CAP 12 CAP 1 - Part 4 - (Stat Spread Submissions)

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Stratos

Banned deucer.
This doesn't even look like a Momentum pokemon anymore... it looks like a physical tank with different typing...
 
To be honest, stats do not have any effect whatsoever on momentum. If the CAP looked offensive, you could just call it a sweeper.

The movepool, typing, and ability effect mometum, in fact, every single pokemon effects mometum in some way... except maybe Delibird. [Traditional CAP Delibird bashing: Go!]
 

Jibaku

Who let marco in here????
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Final Submission


It took me a while to come up with an EV spread, but here goes....

/me awaits flames

HP: 105
Atk: 60
Def: 90
SpA: 115
SpD: 80
Spe: 85


PT: 163.2738
ST: 155.1002
PS: 75.9592
SS: 170.8523
Rating: 308.8271
BST: 530

Okay so I tried to give this CAP as much versatility as possible. A passable Speed stat to outrun certain threats in the metagame, and a decent defense for well...being able to switch into things. Alright this is a lame explanation. Let's go in depth.

HP:...okay can I just c/p what Deck posted in here? No? Anyways, I wanted a high HP stat for efficient bulk (which in turn saves EVs for it to do other things which I will get to later!), as well as to encourage different spreads than the usual 252 HP / 252 Speed. 105 HP also lets it create 101 HP substitutes, which I guess helps with Blissey but you're going to need Taunt or something I don't know. It's mostly irrelevant...

Attack: We aren't going physical on this thing so meh. If Close Combat is allowed I guess some Atk EVs lets it bypass Chansey or something. Not worth worrying about.

Defense: Instead of me trying to explain what it does, look at the calcs:
Excadrill
Jolly +2 Return (Balloon) vs 0/4 CAP1: 71%-83.4%
Jolly +2 LO Rock Slide vs 0/4 CAP1: 67.8%-80%
Adamant +2 LO Rock Slide vs 0/4 CAP1: 74.4%-87.7%
Jolly +2 LO Return vs 252/0 CAP1: 78%-91%
Adamant +2 LO Return vs 252/0 CAP1: 86%-101%
Jolly +2 LO Return vs 252/252+ CAP1: 55%-65%
Adamant +2 LO Return vs 252/252+ CAP1: Okay just multiply it by 1.1x -_-

Terrakion
Jolly +2 LO Stone Edge vs 252/252+ CAP1: 79%-93% (Okay don't try this lol)
Jolly +2 Balloon Stone Edge vs 252/252+ CAP1: 61%-71%
Jolly +2 Balloon Stone Edge vs. 252/0 CAP1: 85%-100%
Jolly Scarf Close Combat vs 0/4 CAP1: 30%-36%

Blaziken
Unboosted Adamant LO Flare Blitz vs 0/4 CAP1: 82%-96.6% (just divide by 1.1 for Jolly)
Unboosted Adamant LO Flare Blitz vs 252/0 CAP1: 69%-82%
Adamant LO +2 Hi Jump Kick vs 0/4 CAP1 (hey maybe it's raining...): 88%-100+%
Adamant LO +2 Hi Jump Kick vs 252/0 CAP1: 75%-88%
Adamant LO +2 Stone Edge vs 252/0 CAP1: 77%-91%

Landorus
Unboosted Jolly Stone Edge vs 0/4 CAP1: 43%-51%
Unboosted Jolly LO Stone Edge vs 0/4 CAP1: 55.5%-65%
+2 Jolly Stone Edge vs 252/0 CAP1: 72%-85%
+2 Jolly LO Stone Edge vs. 252/252+ CAP1: 67%-79%

Garchomp:
Unboosted Jolly Outrage vs 0/4: 60.7%-72%
Unboosted Jolly Outrage vs 252/0: 51%-60%
Unboosted Jolly Dragon Claw vs 0/4: 40.5%-48%
+2 Jolly Outrage vs 252/252+: 73%-85%
+2 Jolly LO Dragon Claw vs 252/252+: 63%-75%


Special Attack: It is important that this CAP has plenty of firepower to maintain pressure (but not too much due to how dangerous Flying/Fighting STABs are). And I just feel that 115 is the "right" number for this CAP, especially with its 85 base Speed. Here are some calcs:

