - 74.1%

Ice Beam vs. Mixmence: 94.3% - 111.2%

So as you can see, this set can come in on Salamence, outspeed and always OHKO with Ice Beam. Stealth Rock isn't needed, because Life Orb recoil will put Mence in range.

DD Mence
EVs: 252 HP/80 Def/176 Spe Timid, Choice Scarf
DDMence is harder for my spread to beat. A scarf is need to outspeed, and if I really want to counter DDMence, I'm gonna need Intimidate/Trace.

Earthquake vs. CAP10: 73.3% - 86.6%
+1 Earthquake vs. CAP10: 109.1% - 128.9%
Outrage vs. CAP10: 65.8% - 77.3%
+1 Outrage vs. CAP10: 98.1% - 115.8%

Ice Beam vs. DDMence: 94.3% - 111.2%

So this is not quite as effective, but provided CAP10 gets Intimidate or Trace, it shouldn't be much of an issue.

DDGyarados
EVs: 232 HP/252 Def/24 Spe-Bold, Shuca Berry/Leftovers

Waterfall vs. CAP10: 18.2% - 21.4%
+1 Waterfall vs. CAP10: 27.1% - 32%
Earthquake vs. CAP10: 60.7% - 71.5%
Shuca-ed EQ vs. CAP10: 30.4% - 35.8%
+1 Earthquake vs. CAP10: 90.5% - 106.8%
Shuca-ed EQ vs. CAP10: 45.3% - 53.4%

Thunderbolt vs. Gyarados: 105.1% - 124.5%

So yeah... Gyarados is pretty powerful, and if it gets +1, then you are screwed-unless you use Shuca Berry. Gyarados doesn't always carry EQ, but with CAP10 in the mix, it probably will. Shuca Berry fixes the problem. You can come in on a +1 Waterfall, take a hit from either Waterfall or EQ, and OHKO back. If you come in on the DD, you will be left with about half you health. If they have no DDs up you outspeed and always OHKO. So with Shuca Berry, CAP10 becomes a great Gyarados check, with or without Trace/Intimidate.

LATIAS

Latias, like Salamence runs many different sets, but the most dangerous is the Offensive Calm Mind. However, because Download would change the spread you are using a lot, I will offer two spreads-one with Download, on without. Also, since Grass Knot's power is currently undecided, I will assume 80 BP.

No Download: 48 HP/252 Atk/208 SpD-Adamant, Life Orb
Download: 252 HP/4 SpA/252 SpD/-Hasty, Life Orb

These spreads are much more offensive, as noted by the LO. Download allows CAP10 to go mixed and force a speed tie hence the Hasty nature. You could go all physical, but TPunch and Waterfall are sucky options compared to Surf and Thunderbolt.

No Download
Dragon Pulse vs. CAP10: 30.7% - 36.2%
+1 Dragon Pulse vs. CAP10: 45.8% - 54.2%
Grass Knot (80 BP) vs. CAP10: 36.5% - 43.3%
+1 Grass Knot (80 BP) vs. CAP10: 54.5% - 64.4%

No Download Avalanche vs. CM Latias: 96.7% - 113.9%

Download
Dragon Pulse vs. CAP10: 25.7% - 30.5%
+1 Dragon Pulse vs. CAP10: 38.5% - 45.2%
Grass Knot (80 BP) vs. CAP10: 29.9% - 35.8%
+1 Grass Knot (80 BP) vs. CAP10: 45.5% - 53.5%

Download Avalanche vs. CM Latias: 100% - 117.9%

So with Download, CAP10 becomes a beautiful Latias counter. Latias can barely touch it, while Avalanche destroys Latias. And the best part-this set will be ineffective at countering the previous two pokemon, fitting the concept perfectly.

INFERNAPE

Infernape is essentially screwed against CAP10, but Download would allow CAP10 to invest in its defenses more

Download: 252 HP/72 Def/184 Spe-Timid, Leftovers
No Download: 208 HP/116 SpA/184 Spe-Timid, Leftovers

Download:

Close Combat vs CAP10: 47.6% - 56.1%
Fire Blast vs CAP10: 26.5% - 31.3%
+2 Fire Blast vs CAP10: 52.4% - 61.8%
Grass Knot (BP 80) vs CAP10: 47.1% - 55.6%
+2 Grass Knot (BP 80) vs CAP10: 93.6% - 110.2%

+1 Surf vs MixApe: 131.1% - 154.3%

No Download:

Close Combat vs CAP10: 52.3% - 62%
Fire Blast vs CAP10: 27.3% - 32.2%
+2 Fire Blast vs CAP 10: 54% - 63.6%
Grass Knot (BP 80) vs CAP10: 48.5% - 57.3%
+2 Grass Knot (BP 80) vs CAP10: 96.4% - 113.5%

Surf vs. MixApe: 100.3% - 118.8%

So provided you aren't switching in on a +2 GK (which I can't think of any situation you would be doing that...) both sets do a fine job at killing Infernape.

METAGROSS

Metagross runs many sets, but the scariest is the Agility set, as it is the one most likely to be sweeping. THe CB and Lead sets are easier to take care of with other pokemon.

EVs: 76 HP/248 Def/184 SpA-Bold, Leftovers

This spread allows CAP10 to always 2HKO standard Metagross with Earth Power as long as Metagross hits you once with Life Orb.THe rest are put into the defenses, which have been idealized. Speed is unneeded as you always outspeed a boostless Metagross, but are always slower than a +2 one without a Scarf. The following defensive calcs will be done twice, once normally and once with Intimidate.

Earthquake vs CAP10: 72.1% - 84.8%
-1 EQ vs CAP10: 47.9% - 57%
Meteor Mash vs CAP10: 13.3% - 15.8%
-1 Meteor Mash vs CAP10: 8.8% - 10.6%

Earth Power vs Agiligross: 45% - 53.5%

So, as you can see, with Lefties and Intimidate, CAP10 does a fine job at countering Agiligross. This is also true if he has no agility up yet and you come in on a Meteor Mash. But due to Metagross' immense power, defenses and speed after a Agility, it is very difficult to take down with one pokemon. I show you this example to display how difficult it is for CAP10 to actually counter everything, even with different sets.

LUCARIO

SD Luke is REALLY hard to get a good countering set with the limitations on stats, but its is possible.

EVs: 8 HP/252 Def/152 SpA/96 Spe-Modest, Life Orb

This spread is hoping that the SDLuke is Adamant, which is more common than Jolly, but not always seen. 96 Speed lets you outspeed CC, which is vital for this set.

Close Combat vs CAP10: 65% - 76.5%
+2 Extremespeed vs CAP10: 57.6% - 67.8%
Extremespeed vs CAP10: 28.9% - 34.1%

Earth Power vs SDLuke: 89.7% - 106% (Always an OHKO after SR and LO Recoil)

There are two very different situations here:
1. You come in on CC
2. You come in on SD

If you come in on CC, things are not too good... If they got a decent role, they have a good chance of killing you w/ Extremespeed. But if you come in on an SD, Luke is dead. Either it will try and hit you with an Extremespeed-which doesn't OHKO, or they will switch out, which means CAP10 will have most of its health and have done its job. So this set needs a little prediction to use, but what set doesn't?

The Latias set is terrible versus DDGyarados, but massacares Latias. My spread is perfect for this CAP without doing anything weird like 170 HP or 130 SpA. It is obviously very customizable to beat many threats in the metagame.
 
OK, here's my current stat spread.

HP :145
Atk:81
Def:71
SpA:81
SpD:72
Spe:115

BST:565

PS:147 Good
PT:165 Very Good
SS:149 Good
ST:164 Very Good

BSR: 348 Very Good


Speed: Speed was the first thing decided. 115 outspeeds Latias, meaning we only need to survive 1 DM from Specs Latias. Although any speed 111 or above would have worked, 115 has the added advantage of outspeeding all Mence and other base 100s without needing a +speed nature, and it is also a standard speed number.

Offenses: These are the highest possible while staying in Rank 5.

Defenses: There are 2 things this spread is designed to do

1) Switch into Modest Specs Latias and take the DM without any chance of KO after SR, and outspeed Latias even if it actually happens to be Timid.
2) Switch into Adamant Lucario and survive a potential CC+ES, while also outspeeding and OHKOing with Overheat should you switch into SD.

