CAP 12 CAP 1 - Part 6 - (Stat Spread Poll)

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reachzero

the pastor of disaster
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It's time to finally pin down the stats for CAP1! This will be an Instant Runoff Vote. This means you may vote for as many options as you like, in your order of preference.

Here is our Pokemon so far:

Concept: Momentum
General Description: This will be a Pokemon that can be utilized to gain or regain momentum for a player's team at any point in the match as its primary function.
Justification: Gen. 5 is a very powerful metagame. As such, most battles are won by the smarter strategist who can best maneuver around his/her opponent's onslaught to gain even a single turn's advantage, potentially clinching them the match. This process of gaining and regaining momentum is most often the defining element that makes a winner and a loser out of a single Pokemon battle. Any top player in this metagame should agree that momentum is the most crucial element in any given match; however, "momentum" itself is a rather vaguely defined term that is never really explored in concrete terms. Is it keeping opposing teams on the defensive? Forcing switches? Good prediction? Spamming U-turn? These have all been approaches to achieving momentum, but they are also player-side and largely synonymous with "strategy," as opposed to Pokemon-side and regarding a Pokemon's role on the team. Certainly there are threats like Ferrothorn/Gliscor (defensive) and Scizor/Latios/Voltlos, etc., etc. (offensive) that can achieve momentum as we know it, but there is no current niche for a "momentum Pokemon" because the concept has been purely delegated to players and not to Pokemon.
Questions to be Answered:
-How do we define momentum in terms of competitive Pokemon? What factors make current Pokemon able to achieve momentum and how can we incorporate that information into a successful CAP?
-How do different styles of play (Weather-based offense, stall, bulky offense, etc.) use momentum to achieve their goals and how can our CAP play to those strategies in an effort to take their momentum away?
-What type of traditional role (sweeper, tank, wall, support) would a Pokemon like this most resemble? Would it have to be able to fit more than one of these roles to fit in a variety of teams?
-How will the different playstyles be affected by the addition of a Pokemon that can regain offensive/defensive momentum at any given point? Will offensive teams play more conservatively? Will defensive teams play more recklessly? Will everything simply adapt to a new threat and move on normally?
Typing: Flying/Fighting

Here are the options in this poll, in no particular order:


Paradox
70 HP/60 Atk/115 Def/135 SpA/105 SpD/70 Spe
Final Submission:

HP: 70
Atk: 60
Def: 115
SpA: 135
SpD: 105
Spe: 70

PT: 161.6 "Very Good"
ST: 147.4 "Good"
PS: 80.6 "Below Average"
SS: 170.7 "Very Good"

Overall Rating: 305 "Very Good"
BST: 555

The most important part of this spread is the low speed. 70 Speed ties a number of Pokemon that often run no speed investment (eg Skarmory, Metagross, Hitmontop, and Bisharp). This means that CAP 1 can viably run a spread with very little or no speed investment and still outspeed a number of (varyingly) relevant pokemon.

The spread also ties a number of Pokemon that do often run Speed, such as Cloyster or Breloom, and of course will speed-tie opposing CAP 1, which can hit for super-effective damage. These speed-ties reduce the threat of Spore or super-effective attacks, while CAP 1 can all of these threats back for SE damage. This makes the spread viable for running max speed as well (which any spread will have to really, if they don't want to be threatened by opposing faster CAP 1's. Also, I don't think that there are too many significant Pokemon to outspeed between 70 and 85 Base Speed (Heatran, Gyarados, and Dragonite I guess, but none of these are optimal switch-ins for CAP 1 anyways), at which point Base SpA is severely hindered.

This brings me to the advantages of a low speed in general. A low speed means that there is less reason to invest in speed, making it easier to invest in CAP 1's bulk and raw power, which are more important for gaining momentum in my opinion than speed, since usually a momentumon tries to take advantage of a switch-out, when speed doesn't matter. Also, since speed-tie Pokemon like Breloom, CAP 1, and Cloyster are threatened for SE damage, they are not very capable of switching into CAP 1 and are threatened when CAP 1 is behind a substitute, furthering the case for running less speed and more bulk/offense. Finally, the low speed discourages the use of Life Orb or Choice items, since CAP 1 will be taking a lot of hits. This is very important, as we definitely don't want CAP 1 to turn into a sweeper.

