CAP 22 CAP 22 - Part 5 - Stat Spread Poll 2

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Deck Knight

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Time for the final showdown on Stat Spread Submissions!

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Elite Lord Sigma
Korski
HeaLnDeaL​

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---------------------------

The spreads and full submission posts are linked below in order of submission.

Elite Lord Sigma
89 HP / 104 Atk / 72 Def / 108 SpA / 71 SpD / 136 Spe
BST: 580, BSR: 323.66946

Final Submission

89 HP / 104 Atk / 72 Def / 108 SpA / 71 SpD / 136 Spe (580 BST)

PT: 112.678 (Above Average)
ST: 113.2514 (Above Average)
PS: 177.3556 (Excellent)
SS: 187.825 (Excellent)
BSR: 323.66946 (Very Good)


EDIT 1: I bumped the base HP down to 89. This would not affect CAP 22's ability to survive the situations outlined below. The main reason I did this is to allow flexibility between Life Orb and Leftovers sets. Base 89 HP with no EV investment results in 319 HP, a Life Orb number, while 4 EVs results in 320 HP, a Leftovers number. I have also lowered the base Special Attack to 108. This change is due to the observation that sets above base 126 Speed like mine could run an Atk or SpA boosting nature while outrunning most of what we wish to check, so I am now accounting for that.

SS: Base 136 Speed allows CAP 22 to outrun Mega Lopunny, which is the fastest Fighting-type in the tier and thus something we want to beat. If CAP 22 does not outrun Mega Lopunny, Fake Out + Return will always take down CAP 22. According to my calculations, CAP 22 would need a PT above the maximum limit in order to guarantee survival against that combination, so that's not an option. Base 108 Special Attack allows OHKOs against most of the targets weak to the CAP's STAB, but certain Pokémon (e.g. Utility Mega Sableye) can potentially survive if the CAP does not run Life Orb and a boosting nature. For example:

252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 144+ SpD Mega Sableye: 252-299 (82.8 - 98.3%) -- guaranteed 2HKO
252+ SpA Life Orb Togekiss Moonblast vs. 252 HP / 144+ SpD Mega Sableye: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO

PS: Base 104 Attack with no EV investment is sufficient to allow Life Orb CAP 22 to guarantee a OHKO with Close Combat against standard AV Colossoil.

ST: As mentioned above, Base 89 HP is unique in that it can serve as both a Life Orb and a Leftovers number depending on minimal EV investment. This, in conjunction with base 71 SpD with a Naive nature and no EV investment allows CAP 22 to always survive Air Slash from defensive Tomohawk.

PT: Base 89 HP and base 72 Def with no EV investment is enough to allow CAP 22 to always survive Earthquake + Sucker Punch from AV Colossoil.

The main idea behind these stats is that they can be tailored if there are certain threats that your team needs to deal with more than others. Fast sweepers like Mega Lopunny and Mega Manectric giving you trouble? CAP 22 can outrun both with a boosting nature and maxed Speed EVs. Want to blast through Mega Sableye or other walls? A SpA boosting nature can help make that a reality. Have a seething hatred of Chansey? You could even max out Attack EVs and use an Attack-boosting nature to beat it down with Close Combat. The key is that CAP 22 can't do all of these things in one set, so a player will need to choose what threats to prioritize.

As for Tornadus-T (375 max Speed) and Cawmodore (368 max speed), base 136 Speed sits in a very narrow range in which a boosting nature will outrun both of them (408 max speed), but a neutral nature (371 max speed) will only outrun Cawmodore. So, if Tornadus-T is not something you're particularly worried about, you could run an Atk or SpA boosting nature instead.

Dark Types
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 4 SpD Mega Sableye: 315-374 (103.6 - 123%) -- guaranteed OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 144+ SpD Mega Sableye: 252-299 (82.8 - 98.3%) -- guaranteed 2HKO
252+ SpA Life Orb CAP 22 Moonblast vs. 252 HP / 144+ SpD Mega Sableye: 281-330 (92.4 - 108.5%) -- 56.3% chance to OHKO
0 Atk Life Orb CAP 22 Close Combat vs. 0 HP / 4 Def Bisharp: 691-816 (254.9 - 301.1%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Close Combat vs. 0 HP / 80 Def Colossoil: 408-484 (100.2 - 118.9%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Close Combat vs. 0 HP / 4 Def Mega Tyranitar: 484-577 (141.9 - 169.2%) -- guaranteed OHKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Weavile: 314-372 (111.7 - 132.3%) -- guaranteed OHKO

Dragon Types
252 SpA CAP 22 Moonblast vs. 252 HP / 0 SpD Cyclohm: 366-432 (87.1 - 102.8%) -- 18.8% chance to OHKO
252+ SpA CAP 22 Moonblast vs. 252 HP / 0 SpD Cyclohm: 402-474 (95.7 - 112.8%) -- 75% chance to OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 0 SpD Cyclohm: 476-562 (113.3 - 133.8%) -- guaranteed OHKO
252+ SpA Togekiss Moonblast vs. 240 HP / 0 SpD Garchomp: 344-408 (82.4 - 97.8%) -- guaranteed 2HKO
252 SpA Life Orb CAP 22 Moonblast vs. 240 HP / 0 SpD Garchomp: 408-484 (97.8 - 116%) -- 81.3% chance to OHKO
252+ SpA Life Orb CAP 22 Moonblast vs. 240 HP / 0 SpD Garchomp: 447-530 (107.1 - 127%) -- guaranteed OHKO
252+ SpA CAP 22 Moonblast vs. 56 HP / 0 SpD Kyurem-B: 326-386 (80.4 - 95.3%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb CAP 22 Moonblast vs. 56 HP / 0 SpD Kyurem-B: 390-460 (96.2 - 113.5%) -- 75% chance to OHKO
252+ SpA Life Orb CAP 22 Moonblast vs. 56 HP / 0 SpD Kyurem-B: 424-502 (104.6 - 123.9%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Close Combat vs. 56 HP / 0- Def Kyurem-B: 390-460 (96.2 - 113.5%) -- 75% chance to OHKO
252+ Atk CAP 22 Close Combat vs. 56 HP / 0- Def Kyurem-B: 410-486 (101.2 - 120%) -- guaranteed OHKO
252+ SpA Life Orb CAP 22 Moonblast vs. 72 HP / 0 SpD Latias: 312-369 (97.8 - 115.6%) -- 87.5% chance to OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 72 HP / 0 SpD Latias: 283-335 (88.7 - 105%) -- 31.3% chance to OHKO
0 Atk Life Orb CAP 22 Play Rough vs. 72 HP / 0 Def Latias: 283-338 (88.7 - 105.9%) -- 37.5% chance to OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 72 HP / 0 Def Latias: 359-424 (112.5 - 132.9%) -- guaranteed OHKO
252 Atk CAP 22 Play Rough vs. 72 HP / 0 Def Latias: 276-326 (86.5 - 102.1%) -- 12.5% chance to OHKO
252+ Atk CAP 22 Play Rough vs. 72 HP / 0 Def Latias: 302-356 (94.6 - 111.5%) -- 68.8% chance to OHKO
252+ SpA Life Orb CAP 22 Moonblast vs. 248 HP / 0 SpD Latias: 312-369 (85.9 - 101.6%) -- 12.5% chance to OHKO
252+ Atk Life Orb CAP 22 Play Rough vs. 248 HP / 68 Def Latias: 367-432 (101.1 - 119%) -- guaranteed OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 248 HP / 68 Def Latias: 330-393 (90.9 - 108.2%) -- 43.8% chance to OHKO
252+ SpA Life Orb CAP 22 Moonblast vs. 248 HP / 0 SpD Mega Latias: 276-328 (76 - 90.3%) -- guaranteed 2HKO
252 SpA CAP 22 Moonblast vs. 248 HP / 0 SpD Mega Latias: 192-228 (52.8 - 62.8%) -- guaranteed 2HKO
252+ Atk Life Orb CAP 22 Play Rough vs. 248 HP / 68 Def Mega Latias: 289-343 (79.6 - 94.4%) -- guaranteed 2HKO
252 Atk CAP 22 Play Rough vs. 248 HP / 68 Def Mega Latias: 204-242 (56.1 - 66.6%) -- guaranteed 2HKO
0 Atk CAP 22 Play Rough vs. 248 HP / 68 Def Mega Latias: 162-192 (44.6 - 52.8%) -- 19.1% chance to 2HKO
252 SpA Life Orb CAP 22 Moonblast vs. 0 HP / 0 SpD Latios: 330-390 (110.3 - 130.4%) -- guaranteed OHKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Latios: 254-300 (84.9 - 100.3%) -- 6.3% chance to OHKO
252+ SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Latios: 276-326 (92.3 - 109%) -- 56.3% chance to OHKO
0 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Latios: 240-284 (80.2 - 94.9%) -- guaranteed 2HKO
252 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Latios: 302-356 (101 - 119%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Play Rough vs. 0 HP / 4 Def Latios: 312-369 (104.3 - 123.4%) -- guaranteed OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 0 HP / 0 SpD Multiscale Dragonite: 177-211 (54.7 - 65.3%) -- guaranteed 2HKO
252 SpA Life Orb CAP 22 Moonblast vs. 0 HP / 0 SpD Dragonite: 354-421 (109.5 - 130.3%) -- guaranteed OHKO
252+ SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Multiscale Dragonite: 150-177 (46.4 - 54.7%) -- 59% chance to 2HKO
252+ SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Dragonite: 300-354 (92.8 - 109.5%) -- 56.3% chance to OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 172-203 (53.2 - 62.8%) -- guaranteed 2HKO
252 Atk Life Orb CAP 22 Play Rough vs. 0 HP / 4 Def Dragonite: 343-406 (106.1 - 125.6%) -- guaranteed OHKO
252+ Atk CAP 22 Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 144-171 (44.5 - 52.9%) -- 24.2% chance to 2HKO
252+ Atk CAP 22 Play Rough vs. 0 HP / 4 Def Dragonite: 288-342 (89.1 - 105.8%) -- 37.5% chance to OHKO
252 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 132-156 (40.8 - 48.2%) -- guaranteed 3HKO
252 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Dragonite: 264-312 (81.7 - 96.5%) -- guaranteed 2HKO
0 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Multiscale Dragonite: 105-124 (32.5 - 38.3%) -- 98.2% chance to 3HKO
0 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Dragonite: 210-248 (65 - 76.7%) -- guaranteed 2HKO

