CAP 9 CAP 9 - Stat Spread Submissions

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Here's mine:

HP: 130
Atk: 110
Def: 80
SpA: 70
SpD: 80
Spe: 90

This spread allow for a favourable amount of bulk while at the same time, provides a nice offensive touch to put a dent in a would-be secondary-user. (Some exceptions, but nothing's perfect)

I think I put more bulk in there than most other spreads, but I don't think that's a bad thing at all. CAP9's offensive doesn't need to be stellar at all. It has enough attack and speed to scare a lot of (not all, however) secondary users and if those secondary users want to take the time to attack CAP9, it'll survive and probably force to opposition to switch.
 
My spread is pretty similar to others, but with enough variation, I believe, to warrant my posting it.
HP: 110
Atk: 120
Def: 88
SpA: 55
SpD: 102
Spe: 85
BST: 565

Physical Sweepiness: 168 -Rank 5
Physical Tankiness: 138 -Rank 3
Special Sweepiness: 82 -Rank -2
Special Tankiness: 156 -Rank 4


Offense/Defense Balance: 1.6
Physical/Special Balance: 31.7
Base Stat Rating: 530

What I was going for here was a pokemon that could easily switch in to common secondary users with its appropriate defenses, while having a good attack to abuse it's great STAB. In lieu of many arguments from past threads, I have decided on the spread above. Here's a breakdown of the stats:

HP- I wanted a good amount of bulk for CAP9, and 110 HP gives us just that. It gives us 101 HP subs if we so choose, and provides a nice cushion to land on when we switch in to some nasty attacks.
Attack- CAP9 needs a high attack. We all know this. 120 Attack gives us a lot to work with, without being broken. Just for fun, here's a calc for an Earthquake from a 252EV Adament CAP9 against a standard defensive Arghonaut: 372 Atk vs 252 Def & 414 HP (100 Base Power): 160 - 189 (38.65% - 45.65%) If we slap on a Life Orb, it's an easy 2HKO.
Defense- If we want CAP9 to do it's job, it's gonna need all the bulk it can get. 88 Defense provides a good number to take hits from the physical side.
Sp. Attack- 55 is the lowest stat any CAP has ever had, and is a very comfortable threshold that this CAP can lay on. This CAP doesn't need a high Sp.Atk, as there are 'Other Ways' of dealing with secondary user than just killing them.
Sp. Defense- CAP9 needs Sp.Def almost as much as it needs Attack. Coming in on such common secondary users as Rotom, Starmie, Latias, and Celebi would be extremely difficult without a high Special Defense. Here's a calc for standard Scarf max Sp.Atk Rotom-C's Leaf Storm against 252/252 HP Def CAP9: 339 Atk vs 334 Def & 424 HP (140 Base Power): 204 - 242 (48.11% - 57.08%) On average, it fails to 3HKO, even without Leftovers.
Speed- I wanted CAP9 to be fast enough to outspeed common secondary users. With a 90 base speed, it outspeed standard bulky Rotom with 60 EVs invested in speed. It automatically outspeeds most Skarmory, and everything slower than it. However, it is outsped by choice offensive pokemon as a sort of balance to it.
 
I think my spread is different enough....

HP:100, Attack:130, Defense:80, Special Attack: 70, Special Defense:90, Speed 90

Physical Sweepiness: 182 (Amazing)
Physical Tankiness: 120 (Moderatly Good)
Special Sweepiness: 100 (Average)
Special Tankiness: 133 (Good)

Offence/Defence Balance: 17.3 (Moderate Bias to Offence)
Physical/Special Balance: 27.3 (Bias to Physical)

Overall Rating (BSR): 483 (Excellent)

Explanation

When creating these stats, I was going for a very high Attack which would give a really powerful Pursuit and Earthquake, but also a decent Special Attack to work with. Obviously most sets going with these stats would focus working with its awesome Physical attack, however it would be possible to use a special move if physical walls were giving it grief.

Defensivly, it is nothing special. This is because I wanted to give it enough bulk to be able to switch in, but I also wanted it to be fragile enough for opponents to want to use direct attacks against it. Special Defense was given as a preference over Defence because usually Secondary users have some sort of Special Attack.



I might add some more later, but that seems to be most of it. Any suggestions to improve this would be appreciated
 
Hey everyone! This is the Excellent stat spread I have been working on. It gives the CAP Solid HP, a stellar attack, great defenses, decent speed, despite sacrificing Special Attack. Offensive and Defensive Calcs will be included at the end.
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Stat Spread

HP [110] - 110 HP gives this CAP solid bulky for either attack type (Physical, Special), allows this CAP to make Substitutes that survives Seismic Toss (if that was desired), and is a good stat for any pokemon that needs to switch in.
  • Min = 361 HP
  • Max = 424 HP
Atk [120] - 120 Attack allows CAP 9 to work with its incredible STAB types in Dark and Ground, punish special walls who want to consider switching in, and even break through some physical walls as well. Specific Calculations will be included at the end.
  • Min - = 248 Atk
  • Min = 276 Atk
  • Max = 339 Atk
  • Max + = 372 Atk
Def [95] - A defense base of 95 paired with a 110 Base HP is actually bulkier than a 100/100/100 defense spread, meaning that if EVd properly, this thing takes hits better than Celebi & other 100/100/100 defense pokemon. This means that many Super Effective physical hits won't deal too much damage (a Bold Celebi sporting a spread of 252 HP/220 Def takes around 30% from most Ice Punches from my experience with it), and therefore CAP 9 can do its job.
  • Min - = 203 Def
  • Min = 226 Def
  • Max = 289 Def
  • Max + = 317 Def
SpA [55] - Due to CAP 9 being a Physically oriented pokemon, I have decided that the best thing to do is sacrifice the Special Attack stat so that it can have a chance to excell in every other regard.
  • Min - = 131 SpA
  • Min = 149 SpA
  • Max = 209 SpA
  • Max + = 229 SpA
SpD [95] A Special Defense base of 95 paired with a 110 Base HP is actually bulkier than a 100/100/100 defense spread. This is important because it will allow CAP 9 to come in on super effective attacks if need be (or survive them after coming in after a teammate was KOd), threaten secondary users with its decent speed and great attack, and therefore accomplish its job.
  • Min - = 203 SpD
  • Min = 226 SpD
  • Max = 289 SpD
  • Max + = 317 SpD
Spe [90] This speed stat means that, if CAP 9 is running an offensive set to counter Secondary Damage, it will be able to outrun Skarmory, Forretress, Metagross, Blissey, Hippowdon, Cresselia, Defensive Celebi's, and many more while at worst facing a speed tie with Lucario's and other base 90's. This speed stat is just enough for this pokemon without going overkill and overpowering it IMO.
  • Min - = 194 Spe
  • Min = 216 Spe
  • Max = 279 Spe
  • Max + = 306 Spe
Totals