This brings us to the next part of the spread, the very high SpA stat of 135. I think that this powerful attacking stat is very important for maintaining momentum. I would first bring up the common examples of Breloom and Heatran, who maintain momentum by threatening Pokemon with there high attacking stats. Also, because CAP 1 is specially based, it must rely on weaker base power attacks such as Aura Sphere (because Focus Blast is definitely not a good momentum attack due to the momentum lost when it misses) and Air Slash. This high attacking stat can threaten Pokemon that CAP 1 switches in on, and will make the opponent pay a price for switching in any new Pokemon. A high Special Attack also makes good use of Hidden Power, allowing Pokemon like Gliscor or Gyarados to be OHKOed with little to no investment (depending on the Pokemon) with the appropriate Hidden Power type.

Some would think that a high SpA stat like 135 can be broken, however, I think that this is certainly not the case. Many new Pokemon this generation have very high attacking stats (Chandelure, Haxorus, etc), but due to limited speed are not great sweepers. On top of this, CAP 1 is limited by low Base Power (or low accuracy if we go that route) moves. This precedent tells me that 135 SpA is definitely not too high.

This is also the lowest (round) stat that's Aura Sphere will always OHKO 4/0 Excadrill after SR damage (does 98.3% - 116.6%) with no SpA investment.

Next on the spread is the low HP. Low HP allows CAP 1 to better deal with Pokemon such as Ferrothorn and Gengar who utilize HP draining attacks (Leech Seed and Pain Split). It also makes investing in HP much more valuable to maximize defences, thus also leaving room to invest in SpA, Speed, or a single defence. An argument in favour of a higher HP stat is that a stat of at least 100 would allow 101 Subs to be made, which is great for preventing Chansey from completely countering this specially-based CAP, especially alongside Toxic. However, I think that making Chansey switch in is one of the best things that this pokemon could do for a team, as Chansey's terrible offenses (Seismic Toss) allow it to be set up on very easily, especially on Pokemon that are immune to Thunder Wave and Toxic like Excadrill or Gliscor.

Finally are the physical and special bulk. Physical Tankiness sits right by the limit set in the BSR thread, so most of the reasoning for it can be found there, but specific calcs can be found below. The special tankiness is designed to survive a Mixed-Blaziken's Fire Blast or a LO Virizion's +1 HP Ice (though Air Slash won't be OHKOing anyways). Important precise calculations for all of these stats can be found below.


Calculations can be adjusted for a positive nature by multiplying by 1.1
Thus a OHKO can be achieved with a Modest nature if damage is at least 91% and a 2HKO with 46%

Aura Sphere vs:
4/0 Excadrill: 119.3% - 140.9%
4/0 Terrakion: 102.5% - 121% (68.5% - 81.5% in Sandstorm)
4/0 Garchomp: 48.6% - 57.3%
248/0 Scizor: 53.1% - 63%
252/216 Scizor: 41.9% - 48.8%
252/252+ Tyranitar: 72.3% - 86.1%
252/0 Tyranitar: 101% - 118.8%
4/0 Scrafty: 99.6% - 117.3%

252/252+ Ferrothorn: 56.3% - 66.5%
252/0 Skarmory: 61.1% - 71.9%
252/240+ Skarmory: 41.3% - 48.8%
252/0 Blissey: 33.1% - 38.9%
252/0 Chansey: 27.6% - 32.7%
252/252+ Heatran: 54.4% - 64.2%

Air Slash vs:
252/252 Conkeldurr: 62.8% - 74.4%
120/136 Conkeldurr: 78.7% - 92.9%
252/0 Gliscor: 45.2% - 53.4%
4/0 Virizion: 125.9% - 149.4%
+1 4/0 Virizion: 82.7% - 100%
0/0 Blaziken: 112.3% - 133.6%
160/0 Volcarona: 68.9% - 82.1%

252/0 Jellicent: 30% - 35.6%
252/0 Reuniclus: 34% - 40.3%
4/0 Latios: 38.7% - 45.7%
252/4 Slowbro: 38.8% - 45.7%

This allows for OHKOs or 2HKOs on many Pokemon that CAP 1 will be switching in on, and also maintains significant damage on switch-ins such as Latios or Reuinclus.


