CAP 9 CAP 9 - Stat Spread Submissions

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Deck Knight

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Final Submission

133/122/72/71/72/95

PSweep: 177, Rank 6: Amazing
PTank: 132, Rank 3: Good
SSweep: 104, Rank 0: Average
STank: 132, Rank 3: Good
ODB: 16.2, Moderate Bias to Offense
PSB: 29.0 Bias to Physical

BSR: 500, Excellent.

BST: 565.
I see two kinds of sets being effective, a Choiced Set designed for exploiting Tricked Choice Items and a Bulky Set for each defense, allowing you to specifically arm your team for their weaknesses.

Offensive Spread:

252 Atk / 236 Spe / 20 SpD

Stats: 407 HP / 343 Attack / 180 Def / 178 SA / 185 SpD / 285 Spe
This spread always Outspeeds any-natured Base 80 Pokemon and reaches 314 Speed with a +Spe nature. If using +Spe, Adjust it to where you need.

Code:
[B]Offensive Calculations:[/B]

Offense Multiply damage by: 
0.9 for Negative Nature
1.1 for Positive Nature
1.3 for Life Orb
1.5 For Choice Item or Guts (physical attacks)
[B]
When calculating boosts:[/B]

+Nature: 91% = [B]OHKO[/B], 50% = [B]2HKO[/B]
+1/Choice Band/Specs: 67%+ = [B]OHKO[/B], 36%+ = [B]2HKO[/B]
Life Orb: 77% + = [B]OHKO[/B], 42%+ = [B]2HKO[/B]
Expert Belt/Type Plate:  84%+ = [B]OHKO[/B] , 45%+ = [B]2HKO[/B]

[B]Earthquake:[/B]

364 HP / 299 Def CB Metagross:
68-80% [B]2HKO[/B]

404 HP / 236 Def SubCM Jirachi:
77-92% [B]2HKO[/B]

382 HP / 256 Def CB Tyranitar:
75-89% [B]2HKO[/B]

282 HP / 176 Def Standard Lucario:
148-175% [B]OHKO[/B]

364 HP / 196 Def Toxic Spiker Tentacruel
103-122% [B]OHKO[/B]

688 HP / 130 Def Diverse Blissey:
41-48% 3HKO

354 HP / 387 Def Standard Forretress
27-32% 4HKO

383 HP / 289 Def Bulky Zapdos (Roosting)
68-79% 28% [B]OHKO[/B] with SR

[B]Sucker Punch/Crunch/fleeing Pursuit:[/B]
(regular Pursuit does 50% damage)

241 HP / 250 Def Offensive Rotom-A
97-117% 87% [B]OHKO[/B]

304 HP / 321 Def Standard Rotom-A
61-71% [B]2HKO[/B]

404 HP / 236 Def CMPass Celebi
62-73% [B]2HKO[/B]

404 HP / 320 Def Defensive Celebi:
46-54% [B][B]2HKO[/B] with SR[/B]

302 HP / 216 Def Offensive Latias
90-107% [B]OHKO[/B] with SR

333 HP / 216 Def Defensive Latias
81-97%  59% [B]OHKO[/B] with SR.

262 HP / 156 Def Standard Gengar
144-170% [B]OHKO[/B]

338 HP / 288 Def Standard Bronzong
30-36% 3HKO

370 HP / 219 Def BulkyGyara (after Intimidate)
24-28%. 5HKO.

331 HP / 196 Def Standard Salamence (after Intimidate):
30-36% 3HKO

383 HP / 289 Def Bulky Zapdos
26-31% 4HKO
[B]
Stone Edge:[/B]

BulkyGyara (after Intimidate):
40-48% [B][B]2HKO[/B] with SR[/B] (CH will [B]OHKO[/B])

Standard Salamence (after Intimidate)
50-59% [B]2HKO[/B]

Bulky Zapdos: 
44-52% [B][B]2HKO[/B] with SR[/B]

[B]Superpower:[/B]

CBTar:
121-143% [B]OHKO[/B]