BSR: 529 [Excellent]
BST: 565
Physical Sweepiness - Rank 5: Extremely Good
Physical Tankiness - Rank 4: Very Good
Special Sweepiness - Rank -2: Moderately Bad
Special Tankiness - Rand 4: Very Good
Offensive/Defense Balance - Slight Bias to Offense
Physical/Special Balance - Large Bias to Physical
Overall Rating- Excellent
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Offensive Calculations
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Just a note before the Calcs, all the Calcs were based on running 252 Attack EVs and an Attack Boosting nature. Three attacks were used when running calcs: Earthquake, Crunch, and Pursuit. I'm not saying that these attacks WILL be on CAP 9, but those are what the calcs are based on. Also, I decided against using Life Orb in the calcs, as if this Pokemon is meant to have longevity, that won't be its item of chocie. That's essentially it, enjoy!

Earthquake - 100 Base Power STAB move.

372 Atk vs Choice Band Metagross (299 Def & 364 HP)270 - 318 (74.18% - 87.36%) - Guarenteed 2HKO
372 Atk vs Max HP/Def Metagross (394 Def & 364 HP): 204 - 242 (56.04% - 66.48%) - Guarenteed 2HKO
372 Atk vs Choice Band Scizor (236 Def & 344 HP): 169 - 201 (49.13% - 58.43%) - Guarenteed 2HKO
372 Atk vs Max HP/Def Jirachi (328 Def & 404 HP): 246 - 290 (60.89% - 71.78%) - Guarenteed 2HKO
372 Atk vs Standard Forretress (387 Def & 354 HP): 103 - 123 (29.10% - 34.75%) - 3HKO on average, Guarenteed 3HKO with SR.
372 Atk vs Max HP/Def Heatproof Bronzong (364 Def & 338 HP): 218 - 260 (64.50% - 76.92%) - Guarenteed 2HKO
372 Atk vs Standard CB Tyranitar (256 Def & 382 HP): 314 - 372 (82.20% - 97.38%) - Guarenteed 2HKO, 58.97% to OHKO with SR.
372 Atk vs Max HP/Max Def Tyranitar (350 Def & 404 HP): 230 - 272 (56.93% - 67.33%) - Guarenteed 2HKO
372 Atk vs Standard WishBliss(119 Def & 651 HP): 336 - 396 (51.61% - 60.83%) - 93.29% Chance to 2HKO with leftovers, 100% 2HKO in all other situations.

These are all some of the bulkiest secondary users in the game and, with the exception of Forretress, they are all 2HKOd and outsped (assuming you're using the other 252 EVs for speed.).

Crunch - 80 Base Power STAB

372 Atk vs Max HP/Def Cresselia (372 Def & 444 HP): 174 - 206 (39.19% - 46.40%). 3HKOd. Possible 2HKO with SR, and always 2HKOd with the use of Life Orb.
372 Atk vs Max HP/Def Latias (306 Def & 364 HP): 210 - 248 (57.69% - 68.13%) 2HKO
372 Atk vs Max HP/0 Def Latias (364 HP & 216 Def): 296 - 350 (81.32% - 96.15%). 53% Chance to OHKO w/o SR. OHKO w/SR or LO.
372 Atk vs Standard Spin Blocker Rotom-A (321 Def & 304 HP): 200 - 236 (65.79% - 77.63%). Always 2HKOd. 87.5% chance to OHKO with LO & SR down.
372 Atk vs Standard Defensive Celebi (320 Def & 404 HP): 204 - 240 (50.50% - 59.41%). 72.32% 2HKO with Leftovers: Secure 2HKO in all other conditions.
372 Atk vs Max HP/Def Dusknoir (405 Def & 294 HP): 158 - 188 (53.74% - 63.95%). Guarenteed 2HKO.

This list further illustrates how dangerous this spread is. It has a good chance to 2HKO Max HP/Def Cresselia, who is one of the bulkiest pokemon in OU, and has a guarenteed 2HKO on everything on the list if given a Life Orb.

Pursuit - 40 Base Power STAB if they stay in, 80 BP STAB if they try to leave. Calcs are the same as Crunch if they leave, and are much lower if they stay in. Due to the fact I just illustrated the Crunch calcs, I think you have a fairly good idea of what Pursuit does.
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Physically Defensive Calculations
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All the Calcs are done assuming 252 HP/252 Defense with a Defense Boosting nature. Calcs against CAP 9 are done with 252 Atk EVs and an attack boosting nature unless I say otherwise on a specific calc.