Calculations can be adjusted for a positive nature by multiplying by 1.1
Thus a OHKO can be achieved with a Modest nature if damage is at least 91% and a 2HKO with 46%
Aura Sphere vs:
4/0 Excadrill: 98.3% - 116.6%
4/0 Terrakion: 85.2% - 100.6% (57.4% - 67.3% in Sandstorm)
4/0 Garchomp: 40.2% - 47.8%
248/0 Scizor: 44.3% - 52.5%
252/216 Scizor: 34.3% - 40.7%
252/252+ Tyranitar: 60.4% - 72.3%
252/0 Tyranitar: 83.2% - 99%
4/0 Scrafty: 82.4% - 97.8%

252/252+ Ferrothorn: 46.6% - 55.1%
252/0 Skarmory: 50.6% - 59.6%
252/240+ Skarmory: 34.4% - 40.7%
252/0 Blissey: 27.2% - 32.2%
252/0 Chansey: 23% - 27.3%
252/252+ Heatran: 45.1% - 53.4%

Air Slash vs:
252/252 Conkeldurr: 52.7% - 62.3%
120/136 Conkeldurr: 65.1% - 77.2%
252/0 Gliscor: 37.6% - 44.4%
4/0 Virizion: 103.7% - 123.5%
+1 4/0 Virizion: 70.4% - 82.7%
0/0 Blaziken: 93.7% - 110.3%
160/0 Volcarona: 58.1% - 68.4%

252/0 Jellicent: 25.2% - 29.7%
252/0 Reuniclus: 28.3% - 33.5%
4/0 Latios: 32.1% - 38.1%
252/4 Slowbro: 32% - 37.6%


Physical Attackers:
252 Excadrill Return: 29.7% - 34.9%
252+ LO Excadrill Return: 42.2% - 49.7% (Good chance to OHKO at +2 after Stealth Rock)
252 LO Terrakion Stone Edge: 54.1% - 64.5%
252 LO Landorus Stone Edge: 45.9% - 54.7%
252 Garchomp Dragon Claw: 34% - 40.1%
+1 252+ Conkeldurr Drain Punch: 27.3% - 32.3%
252+ Breloom Focus Punch: 34.6% - 41%
252+ LO Blaziken Flare Blitz: 68% - 80.2%
0 Min Speed Ferrothorn Gyro Ball (122 Base): 32.3% - 38.4%
+1 252 LO Scrafty Ice Punch: 64% - 75.6%

Special Attackers:
+1 252 LO Virizion HP Ice: 64.5% - 76.2%
252 Gengar Shadow Ball: 36.9% - 43.6%
252+ LO Blaziken Fire Blast: 69.2% - 82%
0 Tyranitar Ice Beam: 36.6% - 43.6%
252 Expert Belt Tyranitar Ice Beam: 55.8% - 66.3%
252 Choice Specs Latios Draco Meteor: 95.9% - 112.8%
252+ LO Reuniclus Psyshock: 93% - 110.5%
0 Slowbro Psychic: 54.1% - 64.5%

Unfortunately the high powered rock-type attacks of Pokemon like Terrakion, Excadrill, and Landorus still are quite painful, especially with these pokemon's large bulk. However, no spread within the BSR cap will be able to take these attacks much better than this one.

Thanks to Rising_Dusk for giving me some constructive comments to fine-tune the spread!
Flarephoenix332
80 HP/65 Atk/100 Def/120 SpA/105 SpD/77 Spe
Final Submission

HP: 80
Attack: 65
Defense: 100
Special Attack: 120
Special Defense: 105
Speed: 77 (Same as Heatran, for reference)

Physical Sweep: 85 (Below Average)
Physical Tank: 152 (Very Good)
Special Sweepiness: 167 (Very Good)
Special Tankiness: 159 (Very Good)
Slightly bias towards offense (.8260)
Biased towards special (-13.01)
Overall: 307.51 (Very Good)
BST: 542


Modest (252 Sp. Att)
Aura Sphere: 120.22% - 141.83% to Jolly Excadrill
Aura Sphere: 68.52% - 81.48% Terrakion (4 HP, Jolly, Sand)
Aura Sphere: 103.7% - 122.22% Terrakion (4 HP, Jolly)
Aura Sphere: 64.72% - 76.97% Terrakion (80 HP, Jolly, Sand)
Aura Sphere: 97.96% - 115.45% Terrakion (80 HP, Jolly)
Aura Sphere: 76.7% - 90.34% Ferrothorn (252/4 Impish)
Aura Sphere: 69.89% - 82.39% Ferrothorn (252/4 Careful)
Aura Sphere: 56.82% - 67.05% Ferrothorn (252/252 Careful)
Aura Sphere: 48.88% - 57.82% Garchomp (4 HP, Jolly)
Aura Sphere: 96.04% - 113.86% Tyranitar (252/52 Quiet (Sand))
Aura Sphere: 74.26% - 87.13% Tyranitar (252/252 Careful (Sand))
Aura Sphere: 89.16% - 105.88% Heatran (4 SpD Timid)
Aura Sphere: 59.59% - 70.47% Heatran (252/148 Calm)