The stats were optimized for this while giving lowest possible BST, which ended up with 147/61/61, for a total of 547. Since I may as well go for 555 (the standard limit for Pokemon), I added 4 to both defenses. Lastly, to get the extra point with max investment, I took 2 out of HP and added 1 to each defense, giving 145/66/66. EDIT: Discovered my Latias calc accidentally included leftovers recovery. While I could redo the spread to stay under 555 BST (should I?), I think it's better to just bite the bullet and go 565 like Colossoil did. Defenses boosted by 5 each, and point transferred from Atk to SDef to make Latias's DM never OHKO after SR.

EDIT: Calcs were done for counter spreads for the top 10 OUs, as well as Lucario and Mamoswine, who I felt deserved special attention. Since this is a utility counter, each Pokemon had its spread tailor-made to countering it.

To see the Calculations, click below.

Scizor Spread: Bold 252Def/152HP/104SpA Move: Flamethrower/HP Fire

252+Atk +2 LO Tech Bug Bite: 373 - 439 (79.53% - 93.60%) 0% to OHKO after SR+Lefties
252+Atk Band U-Turn: 169 - 199 (36.03% - 42.43%) Never does more than 50% after SR+Lefties

HP Fire to 248/0: 232 - 276 (67.64% - 80.47%) 100% to 2HKO
Flamethrower to 248/0: 316 - 372 (92.13% - 108.45%) 100% to OHKO after SR, 46% to OHKO outright

Scizor will have trouble with CaP10 no matter what. The spread given lets it survive SD Scizor's strongest attack should you fail to OHKO or, for God knows what reason, switch into SDScizor after it gets +2. HP Fire will have some difficulty garnering OHKOs on more defensive Scizor without more SpA investment, but Flamethrower roasts them all easily.

Tyranitar Spread: Impish 252Def/176Hp/80Atk Move: Superpower

252+Atk Band Quake: 328 - 386 (69.05% - 81.26%) 0% to OHKO after SR+Sandstorm

Superpower to 160/0: 292 - 348 (76.64% - 91.34%) 21% to OHKO after SR

As long as CaP10 is vulnerable to Quake, Ttar is a risky switch. However, with just Filter to reduce the damage, CaP10 can avoid the KOs and pack enough Attack to guarantee Superpower's OHKO after SR.

Salamence Spread: Bold 248Def/252Spe/8SpD Move: Ice Beam

232 Atk +1 Outrage: 348 - 409 (80.74% - 94.90%) 7.7% to OHKO after SR+Lefties
232 Atk +1 Quake: 384 - 454 (89.10% - 105.34%) 67% to OHKO after SR+Lefties, 28% to OHKO outright
240 SpA D.Meteor: 339 - 400 (78.65% - 92.81%) 33% to OHKO after SR
252+SpA D.Meteor: 381 - 448 (88.40% - 103.94%) 100% to OHKO after SR, 21% to OHKO outright

Ice Beam to 0/0-: 308 - 364 (93.05% - 109.97%) 100% to OHKO after SR or LO Recoil, 54% to OHKO outright

If SR isn't down on your side of the field, you counter all but Classic Mixmence, who has only an 18% chance to beat you factoring in misses. With SR down, Mence will come out on top.

Salamence, with Trace Spread: Bold 252Spe/140SpD/116Def Move: Ice Beam

252+Atk Quake: 332 - 392 (77.03% - 90.95%) 0% to OHKO after SR+Leftovers
252+SpA D.Meteor: 318 - 375 (73.78% - 87.01%) 0% to OHKO after SR

Now this is more like it. Only the extremely rare SpecsMence threatens you. This is pretty much a 100% Salamence counter, something OU is currently missing.

Heatran Spread: Careful 252sdef/164Atk/52Spe/40HP Move:Earthquake

252 SpA Earth Power: 174 - 206 (39.46% - 46.71%) 0% to 2HKO after SR+Leftovers
252+SpA Earth Power: 192 - 226 (43.54% - 51.25%) 53% to 2HKO after SR+Leftovers
252+SpA Specs Earth Power: 286 - 338 (64.85% - 76.64%) 0% to OHKO after SR

Earthquake to 0/0: 276 - 328 (80.70% - 95.91%) 54% to OHKO after SR

Heatran is another Pokemon where Filter would come in handy. It allows Adamant and significantly fewer defensive EVs to be used, making EQ into a OHKO.

Latias Spread: Jolly 252Sdef/216Spe/40Atk Move: Megahorn, Thunder Wave

252+SpA Specs D.Meteor: 297 - 349 (68.91% - 80.97%) 0% to OHKO after SR
252+SpA D.Meteor, 252+SpA -2 D.Meteor: 298 - 352 (69.14% - 81.67%) 0% to OHKO after SR

Megahorn to 128/0: 168 - 198 (50.45% - 59.46%) 80% to 2HKO after Lefties

Recover outpaces Choiced Latias' attacks, while Megahorn 2HKOs all but the most defensive. However, Thunder Wave is also a viable option, as Latias hates being paralyzed. Either way, you can switch in and pose quite a threat to it.

Rotom-A Spread: Modest 248SpA/232SpD/24Spe/4HP Move: Hydro Pump

252+SpA Specs Thunderbolt: 145 - 172 (33.56% - 39.81%) Consistent 3HKO with SR, but Recover outpaces and Hydro Pump kills him first.

Hydro Pump to 252/0: 148 - 175 (48.68% - 57.57%) 44% to 2HKO with Leftovers, 100% to 2HKO otherwise.

So, basically, Leaf Storm from Rotom-C is the only thing to fear. Taunt can shut down its support options if necessary.

Gyarados Spread: Bold 252Def/172HP/84Spe Move: Thunderbolt

252+Atk +1 LO Quake: 402 - 474 (84.81% - 100.00%) 33% to OHKO after SR+Lefties, 2.6% to OHKO outright

Thunderbolt to 248/0: 340 - 408 (86.51% - 103.82%) 100% to OHKO after SR, 15% to OHKO outright.

Filter would help soften the sting on that EQ, but only the most defensive Gyarados have a chance of withstanding STAB Thunderbolts, even from 198 SpA. Of course, Trace makes this a simple switch-in.

Jirachi Spread: Jolly 252SpD/60Spe/196Atk Move:Earthquake

252 SpA Expert Belt Energy Ball: 170 - 201 (39.44% - 46.64%) 0% to 2HKO after SR+Lefties

Earthquake to 76/0: 150 - 178 (41.67% - 49.44%) 17% to 2HKO after SR

Superachi is your biggest foe here, and its Energy Ball is rather problematic. Once again, Filter would allow more attack investment to get that 2HKO. Other Jirachi variants will have difficulty getting past your defenses, and SubCM has its Sub easily broken with EQ.

Metagross Spread: Bold 252Def/140HP/112SpA Move: Magnet Rise

252+Atk Band EQ: 328 - 388 (70.39% - 83.26%) 0% to OHKO after SR
252+Atk LO EQ, 252+Atk LO Tpunch: 393 - 465 (84.52% - 99.79%) 0% to 2HKO after SR+2 Lefties (switching into Agility)

Flamethrower to 252/0: 144 - 170 (39.56% - 46.70%) Guaranteed 3HKO, 2HKOs with a bit of prior damage
Fire Blast to 252/0: 180 - 214 (49.45% - 58.79%) 99% to 2HKO, 100% with SR

A set designed to work with an arbitrary ability. It is never OHKO'd switching into CBGross, and can Magnet Rise, then Recover HP. It will have to sacrifice itself against Agiligross, but your Fire Blast will still cut its sweep short. If you want to beat Agiligross, too, with arbitrary ability, you must increase SpA to 204 EVs (they come from HP) and give it Specs. CaP10 will never be OHKO'd coming in, and will always KO with Specs Overheat.

Metagross, with Filter Spread: Bold 252Def/148HP/108SpA Move: Reflect

252+Atk Band EQ, 252+Atk Reflect Band EQ: 370 - 438 (79.06% - 93.59%) 0% to 2HKO

Flamethrower to 252/0: 144 - 170 (39.56% - 46.70%) Guaranteed 3HKO, 2HKOs with a bit of prior damage
Fire Blast to 252/0: 180 - 214 (49.45% - 58.79%) 99% to 2HKO, 100% with SR

Once Reflect is up, you can Recover off damage faster than it can deal it back to you, chipping away at its health while you're at it. Filter is needed here to prevent CB Gross from 2HKOing you through Reflect.

Gengar See Latias. Gengar is frailer, doesn't hit as hard, and gets 2HKO'd by Crunch.