Max Atk Lucario [Close Combat] vs CAP 9: 288 - 338 (67.92% - 79.72%) - CAP 9 Survives to OHKO with Earthquake.
Max Atk Life Orb Salamence [Outrage] vs. CAP 9: 214 - 253 (50.47% - 59.67%). CAP 9 survives to fight back.
+1 Max Atk Life Orb Salamence [Outrage] vs. CAP 9: 321 - 378 (75.71% - 89.15%). CAP 9 survives to fight back.
Max Atk Choice Band Scizor [Bullet Punch] vs. CAP 9: 120 - 142 (28.30% - 33.49%). CAP 9 survives to 2HKO with Earthquake
Max Atk Life Orb Infernape [Close Combat] vs. CAP 9: 356 - 422 (83.96% - 99.53%). 66% Chance to live with SR, 100% without it up then OHKO with EQ.
+2 Max Atk Life Orb Weavile [Ice Shard] vs. CAP 9: 242 - 288 (57.08% - 67.92%). CAP 9 survives to OHKO with STAB Earthquake.
Max Atk Choice Band Weavile [Ice Shard] vs. CAP 9: 152 - 182 (35.85% - 42.92%. CAP 9 survives to OHKO with STAB Earthquake.
Max Atk Metagross [Explosion] vs. CAP 9: 229 - 270 (54.01% - 63.68%) CAP 9 survives. Metagross...not so much.
Max Atk Life Orb Heatran [Explosion] vs. CAP 9: 224 - 264 (52.83% - 62.26%). CAP 9 survives. Heatran...not so much.
Min Atk Choice Scarf Heatran [Explosion] vs. CAP 9: 123 - 145 (29.01% - 34.20%). CAP survives with more than 2/3 of its health to spare.
LeadZelf (4 Atk EVs) [Explosion] vs. CAP 9: 162 - 191 (38.21% - 45.05%). CAP 9 survives. LeadZelf, not so much.

These are some of the most common and most deadly physical attacks in the OU metagame, and CAP 9 survives all of them and has some way to respond. (If I forgot anyone important, TELL ME and I'll add it to the calcs.)
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Specially Defensive Calcs
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The following calcs assume that CAP 9 has max HP/SpD, and that its enemies have max Special Attack, unless I indicate otherwise.

Max SpA Life Orb Latias [Dragon Pulse]: 139 - 165 (32.78% - 38.92%) 3HKO: Latias is 2HKOd by Crunch.
+1 Max SpA Life Orb Latias [Dragon Pulse]: 208 - 246 (49.06% - 58.02%) CAP 9 survives + does around 86% damage to it.
Max SpA Life Orb Latias [Draco Meteor]: 231 - 273 (54.48% - 64.39%). 3HKO factoring in SpA drop. Latias is 2HKOd.
Choice Specs Salamence [Draco Meteor]: 267 - 315 (62.97% - 74.29%). 90% Chance to be 3HKOd with SpA drop.
Max SpA Life Orb Gengar [Focus Blast]: 278 - 328 (65.57% - 77.36%). CAP 9 survives to OHKO with Crunch.
+1 Max SpA Rotom-A [Hidden Power Fighting]: 162 - 192 (38.21% - 45.28%). 3HKOs CAP 9, while Crunch 2HKOs an offensive spread.
+2 Max SpA Rotom-A [Hidden Power Fighting]: 214 - 254 (50.47% - 59.91%) 2HKO with Modest, 3HKO with Timid. Timid loses to CAP 9 and Modest is maimed.
+2 Timid Life Orb 252 SAtk Azelf [Hidden Power Fighting]: 288 - 340 (67.92% - 80.19%). Fails to OHKO, OHKOd by Crunch + LO Recoil.
Choice Specs Heatran [Fire Blast]: 240 - 283 (56.60% - 66.75%). Fails to OHKO while Earthquake OHKOs it.
Choice Specs Lucario [Aura Sphere]: 332 - 392 (78.30% - 92.45%) Fails to OHKO while Earthquake OHKOs it.

These are some of the metagames top Special Threats and none of them achieve a OHKO, and the majority of the time it can take them out before they take it out. If I forgot any major threats that can damage it, tell me =).
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I put a lot of work into this spread, I hope you like it =).
 
HP: 105
Attack: 110
Defense: 95
Sp.Attack: 70
Sp.Defense: 95
Speed: 95
Physical Sweepiness: 159 Extremely Good
Physical Tankiness: 143 Good
Special Sweepiness: 103 Average
Special Tankiness: 143 Good
O/D: 5.9 slight bias to offense
P/S: 23.9 bias to physical
BSR: 494 Excellent
BST: 570

I managed to keep the Base Stat Rating under 500. Still quite a bit higher than 419, but also quite a bit less than 570

105/95/95 Defenses are very bulky, which helps make up for it's bad defensive typing. Here are some Damage Calcs for the most specially defensive spread:

2HKO chance assumes SR and Leftovers

Timid Latias LO Surf: 43.48% - 51.21% (2.43% chance to 2HKO)
Modest Gengar Focus Blast: 47.34% - 56.04% (38.4% chance w/ accuracy)
Modest Heatran HP Grass: 30.43% - 36.23%
Specs Stratagem Energy Ball: 44.44% - 52.66% (17.42% chance to 2HKO)
Blissey (80 Sp.A EV's) Ice Beam: 21.74% - 25.6%
MixPert Surf: 34.78% - 41.06%

and for the most physically defensive spread:

Jolly LO Kitsunoh Superpower: 51.69% - 61.35%
2nd time: 34.78% - 41.06% (small chance of 2HKO)
Adamant Tyranitar CB EQ: 33.09% - 39.13%
Adamant Tyranitar CB Aqua Tail: 59.9% - 70.53%
Physical Swampert Waterfall/Avalanche: 33.82% - 40.58%

So a very defensive spread is feasible, leaving you with 414 HP, 319 of one Defense, 226 of the other, 256 Attack, and 226 Speed. Most of these calcs are relevant to where the enemy predicts your switch in - so even in a worst case scenario he can get the job done.