Vacuum Wave: 32.67% - 39.6% to Tyranitar (252/252 Careful (Sand))
Vacuum Wave: 29.74% - 34.99% to Terrakion (80 HP Jolly Sand)
Vacuum Wave: 43.73% - 51.31% to Terrakion (80 HP Jolly)
Vacuum Wave: 26.42% - 31.61% to Heatran (252/148 Calm)
Vacuum Wave: 53.74% - 63.71% to Excadrill (Jolly, no investments)
Vacuum Wave: 21.79% - 25.98% to Garchomp (4 HP Jolly)

Hurricane: 64.64% - 76.24% to Bold/Quiet Reuniclus (+0)
AirSlash: 40.06% - 47.51% to Bold/Quiet Reuniclus (+0)
Airslash: 47.81% - 56.56% to Jolly Landorus
Airslash: 63.77% - 75.36% to Conckledurr

HP Ice: 120% - 141.25% to Jolly Landorus
HP Ice:101.68% - 120.67% to Jolly Garchomp
HP Dark: 50.28% - 59.67% to Bold/Quiet Reuniclus (+0)


As you can see, running Modest 252 Att (252 HP for defense), CAP1 can take out or severely hurt several top that are hit SE by one of it's STABs, and several possible attacks CAP1 could get (all are Special, since my stat leans that way). Landorus and Garchomp are ruined from coverage HP Ice on the Switch-in, and Terrakion takes a beating by Aura Sphere, so CAP1 could (if fresh) switch in and threaten a KO on a weakened Terrakion. Excadrill and Tyranitar both eat a strong Aura Sphere, and Conckledurr is threatened by Air Slash (and the faster speed).

Vacuum wave also proves viable to get a quick KO on a weakened opponent weak to Fighting.

252 HP investment, no defense investment, non-defensive

nature

Excadrill 252 Return (+O, Jolly, Balloon): 31.32% - 36.81%
Excadrill 252 Return (+1, Jolly, Balloon): 46.7% - 55.49%
Excadrill 252 Return (+2, Jolly, Balloon): 62.64% - 73.63%
Excadrill 252 Return (+O, Adamant, LO): 45.05% - 52.75%
Excadrill 252 Return (+1, Adamant, LO): 67.03% - 79.12%

Landorus 252 Stone Edge (Jolly, in Sand, LO): 46.7% - 54.95%
Landorus 252 Outrage (Jolly, LO): 45.6% - 53.85%
Landorus 4 Ice HP (Naive, LO): 39.01% - 46.15%

Reuniclus 252 Psychic (Quiet): 82.97% - 97.8%

Conkeldurr 252 StoneEdge (Adamant, LO): 45.05% - 53.3%

Tyranitar 252 Stone Edge (Jolly): 46.15% - 54.4%
Tyranitar 252 Stone Edge (Adamant): 50.55% - 59.34%

Terrakion 252 Stone Edge (Jolly, LO): 57.69% - 68.68%
Terrakion 252 Close Combat (Jolly, LO): 34.89% - 41.21%

Virizion 252 HP Ice (Timid, LO): 49.45% - 58.79%
Virizion Tank Version HP Ice (Jolly, LO): 40.11% - 47.8%

Heatran HP Ice (252 Timid): 44.51% - 52.75%


Here are the defensive numbers I ran. As you can see, Reuniclus' Psychic whips CAP1 with my Sp. Def stat, so switching into it wouldn't be advised. You can switch into a Balloon Excadrill as soon as it comes out, and threaten it if it tries to set up or hits you on the switch. I have some numbers with the intimidate drop, but I'm choosing not to include those so I don't get close to Poll Jumping. The reason I ran 252 was to show what my spread can do when players aren't trying to outspeed everything and their mothers.

Constructive criticism is welcomed!
capefeather
100 HP/55 Atk/80 Def/130 SpA/85 SpD/70 Spe
Yay stat spreads!