Fighting Types
252+ SpA Life Orb CAP 22 Moonblast vs. 200 HP / 88 SpD Arghonaut: 359-424 (89.5 - 105.7%) -- 31.3% chance to OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 200 HP / 88 SpD Arghonaut: 328-385 (81.7 - 96%) -- guaranteed 2HKO after Leftovers recovery
252 SpA CAP 22 Moonblast vs. 200 HP / 88 SpD Arghonaut: 252-296 (62.8 - 73.8%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb CAP 22 Play Rough vs. 200 HP / 0 Def Arghonaut: 374-445 (93.2 - 110.9%) -- 56.3% chance to OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 200 HP / 0 Def Arghonaut: 343-406 (85.5 - 101.2%) -- 6.3% chance to OHKO
0 Atk CAP 22 Play Rough vs. 200 HP / 0 Def Arghonaut: 210-248 (52.3 - 61.8%) -- 98.4% chance to 2HKO after Leftovers recovery
252+ SpA Life Orb CAP 22 Moonblast vs. 252 HP / 4 SpD Arghonaut: 390-460 (94.2 - 111.1%) -- 62.5% chance to OHKO
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 4 SpD Arghonaut: 354-421 (85.5 - 101.6%) -- 6.3% chance to OHKO
252 SpA CAP 22 Moonblast vs. 252 HP / 4 SpD Arghonaut: 272-324 (65.7 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Life Orb CAP 22 Play Rough vs. 252 HP / 0 Def Arghonaut: 374-445 (90.3 - 107.4%) -- 43.8% chance to OHKO
0 Atk CAP 22 Play Rough vs. 252 HP / 0 Def Arghonaut: 210-248 (50.7 - 59.9%) -- 85.5% chance to 2HKO after Leftovers recovery
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Breloom: 414-488 (158.6 - 186.9%) -- guaranteed OHKO
0 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Breloom: 240-284 (91.9 - 108.8%) -- 50% chance to OHKO
252+ SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Keldeo: 326-386 (100.9 - 119.5%) -- guaranteed OHKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Keldeo: 300-354 (92.8 - 109.5%) -- 56.3% chance to OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 0 HP / 4 Def Keldeo: 354-421 (109.5 - 130.3%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Play Rough vs. 0 HP / 4 Def Keldeo: 283-338 (87.6 - 104.6%) -- 25% chance to OHKO
252+ Atk CAP 22 Play Rough vs. 0 HP / 4 Def Keldeo: 302-356 (93.4 - 110.2%) -- 62.5% chance to OHKO
252 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Keldeo: 272-324 (84.2 - 100.3%) -- 6.3% chance to OHKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Mega Lopunny: 284-336 (104.7 - 123.9%) -- guaranteed OHKO
0 Atk CAP 22 Close Combat vs. 0 HP / 4 Def Mega Lopunny: 282-332 (104 - 122.5%) -- guaranteed OHKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0 SpD Mega Medicham: 314-372 (120.3 - 142.5%) -- guaranteed OHKO
252 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Mega Medicham: 288-342 (110.3 - 131%) -- guaranteed OHKO
0 Atk CAP 22 Play Rough vs. 0 HP / 4 Def Mega Medicham: 230-272 (88.1 - 104.2%) -- 25% chance to OHKO
252+ SpA CAP 22 Moonblast vs. 252 HP / 252+ SpD Revenankh: 204-240 (53.1 - 62.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA CAP 22 Moonblast vs. 252 HP / 252+ SpD Revenankh: 186-218 (48.4 - 56.7%) -- 35.5% chance to 2HKO after Leftovers recovery
252+ Atk Life Orb CAP 22 Play Rough vs. 252 HP / 0 Def Revenankh: 393-463 (102.3 - 120.5%) -- guaranteed OHKO
252 Atk Life Orb CAP 22 Play Rough vs. 252 HP / 0 Def Revenankh: 359-424 (93.4 - 110.4%) -- 62.5% chance to OHKO
0 Atk CAP 22 Play Rough vs. 252 HP / 0 Def Revenankh: 218-260 (56.7 - 67.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 4 SpD Tomohawk: 424-502 (102.4 - 121.2%) -- guaranteed OHKO
252+ SpA CAP 22 Moonblast vs. 252 HP / 4 SpD Tomohawk: 360-426 (86.9 - 102.8%) -- 18.8% chance to OHKO
252 SpA CAP 22 Moonblast vs. 252 HP / 4 SpD Tomohawk: 326-386 (78.7 - 93.2%) -- guaranteed 2HKO
252+ Atk Life Orb CAP 22 Play Rough vs. 252 HP / 252+ Def Tomohawk: 281-330 (67.8 - 79.7%) -- guaranteed 2HKO

Rock Types
0 Atk CAP 22 Close Combat vs. 0 HP / 0 Def Stratagem: 380-450 (118.3 - 140.1%) -- guaranteed OHKO
252 SpA CAP 22 Aura Sphere vs. 0 HP / 4 SpD Stratagem: 306-362 (95.3 - 112.7%) -- 68.8% chance to OHKO
252+ Atk Life Orb CAP 22 Close Combat vs. 4 HP / 0 Def Mega Crucibelle: 304-359 (85.8 - 101.4%) -- 12.5% chance to OHKO
0 Atk CAP 22 Close Combat vs. 4 HP / 0 Def Mega Crucibelle: 169-201 (47.7 - 56.7%) -- 86.7% chance to 2HKO
252+ SpA Life Orb CAP 22 Focus Blast vs. 4 HP / 0 SpD Mega Crucibelle: 203-239 (57.3 - 67.5%) -- guaranteed 2HKO
252+ SpA CAP 22 Focus Blast vs. 4 HP / 0 SpD Mega Crucibelle: 156-184 (44 - 51.9%) -- 13.7% chance to 2HKO
252+ SpA Life Orb CAP 22 Moonblast vs. 0 HP / 0- SpD Mega Diancie: 200-238 (82.9 - 98.7%) -- guaranteed 2HKO
252 SpA CAP 22 Moonblast vs. 0 HP / 0- SpD Mega Diancie: 141-166 (58.5 - 68.8%) -- guaranteed 2HKO
252+ SpA Life Orb CAP 22 Focus Blast vs. 0 HP / 0- SpD Mega Diancie: 253-298 (104.9 - 123.6%) -- guaranteed OHKO
252+ Atk Life Orb CAP 22 Close Combat vs. 0 HP / 0 Def Mega Diancie: 220-261 (91.2 - 108.2%) -- 50% chance to OHKO
252 Atk Life Orb CAP 22 Close Combat vs. 0 HP / 0 Def Mega Diancie: 200-238 (82.9 - 98.7%) -- guaranteed 2HKO
0 Atk CAP 22 Close Combat vs. 0 HP / 0 Def Mega Diancie: 124-147 (51.4 - 60.9%) -- guaranteed 2HKO

