Does that include running enough speed to outspeed Lucario? Also, 28% of Lucario run Jolly. Can it take a +2 Jolly LO CC?
It can survive Adamant Lucario's CC with SR down and Leftovers, has enough power to OHKO with Earthquake if it goes for the CC. Scarf with 8 Ev's investment also outruns Jolly so if you don't want to risk the opponent predicting and hitting with Extremespeed/Crunch first you can just outrun and OHKO with Earthquake.
While we're at it, can it take 2 Draco Meteors from Modest Specs Latias? If you want it to counter Latias, you'll need to be able to take those hits.
Yes, it's not 2HKO'd by Modest Specs Latias' Draco Meteor with SR down and a turn of Leftovers recovery.
Actually, to any spread with less than 110 speed, can your spread take two hits from Specs Latias' Draco Meteor? For those with less than 100, how does it stand up to DM+EQ from MixMence? If you're getting 2HKO'd by these Pokemon before you can even act, you're not doing your job as a counter. The concept did specify that the Pokemon should be able to be made to counter anything. The idea of not being able to counter everything at once is a bit harder to show, but you should be able to show that, for the top OUs, you actually can switch in, take any necessary hits, and force the opponent to switch to something else.
Shuca Berry can take MixMence as long as it goes for EQ. I can provide calcs on MixMence. It can also use Ice Shard to bring it down without unnecessary speed and lowering it's offenses. No offense, you probably should have read my first post before you responded as those are the two specific examples I used in my OP.
It's highly unlikely any spread in the "Very Good" category can survive two boosted Draco Meteor's from Latias while simultaneously being able to dispatch it effectively.
Rest on the second hit and it can't do jack shit to you after that. Being faster only beats it in rare situations where someone would keep their hit and run poke in to die to a garaunteed OHKO from a faster opponent. Sucker Punch is always an option too.
As far as Rhys' general idea, there are three general weaknesses as you continue to increase HP at the expense of Defenses. The first weakness is that your unprotected defense gets greatly diminished returns, e.g. If you had to eat Earthquake followed by Grass Knot, one of the two attacks would do much, much more damage than if your defenses were balanced. You also need to invest more EVs in them to get up to parity. The other weakness is that Life Orb takes a massive chunk out of your defensive ability because the absolute damage dealt to the Pokemon is higher. For example if Dusknoir loses 10% of its HP it has lost 29 HP, but attacks are only doing 75-150 damage to it. CAP10 is losing 63-70 HP and attacks are doing 300-450 damage. The other weakness is that Leech Seed heals a lot more damage for your opponent, but once you get about 100 Base HP that starts being an issue. Just watch out for SubSeed Sceptile lol.
Woah woah woah, not my concept. Lati0s' spread is what led me to my spread.
Back to your argument. The amount of damage resisted from either of those hits on my set would probably even out with the more powerful hit. I'll do some calcs. Life Orb deals %, so as Lati0s has been pointing out, things that deal % damage (such as SR and Spikes) deal the exact same to my spread as they would to your spread %wise. My spread has a huge amount of HP, so losing 100 HP would deal a significant chunk to your spreads, it's dealing roughly 1/7th of my spreads potential max HP. Leech Seed can be dealt with via Magic Coat, Taunt, or even Rapid Spin though I do not believe we'd give it to CAP10. And the only things using Leech Seed are Grass attackers, I would think Seed Bomb or Grass Knot would be more deadly. You also don't list Pain Split which can take a huge toll on this spread, same with Endeaver. I've already conceptualized the weaknesses of high HP.
However, my spread is more defensive against everything else. Which is about 99% of the metagame. These tiny little points don't mean anything when you take about 10% less from attacks like Adamant Lucario's Close Combat.
also, doubt that any people will really support a new blissey....
I would agree if you could point out how 255 HP / 10 Def / 135 Sp.D = 254 HP / 44 Def / 45 Sp.D. Blissey's base Sp.D is literally
three times higher than the spread I have suggested. It is most certainly not the next in line. Fix'd the bst btw, but I hate editing my OP as it keeps adding random spaces everywhere for no reason.
An unSTAB Ice Shard does not get you nearly as far as you'd think.
Choice Band OHKO's it and my spread has more than enough bulk to take anything MixMence can dish out. There is always Scarfing + Ice Beam to deal with it since the lower base 87 acts as a lure.
Still, MixMence is hard to counter regardless, and your spread does do what it puports to. The 619 BST is a touch high, though.
I agree 619 is a tad high, I was really against it at first. Though if we're trying to counter everything in OU, we might need to push the boundaries in terms of bst.