Lucario Spread: Jolly 252Def/144Atk/56Spe/56HP Move: Reflect, Earthquake

252+Atk LO Close Combat: 244 - 288 (54.83% - 64.72%)
252+Atk LO Extremespeed: 108 - 128 (24.27% - 28.76%) 0% to 2HKO after SR+Lefties

Earthquake to -1 4/0 Lucario: 288 - 340 (102.13% - 120.57%) 100% to OHKO

Reflect if you come in on SD, and Quake him after he CCs. SDLuke is a fearsome sweeper, but even it is counterable.

I'm going to skip most of the remaining OUs, as they are dealt with similarly to the above. For defensive mons, pump the relevant attack stat and hit them with a powerful attack, or Taunt/Toxic them. For offensive mons, make sure you can take the hit and hit back. One pokemon does deserve special mention, though.

Mamoswine, with Filter Spread: Bold 252Def/172HP/76Spe Move: Hydro Pump

252+Atk Band Quake: 360 - 424 (75.95% - 89.45%) 15% to OHKO after SR

Hydro Pump to 4/0: 326 - 386 (90.06% - 106.63%) 100% to OHKO after SR or LO recoil, 41% to OHKO outright

CaP10 needs Filter to be able to counter. However, with Filter, it manages a surprisingly good job of switching in on and dispatching a Pokemon with a STAB EQ.


I hope this convinces you that my spread can indeed be tailored to counter any given OU, or at least as best as can be hoped. I included moves/abilities with certain sets, so it should be noted that if those moves/abilities aren't chosen, said sets will have a harder time countering the Pokemon in question.
 
Admiral_Stalfos19's Stat Spread v1.2

130HP/105Atk/82Def/124SpA/78SpD/61Spe

Total BST: 580



At a Glance: I haven't just created any bulky Water with this stat spread: I've created a bulky Water that packs a PUNCH!! And from either side of the spectrum too. CAP10 needs that punch if it's ever going to try to counter walls like Blissey, Skamory and Gliscor. I'll do some calculations later on, but I can assure you that this is going to be a powerful stat spread for CAP10.

61Spe: Speed was kept to a minimum to stop any "I-wanna-make-a-sweeper-out-of-this-thing!" people from getting any ideas. This also helped me focus on the more important stats *cough*defenses+power*cough*. But never fear: with this amount of bulk and this amount of power, you won't need the speed.

124SpA: Let's face it: most of the good attacks that this guy will use are special. This is why the Special Attack score is higher than the Attack score. A lot of the metagame's tanks and walls are stronger on the physical side than they are on the special side, such as Skamory, Hippowdon and Gliscor. Salamence and Gyarados carry Intimidate to lower Attack power too. This is where the higher Special Attack comes in, allowing CAP10 to nail these Pokemon with all these powerful special attacks.

105Atk: CAP10 is NOT going to be walled by that stupid pink blob. 105Atk is EASILY usable. Hell, it's exactly the same as Rotom-A's Special Attack and he does fine with that. Now you're able to take down the special walls (if you want to) as well, with moves such as Cross Chop, Earthquake, Focus Punch, Stone Edge... you name it, this guy can probably use it. You can even use Volt Tackle if you really want to.

130HP: Even if you leave HP alone to bolster your actual Defense points, you've still got a good Leftovers number in 401. This also allows you to perform 101 subs with little investment, although Seismic Toss is rarely used, so there's not much point in aiming for it.

82Def/78SpD: These stats may look mediocre, but with the 130HP, you can easily take the hits that you need to. I can prove it to you when I do some calculations. But yeah, high HP is important so you don't have to rely on heavy Defenses.
The following Calculations assume that CAP10 has a Relaxed Nature, 252 EVs to HP, 252 EVs to Def and 6 EVs to SpD

Calculations of Defense:

Dragon Dance Salamence

+0 Outrage: 46.12% - 54.53%
+1 Outrage: 69.18% - 81.47%
+0 Earthquake: 51.29% - 60.78%
+1 Earthquake: 76.72% - 90.52%
Flamethrower: 11.42% - 13.58%
Fire Blast: 14.44% - 17.03%
Draco Meteor: 50.43% - 59.48%

Swords Dance Lucario

+0 Close Combat: 40.09% - 47.20%
+2 Close Combat: 79.74% - 93.97%
+0 ExtremeSpeed/Crunch: 17.89% - 21.12%
+2 ExtremeSpeed/Crunch: 35.56% - 42.03%
+0 Ice Punch: 8.41% - 9.91%
+2 Ice Punch: 16.59% - 19.61%
+0 Bullet Punch: 3.23% - 3.88%
+2 Bullet Punch: 6.68% - 7.76%

Choice Band Mamoswine

Ice Shard: 9.48% - 11.21%
Earthquake: 94.83% - 111.64%
Superpower: 37.93% - 44.83%
Stone Edge: 31.68% - 37.28%

Defensive Bronzong

Gyro Ball: 2.37% - 2.80%
Earthquake: 23.28% - 27.59%
Explosion: 57.33% - 67.67% (since it cuts Defense in half first)

Defensive Gliscor

Earthquake: 36.21% - 43.10%
Aerial Ace: 5.39% - 6.47%
Ice Fang/Fire Fang: 3.88% - 4.74%
Thunder Fang: 7.97% - 9.48%
Stone Edge: 12.07% - 14.44%

Specially Defensive Blissey

Seismic Toss: 21.55% (always deals 100 damage)
Ice Beam/Flamethrower: 7.11% - 8.41%
Thunder Bolt: 14.22% - 16.81%
Grass Knot @ 20 Power: 6.47% - 7.76%
Grass Knot @ 40 Power: 12.07% - 14.66%
Grass Knot @ 60 Power: 18.10% - 21.55%
Grass Knot @ 80 Power: 24.14% - 28.45%
Grass Knot @ 100 Power: 29.74% - 35.34%
Grass Knot @ 120 Power: 36.21% - 42.67%

Calculations of Offense:

Volt Tackle

Dragon Dance Salamence (Intimidated): 36.14% - 42.77%
Dragon Dance Salamence (not Intimidated): 54.22% - 64.16%
Swords Dance Lucario: 63.83% - 75.53%
Choice Band Mamoswine: 0.00% (unaffected)
Defensive Bronzong: 30.18% - 35.80%
Defensive Gliscor: 0.00% (unaffected)
Specially Defensive Blissey: 37.42% - 44.17%

Aqua Tail

Dragon Dance Salamence (Intimidated): 13.55% - 16.27%
Dragon Dance Salamence (not Intimidated): 20.18% - 24.10%
Swords Dance Lucario: 47.87% - 56.74%
Choice Band Mamoswine: 66.85% - 79.56%
Defensive Bronzong: 22.49% - 26.92%
Defensive Gliscor: 35.59% - 42.37%
Specially Defensive Blissey: 28.22% - 33.28%

Cross Chop

Dragon Dance Salamence (Intimidated): 10.24% - 12.05%
Dragon Dance Salamence (not Intimidated): 15.06% - 17.77%
Swords Dance Lucario: 71.63% - 84.40%
Choice Band Mamoswine: 49.72% - 59.12%
Defensive Bronzong: 16.86% - 20.12%
Defensive Gliscor: 6.50% - 7.63%
Specially Defensive Blissey: 41.72% - 49.08%

Avalance @ 60 power

Dragon Dance Salamence (Intimidated): 48.19% - 57.83%
Dragon Dance Salamence (not Intimidated): 73.49% - 86.75%
Swords Dance Lucario: 10.64% - 12.77%
Choice Band Mamoswine: 15.19% - 17.96%
Defensive Bronzong: 5.03% - 5.92%
Defensive Gliscor: 31.64% - 38.42%
Specially Defensive Blissey: 12.58% - 14.88%

Avalance @ 120 power

Dragon Dance Salamence (Intimidated): 96.39% - 114.46%
Dragon Dance Salamence (not Intimidated): 144.58% - 171.08%
Swords Dance Lucario: 21.28% - 25.18%
Choice Band Mamoswine: 29.83% - 35.36%
Defensive Bronzong: 10.06% - 11.83%
Defensive Gliscor: 63.28% - 74.58%
Specially Defensive Blissey: 25.00% - 29.45%

Thunderbolt

Dragon Dance Salamence: 44.58% - 52.71%
Swords Dance Lucario: 58.51% - 69.15%
Choice Band Mamoswine: 0.00% (unaffected)
Defensive Bronzong: 27.51% - 32.25%
Defensive Gliscor: 0.00% (unaffected)
Specially Defensive Blissey: 12.12% - 14.42%