Steel Types
252+ SpA CAP 22 Focus Blast vs. 4 HP / 0 SpD Cawmodore: 240-283 (99.1 - 116.9%) -- 93.8% chance to OHKO
252 SpA CAP 22 Focus Blast vs. 4 HP / 0 SpD Cawmodore: 219-258 (90.4 - 106.6%) -- 37.5% chance to OHKO
0 Atk CAP 22 Close Combat vs. 252 HP / 0 Def Excadrill: 404-476 (95.2 - 112.2%) -- 68.8% chance to OHKO
252 SpA Life Orb CAP 22 Focus Blast vs. 252 HP / 252+ SpD Excadrill: 421-499 (99.2 - 117.6%) -- 93.8% chance to OHKO
252+ SpA CAP 22 Aura Sphere vs. 252 HP / 252+ SpD Excadrill: 236-282 (55.6 - 66.5%) -- guaranteed 2HKO after Leftovers recovery
252 SpA CAP 22 Aura Sphere vs. 252 HP / 252+ SpD Excadrill: 218-258 (51.4 - 60.8%) -- 90.6% chance to 2HKO after Leftovers recovery
252+ SpA CAP 22 Aura Sphere vs. 0 HP / 0 SpD Excadrill: 360-426 (99.7 - 118%) -- 93.8% chance to OHKO
252 SpA CAP 22 Aura Sphere vs. 0 HP / 0 SpD Excadrill: 326-386 (90.3 - 106.9%) -- 43.8% chance to OHKO
0 Atk CAP 22 Close Combat vs. 0 HP / 4 Def Excadrill: 402-474 (111.3 - 131.3%) -- guaranteed OHKO
252 SpA Life Orb CAP 22 Focus Blast vs. 252 HP / 168 SpD Ferrothorn: 343-406 (97.4 - 115.3%) -- 81.3% chance to OHKO
252 SpA CAP 22 Aura Sphere vs. 252 HP / 168 SpD Ferrothorn: 176-210 (50 - 59.6%) -- 80.1% chance to 2HKO after Leftovers recovery
252+ Atk Life Orb CAP 22 Close Combat vs. 252 HP / 88+ Def Ferrothorn: 322-382 (91.4 - 108.5%) -- 50% chance to OHKO
252 Atk Life Orb CAP 22 Close Combat vs. 252 HP / 88+ Def Ferrothorn: 291-346 (82.6 - 98.2%) -- guaranteed 2HKO after Leftovers recovery
0 Atk CAP 22 Close Combat vs. 252 HP / 88+ Def Ferrothorn: 180-212 (51.1 - 60.2%) -- 88.3% chance to 2HKO after Leftovers recovery
252+ SpA Life Orb CAP 22 Focus Blast vs. 252 HP / 188+ SpD Heatran: 359-424 (93 - 109.8%) -- 56.3% chance to OHKO
252 SpA CAP 22 Focus Blast vs. 252 HP / 188+ SpD Heatran: 254-300 (65.8 - 77.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA CAP 22 Aura Sphere vs. 252 HP / 188+ SpD Heatran: 168-200 (43.5 - 51.8%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb CAP 22 Close Combat vs. 252 HP / 0 Def Heatran: 416-491 (107.7 - 127.2%) -- guaranteed OHKO
252+ Atk CAP 22 Close Combat vs. 252 HP / 0 Def Heatran: 350-414 (90.6 - 107.2%) -- 43.8% chance to OHKO
252 Atk CAP 22 Close Combat vs. 252 HP / 0 Def Heatran: 320-378 (82.9 - 97.9%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Life Orb CAP 22 Close Combat vs. 252 HP / 0 Def Heatran: 330-393 (85.4 - 101.8%) -- 6.3% chance to OHKO
0 Atk CAP 22 Close Combat vs. 252 HP / 0 Def Heatran: 254-302 (65.8 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252 SpA CAP 22 Aura Sphere vs. 0 HP / 0 SpD Magnezone: 254-300 (90.3 - 106.7%) -- 43.8% chance to OHKO
252 Atk CAP 22 Close Combat vs. 0 HP / 4 Def Magnezone: 296-350 (105.3 - 124.5%) -- guaranteed OHKO
0 Atk Life Orb CAP 22 Close Combat vs. 0 HP / 4 Def Magnezone: 307-367 (109.2 - 130.6%) -- guaranteed OHKO

Passive Walls
252+ Atk Life Orb CAP 22 Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 634-749 (98.7 - 116.6%) -- 93.8% chance to OHKO
252 Atk Life Orb CAP 22 Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 577-681 (89.8 - 106%) -- 37.5% chance to OHKO
0 Atk CAP 22 Close Combat vs. 4 HP / 252+ Def Eviolite Chansey: 356-420 (55.4 - 65.4%) -- guaranteed 2HKO
252 SpA Life Orb CAP 22 Moonblast vs. 252 HP / 112 SpD Hippowdon: 200-238 (47.6 - 56.6%) -- 32% chance to 2HKO after Leftovers recovery
252+ SpA Life Orb CAP 22 Moonblast vs. 252 HP / 112 SpD Hippowdon: 220-261 (52.3 - 62.1%) -- 98.8% chance to 2HKO after Leftovers recovery
252+ SpA CAP 22 Focus Blast vs. 252 HP / 112 SpD Hippowdon: 214-253 (50.9 - 60.2%) -- 89.1% chance to 2HKO after Leftovers recovery
252 SpA CAP 22 Focus Blast vs. 252 HP / 112 SpD Hippowdon: 195-231 (46.4 - 55%) -- 10.2% chance to 2HKO after Leftovers recovery
252+ SpA Life Orb CAP 22 Focus Blast vs. 252 HP / 4 SpD Skarmory: 329-387 (98.5 - 115.8%) -- 87.5% chance to OHKO
252 SpA CAP 22 Aura Sphere vs. 252 HP / 4 SpD Skarmory: 153-181 (45.8 - 54.1%) -- 5.1% chance to 2HKO after Leftovers recovery
252+ SpA CAP 22 Aura Sphere vs. 252 HP / 4 SpD Skarmory: 169-199 (50.5 - 59.5%) -- 83.6% chance to 2HKO after Leftovers recovery
252 SpA Life Orb CAP 22 Focus Blast vs. 252 HP / 252+ SpD Skarmory: 203-239 (60.7 - 71.5%) -- guaranteed 2HKO after Leftovers recovery
52+ Atk Life Orb CAP 22 Close Combat vs. 252 HP / 4 Def Skarmory: 179-212 (53.5 - 63.4%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb CAP 22 Close Combat vs. 252 HP / 4 Def Skarmory: 164-192 (49.1 - 57.4%) -- 58.2% chance to 2HKO after Leftovers recovery

Priority Users
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def CAP 22: 157-186 (49.2 - 58.3%) -- 97.7% chance to 2HKO
252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def CAP 22: 470-554 (147.3 - 173.6%) -- guaranteed OHKO
+6 252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def CAP 22: 415-490 (130 - 153.6%) -- guaranteed OHKO
252 Atk Cawmodore Acrobatics (55 BP) vs. 0 HP / 0 Def CAP 22: 186-222 (58.3 - 69.5%) -- guaranteed 2HKO
252 Atk Cawmodore Bullet Punch vs. 0 HP / 0 Def CAP 22: 134-162 (42 - 50.7%) -- 1.2% chance to 2HKO
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def CAP 22: 314-372 (98.4 - 116.6%) -- 87.5% chance to OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def CAP 22: 422-500 (132.2 - 156.7%) -- guaranteed OHKO
0 Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def CAP 22: 242-288 (75.8 - 90.2%) -- guaranteed 2HKO
252 Atk Tough Claws Mega Metagross Bullet Punch vs. 0 HP / 0 Def CAP 22: 242-288 (75.8 - 90.2%) -- guaranteed 2HKO
252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def CAP 22: 450-530 (141 - 166.1%) -- guaranteed OHKO
0 Atk Talonflame Acrobatics (110 BP) vs. 0 HP / 0 Def CAP 22: 260-308 (81.5 - 96.5%) -- guaranteed 2HKO

Poison Types
0 SpA Amoonguss Sludge Bomb vs. 0 HP / 0 SpD CAP 22: 224-266 (70.2 - 83.3%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Sludge Wave vs. 0 HP / 0 SpD CAP 22: 533-632 (167 - 198.1%) -- guaranteed OHKO
252 Atk Mega Crucibelle Gunk Shot vs. 0 HP / 0 Def CAP 22: 528-624 (165.5 - 195.6%) -- guaranteed OHKO
0 SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD CAP 22: 306-360 (95.9 - 112.8%) -- 68.8% chance to OHKO
252 SpA Mollux Sludge Wave vs. 0 HP / 0 SpD CAP 22: 414-488 (129.7 - 152.9%) -- guaranteed OHKO
0 SpA Plasmanta Sludge Bomb vs. 0 HP / 0 SpD CAP 22: 324-384 (101.5 - 120.3%) -- guaranteed OHKO