With 252 SAtk:
Air Slash
vs 4/0 Blaziken: 100%+ (its min damage is exactly at 100% lol)
vs 252/0 Conkeldurr: 77%-91%
vs 252/252 Adamant Conkeldurr: 56.5%-66.66666666%
vs 252/252+ Conkeldurr: 51%-60%
vs 4/0 Virizion: DEAD
vs 252/0 Jellicent: 27%-32% (-__-)
vs 252/0 Gliscor: 40.7%- 47.7% (just a solid 3HKO through Poison Heal)
vs 0/4 Landorus: 42%-50% (almost a solid 2HKO with SR)
vs 4/0 Latios: 34%-40% mehhh not quite appealing
vs 252/252+ Scrafty: 45%-53%. You good a good chance to destroy him
vs 4/0 Scrafty: 74%-87%.
vs 0/4 Salamence: 40%-47% 2HKOes after SR

Aura Sphere:
vs Excadrill: 100%+
vs 0/4 Terrakion: 91.6%-100+% (solid OHKO after SR. Divide by 1.5x for Sandstorm calc)
vs 252/252+ Ferrothorn: 50%-59% (pretty much a solid 2HKO but Leech Seed -.-)
vs 252/0 Skarmory: 54%-64%
vs 252/252+ Skarmory 36%-43% (this 3HKOes if SR is down and CAP11 spends one turn successfully Taunting a Roost from Skarmory)

Hidden Power Ice
vs 252/0 Gliscor: 100%+
vs 4/0 Latios: 43%-51%. Can 2HKO after SR.
vs 252/252+ Dragonite: 53%-62%. Meh...Multiscale/Thunder Wave messes this up anyways


Special Defense:
I'd imagine most of CAP1's defensive usefulness is taking physical blows by virtue of its typing so I didn't give it as much Special Defense. However, 105/80 is enough for it to absorb things like Virizion HP Ice and Gengar's Shadow Ball, and if you wish to go specially defensive CAP1 isn't a bad check to them.

Speed: Choosing between fast and slow wasn't easy at first, until I found out how much people didn't want a fast one. I eventually chose to go with medium Speed as being too fast discourages creative EVing to utilize its other stats (especially given the amount of threats that linger in the base 97-111 Speed category). Anyways, 85 Speed gives it the ability to outrun Heatran, Mamoswine, Smeargle, and Cloyster (which the base 70 Spreads tie with), and all are weak to Fighting but could otherwise severely threaten CAP11 with their powerful attacks (bar Smeargle who could otherwise Spore it away). Oh yeah it outruns Gyarados as a bonus. Granted, 85 Speedties with Suicune, Nidoking, and Heracross, but this CAP isn't meant to beat Nidoking anyways and Suicune usually runs no Speed (you should not try to take on offensive ones regardless), while Fighting/Flying itself kind of walls Heracross to begin with. Furthermore, 85 Speed makes it like viable as a Scarfer, allowing it to approach momentum in a different way. At the very VERY least, I would like to see this CAP outrun the base 70 group, because Cloyster can be that aggravating.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Hello CAP! Normally I'm quite early with my submissions, but I was actually catching a train home for spring break today, so didn't get enough time to post this. Nevertheless, here is my stat spread:

HP: 80
Atk: 37
Def: 108
SpA: 120
SpD: 105
Spe: 80
TOTAL: 530

PT: 164.3635
PS: 57.6521
ST: 159.2928
SS: 168.6476
ODB: 0.2040
(Slightly Offensive Bias)
PSB: -15.5163 (Heavy Special Bias)

When deciding on what a Momentum Pokemon should look like stats-wise, we should focus on a few key points.


  • We need this Pokemon to be offensively threatening, but not to a point where it can overwhelm an entire team and sweep.
  • We need this Pokemon to have good overall bulk, with a slight emphasis on Physical bulk to mirror the Physical tendencies of the metagame.
  • We need to out-speed certain threats 100%, but also should realize that out-speeding a majority has little to no impact on this Pokemon.
  • Most importantly, we need to realize that stats should be used as one tool of gaining and changing momentum, not the only way.
Indeed, this is what the concept is about. Stats should be made to combine the essences of movepool and concept as a whole. If we created a Pokemon that has too much offensive prowess (say, 130 SpA or above), we might give too much incentive to rely on offense 100% to obtain and change momentum. If we didn't give it enough offensive power and too much bulk, it might turn into a wall or pivot, and might not be able to threaten much at all but rather just stay in play as a pivot. Creating this stat spread has proven to be a fragile process, but I feel as though this spread gives CAP1 just enough in each stat to accomplish its goal. This is extremely important to do, as a Pokemon with such a specific concept needs to "have the fat cut" from it to prevent its usage outside of its role.