Surf

Dragon Dance Salamence: 22.29% - 26.20%
Swords Dance Lucario: 58.51% - 69.15%
Choice Band Mamoswine: 102.76% - 121.55%
Defensive Bronzong: 27.51% - 32.25%
Defensive Gliscor: 88.14% - 103.95%
Specially Defensive Blissey: 12.12% - 14.42%

Hydro Pump

Dragon Dance Salamence: 28.01% - 33.43%
Swords Dance Lucario: 73.76% - 87.23%
Choice Band Mamoswine: 129.83% - 153.04%
Defensive Bronzong: 34.02% - 40.24%
Defensive Gliscor: 110.73% - 131.07%
Specially Defensive Blissey: 15.34% - 18.10%

Aura Sphere

Dragon Dance Salamence: 14.16% - 16.57%
Swords Dance Lucario: 73.76% - 87.23%
Choice Band Mamoswine: 65.19% - 76.80%
Defensive Bronzong: 17.16% - 20.41%
Defensive Gliscor: 13.84% - 16.38%
Specially Defensive Blissey: 15.64% - 18.40%

Ice Beam

Dragon Dance Salamence: 119.28% - 140.96%
Swords Dance Lucario: 19.50% - 23.05%
Choice Band Mamoswine: 34.25% - 40.61%
Defensive Bronzong: 9.17% - 10.65%
Defensive Gliscor: 117.51% - 138.98%
Specially Defensive Blissey: 8.13% - 9.66%

That's all of them. Any critiques are welcome.
 
I spent a lot of time pondering a set that could work effectively and I believe I have found one.

(HP / Att / Def / Sp.A / Sp.D / Spe)
(254 / 95 / 44 / 94 / 45 / 87)
Total BST: 619

Physical Sweepiness 149 Rank 5: Good
Physical Tankiness 174 Rank 6: Very Good
Special Sweepiness 149 Rank 5: Good
Special Tankiness 174 Rank 6: Very Good
Offense/Defense Balance -4.43 Slightly bias towards Defense
Physical/Special Balance -0.05 Slightly bias towards Special
Overall Rating 361 Rank 7: Excellent
So first I wanted to establish decent defenses. Nothing too defensive so it can't be initially broken by any unboosted attack unless it's STAB, SE, and based off a high attacking stat. However nothing weak enough that not so powerful set up attacks, take DD Gyarados for example, can break it if it is prepared for. At first I thought perhaps Porygon2 would be the way to go. However I realized we are trying to do Porygon2's job but more generalized which would be mean better defenses. Looking around, I liked the 'fairy' types mentioned by Deck Night: Celebi and Jirachi. I had used both in the past and found without a good chunk of investment they couldn't take neutral STAB attacks well and were crippled by SE hits. The two had to work off a culmination of moves, abilities, resistances, and base stats to make their defensive sets counter their specific threats (though Celebi is more notable as the defensive one). So I felt defenses as such but slightly better would help serve this purpose as we have not decided upon an ability yet. The stats 100 HP / 100 Defense / 100 Special Defense looked promising.

I also think we shouldn't be bias right away with our base stats. If it can counter everything with stats and typing alone the ability will either have to be shit or it will push CAP10 beyond the mission statement which is quite frankly a bad road to take. Once we take a solid set of base stats and determine what it can't counter right away we can figure out what ability would suit this. An even better situation would be if we had to split the uncounterables into two abilities. This would add to the customization and lack of ability to counter too much in one set.

Taking 100/100/100 into mind, I decided to tinker. I wanted to keep the total I could spend at 300 between all three stats so if I decided offensive stats were needed I would have leeway before having to break bst of 600 (something I wouldn't enjoy doing). So I decided to run an experiment using calculations. I would keep the defenses even and adjust the HP accordingly. For example, if I wanted to use base 105 as my defensive stats, I would have to drop my HP to 90 (105 + 105 + 90 = 300 derp).

I decided to use +2 Adamant Life Orb Lucario's Close Combat as the staple to my calculations so all calcs will be based of this attack. It may make minute differences, but each stat set should render exactly the same results with different attacks. For these calculations, I decided to jump in rough increment of 30 HP (or 15 defense) for each set. Though I was almost positive using HP>Def was going to render better results, I figured it was only fair to give HP<Def a shot. Below are my results.

252/252 (70 HP / 115 Def) = 325 - 384 (94.48% - 111.63%)
252/0 (70 HP / 115 Def) = 441 - 520 (128.20% - 151.16%)
0/252 (70 HP / 115 Def) = 325 - 384 (115.66% - 136.65%)
0/0 (70 HP / 115 Def) = 441 - 520 (156.94% - 185.05%)

252/252 (100 HP / 100 Def) = 358 - 423 (88.61% - 104.70%)

252/0 (100 HP / 100 Def) = 496 - 585 (122.77% - 144.80%)
0/252 (100 HP / 100 Def) = 358 - 423 (104.99% - 124.05%)
0/0 (100 HP / 100 Def) = 496 - 585 (145.45% - 171.55%)


252/252 (130 HP / 85 Def) = 399 - 469 (85.99% - 101.08%)

252/0 (130 HP / 85 Def) = 568 - 670 (122.41% - 144.40%)
0/252 (130 HP / 85 Def) = 399 - 469 (99.50% - 116.96%)0
0/0 (130 HP / 85 Def) = 568 - 670 (141.65% - 167.08%)


252/252 (160 HP / 70 Def) = 448 - 528 (85.50% - 100.76%)

252/0 (160 HP / 70 Def) = 664 - 783 (126.72% - 149.43%)
0/252 (160 HP / 70 Def) = 448 - 528 (97.18% - 114.53%)
0/0 (160 HP / 70 Def) = 664 - 783 (144.03% - 169.85%)


252/252 (190 HP / 55 Def) = 513 - 604 (87.84% - 103.42%)

252/0 (190 HP / 55 Def) = 802 - 945 (137.33% - 161.82%)
0/252 (190 HP / 55 Def) = 513 - 604 (98.46% - 115.93%)
0/0 (190 HP / 55 Def) = 802 - 945 (153.93% - 181.38%)


Looking at the calculations, I saw 160 HP / 70 Def was the model CAP10 was looking for. It takes the least amount of damage with the most amount of Ev's poured into one side of the spectrum. It also takes more damage than the 130 and 100 HP sets with just 252 slapped into it's HP. This focuses on customization rather than maxing HP and calling it good. The 160 HP spread also takes the least amount of damage when 252/252 is invested into one side which means it takes the least amount from a specifically sided threat like Lucario while taking more damage from threats of the opposite side like Latias. This hinders CAP10's ability to counter multiple and varying opponents. The last calculation is crucial to an extent as it is the driving force of the defensive stats to stop CAP10 from being used as an offensive threat. The more damage it can take with 0 investment on either side and less damage it takes from centralizing Ev's on defense the better. Since I found this HP/Def type to be the most fitting, I experimented with it a bit and tried sets around the same amount.

252/252 (150 HP / 75 Def) = 430 - 507 (85.32% - 100.60%)

252/0 (150 HP / 75 Def) = 633 - 745 (125.60% - 147.82%)
0/252 (150 HP / 75 Def) = 430 - 507 (97.51% - 114.97%)
0/0 (150 HP / 75 Def) = 630 - 742 (142.86% - 168.25%)


252/252 (170 HP / 65 Def) = 466 - 550 (85.66% - 101.10%)

252/0 (170 HP / 65 Def) = 706 - 832 (129.78% - 152.94%)
0/252 (170 HP / 65 Def) = 466 - 550 (96.88% - 114.35%)
0/0 (170 HP / 65 Def) = 706 - 832 (146.78% - 172.97%)


Some of you may be thinking '150 HP / 75 Def is way better'. You're right and you're wrong. In terms of overall defense, it is incredibly better, sacrificing generally nothing while having the advantage of taking noticably less damage with the 252/0 spread. However, this is what we want to avoid. For the CAP10 concept, 170 HP / 65 Def is far better. We're not looking for the best defensive stats, we're looking for defense stats that reward the user by centralizing their Ev's. The more damage taken with the 252/0 and 0/0 while keeping the 252/252 and 0/252 low the better. As I've stated before, this promotes centralizing to deal with a specific threat. Looking at 170 HP / 65 Def you see it takes less % using the 252/252 spread and less with the 0/252. It also takes more in the spreads we want them to. So I saw the direction to take was somewhere between 160 / 70 and 170 / 65.