Fire Types
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 0 SpD CAP 22 in Sun: 415-490 (130 - 153.6%) -- guaranteed OHKO
252+ SpA Volcanion Sludge Bomb vs. 0 HP / 0- SpD CAP 22: 318-376 (99.6 - 117.8%) -- 93.8% chance to OHKO
252+ SpA Volcanion Sludge Bomb vs. 0 HP / 0 SpD CAP 22: 286-338 (89.6 - 105.9%) -- 37.5% chance to OHKO
252+ SpA Volkraken Fire Blast vs. 0 HP / 0- SpD CAP 22: 298-352 (93.4 - 110.3%) -- 62.5% chance to OHKO
252+ SpA Volkraken Fire Blast vs. 0 HP / 0 SpD CAP 22: 270-318 (84.6 - 99.6%) -- guaranteed 2HKO
252+ SpA Choice Specs Analytic CAP 22 Fire Blast vs. 0 HP / 0 SpD CAP 22: 523-616 (163.9 - 193.1%) -- guaranteed OHKO

Dark Types
220+ Atk Bisharp Iron Head vs. 0 HP / 0 Def CAP 22: 360-426 (112.8 - 133.5%) -- guaranteed OHKO
252+ Atk Colossoil Earthquake vs. 0 HP / 0 Def CAP 22: 225-265 (70.5 - 83%) -- guaranteed 2HKO
252+ Atk Colossoil Sucker Punch vs. 0 HP / 0 Def CAP 22: 45-53 (14.1 - 16.6%) -- possible 7HKO
252+ Atk Life Orb Colossoil Earthquake vs. 0 HP / 0 Def CAP 22: 292-344 (91.5 - 107.8%) -- 50% chance to OHKO
0 SpA Mega Sableye Shadow Ball vs. 0 HP / 0 SpD CAP 22: 100-118 (31.3 - 36.9%) -- 76.3% chance to 3HKO
252 Atk Mega Tyranitar Stone Edge vs. 0 HP / 0 Def CAP 22: 127-150 (39.8 - 47%) -- 0.4% chance to 2HKO after sandstorm damage
252+ Atk Choice Band Tyranitar Stone Edge vs. 0 HP / 0 Def CAP 22: 180-212 (56.4 - 66.4%) -- guaranteed 2HKO after sandstorm damage
252 Atk Life Orb Weavile Icicle Crash vs. 0 HP / 0 Def CAP 22: 224-265 (70.2 - 83%) -- guaranteed 2HKO
252 Atk Life Orb Weavile Ice Shard vs. 0 HP / 0 Def CAP 22: 107-126 (33.5 - 39.4%) -- guaranteed 3HKO

Dragon Types
4 SpA Cyclohm Thunderbolt vs. 0 HP / 0- SpD CAP 22: 159-187 (49.8 - 58.6%) -- 99.6% chance to 2HKO
4 SpA Cyclohm Thunderbolt vs. 0 HP / 0 SpD CAP 22: 142-168 (44.5 - 52.6%) -- 21.5% chance to 2HKO
252+ Atk Dragonite Extreme Speed vs. 0 HP / 0- Def CAP 22: 143-169 (44.8 - 52.9%) -- 28.1% chance to 2HKO
252+ Atk Dragonite Extreme Speed vs. 0 HP / 0 Def CAP 22: 129-152 (40.4 - 47.6%) -- guaranteed 3HKO
64+ Atk Dragonite Extreme Speed vs. 0 HP / 0- Def CAP 22: 125-148 (39.1 - 46.3%) -- guaranteed 3HKO
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def CAP 22: 178-210 (55.7 - 65.8%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 0 HP / 0 Def CAP 22: 214-253 (67 - 79.3%) -- guaranteed 2HKO
252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 0 HP / 0- SpD CAP 22: 292-344 (91.5 - 107.8%) -- 50% chance to OHKO
252+ SpA Life Orb Teravolt Kyurem-B Ice Beam vs. 0 HP / 0 SpD CAP 22: 263-309 (82.4 - 96.8%) -- guaranteed 2HKO
32 SpA Teravolt Kyurem-B Ice Beam vs. 0 HP / 0 SpD CAP 22: 154-183 (48.2 - 57.3%) -- 92.6% chance to 2HKO
32 SpA Teravolt Kyurem-B Ice Beam vs. 0 HP / 0- SpD CAP 22: 172-204 (53.9 - 63.9%) -- guaranteed 2HKO
184 SpA Life Orb Latias Psyshock vs. 0 HP / 0 Def CAP 22: 374-445 (117.2 - 139.4%) -- guaranteed OHKO
252 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def CAP 22: 334-394 (104.7 - 123.5%) -- guaranteed OHKO
0 Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def CAP 22: 276-325 (86.5 - 101.8%) -- 12.5% chance to OHKO

Fighting Types
252 SpA Choice Specs Keldeo Hydro Pump vs. 0 HP / 0 SpD CAP 22: 355-418 (111.2 - 131%) -- guaranteed OHKO
252 SpA Choice Specs Keldeo Scald vs. 0 HP / 0- SpD CAP 22: 288-339 (90.2 - 106.2%) -- 37.5% chance to OHKO
252 SpA Choice Specs Keldeo Scald vs. 0 HP / 0 SpD CAP 22: 258-304 (80.8 - 95.2%) -- guaranteed 2HKO
252 SpA Keldeo Hydro Pump vs. 0 HP / 0- SpD CAP 22: 264-312 (82.7 - 97.8%) -- guaranteed 2HKO
252 Atk Mega Lopunny Return vs. 0 HP / 0- Def CAP 22: 252-297 (78.9 - 93.1%) -- guaranteed 2HKO
0 SpA Tomohawk Air Slash vs. 0 HP / 0- SpD CAP 22: 270-318 (84.6 - 99.6%) -- guaranteed 2HKO

Rock Types
252 Atk Mega Crucibelle Gunk Shot vs. 0 HP / 0 Def CAP 22: 528-624 (165.5 - 195.6%) -- guaranteed OHKO
224 SpA Mega Diancie Moonblast vs. 0 HP / 0 SpD CAP 22: 474-558 (148.5 - 174.9%) -- guaranteed OHKO
252 SpA Life Orb Stratagem Earth Power vs. 0 HP / 0 SpD CAP 22: 160-188 (50.1 - 58.9%) -- guaranteed 2HKO


Korski
94 HP / 66 Atk / 80 Def / 125 SpA / 65 SpD / 120 Spe
BST: 550, BSR: 304.6

Final Submission

HP: 94
Atk: 66
Def: 80
SpA: 125
SpD: 65
Spe: 120

PS: 108.3 (Above Average)
PT: 129.2 (Good)
SS: 215.9 (Fantastic)
ST: 108.1 (Above Average)
BSR: 304.6 (Very Good)
BST: 550


Overall: 94 / 66 / 80 / 125 / 65 / 120

If this is to be an offensive CAP, then we ought to give it some offensive stats worth having. There is no need to go mixed here just for Chansey and Assault Vest Colossoil; both can be overcome purely on the Special side and/or by proper maneuvering, along with everything else we intend on targeting with our STAB attacks. Besides, splitting our offenses between physical and special attacks weakens both and would be unnecessarily inefficient.

This spread is fast and strong, a big time threat with Life Orb or Choice Specs that doesn't sacrifice its offensive objectives when it absorbs a Knock Off for the team. I wanted to make sure the CAP would also have at least some cushion on which to pivot into battle, in order to avoid designing something that more closely resembles a revenge killer than an offensive pivot. With all that in mind, I made this spread not terribly bulky, but not a glass cannon either. The end result is a CAP that will be able to switch into many resisted and neutral attacks once or twice and use that SpA and Spe to effectively build or maintain momentum against some of the metagame's top threats, most especially the Cyclossohawk trio. I predict there will be but the one viable EV spread: 4 Def / 252 SpA / 252 Spe, so all calcs in this post will be using these EVs.