Here is an in-depth explanation, plus calculations, as to why this stat spread can - and will - succeed on CAP1.

HP

As many veteran stat spread creators know, the fastest way to get the most out of a Pokemon's bulk is to give it a large HP number. It's fast, it's easy, and it's customizable. However, for a Momentum Pokemon, I feel that the customization of choosing which stat to boost as opposed to simply applying EV's to HP is unwanted. CAP1 needs to be fairly balanced in its defensive capabilities, relying on HP investment and its base Defensive stats rather than the opposite for its survival. This ensures that CAP1 won't be used for many different purposes defensively: it's meant to be able to take almost all hits well enough, from multiple metagame threats, and threaten them out. Not to entirely tank them, or invest to surprise. Having a relatively low HP value prevents this from happening. 80 is by no means a "poor" HP stat, but it certainly isn't extraordinary. It's very much comparable to Machamp, which has significant overall bulk for such an offensive-oriented Pokemon, even in this generation. It's just enough to take a hit and retaliate or react.

Attack

Probably the stat that needs little to no explanation, CAP1 is not designed to be a Physical offensive force whatsoever. To prevent a possible mixed CAP1 from entering the playing field (Flying / Fighting has great mixed potential), the stat is at a low 37 right now. It's not very usable, even with a Choice Band in hand. No calculations will be provided for the Attack stat.

Defense

Tyranitar, Excadrill, Landorus, Garchomp, Terrakion, Conkeldurr, Scrafty, Breloom, Salamence, Haxorus - oh my! The Physical metagame in Generation V is extremely powerful, and with the popularity of such playstyles as Sandstorm that heavily rely on physicality, it's important that CAP1 has good Defense to be able to actually threaten these Pokemon directly. Now, the goal here is to create a Pokemon that can take a hit and retaliate, not to make a Pokemon that can wall Physical attacks. Therefore, instead of looking at overall defensive output, we should rather concentrate on the ability of CAP1 to prevent itself from being OHKO'd and 2HKO'd by powerful offensive threats as it attempts to switch momentum. 108 Defense may seem like somewhat of an odd number, but in reality, this gives CAP1 maximum Defensive output without becoming a complete tank.

CALCULATIONS (252 HP / 0 Def Neutral Nature)
252 Atk Tyranitar's Stone Edge: 42.9% - 51.1%
252 Atk Landorus' SP Stone Edge: 35.7% - 41.8%
252 Atk LO Terrakion's Stone Edge: 70.3% - 83%
252 Atk Baloon Excadrill's +2 Return: 52.7% - 62.4%
252 Atk LO Excadrill's +2 Return: 68.7% - 81%
252 Atk +Nature +1 Guts+ Roobushin's Stone Edge: 73.1% - 85.7%
252 Atk Garchomp's Outrage: 50.5% - 59.6%
252 Atk LO Salamence's Outrage: 67.6% - 79.4%
252 Atk +1 LO Scrafty's Ice Punch: 63.7% - 75.3%
252 Atk LO Haxorus' Outrage: 72% - 84.9%

These calculations are extremely impressive, especially since CAP1 can successfully do its job against hight-powered STAB options without relying on any "walling" ability.

Special Attack

Here's CAP1's main stat of offensive prowess. We are aiming for this Pokemon to be strong enough to force out threats, but not strong enough to completely overwhelm a team with power and speed. So, we're looking for a few things: key OHKO's and 2HKO's and damage to threaten offensive and defensive threats. If we do this concept correctly, we should just be hitting these marks as well. This way, we're not adding extra power anywhere that doesn't need it.

CALCULATIONS (NOTE: No Life Orb calcs will be taken.)
0 SpA Neutral CAP1
Aura Sphere Vs:
252 / 208 Ferrothorn: 47.7% - 56.8%
4 / 0 Tyranitar (SS): 88.9% - 105.3%
4 / 0 Excadrill: 88.4% - 105%
4 / 0 Terrakion (no SS): 76.5% - 90.7%
4 / 0 Mamoswine: 94.7% - 111.9%
252 / 0 Blissey: 24.6% - 29.4%
4 / 0 Garchomp: 36.3% - 43%
252 / 0 Skarmory: 45.8% - 53.9%
4 / 0 Scrafty: 75% - 88.2%
252 / 248 + Scrafty: 44.9% - 52.7%