Final Submission

Raw Base Stats: 100 HP / 55 Atk / 80 Def / 130 SpA / 85 SpD / 70 Spe

PT: 141.9035 (Good)
ST: 150.1365 (Very Good)
PS: 75.0192 (Below Average)
SS: 165.1009 (Very Good)
BSR: 286.5455 (Good)
BST: 520

Every stat is "sweetspotted" in some way. The spread is largely designed to encourage a 252 HP / 252 SpA @ Leftovers (maybe Bold nature) setup as much as possible, through the clutch damage calculations against some very large threats, the allure of a 101 HP Substitute, and the advantage gained against opposing CAP 1 who don't invest in HP. If anything, if someone tries to "break the mold", the result will be something different, and it would be interesting to see what would result from that.

I'm really, really stoked about this stat spread. I feel that it does almost exactly what CAP 1 should be doing within the stat limits, without "optimizing" to the limits unnecessarily. I mean, do we really need Swampert defenses? The fact that Adamant Life Orb Blaziken gets so, so close to OHKOing this spread with Flare Blitz is just so awesome, maximizing the recoil. There's also a sort of Azumarill reference in the HP / Def, a Breloom reference in the Spe, and a Heatran reference in the SpA. I think that this spread makes the right moves in the right places. I hope you agree.

HP: I made my calculations with 100 base HP as the base, and I haven't found a reason to change it. In fact, 100 base HP is a very special number as far as compelling the CAP to invest in bulk goes. Any reason to pump in HP EVs and use Substitute helps, and 100 base HP is known for being the minimum at which 101 HP Substitutes are possible. I minimized the base HP as well factoring this in, so that CAP 1 would benefit greatly from investing in HP.

People have been lowering HP due to opponents' Leech Seed and Pain Split healing, and saying that 101 HP Substitutes aren't really necessary. However, this can also go the other way, with opponents taking more recoil damage if CAP 1 has more HP. Blaziken in particular takes more than half of his HP from Flare Blitz and Life Orb recoil if he OHKOes 252 HP CAP 1 with it.

Atk: lol, really. However, there is an interesting calculation with 55 base Atk. It's the smallest base Atk (at least, the smallest divisible by 5) that can 2HKO Blissey with Focus Punch with no investment, if anyone really wanted that option. Any lower and it would start to look unrealistic...

Def: Some might recognize 100 / 80 as Azumarill's physical defensive stats. With enough HP investment, this spread is not 2HKOed by an unboosted Garchomp's Dragon Claw or +2 Excadrill's Return, and isn't OHKOed by Landorus's Stone Edge. These are the key power moves, and the typing does the rest, really. To take boosted attacks from the aforementioned comfortably, though, would require quite a bit more bulk, the level of which is disallowed by the stat limits.

It seems that a lot of people are put off by the fact that my PT is a bit lower than those of most other people. But, I mean, the calcs speak for themselves. I don't think that we really *need* to have the ~10% more bulk that scratching the PT limit provides. This spread sort of serves as a one-time check to many of the more powerful sweepers, but the PT limit doesn't do a whole lot to improve that, imo. If we really want more physical bulk, then I firmly believe that that is best done with an ability rather than with the ~10% extra bulk from the maximum legal PT.

SpA: Ah, yes. We really need CAP 1 to have a high offensive presence, especially with the strange pool of special STABs for Flying and Fighting that may necessitate using the weaker moves to maintain the momentum concept. 130 SpA is an obviously threatening level of SpA, and indeed, I picked 130 SpA as a tribute to Breloom and Heatran, two existing Pokémon known for their ability to wrest momentum from the opponent and for being very annoying brute attackers.

SpD: 100 / 85 comes pretty close to the ST limit, and it's more than enough to tank special attacks such as +1 LO Virizion's HP Ice. Again, to take on stuff like Latios and Reuniclus would mean having an illegal level of ST.

Spe: I kind of wanted 75, but that's over the limit, so 70 will do. It ties with Politoed and Breloom, and it's the kind of Speed level that is enough to beat walls and is not unnecessarily high for this concept. I firmly believe that this CAP should be compelled to invest in HP and maybe even Def, and 70 base Speed is nearly perfect for promoting this. Some have been complaining about not outrunning Cloyster, but that only matter if it switches in on CAP 1 and attacks immediately. An unboosted Cloyster is not that threatening, and the other threats like Landorus seem more pressing to me.