252/252 (162 HP / 69 Def) = 450 - 531 (85.23% - 100.57%)

252/0 (162 HP / 69 Def) = 673 - 793 (127.46% - 150.19%)
0/252 (162 HP / 69 Def) = 450 - 531 (96.77% - 114.19%)
0/0 (162 HP / 69 Def) = 673 - 793 (144.73% - 170.54%)


252/252 (164 HP / 68 Def) = 454 - 535 (85.34% - 100.56%)

252/0 (164 HP / 68 Def) = 681 - 802 (128.01% - 150.75%)
0/252 (164 HP / 68 Def) = 454 - 535 (96.80% - 114.07%)
0/0 (164 HP / 68 Def) = 681 - 802 (145.20% - 171.00%)

252/252 (166 HP / 67 Def) = 459 - 540 (85.63% - 100.75%)

252/0 (166 HP / 67 Def) = 690 - 813 (128.73% - 151.68%)
0/252 (166 HP / 67 Def) = 459 - 540 (97.04% - 114.16%)
0/0 (166 HP / 67 Def) = 690 - 813 (145.88% - 171.88%)


252/252 (168 HP / 66 Def) = 460 - 543 (85.19% - 100.56%)

252/0 (168 HP / 66 Def) = 697 - 822 (129.07% - 152.22%)
0/252 (168 HP / 66 Def) = 460 - 543 (96.44% - 113.84%)
0/0 (168 HP / 66 Def) = 697 - 822 (146.12% - 172.33%)


168 HP / 66 Def not only has the exact same 252/252 results as the other lowest, but it has the best 0/252 results and worst 252/0 and 0/0 % in the group (252/252 and 0/252 spreads are the best out of all the base stat calculations). Basically it takes the least from centralized defenses and a large amount from general damage. This is exactly what I was looking for. Using all these calculations, I figure 168 HP / 66 Defense / 66 Special Defense should be our defensive stats.

After seeing some other defensive spreads however, Lati0s' beyond high HP which was similar to Blissey's intrigued me. I knew it would have better defenses, I just didn't understand how the calculator couldn't pick that up. After calcing, I realized how.

252/252 (168 HP / 66 Def) = 460 - 543 (85.19% - 100.56%)

252/0 (168 HP / 66 Def) = 697 - 822 (129.07% - 152.22%)
0/252 (168 HP / 66 Def) = 460 - 543 (96.44% - 113.84%)
0/0 (168 HP / 66 Def) = 697 - 822 (146.12% - 172.33%)




252/252 (249 HP / 45 Def) = 565 - 666 (80.48% - 94.87%)
252/0 (249 HP / 45 Def) = 930 - 1095 (132.48% - 155.98%)
0/252 (249 HP / 45 Def) = 565 - 666 (88.42% - 104.23%)
0/0 (249 HP / 45 Def) = 930 - 1095 (145.54% - 171.36%)​



I don't even have to point out how much better Lati0s spread was doing my spread's job better. I simply decided to follow the example a bit and check out how high I could get the HP (you cannot go over 255). 254 HP / 44 Defense / 45 Special Defense was the maximum I could go while maxing out the BSR scores.​



252/252 (254 HP / 44 Def) = 571 - 673 (80.20% - 94.52%)
252/0 (254 HP / 44 Def) = 945 - 1113 (132.72% - 156.32%)
0/252 (254 HP / 44 Def) = 571 - 673 (87.98% - 103.70%)
0/0 (254 HP / 44 Def) = 945 - 1113 (145.61% - 171.49%)​



So the new spread has incredible resistance to attacks with centralized investments. This set has the greatest potential physical defense out of any spread suggested. However, it has ever so slightly less Sp.D than Lati0s' spread since it loses out on 46 Sp.D which was a jump point with maximum investment. To show a quick comparison, here's the two heavy invested spreads against Specs Modest Latias' Draco Meteor.​



252/252 (254 HP / 45 Sp.D) = 382 - 450 (53.65% - 63.20%)
0/252 (254 HP / 45 Sp.D) = 382 - 450 (58.86% - 69.34%)
252/252 (249 HP / 46 Sp.D) = 376 - 444 (53.56% - 63.25%)
0/252 (249 HP / 46 Sp.D) = 376 - 444 (58.84% - 69.48%)​



Oh. Whoops. I lied, guess mine takes hits on both spectrums better than every other spread with heavy investment. As a note, Modest Choice Specs Latias' Draco Meteor doesn't 2HKO with both hits at max damage and SR down as long as CAP10 has Leftovers.​




Now for the tricky part. Speed. Many people support high speed so it can outrun threats. This is not necessary for CAP10 to work contrary to what everyone is saying. If you can outrun and OHKO one common threat with this CAP10 there are several more which can be done in with the same set. This makes me edge towards taking hits as opposed to outspeeding hits. If CAP10 takes a lethal blow and does away with the threat it was meant to counter there is much less a chance it can be used to counter a larger number of threats. If it isn’t too good don’t break it. Potentially outrunning threats like Dragon Dance Salamence/Gyarados/Tyranitar, Agility Metagross/Empoleon, and other revenging Choice Scarf without taking a hit isn’t a utility counter, it’s more of a Scarfed Revenge Killer or Offensive Scarfer type. No one would bother with defenses if you can just outrun said threat and OHKO it before it could OHKO-2HKO you. And then it doubles as a Revenge Killer. Avoiding this second use, I feel, is vital.

Instead, I took a different route. I started looking around for a Speed that isn’t fast, isn’t slow, and when invested in correctly can be incredibly useful for counter specific threats. This is where base 87 comes up. With maximum Speed investment base 87 Speed outruns neutral base 100’s. This is important as it doesn’t break base 100 itself which would make it into a must have Scarfer but can still use Choice Scarf to counter these threats. This opens up the ‘speed tango’ with Salamence. Salamence, in the current OU metagame, is virtually uncounterable. The only true way to beat it is prediction and luck without having to resort to revenge killing (with something such as Scizor which is by far the easiest way right now). I want to give CAP10 the ability to counter it, but not a pull away, 100%, sure fire way to counter every set Salamence has. Since Salamence can do just about everything in terms of offensive threats, CAP10 by the mission statement SHOULDN’T be able to counter every set.

Salamence’s MixSweeper set is meant to be uncounterable. Cresselia with perfectly designed Ev’s couldn’t 100% of the time take two hits. Some people think adding a high Speed will deal with the threat. This is a yes and it’s a no. Even if you outrun it CAP10 will be smashed within an inch of its life upon the switch in especially if you run modest speed and decent defences. If Salamence switches out, that extra Speed doesn’t do you any good and thus the only true way to make sure CAP10 can kill it is by locking it into Outrage. However there is a more effective way to do this, though it’s more about prediction than actually dealing with it. Run a lower base Speed and a Choice Scarf. If you have naturally higher base Speed, MixMence will just switch away even if it means taking another SR hit. However if you fake it out with a lower base Speed you have a much higher chance of it staying in and trying to finish the job. I feel this is a more effective way to deal with one of the most potent and dangerous threats in the metagame but I know it is not a sure fire defense to it.

Of course I’ve only talked about MixMence, what about Dragon Dance variants? This is something CAP10 should be able to bring down reliably without breaking it’s mold. With a Shuca Berry this set can never be OHKO’d by DD Salamence even with SR down. However, if you feel you want to avoid even taking a hit by a + Attack natured Salamence, you can run Choice Scarf and outrun it with a + Speed nature of your own. You will be outrun by Jolly/Naïve Mence however which means it isn’t your best option. This way it supports using defenses for an offensive threat but leaves the option of using offense against an offensive threat as well. Many other threats are under the same kind of strain here (Lucario for example) but none stand out or as important as Salamence in my mind.
After figuring out my Speed, I simply put both offenses at the maximum the restrictions would alow. This spread provides the best defenses, just enough power, and just the right amount of speed.
 
105 HP/84 Atk/94 Def/83 SpA/97 SpD/102 Spe

PS: 149 [Good]
PT: 169 [Very Good]
SS: 149 [Good]
ST: 172 [Very Good]
ODB: -3.99 [Slight Bias to Defense]
PSB: -0.3 [Slight Bias to Special]

BST: 575
BSR: 356 [Excellent]

HP:
The main thing I wanted in HP was CAP10 being above 100 but not so far above 100 that Deck Knight would be proud. I eventually settled on 105-not insanely bulky, and requires 212 HP EVs minimum to pull 100 HP Substitutes, but at least has the option to. Plus, even if you don't want a powerful Sub, 200 HP EVs gets you 401 HP, a Leftovers number.