Offenses: 66 / 125 / 120

125 SpA is really just the perfect level of offense here. It hits a bunch of key benchmarks depending on which item you choose (and whether or not you are able to hold on to that item), especially the critical item-less OHKOs on Tomohawk, Cyclohm, offensive Colossoil, offensive Garchomp, and Latios with Moonblast and on Naviathan with Aura Sphere (see calcs for hazard-reliance). Unboosted CAP also 2HKOs Assault Vest Colossoil and Revenankh with Moonblast, and with Aura Sphere it 2HKOs Cawmodore (through its Sitrus Berry), Ferrothorn, Defensive Skarmory, and SpD Heatran. What this all means is that the CAP can take a Knock Off and still retain an urgent offensive presence against its primary targets at all times.
252 SpA CAP Moonblast vs.:
  • 248/0 Tomohawk: 89 - 105%; OHKO w/SR, 31% chance w/o
  • 252/0 Cyclohm: 97 - 114%; OHKO w/SR, 81% chance w/o
  • 0/0 Colossoil: 97 - 115%; OHKO w/SR, 81% chance w/o
  • 0/0 Garchomp: 97 - 115%; OHKO w/SR, 81% chance w/o
  • 0/0 Latios: 93 - 110%; OHKO w/SR, 63% chance w/o
  • 0/176 Assault Vest Colossoil: 52 - 62%; 2HKO
  • 252/252+ Revenankh: 53 - 63%; 2HKO
252 SpA CAP Aura Sphere vs.:
  • 48/0 Naviathan: 101 - 119%; OHKO
  • 252/0 Naviathan: 88 - 104%; 63% chance to OHKO w/SR, 31% w/o
  • 4/0 Cawmodore*: 67 - 79%; 2HKO
  • 252/168 Ferrothorn: 55 - 65%; 2HKO
  • 252/4 Skarmory: 51 - 60%; 2HKO w/SR, 87% chance w/o
  • 252/188+ Heatran: 48 - 58%; 2HKO w/SR, 46% chance w/o
*Cawmodore is a tricky opponent here, due to Sitrus Berry. There are many ways for this interaction to play out, but basically, if Caw switches into any STAB attack, it either loses outright or loses the ability to set up for the rest of the match. If it comes in fresh, one-on-one, at 100% HP, it has a reliable (but not guaranteed) ability to Belly Drum after eating an Aura Sphere and OHKO on the following turn with Bullet Punch or OHKO on the same turn with Acrobatics (without setting up). Life Orb Aura Sphere + Stealth Rock or unboosted Focus Blast will both reliably OHKO Caw (94% chance for LO Sphere+SR, 70% for Focus Blast), but this is still an issue worth acknowledging.
Not exhaustive, just examples...

252 SpA CAP Moonblast vs.:
  • 0/0 Kitsunoh: 30 - 36%; 96% chance to 3HKO w/SR, 38% w/o
  • 96/0 Assault Vest Tornadus-T: 34 - 40%; 38% chance to 2HKO w/SR, 3HKO w/o
  • 0/4 Gengar: 37 - 43%; 3HKO
  • 16/0 Mega Gardevoir: 42 - 49%; 84% chance to 2HKO w/SR, 3HKO w/o
  • 252/24 Slowbro: 45 - 53%; 85% chance to 2HKO w/SR, 3HKO w/o
252 SpA CAP Focus Blast vs.:
  • 248/144 Mega Venusaur: 20 - 23%
  • 252/120+ Amoongus: 21 - 25%
  • 232/4 Mega Venusaur: 23 - 27%
  • 208/0 Mollux: 24 - 28%; 91% chance to 3HKO w/SR, 96% chance to 4HKO w/o
  • 248/252+ Talonflame: 24 - 28%; 90% chance to 2HKO w/SR; 98% chance to 4HKO w/o
  • 0/4 Mollux: 27 - 33%; 3HKO w/SR, 4HKO w/o
  • 0/4 Mega Charizard-Y: 28 - 33%; 2HKO w/SR, 4HKO w/o
  • 252/0 Plasmanta: 30 -35%; 22% chance to 3HKO w/SR, 4HKO w/o
  • 0/0 Talonflame: 43 - 52%; 19% chance to OHKO w/SR
Life Orb CAP ticks off pretty much all the rest of the boxes on the threatlist that aren't already covered. LO CAP can OHKO Kyurem-B, TankChomp, Latias, Mega Sableye, Arghonaut, and Mega Diancie and can 2HKO Malaconda, Unaware Clefable, and Hippowdon with Moonblast. With Aura Sphere, it has a good shot at 2HKOing SpD Skarmory after Stealth Rock. With Focus Blast, CAP nets a OHKO on Ferrothorn and SpD Heatran and 2HKOs Mega Crucibelle.
252 SpA Life Orb CAP Moonblast vs.:
  • 0/0 Kyurem-B: 110 - 130%; OHKO (w/o LO: max damage roll=390, KyuB HP=391; OHKO w/SR though)
  • 240/0 Garchomp: 108 - 128%; OHKO (w/o LO: 83 - 98%; 31% chance to OHKO w/SR)
  • 72/0 Latias: 99 - 117%; OHKO w/SR, 94% chance w/o
  • 252/144+ Mega Sableye: 92 - 105%; OHKO w/SR, 56% chance w/o
  • 200/88 Arghonaut: 90 - 106%; 75% chance to OHKO w/SR, 31% w/o
  • 0/0- Mega Diancie: 84 - 99%; 81% chance to OHKO w/SR
  • 252/244+ Malaconda: 56 - 65%; 2HKO
  • 248/8 Clefable: 54 - 64%; 2HKO
  • 252/112 Hippowdon: 53 - 63%; 2HKO (Hippo can actually survive with two minimum damage rolls)
252 SpA Life Orb CAP Aura Sphere vs.:
  • 252/252+ Skarmory: 45 - 53%; 86% chance to 2HKO w/SR
252 SpA Life Orb Focus Blast vs.:
  • 252/168 Ferrothorn: 107 - 127%; OHKO
  • 252/188+ Heatran: 94 - 111%; OHKO w/SR, 63% chance w/o
  • 4/0 Mega Crucibelle: 58 - 69%; 2HKO
Not exhaustive, just examples...

252 SpA Life Orb CAP Moonblast vs.:
  • 0/0 Kitsunoh: 39 - 47%; 3HKO
  • 96/0 Assault Vest Tornadus-T: 44 - 52%; 2HKO w/SR, 17% chance w/o
  • 0/4 Gengar: 47 - 56%; 2HKO w/SR, 85% chance w/o
  • 16/0 Mega Gardevoir: 54 - 64%; 2HKO
  • 252/24 Slowbro: 58 - 69%; 2HKO
252 SpA Life Orb CAP Focus Blast vs.:
  • 248/144 Mega Venusaur: 26 - 30%
  • 252/120+ Amoongus: 27 - 32%
  • 232/4 Mega Venusaur: 29 - 35%; 3HKO w/SR, 11% chance w/o
  • 208/0 Mollux: 31 - 37%; 3HKO w/SR, 72% chance w/o
  • 248/252+ Talonflame: 31 - 37%; 2HKO w/SR, 81% chance to 3HKO w/o
  • 0/4 Mollux: 36 - 42%; 84% chance to 2HKO w/SR, 3HKO w/o
  • 0/4 Mega Charizard-Y: 37 - 43%; 2HKO w/SR, 3HKO w/o
  • 252/0 Plasmanta: 39 - 46%; 3HKO
  • 0/0 Talonflame: 57 - 67%
Choice Specs is essentially a murder weapon. While it is the riskiest item to go with for the build we are designing here, it does reach some incredible benchmarks if your prediction is on point. Specs Moonblast OHKOs Mega Latias and Rotom-W (w/SR) and 2HKOs Magic Guard Clefable and Assault Vest Tornadus-T. It can also OHKO offensive Landorus-T (w/SR), rounding out the hurt on the most prevalent opposing VoltSwitchers. Specs Focus Blast is the epitome of high-risk-high-reward, capable of OHKOing Assault Vest Colossoil and SpD Heatran and 2HKOing Eviolite Chansey (w/SR), yet it is one of the worst moves to be Choice-locked into due to its barely-viable accuracy and plethora of resists available in the tier for revenging.
252 SpA Choice Specs CAP Moonblast vs.:
  • 248/0 Mega Latias: 88 - 104%; OHKO w/SR, 25% chance w/o
  • 252/0 Rotom-W: 88 - 104%; OHKO w/SR, 31% chance w/o
  • 252/84+ Clefable: 52 - 62%; 98% chance to 2HKO
  • 96/0 Assault Vest Tornadus-T: 51 - 60%; 2HKO
  • 0/0 Landorus-T: 85 - 101%; 81% chance to OHKO w/SR; 6% w/o
252 SpA Choice Specs CAP Focus Blast vs.:
  • 0/176 Assault Vest Colossoil: 99 - 116%; OHKO w/SR, 88% chance w/o
  • 252/188+ Heatran: 108 - 127%; OHKO
  • 4/252+ Eviolite Chansey: 45 - 54%; 2HKO w/SR, 39% chance w/o
Not exhaustive, just examples...
252 SpA Choice Specs CAP Moonblast vs.:
  • 0/0 Kitsunoh: 45 - 53%; 88% chance to 2HKO w/SR, 32% w/o
  • 96/0 Assault Vest Tornadus-T: 51 - 60%; 2HKO
  • 0/4 Gengar: 55 - 65%; 2HKO
  • 16/0 Mega Gardevoir: 62 - 74%; 2HKO
  • 252/24 Slowbro: 67 - 79%; 2HKO
252 SpA Choice Specs CAP Focus Blast vs.:
  • 248/144 Mega Venusaur: 30 - 35%; 3HKO w/SR, 16% chance w/o
  • 252/120+ Amoongus: 31 - 37%; 82% chance to 3HKO w/SR; 4HKO w/o
  • 232/4 Mega Venusaur: 34 - 40%; 3HKO
  • 72/0 Latias: 36 - 42; 3HKO
  • 208/0 Mollux: 36 - 42%; 83% chance to 2HKO w/SR, 3HKO w/o
  • 248/252+ Talonflame: 36 - 43%; 2HKO w/SR, 3HKO w/o
  • 0/4 Mollux: 41 - 49%; 2HKO w/SR, 3HKO w/o
  • 0/4 Mega Charizard-Y: 42 - 50%; 6% chance to OHKO w/SR, 3HKO w/o
  • 0/0 Latios: 44 - 52%; 2HKO w/SR, 12% chance w/o
  • 252/0 Plasmanta: 45 - 53%; 86% chance to 2HKO w/SR, 3HKO w/o
  • 0/0 Talonflame: 65 - 77%; OHKO w/SR, 2HKO w/o
I originally wanted to set the Speed for this spread at 125 for reasons that don't matter anymore, but after reading over a few other submissions and terrifying myself with Choice Specs calcs, I dropped it to 120 so as to lift Tornadus-T, Syclant, and non/pre-Mega Alakazam into a position to check this Pokemon. 120 is still a phenomenal Speed tier that outspeeds almost everything (very important!), and although checking Weavile will be a much more daunting task this way, it provides a little needed balance to this spread while still covering our entire threatlist.