110 Atk will put the hurt on pretty well without being overpowering. This guy doesn't need that much attack, as his typing is set up to counter particular pokes (ghosts psychics). 95 speed is not enough to make a sweeper (unless it gets SD + Extremespeed lol), but that's not the point of this pokemon. 95 allows makes it faster than any wall and most tanks with no investment. With investment, it out-speeds most status users. Many Trick users have a scarf, but you can out-speed Specs Rotom too. Latias, Gengar, and Kitsunoh still outspeed you, but as long as you stay away from a boosted super effective attack, you should be okay. If you get tricked, you can survive their attacks and kill/maim them with Pursuit or Earthquake. If they use a different attack, they are screwed. Fidgit out-speed's you but doesn't want to eat an Earthquake.

I can update with calcs for other EV spreads later.
 
Not too much different from other submitted spreads, but this is the kind that will probably work best.

HP:103
Attack:123
Defense:89
Special Attack:55
Special Defense:90
Speed:105

BST: 565
Physical Sweepiness: 192-Amazing
Physical Tankiness: 134-Good
Special Sweepiness: 87-Below Average
Special Tankiness: 135-Good
Offense/Defense Balance: 19.4-Moderate Bias to Offense
Physical/Special Balance: 43.1-Extreme Bias to Physical
Overall Rating: 574-Excellent

HP:347-410
Solid HP stat, lets it switch into multiple secondary users and attempt to shut them down or do some sweeping, even with its poor defensive typing.

Attack:253-379
This guy's most useful stat, designed to make good use of Pursuit and Earthquake. As a matter of fact, a Max Attack LO set can OHKO the standard Offensive CM Latias with Pursuit on the switch. This thing should be able to put a nice dent in a majority of the metagame.

Defense:192-304
Even without too much effort put into this stat, it can still be able to take a few hits from neutral attacks. It might not be able to take too much from physical STAB super effective attacks, but it can still take some hits and switch in a few times.

Special Attack:131-229
I really don't think Special Attack would be too useful on this guy. Sacrificing from this stat leaves more room for bulk, power, and speed, which will be much more useful on this guy than just hitting a few physical walls harder.

Special Defense:194-306
This guy should be able to take a few special hits, especially since most of the types he's weak to, as well as many secondary users, are specially based.

Speed:221-339
The ability to outpace a lot of the metagame will be essential to stopping secondary effects and the the users of said effects, with the ability to kill them before they attack or to use preventative moves before they can inflict the effects.

Calcs

252 Atk LO Pursuit/Crunch vs. Min HP/252 Def Calm Blissey, beneficial nature: 54-64%, guaranteed 2HKO
252 Atk LO Pursuit/Crunch vs. 252 HP/80 Def Sassy Bronzong, beneficial nature: 43-51%, 2HKO 50% of the time
252 Atk LO Pursuit/Crunch vs. 252 HP/220 Def Bold Celebi, beneficial nature: 65-77%, guaranteed 2HKO
252 Atk LO Pursuit/Crunch vs. 252 HP/252 Def Bold Cresselia, beneficial nature: 51-60%, guaranteed 2HKO
252 Atk LO Pursuit/Crunch vs. 252 HP/Min Def Timid Jirachi, beneficial nature: 44-52%, 2HKO 37.5% of the time
252 Atk LO Pursuit/Crunch vs. 4 HP/Min Def Timid Latias, beneficial nature: 129-153%, guaranteed OHKO
252 Atk LO Pursuit/Crunch vs. 252 HP/168 Def Bold Rotom-A: 86-102%, OHKO 25% of the time

252 Atk LO Earthquake vs. Min HP/252 Def Calm Blissey, beneficial nature: 68-80%, guaranteed 2HKO
252 Atk LO Earthquake vs. Min HP/Min Def Naive Heatran, beneficial nature: 263-309%, guaranteed OHKO
252 Atk LO Earthquake vs. 252 HP/Min Def Timid Jirachi, beneficial nature: 111-131%, guaranteed OHKO
252 Atk LO Earthquake vs. 252 HP/168 Def Impish Hippowdon, beneficial nature: 38-45%
252 Atk LO Earthquake vs. 252 HP/12 Def Adamant Metagross, beneficial nature: 97-115%, OHKO 87.5 % of the time
252 Atk LO Earthquake vs. 248 HP/Min Def Adamant Scizor, beneficial nature: 65-77%, guaranteed 2HKO
252 Atk LO Earthquake vs. 240 HP/216 Def Relaxed Swampert, beneficial nature: 44-52%, 2HKO 37.5% of the time

Fixed Pursuit/Crunch calcs (why didn't I factor in STAB? I'm such a moron), increased the Speed to as much as the BSR calculator will allow it in the Excellent range, and balanced out the defensive stats so this guy doesn't have too much of a weakness in one defensive area. I might still make some changes or add more calcs later, but probably not.
 
HP- 110
Attack- 110
Defence- 115
Special Attack- 15
Special Defence- 100
Speed- 135

BST = 585
BSR = 579

Physical Sweepiness- 179
Physical Tankiness- 160
Special Sweepiness- 36
Special Tankiness- 153
Offense/Defense Balance- 6.1
Physical/Special Balance- 89.8

This is a spread I propose. It is fast, and has the ability to sweep easily.
It will never use its Special Attack. It is bulky and powerful.
I think you mean 105 defense, since it agrees with your stat ratings. with 115 defense, your BSR is over 650.