Some key calculations

+0 252 Garchomp Dragon Claw: 39.4% - 46.3%
+0 252 Landorus Stone Edge in sand: 53.2% - 62.9%
+2 252 Excadrill Return: 68.1% - 80.2%
+0 252+ Blaziken Flare Blitz outside sun: 78.7% - 92.8% (survives after SR + Leftovers, but no way if Blaziken is boosted any further, though Blaziken takes over half of its HP do do this)
+0 Terrakion Stone Edge: 66.9% - 78.6%
+0 4 Conkeldurr Drain Punch: 19.3% - 23% (23% - 27.5% with 252)
+1 252+ Scrafty Ice Punch: 62.4% - 73.8%

+1 252 Life Orb Virizion HP Ice: 65.8% - 77.7%
+1 252 Virizion HP Ice: 50.5% - 59.9%
+0 252 Gengar Shadow Ball: 37.4% - 44.1%
+0 252 CAP 1 Air Slash: 69.8% - 82.2% (not a OHKO)


Air Slash vs +1 Virizion: 82.7% - 97.5% (OHKO after SR + LO recoil, and a very good chance to OHKO even without LO recoil)
Air Slash vs 252/0 Gliscor: 44.1% - 52.0% (not great, but Gliscor concedes momentum often anyway and this is a pretty big dent)
Air Slash vs 4/0 CAP 1: 82.5% - 97.1% (chance to OHKO)
Aura Sphere vs 252/208+ Ferrothorn: 56.8% - 67.0%
Aura Sphere vs 252/0 Skarmory: 59.3% - 70.1%
Aura Sphere vs 0/0 Terrakion in the sand: 48.5% - 57.4%
Ice-eyes
53 HP/63 Atk/136 Def/129 SpA/136 SpD/73 Spe
CAP1 Stat Spread Submission:

HP: 53
Attack: 63
Defense: 136
Special Attack: 129
Special Defense: 136
Speed: 73

Overall BST: 590

Physical Tankiness: 164.9215 (7: Very Good)
Special Tankiness: 164.1841 (7: Very Good)
Physical Sweepiness: 87.6470 (4: Below Average)
Special Sweepiness: 174.6326 (7: Very Good)
Overall BSR: 325.3293 (7: Very Good)

ODB: 1.0843 (Slight offensive bias)
PSB: -12.6340 (Special bias)

Overview:

This spread for CAP1 tries to give optimised defenses for likely spreads. It has plenty of power, allowing it to secure crucial KOs without resorting to Life Orb and threaten serious damage if left unchecked, but - while fast enough to outpace the walls it needs to - doesn't really have the raw Speed to carry out a full sweep. While the stat spread does have odd base values, it is streamlined - like most such pokemon in-game (eg Monferno, Bronzong), there is a pattern in the unorthodoxy which hopefully satisfies flavour-wise.

Offensively:

Offensive Stats: 63 / 129 / 73

The Attack stat fits comfortably within the Physical Sweepiness limits while still being high enough to do some kind of meaningful damage with the awesome Circle Throw (as well as U-Turn), should CAP1 recieve it. 129 Special Attack is high enough to get important KOs with Leftovers (assuming 252 Modest) - Aura Sphere 2HKOs Nattorei, while Conkeldurr and Virizion fall to Air Slash - and lets CAP1 be threatening. The problem with low Special Attack stats is that CAP1 will become setup fodder for bulky mons. If it doesn't hit hard enough, the opponent can almost ignore it and just bring in anything mildly specially defensive (Skarmory, Hippowdon etc.) to do whatever, and important kills like the ones mentioned above are missed.

The 73 Speed stat outspeeds most walls and gives the option to outspeed the rest while preventing CAP1 from being able to sweep teams itself.

Assuming a spread of 252 SpA Modest:
Air Slash vs.
252 / 0 Adamant Conkeldurr: 91.8% - 108.7% (Almost always an OHKO with Rocks, guaranteed with Sand)
252 / 252 Careful Conkeldurr: 61.4% - 72.5% (easy 2HKO)
4 / 0 Timid Virizion: OHKO
252 / 0 Impish Gliscor: 47.7% - 56.8% (can 2HKO on the switchin with Rocks)
0 / 0 Jolly Landorus: 50.8% - 60.2% (2HKO, one of the main perks of this SpA stat)
0 / 0 Naive Salamence: 54.4% - 64.4% (2HKO, even if it comes in on Aura Sphere with Rocks)
4 / 0 Latios: 37.1% - 44% (2HKO with Rocks and Sand)