Defenses: 94 / 80 / 65

94 HP works out to 329 HP, a Life Orb number, which is a minor but convenient improvement over base 95. These are far from stellar defenses, and pretty much any super effective STAB is going to clean its clock (I have only included calcs for SE STABS that do not cleanly OHKO this spread).

Base 80 Defense gives Offensive Mega Scizor a 56% chance of OHKOing CAP with Bullet Punch (w/SR), or what is essentially a OHKO after CAP switches into Stealth Rock twice or Spikes once or if it takes one round of Life Orb recoil. This is a fine baseline, as it maintains the threat of Super Effective priority from its premier user while still allowing the CAP to switch once into a neutral STAB from the likes of Colossoil and Garchomp and not die to Life Orb recoil on the next turn. The exception to this is Cawmodore, who I don't want to be able to 2HKO the CAP with unboosted Bullet Punch; it should either be in a position to boost or to get wrecked, preferably the latter.
vs. 0/4 CAP:
  • LO Latias Psyshock: 105 - 124%; OHKO
  • Bulky SD Talonflame Acrobatics: 105 - 124%; OHKO
  • Choice Scarf Kitsunoh Meteor Mash: 92 - 108%; 81% chance to OHKO w/SR, 50% w/o
  • Offensive Mega Scizor Bullet Punch: 88 - 104%; 56% chance to OHKO w/SR, 25% w/o
  • LO Colossoil Earthquake: 81 - 96%; 13% chance to OHKO w/SR
  • Choice Scarf Jirachi Iron Head: 79 - 94%; 2HKO
  • Defensive Mega Slowbro Psyshock: 78 - 93%; 2HKO
  • Mega Metagross Bullet Punch: 67 - 80%; 2HKO
  • Slowbro Psyshock: 63 - 75%; 2HKO
  • Mega Lopunny Return: 63 - 74%; 2HKO (Fake Out + Return: 88 - 103%)
  • Assault Vest Colossoil Earthquake: 62 - 74%; 2HKO
  • Offensive Garchomp Earthquake: 60 - 71%; 2HKO
  • Defensive Landorus-T Earthquake: 54 - 64%; 2HKO
  • TankChomp Earthquake: 49 - 58%; 2HKO w/SR, 98% chance w/o
  • Choice Band Azumarill Aqua Jet: 44 - 51%; 61% chance to 2HKO w/SR, 7% w/o
  • Cawmodore Bullet Punch: 38 - 46%; 3HKO
The baseline for 65 SpD was to survive defensive Tomohawk's Air Slash after Stealth Rock, which seems to be the norm amongst these submissions. This spread also survives Specs Keldeo's Scald from full health and Scarf Keldeo's Hydro Pump regardless of SR, making neither a very good way to deal with this CAP, as per the threatlist.
vs. 0/0 CAP:
  • Defensive Mega Venusaur Sludge Bomb: 99 -117%; OHKO w/SR, 94% chance w/o
  • Choice Scarf Volkraken Fire Blast: 88 - 103%; 63% chance to OHKO w/SR, 25% w/o
  • 0 SpA Clefable Moonblast: 84 - 100%; 38% chance to OHKO w/SR, 6% w/o
  • Choice Specs Keldeo Scald: 84 - 99%; 38% chance to OHKO w/SR (not factoring in Burn chance)
  • LO Thundurus Thunderbolt: 81 - 95%: 6% chance to OHKO w/SR
  • 4 SpA Tomohawk Air Slash: 79 - 94%; 2HKO (max damage roll=308, CAP HP after SR=309)
  • Choice Scarf Keldeo Hydro Pump: 78 - 92%; 2HKO
  • LO Syclant Ice Beam: 75 - 89%; 2HKO
  • Amoongus Sludge Bomb: 73 - 86%; 2HKO
  • Mega Manectric Thunderbolt: 66 - 78%; 2HKO
  • LO Stratagem Earth Power: 52 - 62%; 2HKO (Ancient Power/Paleo Wave + Earth Power ~ 91 - 108%)
  • Mega Manectric Volt Switch: 51 - 60%; 2HKO

HeaLnDeaL
84 HP / 78 Atk / 86 Def / 115 SpA / 88 SpD / 119 Spe
BST: 570, BSR: 320

Final Submission

84 HP / 78 Atk / 86 Def / 115 SpA / 88 SpD / 119 Spe (570 BST)

PT: 129
ST: 134
PS: 128
SS: 196
BSR: 320

Posting this as a new post since changes have been made and I started a collaboration that's been ongoing over the course of the week. snake_rattler and I have worked together to make this spread, as both of our initial spreads were quite similar, and after a discussion we discovered we had a lot of further agreements. If slated, we have decided that my name will go to the polls, but in the event we win, both our names will be listed on the credits. This is not the first time a stat spread has been collaborated upon with multiple users, and snake and I have equally contributed to the stats.

We ridin’ that ST limit folks, but nothing else is even close to touching a limit. As a brief summary of this spread, here are the key points: 84 HP is the lowest HP to hit a Life Orb number AND survive 3 seismic tosses (presumably from Chansey). This spread isn’t all that interested in mixed attacking, but if people really really wanted to try they could (spoiler: it isn’t supposed to be “worth it” though). This is the most specially bulky spread listed, and it aims to be able to withstand Tomohawk’s Air Slash after prior damage, as well as moderate neutral hits such as Keldeo’s scald. As defensive Tomohawk is both a passive mon and something weak to our STAB, we feel that being able to RELIABLY survive its air slash with some cushion room for recoil (from Life Orb, Stealth Rock, or otherwise) is very important. The amount of special bulk provided may ride the limit, but it does not negatively impact our Checks and Counters, as things such as tank and non offensive Mollux still OHKO us. In terms of special offense, 114 is the minimum to always OHKO Tank Chomp with a LO Moonblast, whereas anything above 115 risks KOing Talonflame after rocks, among other mons. Thus, 115 is the safest number to KO what we need to KO and to avoid taking the risk of destroying should-be counters. For speed, we decided that Tornadus-T should not be outsped, but that at least having the option to outpace Cawmodore and hit it with a Focus Blast would be a decent way to deal with a potential threat that flat out doesn’t care about Parting Shot. Overall, we’re a bulkier spread because we want to actually have enough HP left over after taking hits to still use LO, and we’re a mid-tier offensive spread because we don’t want to just nuke would-be checks/counters.

As stated above, 84 HP is the lowest base HP to hit a Life Orb number AND survive 3 seismic tosses. And Base Stat that ends in a 4 or 9 equals an uninvested HP that ends in a 9, which causes Life Orb damage to round down. 84 puts us at 309 HP, meaning we take 30 damage from Life Orb instead of 31 damage if the base stat was 85. Originally, I had considered going even lower than 84 to minimize LO damage and compensate with higher defensive stats, but snake_rattler pointed out that being under 300 HP would significantly increase the risk of seismic toss. Credit goes to Deck Knight for alerting us to Life Orb numbers in his post, sorry we’re taking your HP number, but we’re definitely using it for a different PT and ST than you are.