Speed:
102 Speed will outspeed Mence and the straight 100-ers if they have no EV investment, but will require EVs to beat them if they invest. Plus, Latias outspeeds it unless CAP10 uses a scarf. 102 Speed also reduces its usefulness as a lead, losing to Azelf and Aerodactyl, such that without proper setup it can't wreak havoc from the start.

Offenses:
Maximum offenses that, coupled with 102 Speed, still wind up at Rank 5. I'll post some calcs later.

Defenses:
Rather than some submissions that gave vastly more power to HP than Def, I wanted to keep it relatively even while still keeping HP above Defense. Having three triple-digit defense values kept overpowering it, so the defenses were relegated to the mid-90s. I'll post calcs later.
 

Zari

What impossible odds?
is a Contributor Alumnus
108 HP / 82 Atk / 95 Def / 80 SpA / 96 SpD / 104 Spe

BST: 565
PS: 145 Good
PT: 174 Very Good
SS: 143 Good
ST: 173 Very Good

NOTE: while my spread is somewhat similar to MurrMurr's, I feel that it differentiates itself in a few key areas, most importantly HP and speed [explanation below]


Why 108 Base HP instead of 100 - 105?
108 Base HP hits leftovers number (416) with EVs to spare. That way it can invest a small amount in offenses or speed.

104 Base Speed: the perfect number
104 base speed hits 307 with 252 evs and a neutral nature, meaning it outspeeds all Lucario, but loses out to the + Spe nature folks who try to outrun Luc as well (due to + nature skipping 307, instead jumping from 306 to 308), fulfilling the concept that it should be tailored to counter a specific threat, not a majority grouping of pokemon.

will edit in more calcs and stuff later.
 
There are so many stat spread submissions that I had to check the rules to make sure I could post without one!

I am really happy with Rhys29's submission; particularly its purpose and reasoning. I feel like too many people are putting in a lot of work to build a great counter but forgetting the second half of CAP10's guidelines; "General Description: This Pokemon is capable of being customized to counter virtually any specific Pokemon, but is incapable of countering a large number of Pokemon at the same time." We cannot afford to sacrifice this part of the concept as it is what makes our CAP a Utility Counter rather than a 'counter everything humanly possible with four moves' counter.

I understand the appeal of high speed but I feel certain that it will allow our CAP to counter too many threats at the same time. I understand that a <100 speed will make countering dragon dancers MUCH harder but if we start with 105 for example we will be out-speeding so many things without investing anything (let alone after) that our CAP is no longer restrained to specificity. I feel that it would be better to sacrifice the ability to hard counter one or two threat's specific sets for the sake of the concept than to give our CAP the ability to counter a wide spectrum of threats at once for the sake of those few problem sets.

Outside of these concerns I really like Deck Knight's submission. He said that he likes to maximize efficiency and I think he did a masterful job of it but I am afraid it might be a little too efficient to stay within the confines of our concept. I am so amazed by some of the statisticians here that I almost didn't post and probably won't again.

I would really like to hear Beej's opinion on the speed of this CAP as it is so central to the way that it will counter things and was easily the most controversial stat even before we had guidelines for tankiness/sweepiness laid out.
 

reachzero

the pastor of disaster
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Making a slight adjustment to the spread I suggested before the thread was locked, I would like like to propose a spread of

HP: 115
ATK: 95
DEF: 90
SPA: 85
SPD: 90
SPE: 90
BST: 565

PS: 149
PT: 173
SS: 135
ST: 170
ODB: -2.37
PSB: 1.92


Again, I feel that it is very important that this Pokemon not have blazing speed (i.e. over base 105, preferably not over base 100) to reduce the risk that it could because a serious offensive threat. Conversely, the reason not to reduce this Pokemon's offense too much is that we don't want it to become setup bait; that would also cripple CAP10 in terms of doing its job. Latias in particular is a major threat for this, so I felt that slightly more attack was needed than special attack. I realize this is a relatively small difference from Mountain Dewgong's spread, yet I feel that the actual impact of the difference in offenses is enough to be worth it.
 
stat spread 1.0
172/90/65/90/65/91

ps:147 (rank 5, good)
pt:174 (rank 6, very good)
ss:148 (rank 5, good)
st:171 (rank 6, very good)
o/d:-4.42 (slight biased towards defense)
p/s:0.15 (slightly biased towards physical)
overall: 348 (very good)
bst:573

explanation
i chose to base my build off of a combination of hariyama and wailord, two pokemon that are more reliant on their Def and SpD evs to determine what attacks they are able to take. this would allow it to be highly mutable towards any situation you wanted it to be able to handle.
since most of the submissions have been 550+ bst, i wasn't worried about the high bst and focused much more on this poke's ability to take a hit while being fast enough to get a kill or two in.

defenses
as stated, i wanted the defensive EVs to be the stars for the switch-ins that this poke will have to do.
172/65/65 gives this a huge amount of bulk. even a +1 LO salamence fails to OHKO with earthquake (dealing 83.54% - 98.35%) if you use 4 HP/252 Def and positive nature to specifically counter it. CB hippowdon only gets a 41.03% chance to OHKO after sandstorm damage (84.36% - 100.00% damage done) against the same build, so with minor hp investment he can take the hit with little worry.
on the special side, specstran deals a max of 74.07% with earth power against a 4HP/252SpD with positive nature.

offensive stats
90/90/91 offensive stats aren't stellar, but remember that both tyraniboah and chainchomp were able to do magic with low SpA stats, and even tentacruel has a SD set. also, with the diverse movepool this may have (in order to do its various counters), it is just enough to get by since it is not supposed to be a sweeper.
the 91 speed will put it in it's own speed tier and allow it to beat the likes of lucario, roserade and porygon-z, if you so choose. it also lets you beat neutral base 100 speed pokes.
i can't really give damage calcs for its offense, since we have little idea of what the final movepool would be.
 
I support this Stat Spread.

I don't understand why people have to associate Speed with being superior. And I don't get why the term BULKY also means fast. Defense can very well make up for lack of speed. If we can make its Speed just above certain Pokemon that would hinder this Pokemon, then we can invest in the Defensive stats. My point is, I agree completely with this Spread for CAP 10.
 
Speed doesn't mean bulky. and Bulky doesnt mean speed. We support Speed (or atleast enough t ourtun base 100's) because Base 100 pokemon are extremely dangerous to this CAP and some are unwallable. Meaning that, if you are slower, you are not going to be able to withstand many attacks from that pokemon without having overpowered Defenses, which, this CAP cannot have due to our Rank 6 limit. So, to work around that limit we make this pokemon capable of atleast outspeeding these threats and having a chance to counter or atleast check.

Defense isn't going to save this pokemon from pokemon such as Salamence, Celebi, Flygon and Gyarados. So if you even want a chance of beating them, you have to outspeed them. Theres no middle ground concerning speed. You're either faster or slower.

So Defense -can- make up for the lack of speed, but we aren't allowed to do so. If we could have a spread such as 140/160/160 defenses, then that would be awesome, but we can't.

Edit: It also seems some people have a very similar idea to mine. Yay.
 
Well...

Speed doesn't mean bulky. and Bulky doesnt mean speed. We support Speed (or atleast enough t ourtun base 100's) because Base 100 pokemon are extremely dangerous to this CAP and some are unwallable. Meaning that, if you are slower, you are not going to be able to withstand many attacks from that pokemon without having overpowered Defenses, which, this CAP cannot have due to our Rank 6 limit. So, to work around that limit we make this pokemon capable of atleast outspeeding these threats and having a chance to counter or atleast check.

Defense isn't going to save this pokemon from pokemon such as Salamence, Celebi, Flygon and Gyarados. So if you even want a chance of beating them, you have to outspeed them. Theres no middle ground concerning speed. You're either faster or slower.

So Defense -can- make up for the lack of speed, but we aren't allowed to do so. If we could have a spread such as 140/160/160 defenses, then that would be awesome, but we can't.