Air Slash Vs:
120 / 136 Conkeldurr: 58.3% - 69.3%
4 / 0 Scrafty: 61.8% - 73.5%
252 / 248 + Scrafty: 37.7% - 44.9%

Now, there are a bunch of different calculations I could give (HP Ice would hit things like Zapdos and Thundurus well, while HP Dark would hit Starmie and Reuniclus okay). However, I feel as though these calculations further establish the fact that CAP1 can successfully threaten the metagame without having to rely on Life Orb, but cannot overwhelm the entire metagame either. It can run a bit of SpA EV’s to guarantee some 2HKO’s and OHKO’s, but it will give up either speed or substantial bulk if this is done. This is what we need the concept to accomplish, and with this stat, it does this well.

Special Defense

Special Defense is also critical in this concept’s concept. We need for this CAP to survive a good amount of Special attacks without being able to tank at all: more bulky that tank-y. This prevents CAP1 from being a pivot and instead allows it to be a momentum Pokemon regardless of what type of Pokemon it’s facing. However, I believe that this stat should be slightly less than the Defense. Why? Most things that are “counters” on paper to CAP1 typing-wise are specially-based, with the exception of Gliscor. We don’t want to give this too much Special bulk so that we can squeeze around these counters later, either. That includes things like Zapdos, Thundurus, Reuniclus, and Lati@s. We need to keep this CAP grounded in its abilities to specify its functionality as a momentum-based Pokemon without giving it the chance to deviate from its goal. 105 Special Defense is a good start to accomplishing this goal.

No calculations. I can give them, but I feel as though I made the point clear enough. I’ll say that it can survive LO Starmie’s Ice Beam / Hydro Pump / Ice Beam once, for example. I can give tons more calculations if needed, though.

Speed

Speed is an important element for all Pokemon. It defines what threats are to it, while also defining what it can beat or not. It also plays an important part in defenses, too. I feel that CAP1 should focus on beating threats it absolutely needs to out-run. Most of these threats fall within the <80 range, which makes 80 a very valuable Speed to hit. 80 allows you to out-speed such threats a Tyranitar and Heatran, which is very important: these Pokemon don’t necessarily fall to status and such, but rather the power to threaten them out. It’s important that we KO these threats before they KO us, so the faster, the better. Base 80 Speed ties with Mamoswine and Dragonite. Dragonite matters little, since it’s most likely a Dragon Dance variant that runs max Speed, which would out-speed CAP1 switching in anyway. However, out-speeding Mamoswine is a very interesting position to be in. Mamoswine has access to a STAB that can be taken advantage of by CAP1 on a predicted switch-in. It cannot OHKO with CB Ice Shard, of all things, so the risk it takes of relying on a speed tie with an unreliable Icicle Spear means that Mamo is at a disadvantage. Things that are in the 80-85 range are Speed boosters, namely Gyarados or Kingdra. Adding too much Speed will enable this thing to become a great sweeper, of course, which is not wanted whatsoever. This speed is the perfect fit for CAP1

Thanks for reading, and I hope you enjoy the stat spread!
 
Final Submission

HP: 85
Atk: 52
Def: 104
SpA: 91
SpD: 105
Spe: 135


PT: 164.4432
PS: 93.7955
ST: 165.2202
SS: 173.8052

I tried to go for a Fast Bulky Pokemon. One that could outspeed most of the metagame and taunt them. It can outspeed Azelf, Starmie (who would have been a major check), Weavile and Aerodactyl.
 
HP: 85
Atk: 52
Def: 104
SpA: 91
SpD: 105
Spe: 135


PT: 164.4432
PS: 93.7955
ST: 165.2202
SS: 173.8052

I tried to go for a Fast Bulky Pokemon. One that could outspeed most of the metagame and taunt them. It can outspeed Azelf, Starmie (who would have been a major check), Weavile and Aerodactyl.
IMO, 110 Speed is enough. Outspeeds the musketeers, Garchomp and Landlos, the most important ones. Now almost no one uses these guys anyways... With 25 Base Stat Points left, you can put them in HP, Defense or even in SpA.
 

reachzero

the pastor of disaster
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More than 48 hours have passed, and I've chosen a slate. There were actually quite a few good entries, it was painful to have to choose which spreads wouldn't make the cut, and I actually slated one more spread than I originally intended to. As such, I would like to extend honorable mention to Deck Knight, noobiess, xlxlxlxl, DetroitLolcat and Engineer Pikachu, all of whom had really good spreads that just barely missed the cut.
 
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