Physical Attack is by no way a priority of ours. If still given very powerful physical moves, they might find their way onto an obscure set, but this is not something we truly want. Instead, in order to meet our specially defensive goals, we realized that a Naive nature (which would likely be used on a mixed set) was not going to cut it (even a Hasty nature would prove problematic for our defensive goals as well). By deemphasizing attack, we strongly encourage a special attacking set that runs Timid, not Naive or Hasty. 78 was chosen to ultimately make a round BST number. We could have gone lower, but there really wasn’t any point, and 78 is very much a number that doesn’t attempt to have a flagrant dump stat / BSR abuse.

Also note that the primary reason for having usable Attack was to 2HKO chansey through Softboiled. This current spread may not 2HKO it, but it can 3/4HKO it if needed/if that route is chosen, but we don’t feel that is necessary. There’s a certain status move later on that could stop Chansey pretty well, anyway. So, we have the *option* to beat it with mixed if needed, but we’d prefer the option of using this certain other move to stop it. Options are good, and we’re just trying to enable them rather than force only one option. Not to mention, Chansey isn’t a particularly potent threat in the CAP metagame to start with, so we've come to listen to the arguments about us not needing to straight up KO it.


86 Defense allows us to always survive one Skarmory Brave Bird after SR. As a passive Pokemon, Skarmory has been discussed by multiple people as something we should defeat or otherwise stop. The problem, however, is that it has a powerful STAB move that threatens us considerably. 84/86 at the very least discourages Skarmory from attacking a full health CAP22.

0 Atk Skarmory Brave Bird vs. 0 HP / 4 Def Lucario: 242-288 (78.3 - 93.2%) -- guaranteed 2HKO after Stealth Rock

Skarmory is a rather rare matchup, so being able to handle things like Colossoil or Garchomp better than we handle Skarmory is to be expected. Thus, we wanted to comfortably take an earthquake from either threat and have enough HP left over for multiple rounds of Life Orb damage. Our spread accomplishes this, whereas spreads with notably lower defense do not do this nearly as well.

252+ Atk Colossoil Earthquake vs. 0 HP / 4 Def Lucario: 195-229 (63.1 - 74.1%) -- guaranteed 2HKO after Stealth Rock

As you can see with this calc, we comfortably survive the Earthqake even after SR damage and after 2 rounds of LO recoil. Colo’s eq is stronger than Garchomp's, so posting that calc isn’t necessary.

Possible concerns and rebuttals: There is a reasonable chance that we do survive Mega Cham’s Fake Out and Bullet Punch. However, if we’ve already taken recoil or prior damage, this is exceptionally rare. Furthermore, after one Fake Out, if Mega Medicham received a min roll and knows it would risk failing to KO with BP, then it could switch out if absolutely necessary and come back in later for another Fake Out.

Similarly, it is likely that CAP22 will survive 2 banded Azumarill Aqua Jets. However, once SR and LO is considered, the odds of this are very low, and we certainly do not threaten the OHKO on Azumarill.

In short, this defense aims to defeat Skarmory and Colo/Chomp. In doing so, it does give us chances to survive common priority moves, which CAP22 should lose to, BUT given the likelihood of recoil, hazard damage, and prior damage and the fact that most priority users work best when their target is weakened already, we believe that 84/86 is the best option as we survive what we need to survive with enough health left for future LO recoils while still being reasonable to be picked off with priority. CAP22 is a balancing act between many goals that have conflicts with the threat list, and so you’ll continue to see reasoning with very specific numbers that try to find just the right place to accommodate losing to threats and beating targets.


252 SpA Life Orb Lucario Moonblast vs. 240 HP / 0 SpD Garchomp: 424-502 (101.6 - 120.3%) -- guaranteed OHKO

252 SpA Life Orb Lucario Moonblast vs. 252 HP / 0 SpD Tomohawk: 445-525 (107.4 - 126.8%) -- guaranteed OHKO

252 SpA Lucario Moonblast vs. 252 HP / 0 SpD Tomohawk: 342-404 (82.6 - 97.5%) -- 62.5% chance to OHKO after Stealth Rock

We cleanly defeat Tank Garchomp and defensive Tomohawk with LO, and even if it gets knocked off, we have a great chance of defeating Tomohawk after SR damage (and survive chomp’s EQ with plenty of HP to spare).

252 SpA Life Orb Lucario Focus Blast vs. 0 HP / 4 SpD Serperior: 243-289 (83.5 - 99.3%) -- 75% chance to OHKO after Stealth Rock

As a Pokemon that screws with parting shot, threatening Serperior offensively is a good thing for our concept. With Sr up, Focus Blast does a great job of threatening Seperior. And even in the event that we miss this KO, our special bulk allows us to survive a +0 hit with room to spare.

252 SpA Life Orb Lucario Moonblast vs. 0 HP / 0 SpD Talonflame: 125-148 (42 - 49.8%) -- guaranteed 2HKO after Stealth Rock
252 SpA Lucario Focus Blast vs. 0 HP / 0 SpD Talonflame: 122-144 (41 - 48.4%) -- guaranteed 2HKO after Stealth Rock

If we’re KOing a Talonflame that switches into us, we’re doing something wrong as a CAP. Spreads with higher than 115 SpA risk doing this after rocks, and the higher the SpA the greater the concern. I’ve been very vocal in chat about my dislike for the high sp atk / high speed spreads, and this is a good part of it. If we’re preventing Talonflame from countering us, we’re too strong. Talonflame, based on typing and its STABs, should be beating us, plain and simple. I don’t like the spreads that let us get a BS win versus Talonflame when on paper is should be a counter. Notice how the Moonblast calc has LO while the Focus Blast doesn’t. If coming in for free (i.e. not switching in), Talonflame can easily roost stall Life Orb Focus Blast until it misses. The Focus Blast calc shows no LO because of the chance of CAP22’s item getting knocked off or it not running LO; if an opponent knows that LO is gone, then I think Talonflame should have every opportunity to switch into CAP22. Moonblast is still provided as a calc for sets lacking Focus Blast (i.e. aura sphere sets). If the opponent knocks off CAP22 or discovers it lacks Focus Blast, Talonflame should be a counter, and this SpA makes sure that happens. And of course, Talonflame, if coming in for free, defeats us fairly outright, as it should. 115 SpA and lower is a safeguard against beating Talonflame. What’s more, 115 allows Talonflame to actually set up against CAP22 if it comes in for free after taking SR (assuming no Focus Blast or Focus Blast with no LO). Talonflame repeatedly switching in and out is a concern, since a CAP22 that heavily risks KOing Talonflame while Talon tries to set up persuades it not to set up, which lets it then be revenged so much easier later (one scenario would be tflame comes in vs CAP22 and takes SR dmg, knows that it needs to set up now to beat X threat if it switches in, but can’t risk setting up if CAP22 can KO it. So, it either has to not set up and risk X threat coming in and forc
ing it out, or set up and risk CAP 22 staying in and KOing it).


Also note that Korski’s Choice Specs spread has a great risk of OHKOing Mega Metagross! I think this is absolutely preposterous. Even with SR, my/snake’s spread do not come close to reliably risking this, whereas Korski’s spread can OHKO it even without SR.

HeaL/snake 115:
252 SpA Choice Specs Lucario Focus Blast vs. 0 HP / 0 SpD Mega Metagross: 249-294 (82.7 - 97.6%) -- guaranteed 2HKO with no SR

252 SpA Choice Specs Lucario Focus Blast vs. 0 HP / 0 SpD Mega Metagross: 249-294 (82.7 - 97.6%) -- 25% chance to OHKO after Stealth Rock

Korski 125:
252 SpA Choice Specs Lucario Focus Blast vs. 0 HP / 0 SpD Mega Metagross: 262-310 (87 - 102.9%) -- 18.8% chance to OHKO

252 SpA Choice Specs Lucario Focus Blast vs. 0 HP / 0 SpD Mega Metagross: 262-310 (87 - 102.9%) -- 56.3% chance to OHKO after Stealth Rock

Now, we certainly do not think Mega Metagross should switch in for free, but considerably risking its life even when at full to come in vs CAP22 is just too much. Come on, let’s not be a powerhouse like that.


252 SpA Life Orb Lucario Hidden Power Ground vs. 208 HP / 0 SpD Mollux: 302-359 (78.8 - 93.7%) -- guaranteed 2HKO

252 SpA Life Orb Lucario Hidden Power Ground vs. 252 HP / 252+ SpD Mollux: 218-260 (55.3 - 65.9%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery

Even with HP Ground, Tank Mollux and Sp Def Mollux can take a hit and OHKO us in return. Ground coverage is quite nice in CAP, and Mollux in particular has a typing that screams it should be able to check us, so I think having a low enough Sp Atk to let Mollux check us is a great thing for CAP22. Discouraging us from running Hidden Power also encourages the use of Parting Shot. A set with a viable Hidden Power and another viable coverage move risks the concept itself, and snake and I would rather take out Hidden Power’s main allure here and now in stats.