Edit: It also seems some people have a very similar idea to mine. Yay.
There are tons of ways around low speed, and its up to the person battling to deal with that. Sure, we can make it outspeed some major threats, but giving it an amazing Speed stat like "103" just to outspeed Garchomp makes it seem like we're out to get certain Pokemon. I'd like to see a different method of battle here, the fact that we're taking Pokemon's route and remaking type matchups is one thing, but we can't learn about the metagame (as is CAP's purpose, I believe) if we just try to remake certain Pokes. I don't have my own Stat Spread (that I would like to share anyway) but I am hoping to see more logical spreads for this Pokemon. It's made to switch in, so it should be able to do so safely.

I don't want to see a fast Lanturn.
 
So ... Dominion, are you suggesting that the only way to soft counter a pokemon is to outspeed it and OHKO it with a Life Orb/Choice Band/Choice Specs super effective/STAB attack?
 

Zystral

めんどくさい、な~
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100 HP / 80 Atk / 100 Def / 80 SpA / 100 SpD / 110 Spe
Base Stat Total: 570

PS: 143, Rank 5
PT: 174, Rank 6
SS: 145, Rank 5
ST: 171, Rank 6
Offense/Defense Balance: -4.92, Slight bias to Defense
Physical/Special Balance: 0.13, Slight bias to Physical
Overall: 353, Rank 7

Overview
Originally, I wanted to go for 105/80/100/95/100/105, but I saw that this broke the limits for the BSR Beej had set out. I then managed to tone it down to fit the requirements, while still keeping the original idea in mind. I wanted something that was so simple and rudimentary that it could be adjusted to literally anything.
I envisioned Utility Counter as a stem cell - it can turn into anything with the right nurture, but only that one thing. I've bloated my defences higher than most other people's, and with good reason; efficiency. CAP10 will need enough power alongside its bulk (which my spread provides more than enough of) in order to actually be able to answer its threats. So the less EVs you spend dropping into Bulk, the more you can place into its offences, allowing it to work properly.

Speed
Speed is a big issue in this CAP. I was originally against the idea of a Speed stat above 105, but there are

some very important things that made me change my mind.
The first is that by moving to 110, you outspeed Infernape. Why is this a big thing? Against my spread,

have a calc:
Assuming 252 HP, +ve Nature and 0 Def EVs
Life Orb Standard MixApe (64 Atk, 252 SpA, Naive), +2 Grass Knot (Assuming 60 BP): 65.84% - 77.72%

- 2HKO
MixApe Close Combat: 41.83% - 49.26% - Never 2HKO's
Meanwhile, same set with 188 SpA EVs Surf:
100.34% - 118.77% - Guaranteed OHKO without Stealth Rock.
Considering Infernape is a massive threat, that's quite a feat.

As well as this with 110 Speed, we only need 176 EVs and a +ve nature in order to outspeed Max Speed

Naive, non-boosted Mence. And 76 SpA EVs allows Ice Beam to get that easy KO (assuming Mence is Naive)
If we switch into the Dragon Dance, let's see what Mence can do with Outrage, Earthquake and Draco

Meteor. (232 Atk, 40 SpA, Naive, +1)
For this set, I'll assume 252 HP, +Def nature and 252 Def EVs.
Draco Meteor: 54.46% - 64.6%
Outrage: 69.06% - 81.19%
Earthquake: 76.73% - 90.59%

While not stellar, the important thing to note is that EQ never OHKO's, thus allowing for switching in on the

DDance, taking the EQ and returning a solid Ice Beam whack (however Ice Beam won't OHKO, be wary).
These were the two main threats that made running 110 Speed really important for me, and they should be for you as well, considering they're two of the most used offensive threats out there today.

Balanced Bulk
Most people are running high HP with low defences in order to have 'great customizability.' However, running a high HP without sufficient defences means that no matter how much you pump into your Defence, it will still be lacking in comparison to HP. An example is 100*100 = 10000, yet 101*99 = 9999, and as it gets more out of balance, the overall bulk gets lower. So if it's more balanced, it'll have a better performance overall.
Having a slightly higher Defence means that all you would have to do is raise your defence using a nature, and that lets you run less EVs in Defence to place somewhere else, such as HP or in your offences.
To signify, here's two threats my spread comfortably outspeed: Gyarados and Metagross.
Metagross' main STAB move is x4 resisted by our typing, yet for the sake of example I shall include it.
Adamant 252 Atk Metagross versus +Def Nature, 252 HP 228 Def CAP10.
With a Choice Band:
Meteor Mash: 13.86% - 16.34%
Earthquake: 74.75% - 88.12%
Thunderpunch: 27.72% - 33.17%
Not even the Super-effective EQ is a OHKO and with the remaining 28 EVs we have in SpA, Thunderbolt hits Metagross for 41.06% - 48.68%, so if you burn Metagross on the first turn, EQ does 37.62% - 44.55%, turning it into a 3HKO as opposed to a 2HKO.
Gyarados is in a similar boat except Thunderbolt OHKOs:
252 Adamant +1DDance Gyarados with a Life Orb:
Waterfall: 27.48% - 32.43%
Earthquake: 91.58% - 107.92%
Earthquake might have a chance to OHKO, but it's less than a 50% chance with Leftovers.
While you don't get the full efficienty in some other high-HP spreads due to having to invest a lot into HP< it gives you the option to prepare for multiple things in different methods. You don't have to focus on completely walling your threat; maximising Attack and Speed could still be as efficient, but then you still retain enough overall bulk to safely switch into the threat at hand.

Yay Calcs
All following calcs assume +ve nature for respective defense and maximum investment for both respective stats.

Standard Swords Dance Lucario (Jolly, Life Orb, 252 Atk)
Unboosted Close Combat: 40.84% - 48.27%, never 2HKO.
+2 Close Combat: 80.94% - 95.3%, never OHKO
Unboosted ExtremeSpeed: 18.07% - 21.53%
+2 ExtremeSpeed: 35.89% - 42.33%, never 2HKO


Standard Nasty Plot MixApe - Already shown in post
Standard Dragon Dance MixMence - Already shown
Standard AgiliGross / CB Gross - Already shown
Standard Dragon Dance Gyarados - Already shown

Scizor
(Adamant, Choice Band, 252 Atk)
Superpower: 38.37% - 45.3%, never 2HKO
Bullet Punch: 9.65% - 11.39%
U-Turn: 38.61% - 45.54%, never 2HKO
Pursuit: 19.31% - 22.77%

(Adamant, Life Orb, 252 Atk, Swords Dance)
+2 Bullet Punch: 19.06% - 22.52%
+2 Superpower: 76.73% - 90.35%, never OHKO
+2 Bug Bite: 57.43% - 67.82%, always 2HKO


Heracross
(Adamant, Choice Band, 252 Atk)
Close Combat: 55.94% - 66.09%, always 2HKO
Megahorn: as above
Stone Edge: 25% - 29.46%

(Jolly, Guts, Flame Orb, Swords Dance, 252 Atk)
Close Combat: 67.82% - 79.95%


Mamoswine (Adamant, 252 Atk, Choice Band)
Ice Shard: 9.65% - 11.39%
Earthquake: 96.53% - 113.37%, 75% chance of OHKO
Stone Edge: 32.18% - 37.87%
Superpower: 38.37% - 45.3%


Magnezone (Scarf, Timid, 252 SpA)
Thunderbolt: 13.86% - 16.34%
Flash Cannon: 11.63% - 13.86%
Signal Beam: 14.6% - 17.33%
HP Grass: 27.72% - 32.67%


Porygon-Z
(Specs, Timid, 252 SpA, Download boost not granted)
Tri-Attack: 24.01% - 28.47%
(With Download boost); 35.89% - 42.33% (never 2HKO)

(Modest, 252 SpA, Life Orb, Nasty Plot with Adaptability)
Tri-Attack: 84.16% - 99.01%, 75% chance to OHKO with Stealth Rock


Gengar
(Timid, Life Orb, 252 SpA)
Shadow Ball: 32.67% - 38.61%
Explosion: 81.19% - 95.54%, 53.84% chance to OHKO.


Heatran
(Scarf, Hasty, 252 SpA)
Fire Blast: 17.57% - 20.79%
with Flash Fire boost: 25.99% - 30.94%
Earth Power: 35.15% - 41.58%

(Specs, Modest, 252 SpA)
Overheat: 33.42% - 39.6%
with Flash Fire +: 50.25% - 59.16%
Earth Power: 57.92% - 68.32%, always 2HKO


Final Reasoning
I concur. Having high HP along with low defences allows you to easily customize your defensive prowess in one direction or the other. However, you cannot overlook the fact that reasonable defences are required to deal with certain threats. No matter how much you pump into a low Defense spread, it won't match the bulk of something like mine. With mine, A little HP and some more Defensive investment is necessary, sure, sometimes, even 252/252 is necessary, but with my spread, 252/252 achieves better overall bulk, or if not 252/252, then less EVs can be used to achieve similar bulk results while allowing more EVs into Speed or Special Attack in order to deal with your specified threat.