Also, 15 satk is a bit of a cop out. I mean, really, the lowest serious satk in OU is Heracross's 40, and even UU doesn't go below 35. (Yes, I know Smeargle has 20, but Smeargle's a gimmick) zorbee's 35 satk was pushing it a bit, but 15 is just ridiculous.
 

zorbees

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is a Forum Moderator Alumnus
I think you mean 105 defense, since it agrees with your stat ratings. with 115 defense, your BSR is over 650.

Also, 15 satk is a bit of a cop out. I mean, really, the lowest serious satk in OU is Heracross's 40, and even UU doesn't go below 35. (Yes, I know Smeargle has 20, but Smeargle's a gimmick) zorbee's 35 satk was pushing it a bit, but 15 is just ridiculous.
I edited my post saying that I believe 35 to be the lower limit. I realize it is pushing it a bit but I think that it should not "auto-disqualify" my spread. If Plus informs me that it is too low before this closes, I can always change it.
 
HP: 120
Attack: 115
Defense: 75
Sp. Attack: 65
Sp. Defense: 75
Speed: 110
Total Base Stats: 560

EDIT: Thanks a huge bunch for your help, Objection AND Loedoc!
Physical sweepiness: 181
Physical tankiness: 128
Special sweepiness: 102
Special tankiness: 128
Offence/defence balance: 19.3 (moderate bias to offence)
Physical/special balance: 31.6 (large bias to physical)
BSR: 488 (excellent)

Offenses

115 Attack is an important benchmark to hit; it deals massive damage to the two bulkiest Trick users, Latias and Rotom, with confirmed OHKOs if they run their standard 4 HP/0 Def sets so long as SR is up. An Adamant nature turns the OHKO chance into a certainty for Rotom, and a near certainty for Latias even without SR.

If CAP 9 functions as a lead, 115 Attack also gives it a chance to OHKO Lead Jirachi with Earthquake. As stated in the Speed section later, equipping it with a Choice Scarf makes it extremely risky for most leads to stay in, and Pursuit deals heavy damage if they don’t.

252 Attack EVs and a Neutral nature:

Switch Pursuit/Crunch
vs. 4 HP/0 Def Latias: 88.1% to 103.6%
vs. 252 HP/4 Def Latias: 71.7% to 84.3%
vs. 4 HP/0 Def Rotom-x: 93.8% to 110.4%
vs. 252 HP/186 Def Bold Rotom-x: 60.2% to 70.7%

252 Attack EVs and a Positive nature:

Switch Pursuit/Crunch
vs. 4 HP/0 Def Latias: 96.7% to 114.0%
vs. 252 HP/4 Def Latias: 80.0% to 94.2%
vs 4 HP/0 Def Rotom-x: 105.0% to 123.2%
vs. 252 HP/186 Def Bold Rotom-x: 65.8% to 77.6%

Earthquake
vs. 80 HP/0 Def Jirachi: 92.2% to 108.3%
vs. 252 HP/12 Def Metagross: 72.5% to 85.2%

65 Sp. Attack allows Fire Blast to gain a confirmed 2 HKO of 252 HP/0 Sp. Def Skarmory if SR is up, and a confirmed OHKO with or without SR on Forretress.

0 Sp. Atk EVs and a Neutral nature:

Fire Blast
vs. 252 HP/0 Sp. Def Skarmory: 49.4% to 58.1%
vs. 252 HP/0 Sp. Def Forretress: 104.8% to 123.4%

Speed

With base 110 Speed and a positive Nature, CAP 9 reaches 351 speed, effectively outspeeding almost all neutral-natured, non-Scarfed leads, and threatening many with its dual STAB. Such Pokemon include Jirachi, Heatran, Roserade, Infernape, and Metagross. Importantly, 110 Speed and a Scarf lets CAP 9 outspeed all scarfed Rotom-x variants, and even without a Scarf, lets it force a Speed tie with Specs Latias, allowing it to OHKO either with Switch Pursuit or Crunch.

Defense

120 HP allows CAP 9 to set-up 101 HP Substitutes with minimal EV investment: a must to combat the ever-present threat of Seismic Toss Blisseys. It also gives CAP 9 as must overall survivability as possible, since moves that hit it for super-effective damage are pretty evenly divided into physical and special. The stats for the other defenses are distributed to give a total of 560 BST, and are equal for the above reason as well. There aren’t really many significant numbers to achieve, since CAP 9’s horrible defensive typing means it shouldn’t be switching into moves too often at all.
 
98 HP/129 Atk/90 Def/55 Sp.Atk/87 Sp.Def/91 Speed (Slight adjustment was made in order to get the ODB under 20)
BST = 550
BSR = 500 (Excellent)

Explanation:

Let me begin by saying there is no reason to have more than 91 speed because Lucario is the only thing this guy really wants to outrun. The hp and defenses give it a little more than Machamp bulk, while a little less than Swampert bulk. 129 attack power so he can hit things hard. I doubt it will need any special attack strength, since it actually might be a bit too good if it had any. Ground and dark are really good offensive stabs anyway. As far as counters go, Skarmory should be #1. Resisting both stabs and still pulling off a counter even if we give this guy any elemental fangs(punches might be a stretch). Special attack strength is really low too, so odds are the tin bird wont have to worry too much about that. Gliscor is another good one, resisting earthquake and also outrunning us with his 95 speed base. Gliscor also has the defense to take a few hits from anything else, such as crunch. Heracross resists both stab moves and has some sturdy defense, as well as 2 super effective stabs he can throw at us. Double max Suicune will also counter us everytime. Hippowdon manages a counter as well, but not if we give this guy aqua tail. It isn't hard at all to switch into a choice banded earthquake or crunch anyway, and most of these calcs were based on choice band.