115, as a SpA stat, is a compromise between letting us beat Garchomp and Tomohawk and making sure Talonflame has ample opportunities to make a play vs us, and to minimize the risk of us KOing should-be checks/counters.


0 SpA Tomohawk Air Slash vs. 0 HP / 4 SpD Lucario: 204-240 (66 - 77.6%) -- guaranteed 2HKO after Stealth Rock
(204, 204, 206, 210, 212, 216, 216, 218, 222, 224, 228, 228, 230, 234, 236, 240)

Here, the individual numbers are important, so bear with us for little bit. 88 SpD allows us to take 2 SRs and 1 LO worth of damage and still survive Tomohawk’s air slash all of the time. “But HeaL, 2 SRs and 1 LO = 25%, and the calc you showed shows over 75%, so over 75% + 25% = dead CAP22!!!” Well, that’s where our LO number HP comes in. At 309 HP, CAP takes 19 from switching into SR. Therefore, it takes 38 from switching into it twice, leaving it at 271 HP. It then takes 30 HP from LO, putting it at 241. As the numbers show above, Tomohawk can only deal a max of 240 HP with its Air Slash, which means after 2 SRs and a LO, CAP will survive! The point of the SRs and LO was to give CAP22 some reasonable wiggle room. Because multiple spreads here submitted struggle to *always* OHKO Tomohawk after SR *if LO has been knocked off* snake and I figured surviving the Air Slash would be a good special defensive benchmark. It is a safety net that could prove to be vital in the right situations.

252 SpA Keldeo Hydro Pump vs. 0 HP / 4 SpD Lucario: 198-234 (64 - 75.7%) -- guaranteed 2HKO

Scarf Keldeo’s Hydro Pump does similar damage to us as Colossoil’s Earthquake, and we wanted this to be the case for similar reasons. It would be unfortunate for CAP22 to survive the scarf Hydro only to KO itself with Life Orb recoil the same turn. That approximately extra 25% is a good cushion. It’s a similar story/almost the same damage output for Scarf Volkraken, though obviously we would only stay in against Volkraken if we *needed* to weaken it with parting shot.

252 SpA Life Orb Serperior Leaf Storm vs. 0 HP / 4 SpD Lucario: 212-251 (68.6 - 81.2%) -- guaranteed 2HKO after Stealth Rock

As a Pokemon that we can't Parting Shot against, fairing well against Serperior is a good idea. We survive its hit with cushion room, while we can 2HKO it or sometimes even OHKO it after SR.

0 SpA Mollux Sludge Wave vs. 0 HP / 4 SpD Lucario: 288-338 (93.2 - 109.3%) -- 93.8% chance to OHKO after Stealth Rock

Even 0 investment Mollux KOes us, and we cannot KO in return.

Overall, having 84/88 special bulk does not negatively affect our threatlist because the special attackers that should be beating us still do. We’re definitely not superhero level SpecialDefense here, but it’s enough to make a difference, especially when LO recoil is considered. snake and I fear that the spreads with too low of SpecialDefense will just crumble under the effects of LO.


We outspeed Cawmdore and can at least dissuade it from setting up on us with the risk of being OHKOed by our Focus Blast.

We are outsped by Torn-T, since Torn-T really should be a check/counter to us. I don’t want to BS Tornadus-T by being faster than it and critting it or lowering its Special Attack with Moonblast and having its Hurricane miss a lot. The most reliable way to lose to Tornadus-T is to just not outspeed it. We’re not super worried about being unable to Parting Shot Tornadus-T because it can pivot out with U-turn anyway after having its stats lowered. There are plenty of things to Parting Shot against, and Torn-T just doesn’t seem to be a make or break mon to consider. There’s also been a lot of talk in this thread regarding the outslowing Tornadus-T argument, so I won’t spend too much time here on that. It's also somewhat important to talk about how Syclant outspeeds us, too. As we actually survive Syclant's attacks, moving slower lets us parting shot after it U-turns (or ice beams), meaning we keep momentum. Regardy Reapehify and Quote, this is not OU. Torn-T may still be a good momentum grabber in the CAP meta, but it just has more switch ins and it faces competition for a teamslot even more. Never in CAP have I had a "hmm I really need something on my team to beat that Tornadus-T" moment. It's a great mon for us to lose to. Pretty much every spread here risks KOing LO Tornadus-T if switching in once rocks are up (Base 115 252 SpA Life Orb Lucario Moonblast vs. 0 HP / 0 SpD Tornadus-T: 203-239 (67.8 - 79.9%) -- 37.5% chance to OHKO after Stealth Rock). If we outspeed it, it cannot counter us at all. If we outspeed it, it becomes a check at best. Even the assault vest set! (252 SpA Life Orb Lucario Moonblast vs. 96 HP / 0 SpD Assault Vest Tornadus-T: 136-161 (42.1 - 49.8%) -- guaranteed 2HKO after Stealth Rock). It's not an issue that we don't dissuade it from coming in for free. We kinda already do that. It's an issue of keeping AV Torn-T a counter so that we actually have some counters left (note how with SR UP, LO sets already can't counter us reliably already). It doesn't enjoy switching in on us at all, and I feel that's a healthy goal, especially when the alternative is beating a mon that he have no business beating.

Crucibelle’s monstrously strong moves and greater offenses compared to Tornadus-T make it something that is much harder to switch into. CAP22 outspeeding Mega Crucibelle makes it so much more manageable to find an adequate switch in for. Mega Crucibelle is just flat out more viable than Torn-T in the meta, and so I feel targeting it with Parting Shot but not targeting Tornadus-T is a fair move. Tornadus-T has a lot of potential switch-ins.

119 was chosen over 120 because there's really no important mons to consider at 120. Alakazam in probably the most viable of the non-uber 120s, and we felt we should probably lose the speed war with Alakazam since it's typing should defeat ours. Furthermore,we feel Mega Alakazam should absolutely beat us, and letting the base form outspeed us helps to avoid annoying first-turn mega speed ties.


---------------------------

CAP22 so far:

Typing: Fairy / Fighting
Abilities: Natural Cure / ???

Concept:
Name: Last Act of Defiance

General Description: A Pokemon that is defined by its use of the move Parting Shot.

Justification: Parting Shot is another move that's pretty amazing on paper, but its true usage has yet to be fully explored because it's only available to Pangoro. Pangoro is not the most viable Pokemon OU and is nearly unusable in CAP due to its 4x weakness to Fairy. Moreover, when I've used it in RU (prior it to being banned) and UU, I found myself clicking an attacking move more often than not. With the optimal Parting Shot user in the CAP metagame, we may be able to tap into this move's potential and figure out how it is best utilized. Maybe Last Act of Defiance will be a fast Pokemon that aims to keep up offensive momentum. Maybe it'll use the move like it would use Memento to help a teammate use a boosting move. Maybe it'll be a slow, bulky pivot intended to discourage switching. Maybe it'll do something completely different.

This falls under both actualization and archetype in terms of being a concept. In terms of actualization, it will teach us how to use Parting Shot "properly." Clearly, no other Pokemon, not even Pangoro, comes close to it. Well, users of U-turn, Volt Switch, and Memento come somewhat close, but even then, we'll be able to see what makes Parting Shot different from (and possibly better than) them. In terms of archetype, Last Act of Defiance will give not just the CAP metagame, but also the whole game of Pokemon, a utility Pokemon that we've never seen before, as Parting Shot was not (and still isn't) one of Pangoro's most important assets. Because Parting Shot has so many potential uses, a utility Pokemon such as this can be the ultimate team player for offensive and defensive archetypes alike.

Questions To Be Answered:
- Whether it's pivoting, offensive momentum, Memento-esque support, or something else, what is the "ideal" way to use Parting Shot? Why?
- Considering Pangoro rarely finds the time to use the move, how much should a Pokemon be willing to sacrifice another offensive option for Parting Shot?
- What makes Parting Shot different or similar from Volt Switch, U-turn, and Memento?
- Pangoro is definitely not the ideal Parting Shot user, so what does the ideal user look like?
- What strategies, whether they be certain Pokemon, playstyles, or other factors, will rise to prominence to combat a Parting Shot user?
Leadership Team:

cbrevan - Topic Leader
Elite Lord Sigma - Typing Leader
snake_rattler - Abilities Leader
Snobalt - Stats Leader
Deck Knight - Movepool Leader
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
HeaLnDeaL
Elite Lord Sigma
Korski


Let's have some cushion with our bulk :) Extra HP leftover after taking a hit is great for Life Orb sets.
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Korski
Elite Lord Sigma
HeaLnDeaL

Love all three users, but I err on more polarized states. Focusing on balance has often lead to underperformance and/or lack of concept-based success in the past. (This is not to say that this will happen with HeaL's spread, but it's an historical concern of mine.)
 
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