Aura Sphere vs.
4 / 0 Jolly Excadrill: 140.9% - 165.7% (yeah, bitch)
252 / 252 Careful Scrafty: 105.9% - 124.3% (OHKO)
4 / 0 Jolly Scrafty: 63.5% - 75.4% (easy 2HKO, can even OHKO with full hazards)
252 / 252 Sassy Nattorei: 59.7% - 70.5% (2HKO through Leech Seed)
252 / 0 Impish Skarmory: 64.7% - 76.3% (yeah 2HKO)
252 / 240 Careful Skarmory: 44% - 52.1% (can 2HKO through Leftovers with Rocks, another major advantage of this much SpA)


Defensively:

Defensive Stats: 53 / 136 / 136

Strange and BST-heavy though these defensive stats are, they provide optimal defenses on both sides for spreads that have max or close-to-max HP without any investment in either defense.

That allows CAP1 to be Modest, invest in max Special Attack, and still take hits from the likes of -1 Scarf Garchomp, -1 Band Tyranitar and +1 Balloon Doryuuzu.

Assuming a spread of 252 HP / 0 Def / 0 SpD Modest
252 Atk Jolly Landorus Sand Power LO Stone Edge: 43.9% - 52.3% (potentially, can Roost it off if SR isn't up)
252 Atk Jolly Landorus Sand Power LO -1 Stone Edge: 29.7% - 34.8% (Intimidate is hot)
252 Atk Jolly Landorus Sand Power LO +1 Stone Edge: 66.5% - 78.1% (not an OHKO)
4 SpA Jolly Landorus LO Hidden Power Ice: 32.9% - 39.4% (3HKO)
252 Atk Jolly Excadrill Balloon Rock Slide: 20% - 23.9%
252 Atk Jolly Excadrill Balloon +1 Rock Slide: 30.3% - 36.1%
252 Atk Jolly Excadrill Balloon -1 Rock Slide: 13.5% - 16.1%
252 Atk Jolly Excadrill LO +2 Return: 71.3% - 84.2% (never an OHKO, +1 is barely a 2HKO)
252 Atk Jolly Garchomp Scarf Outrage: 48.7% - 57.4% (2HKO :/)
252 Atk Jolly Garchomp Scarf -1 Outrage: 32.9% - 38.7% (much nicer)
252 Atk Jolly Terakion +1 (Band) Close Combat: 39.7% - 46.8%
252 Atk Jolly Terakion LO +2 Stone Edge: 87.7% - 103.9% (rarely a KO without Rocks)
Jibaku
105 HP/60 Atk/90 Def/115 SpA/80 SpD/85 Spe
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
80 HP/37 Atk/108 Def/120 SpA/105 SpD/80 Spe
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!
This poll will close in 24 hours. Choose wisely!
 
Paradox
capefeather
Ice-Eyes
Flarephoenix332
DarkSlay
Jibaku


I think Paradox really hits the nail on the head with what we want in CAP1's stat distribution. His high SpA stat allows us to invest in other stats and still pose a credible threat to the Pokemon we're switching into, netting key OHKOes on Pokemon like Excadrill with little investment. This allows us to run some defensive EVs and Speed to keep up to par with other Pokemon. I also think that 70 Speed is crucial because it keeps CAP1 from becoming too obsessively threatening with its highly defensive nature, great typing, and potentially great defensive ability.

Speed tying with Cloyster, as an example, is a great benchmark since both CAP1 and Cloyster can OHKO each other. Many of the Pokemon between 70 and 85 (highest Speed on the slate) may be weak to Fighting, but we don't have any business dealing with them as CAP1. We shouldn't be fast enough that we can nail these free OHKOes for no real reason, and that's why my choices tend to flow from slowest to fastest. Furthermore, the biggest reason we shouldn't choose faster is that it limits our offensive threat in raw damage. You have to invest more and more EVs into SpA if you want to pose a credible threat to Pokemon like Excadrill, Ferrothorn, and so forth. We should really be investing in our defenses instead to get some staying power.
 
Jibaku
capefeather

I think access to 101 subs will be very important for CAP 1 because Taunt only lasts 3 turns. CAP1 should NOT be losing to blissey.
Paradox
The Sheer Power offered by 135 base SpA and a great stab combination cannot be ignored. The high BST and lack of options with the speed and HP turns me off though.
Flarephoenix332
This spread has the highest attack available and a relatively high speed stat.
 
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