Calcs:

Earthquake v.s. Hippowdon = 588 Atk vs 345 Def & 420 HP (100 Base Power): 184 - 217 (43.81% - 51.67%)
Aqua tail v.s. Hippowdon = 588 Atk vs 345 Def & 420 HP (90 Base Power): 222 - 262 (52.86% - 62.38%)
Fire fang v.s. Skarmory = 588 Atk vs 396 Def & 334 HP (65 Base Power): 140 - 166 (41.92% - 49.70%)
Fire punch v.s. Skarmory = 588 Atk vs 396 Def & 334 HP (75 Base Power): 162 - 192 (48.50% - 57.49%)
Crunch v.s. Gliscor = 588 Atk vs 327 Def & 354 HP (80 Base Power): 156 - 184 (44.07% - 51.98%)
Aqua tail v.s. Gliscor = 588 Atk vs 327 Def & 354 HP (90 Base Power): 234 - 276 (66.10% - 77.97%)
Earthquake v.s. Swampert = 588 Atk vs 297 Def & 401 HP (100 Base Power): 214 - 253 (53.37% - 63.09%)
Crunch v.s. Swampert = 588 Atk vs 297 Def & 401 HP (80 Base Power): 171 - 202 (42.64% - 50.37%)
Crunch v.s. Gyarados = 392 Atk vs 194 Def & 332 HP (80 Base Power): 175 - 207 (52.71% - 62.35%)* Note that even without the CB, Gyarados is 2hko'd
Earthquake v.s. Heracross = 588 Atk vs 186 Def & 302 HP (100 Base Power): 170 - 201 (56.29% - 66.56%)* Heracross will have to invest a bit in bulk to counter
Crunch v.s. Heracross = 588 Atk vs 186 Def & 302 HP (80 Base Power): 136 - 161 (45.03% - 53.31%)* See above ^^
Earthquake v.s. Breloom = 588 Atk vs 196 Def & 272 HP (100 Base Power): 162 - 191 (59.56% - 70.22%)*Breloom is in the same boat as Heracross
Crunch v.s. Breloom = 588 Atk vs 196 Def & 272 HP (80 Base Power): 129 - 153 (47.43% - 56.25%)*See above ^^
Crunch v.s. Bronzong = 588 Atk vs 288 Def & 338 HP (80 Base Power): 177 - 208 (52.37% - 61.54%)* Thats standard Bronzong, not double max
Pursuit v.s. Blissey = 588 Atk vs 130 Def & 651 HP (40 Base Power): 195 - 231 (29.95% - 35.48%)* Blissey not switching out
Pursuit v.s. Blissey = 588 Atk vs 130 Def & 651 HP (80 Base Power): 390 - 460 (59.91% - 70.66%)* Blissey switching out
Crunch v.s. Suicune = 588 Atk vs 361 Def & 404 HP (80 Base Power): 142 - 168 (35.15% - 41.58%)
Earthquake v.s. Suicune = 588 Atk vs 361 Def & 404 HP (100 Base Power): 177 - 208 (43.81% - 51.49%)

I think that this spread provides a balanced enough combination of offense, bulk and speed for CAP 9.
 

VKCA

(Virtual Circus Kareoky Act)
I was originally opposed to it, but the high(120ish) hp and poor/mediocer def(75ish) is starting to grow on me. It ends up with the slightly higher defensiveness then Machamp with the same bst (in defenses).
 
Why is Lucario the only thing it wants to outrun?
Yeah seriously. The point is to stop secondary move users, and unless you call SD Lucario that, 91-93 speed isn't doing shit (unless you go with 93 to tie/outspeed Timid Rotom-A iirc). I, personally, wouldn't go below 111 base Speed since with base 91/92/93 speed you're still outsped by Gliscor, Jirachi, some Celebi, Starmie, Uxie and a few others. (Sorry tacho). So will anybody care to explain the point of 91/92/93 speed?
 

bugmaniacbob

Was fun while it lasted
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Stats: 100/115/80/80/80/100
BST: 555
BSR: 440 (Excellent)
SB: 19.7 (Somewhat Offensive)
BB: 20.1 (Physical)

In brief:

100/80/80 defensive stats are not overkill, but seem sufficient to get the job done, and equal on both sides to avoid giving it a weakness to one side. Reminiscent of Garchomp, I did not think that so high a stat rating would be ideal, but I make do with what comes; 115 Attack is reasonably good, and 100 Spe, similar to Celebi and Zapdos, allows it to come in and threaten slower Pokemon. One thing I do not think should happen is that this Pokemon should become yet another sweeper, so I've done my best to keep both Speed and Attack down. The Special Attack is there just in case somebody decides they want to beat Skarm; while Fire Blast is not confirmed, the option for the movepool builders should be there.

More coming...
 

Deck Knight

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Yeah seriously. The point is to stop secondary move users, and unless you call SD Lucario that, 91-93 speed isn't doing shit (unless you go with 93 to tie/outspeed Timid Rotom-A iirc). I, personally, wouldn't go below 111 base Speed since with base 91/92/93 speed you're still outsped by Gliscor, Jirachi, some Celebi, Starmie, Uxie and a few others. (Sorry tacho). So will anybody care to explain the point of 91/92/93 speed?
Probably because Lucario is usually the offensive end of a Stall team and it waits until opponents have been sufficiently weakened and then cleans up the rest of the team. Being able to outspeed it under normal conditions and OHKO with Earthquake prevents it from being able to force you out with offensive pressure before you can do your job. Ex. you Pursuit-kill Rotom-A and Lucario shows up to finish you with Close Combat before you can spin.
 