I wanted a HP higher than Defense. I really did, but 105 HP itself sent me into Rank 7 Tankiness for both spectrum sides. 100/100 is the greatest compromise for what I wanted in that it is efficient enough to allow for ultimate customizability, while still allowing CAP10 to not be an utterly dead weight. No, it won't counter everything at once; if you have prepared for Gengar, then it is obvious that Salamence will tear you to shreds. If you have prepared for Gyarados, Latias will eat you. It is that special/physical split that makes my spread work, because even with higher defences, you still won't have it high enough to be able to survive a +1DDance Outrage. It allows you to maximise the potential of the side you are preparing for while still having a workable HP to ignore things such as Life Orb damage or residual damage.

110 Speed isn't the highest in this thread, but it is some ways higher than most other speeds in this thread, who cap out at 105. 110 allows CAP10 to tie with the likes of Gengar, Latias and outspeed the likes of Infernape, Mismagius and Garchomp. Base 80 offensive stats seem very high when put next to 110 Speed. 'Put a Choice Specs/Band on it.' Unfortunately, that doesn't work, because if you gear CAP10 for full offense, then the 100 Base defences kick in and you are left easily walled by prediction. Without a Choice item, CAP10 cannot reach the power necessary to sweep without stat-up moves, in which time something could have switched in and picked it off. And Life Orb doesn't cut it. It would also be hard for CAP10 to sweep, as it would likely have a predictable offensive movepool consisting of not more than 5-6 decent attacks such as Surf, Thunderbolt, etc. while the main choice for coverage and to score the KOs on its designated threat would be a Super-effective Hidden Power. Having such a limited movepool, combined with the fact that its offensive stats are less than amazing are the factors that will make it easy to work around should you encounter a hostile variant.

Summary
I tried to keep as much Defences as possible in conjunction with the HP, as being as neutral and diverse as possible is what will allow this concept to really thrive. The offensive stats may not be good enough to score necessary 2HKOs or OHKO on certain threats, but with the range of options that will be avaliable, the added overall bulk my spread provides should make up for that.

Thanks for reading and considering.
 
So ... Dominion, are you suggesting that the only way to soft counter a pokemon is to outspeed it and OHKO it with a Life Orb/Choice Band/Choice Specs super effective/STAB attack?
I believe what he's suggesting is that with only Rank 6 defenses to work with, being able to act before the target is very useful. If the opponent is using a move that drops his offensive stats, you can Recover before he can finish you off. You can set up Reflect or Light Screen, turning the opponent's 2HKO into a 3-4HKO and again letting you recover health. And, of course, the ability to OHKO a Pokemon before it can even act is an excellent way to force it out.

Of course, I support this viewpoint. After all, I believe I've submitted the highest speed stat so far. But I had a slower spread before I made this one, and I've run the calcs. A slower Pokemon must take 2 attacks before it can even act, and thus must be that much more bulky than a Pokemon with high speed. And with defenses limited to rank 6, it just isn't worth it.

Also, has "high Speed, high HP" been done before? I can't think of any Pokemon off hand which fit both of those descriptors, and Smogon's dex isn't working which is making it hard to check.
 
@ZystraL: You're actually wrong. 100/100/100 takes more damage in every aspect compared to a spread of 130/85/85 as I show in my post. You're entitled to how you want your defensive Ev's to work (such as you say you want it to take less damage with less investment where as others, such as myself, would rather have less damage with investment) but there are better spreads for what you want to do.

Those who run HP<Def are also majorly hindering their spread's durability. A quick glance at my post, even if you ignore my own spread, you can see what general investments will do to different priorities of HP vs. Def.

EDIT: Attacking is not the only way to deal with a threat. You don't necessarily need tons of attack in order to deal with Blissey, you just need Toxic and Taunt.
 
HP 249
ATK 84
DEF 45
SP ATK 83
SP DEF 46
SPE 101

Physical sweepiness-149 good
physical tankiness- 174 very good
special sweepiness-149 good
special tankiness-174 very good
Overall- 361 excellent

Blissey-esque HP make look crazy, but it is very important in helping this spread work. The higher HP you have the closer you can get to maximizing your defenses without investment in HP. for pokemon with equal or some what close defenses and HP you need to max HP to get good defensiveness. With a very high HP stat though CAP 10 could afford to invest in other areas that may be necessary to counter certain pokemon.

Calcs
Damage calculations from the top 10 pokemon in OU

Scizor VS 0/252+ CAP 10
choice band superpower 38.3% - 45.2%
choice band bullet punch 7.2% - 8.5%
Choice band U-turn 33.5% - 39.6% -Not devastating, but not something you want to switch into.
+2 LO bug bite 74.6% - 87.9% requires a tiny bit of HP to guarantee survival after stealth rock, but CAP 10 is faster and should KO with a fire move anyway
+2 LO bullet punch 12.4% - 14.6% Not a chance

Tyranitar VS 0/252+ CAP 10
Choice band crunch 39.4% - 46.5%
Choice band stone edge 49% - 57.9%
Choice band earthquake 65.4% - 77.3%
Choice scarf crunch 23.9% - 28.3%
Choice scarf stone edge 29.7% - 35.2%
Choice scarf earthquake 39.7% - 46.9% possible 2KO after stealth rock
+1 earthquake 65.4% - 77.3%

Salamence VS 0/252+/0 CAP 10
Mixmence draco meteor 75.6% - 88.9%
Mixmence outrage 39.1% - 46.2%
Mixmence earthquake 43.8% - 51.6%
DD LO outrage 69% - 81.4%
DD LO earthquake 76.7% - 90.5% never a KO after stealth rock and leftovers

Heatran VS 0/0/252+ CAP 10
Scarf earth power 34.7% - 41%
Scarf fire blast 17.2% - 20.3%
LO earth power 45.1% - 53.2% possible 2ko but cap 10 is faster
LO fire blast 22.5% - 26.4%
Specs earth power 56.7% - 67% guaranteed 2ko, CAP 10 will need to be faster and ohko
Specs fire blast 28.3% - 33.3%

Latias VS 0/0/252+ CAP 10
Specs draco meteor 53.5% - 63.1%
-2 specs draco meteor 26.8% - 31.6%
total between two hits 80.3%-94.7% very unlikely 2ko after stealth rock and leftovers, a little HP could make it impossible
+1 dragon pulse 34.4% - 40.8%

Rotom VS 0/0/252+ CAP 10
choice scarf thunderbolt 25.7% - 30.4%
choice scarf shadowball 21.8% - 25.8%
choice scarf HP ground 25.4% - 30%
choice scarf leaf storm 46.3% - 54.8%

gyarados VS 0/252+/0 CAP 10
LO Earthquake 54.1% - 63.8%
+1 LO earthquake 80.8% - 95.1% small chance to KO after stealth rock and leftovers
+1 earthquake 62% - 73.2%
+1 LO waterfall 24.3% - 28.6%

Jirachi VS 0/252+/0 CAP 10
CB Iron head 7.2% - 8.6%
CB thunderpunch 18.2% - 21.6%
CB zen headbutt 29.1% - 34.4%

VS 0/0/252+ CAP 10
grass knot(60) 19.4% - 22.8%
grass knot(80) 25.7% - 30.4%
grass knot(100) 31.9% - 37.9%
Grass knot(120) 38.5% - 45.4%
psychic 21.6% - 25.5%
+1 psychic 32.1% - 38%

Metagross VS 0/252+/0 CAP 10
Meteor mash 8.9% - 10.5%
CB meteor mash 13.3% - 15.6%
Earthquake 47.9% - 56.3% probable 2ko
CB earthquake 71.4% - 84.2% never a OHKO
Explosion -OHKO

Gengar VS 0/0/252+ CAP 10
Shadow ball 23% - 27.2%
thunderbolt 18.2% - 21.6%
LO shadow ball 29.7% - 35.2%
LO thunderbolt 23.8% - 27.9%
16 atk hasty explosion 65.7% - 77.5%

As you can see this spreads allows CAP 10 to be able to take on lots of pokemon.
 
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