Probably because Lucario is usually the offensive end of a Stall team and it waits until opponents have been sufficiently weakened and then cleans up the rest of the team. Being able to outspeed it under normal conditions and OHKO with Earthquake prevents it from being able to force you out with offensive pressure before you can do your job. Ex. you Pursuit-kill Rotom-A and Lucario shows up to finish you with Close Combat before you can spin.
All the current spreads do that, but they also outspeed the things they SHOULD. Lucario has nothing to do with the concept, so I don't see the point of focusing around him. 91/92/93 speed loses to quite a few common secondary move users. Anyways, Infernape, Latias, Celebi and Starmie all get a supereffective hit on you aswell, so isn't that whole group a better focus since all of those run some kind of secondary move; whether it be Rapid Spin, Stealth Rocks or Roar.
 
My reasoning is that we will most likely give this guy an ability to stop the secondary, and also sucker punch. That being the case, outrunning anything more than Lucario would make this new CaP too good and is also unnecessary.
 

Deck Knight

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All the current spreads do that, but they also outspeed the things they SHOULD. Lucario has nothing to do with the concept, so I don't see the point of focusing around him. 91/92/93 speed loses to quite a few common secondary move users. Anyways, Infernape, Latias, Celebi and Starmie all get a supereffective hit on you aswell, so isn't that whole group a better focus since all of those run some kind of secondary move; whether it be Rapid Spin, Stealth Rocks or Roar.
Infernape will never be the offensive end of a stall team precisely because it cannot switch easily in and out, and SR Ape is usually a lead, which this probably won't be. Beefing up this thing's speed is just an invitation to another sweep-fest. Lucario works on Stall teams because it is immune to residual damage from Sandstorm and Toxic Spikes, with 4x SR resistance so it can take advantage of the opponent in a Stall vs. Stall battle. Latias is not a threat whatsoever to most spreads, as Sucker Punch will take out most variants, and unless we decide against SP, its a non-issue. The same logic applies to Starmie and Celebi, and I'd frankly rather not get into Speed wars with them. I'd rather them be unpleasantly surprised when their support-set offense fails to do anything significant.

Put bluntly I think high Atk high Speed puts too much emphasis on offense and that support moves like Taunt and Rapid Spin will be abandoned entirely because of the comparative advantage lost.
 

zorbees

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Most stall teams don't have an offensive end, unless you count something like a Scarf Jirachi that kills Mixmence and stuff like that. Stall teams are so hard to run right now that running one with essentially 5 members is near impossible.
 

Zari

What impossible odds?
is a Contributor Alumnus
HP: 82
ATK: 117
DEF: 99
SATK:82
SDEF:96
SPE:105

Physical Sweepiness: 185 Rank 6: Amazing
Physical Tankiness: 129 Rank 2: Moderately Good
Special Sweepiness: 127 Rank 2: Moderately Good
Special Tankiness: 125 Rank 2: Moderately Good
Offensive/Defensive Balance: 19.1
Physical/Special Balance: 21.6
BSR: 551

Offensive Calcs [Using a spread of 252 Atk/4 Satk/252 Spe and +Atk nature]:

LO Pursuit on switch/Crunch:
vs. 0/252 Bliss: 52.69% - 62.21%
vs. 4/0 Latias: 100%
vs. 252/4 Latias: 51.92% - 61.26%
vs.252/168 Rotom: 83.55% - 99.34%
vs. 4/0 Rotom: 100%

LO Earthquake:
vs. 0/252 Bliss: 66.05% - 77.88%
vs. 252/12 Metagross: 93.96% - 110.99%

With a neutral nature and 4 satk evs (sorry for the slight poll jump) this spread hits 201 satk, getting a reliable 2hko on the standard Hippowdon:

LO GK vs 252HP/88Sdef Hippo: 53.33% - 62.86%

LO FB also nets a 2hko on Skarmory [77.25% - 91.02%]and a OHKO on Forretress
 
Spread: 100/99/84/51/105/116 (HP/Atk/Def/SAtk/SDef/Spd)

Ratings:

PS: 157 (Very Good)
PT: 125 (Moderately Good)
SS: 83 (Moderately Bad)
PT: 151 (Very Good)
ODB: 2.2 (No Bias)
PSB: 24.8 (Bias to Physical)
BSR: 420 (Excellent)
BST: 555

The big difference between this spread and the others is relatively low attack stat, but this is done purposely, allowing for us to give this Swords Dance and not fearing that it is overpowering. It also removes the emphasis from pure sweeping, while still getting the job done. With Max Atk and a Life Orb it OHKOs Specs Latias with Pursuit as it switches. It also does 76% min to Latias with the most defensive spread in the analysis (204 HP/ 128 Def), which will KO if you had SR down when it switched in the first time. That and all the other weaker Trickers, like Gengar and stuffs.

The Bulk allows for 101 subs if needed, and the ability to switch into and survive Latias's Timid Specs Boosted Surf with no investment, and anything weaker. Its supposed to serve as a buffer if you mispredict. The defense really is just the lowest that it can be to get it in to excelent. but is still bulky.

The Speed is enough to outspeed all the Pokemon at 115 and below. The only Pokemon that will use secondary moves above that is Alakazam, who might be tricking. And Aerodactyl, Crobat, Weavile, and Electrode might be using Taunt sometimes, however Aerodactyl is only a lead, and Electrode is UU.

The SAtk is low, but I dont think that this Pokemon will be a full sweeper, so it wont need to break through walls that much.
 


I hope it´s not too similar to other spreads and fine as it is...:/

Can create 101-Subs and has enough bulk to take neutral hits quite well. SDef is higher because of the Water/Ice/Grass Weak. The SAtk can be used to build a gimmick NP-Set or something like that. Atk Stat is fine imo, it doesn't need so much :/ It´s as fast as Infernape, i like that idea =)
-> a total stat of 570

detailed description/calcs comes later, i already wrote it, but i closed the window >.<" I´ll edit it into this post (if i don't forget it ...)
 
I have revised my spread, and this is my final version.

Spread

110 HP / 123 Atk / 76 Def / 55 SpA / 90 SpD / 111 Spe

Ratings

Physical Sweepiness: 197 Rank 7: Amazing
Physical Tankiness: 122 Rank 2: Moderately Good
Special Sweepiness: 88 Rank -1: Below Average
Special Tankiess: 140 Rank 3: Good
Offense/Defense Balance: 18.5 Moderate Bias to Offense
Physical/Special Balance: 36.5 Large Bias to Physical
Overall Rating: 579 Excellent
Stat Rating: 565

Stats

HP: 361 - 424
Attack: 253 - 282 - 345 - 379
Defense: 169 - 188 - 251 - 276
Special Attack: 131 - 146 - 209 - 229
Special Defense: 194 - 216 - 279 - 306
Speed: 232 - 258 - 321 - 352

Explanations

HP: A base HP stat of 110 is a pretty decent number to hit in my opinion. It gives it enough overall bulk to take several hits, yet it isn’t too high that people would be using this CAP as a tank. It’s also high enough to use 101 HP Substitutes without maxing out.


Attack & Special Attack: I wanted this CAP to be completely physically offensive, as in, it will suck if it uses special attacks. For that reason, I gave it a reasonably high base Attack stat of 123 and a pitiful base Special Attack stat of 55, just so nobody tries to use special attacks. To be honest, it’s a waste of a moveslot just to use Flamethrower on Skarmory, or Ice Beam on Gliscor, it just takes up too much room.

Defense & Special Defense: When I was figuring out a defensive spread, I wanted to lean more towards the Special Defense side, since many of the common secondary effect users are special-oriented (Latias, Rotom-a, Celebi). This would make CAP9’s job much easier to dispose of them, instead of making them hit it hard. Besides giving it a great base 90 Special Defense, I didn’t want this CAP to be defensively frail either. With that being said, base 76 Defense isn’t relatively bad, but it isn’t great either, it’s workable.

Speed: Speed is a huge deal with this CAP. Many people are using extremely high Speeds so they can “outpace everything”. I don’t see the point in this, because with a base Speed of 111, CAP9 stops the secondary effect users if it were to be at base 130 Speed. For that reason, having a base 111 Speed is high enough to outpace Latias, probably the fastest secondary effect user you can outpace at a reasonable base Speed. Also, to outpace things like Infernape, a Pokemon that can easily obliterate CAP9 with LO Close Combat.

Conclusion: All in all, I basically wanted a respectively fast, powerful physical sweeper that is capable of moving slightly defensive if needed. The reason I didn’t want this to go so bulky is because of its already five quite common weaknesses, so it’s not really fun when your tanking with that many weaks. It has a really great STAB combo that compliment each other in terms of type coverage (Dark hits Ghost, Ground hits Steel), so I wanted to use them to its fullest potential, but not go too overboard.

Offensive Calculations

Jolly 252 Atk LO Earthquake vs...

Relaxed max HP/Def Swampert: 38.86% - 46.04%
------------with Adamant nature: 43.07% - 50.74%

Relaxed 252 HP/144 Def Forretress: 35.03% - 41.53%
----------------with Adamant nature: 38.98% - 46.05%

Impish 240 HP/160 Def Jirachi: 79.80% - 94.26%
----------with Adamant nature: 88.28% - 103.74%

Calm 0 HP/252 Def Blissey: 62.21% - 73.27%
---------with Adamant nature: 68.20% - 80.34%

Jolly 252 Atk LO Crunch/Pursuit vs...

Bold 252 HP/220 Def Celebi: 59.90% - 71.29%
-------with Adamant nature: 65.84% - 77.72%

Bold 252 HP/252 Def Cresselia: 47.30% - 55.86%
--------------with Adamant nature: 51.80% - 61.26%

Bold 252 HP/252 Def Rotom-a: 73.68% - 87.50%
----------with Adamant nature: 81.58% - 96.71%

Bold 252 HP/252 Def Latias: 69.78% - 82.42%
-------with Adamant nature: 76.37% - 90.66%

Defensive Calculations

Damage taken with 4 HP/0 SpD from...

Relaxed 0 SpA Swampert using Surf: 54.70% - 64.64%
--------------------using Hydro Pump: 68.51% - 81.22%

Timid 252 SpA Latias using Surf: 55.80% - 65.75%
--------------using Draco Meteor: 61.33% - 72.38%

Bold 0 SpA Celebi using Grass Knot (100 BP): 65.19% - 76.80%

Timid 252 SpA Rotom-w using Hydro Pump: 68.51% - 80.66

Damage taken with 4 HP/0 Def from...

Adamant 252 Atk Band Tyranitar using Stone Edge: 47.51% - 56.08%
------------------------------------------using Crunch: 38.12% - 44.75%

Adamant 252 Atk LO Lucario using +2 Extremespeed: 76.52% - 90.33%

Adamant 252 Atk Band Scizor using Bullet Punch: 56.35% - 66.30%

Notice how all of these calculations are being used with CAP9 using only 4 HP EVs? That means that if CAP9 were to be used a bit more defensively, it can survive many more attacks than usual, such as Specs Rotom-w’s Hydro Pump, Forretress’ Explosion, and even Salamence’s LO Outrage.

What this means is that CAP9 can do its job efficiently by only using a max Attack/Speed spread, as it has the bulk to survive other super effective hits, as shown in the calculations above, mainly the Special Defense calculations. This is pretty good to know, as you aren’t necessarily forced to use a defensive EV spread to live through super effective attacks, which basically means CAP9 can be a threatening physical sweeper that can stop the secondary.
 
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