Standard Lucario:
119-140% [B]OHKO[/B]

Diverse Blissey: 
65-77% [B]2HKO[/B]

[B]Dark Pulse:[/B]

241 HP / 250 SpD Offensive Rotom-A:
50-60% [B]2HKO[/B]

304 HP/ 250 SpD Defensive Rotom-A
40-48% 3HKO

[B]Blizzard:[/B]

331/196 SpD Standard Salamence
95-112% 66% [B]OHKO[/B]

343/186 SpD Defensive Gliscor
93-110% 59% [B]OHKO[/B]

[B]Fire Blast:[/B]

343 HP / 166 SpD Standard Scizor:
108-128% [B]OHKO[/B]

354 / 156 SDef Standard Forretress
111-132% [B]OHKO[/B]

282 HP / 176 SpD Standard Lucario
61-73% [B]2HKO[/B]

334 HP / 176 SDef Standard Skarmory
52 – 61% [B]2HKO[/B]

338 HP / 320 SDef Standard Bronzong
29-34% 4HKO
Code:
[B][U]Defensive Calculations:[/U][/B]

[B]Defense Multiply damage by:[/B]
0.9 for Positive Nature
0.9 for Opponent Neutral Nature
1.3 for Life Orb
1.5 for Choice Item

[B]When calculating boosts:[/B]

+1/Choice Band/Specs: 67%+ = [B]OHKO[/B], 36%+ = [B]2HKO[/B]
Life Orb: 77% + = [B]OHKO[/B], 42%+ = [B]2HKO[/B]
Expert Belt/Type Plate:  84%+ = [B]OHKO[/B] , 45%+ = [B]2HKO[/B]

[B]405 Atk: Adamant Metagross/Salamence/Tyranitar (approx.)[/B]
[Assume STAB if matches Steel/Psychic/Dragon/Rock/Dark]
Outrage: 71-84% [B]2HKO[/B]
Meteor Mash: 59-70% [B]2HKO[/B]
Stone Edge: 29-35%
Dragon Claw: 47-56% [B][B]2HKO[/B] with SR[/B]
Crunch: 23-28%
Zen Headbutt: 0%
Explosion: 197-232% [B]OHKO[/B]
Superpower: 94-112% 67% [B]OHKO[/B]
Earthquake: 39-46 
Aqua Tail: 71-84% [B]2HKO[/B]
Ice Punch: 59-70% [B]2HKO[/B] 

[B]394 Atk: Adamant Scizor/Breloom/Machamp/Mamoswine[/B]
[STAB where indicated]
Focus Punch: 172-203% [STAB] [B]OHKO[/B]
Close Combat/Superpower: 138-163% [STAB] [B]OHKO[/B] 
Dynamicpunch: 31-37% [STAB] 115-136%
Earthquake: 57-68% [STAB] [B]2HKO[/B]
X-Scissor: 92-109% [STAB] 54% [B]OHKO[/B]
Seed Bomb: 92-109% [STAB] 54% [B]OHKO[/B] 
U-turn: 22-26% [STAB] 81-95% [B]2HKO[/B]
Bullet Punch: 34-41% [Tech] [STAB]
Ice Shard: 46-55% [STAB] [B][B]2HKO[/B] with SR[/B]
Superpower: 92-109% 54% OKHO 
Earthquake: 38-45% 
Stone Edge: 19-22%
Ice Punch: 57-68%
Pursuit: 11-13% [Tech], 15-18% (fleeing)
[B]
383 Atk: Adamant Gyarados/Heracross/Azelf/Honchkrow/Electivire (approx.)[/B]
[STAB where indicated]
Close Combat: 134-159% [STAB] [B]OHKO[/B]
Megahorn: 134-159% [STAB] [B]OHKO[/B]
Bounce: 47-56% [STAB] 3HKO vs. Leftovers
Drill Peck: 44-53% [STAB]
Sucker Punch: 22-26% [STAB]
Zen Headbutt: 0% [STAB]
Waterfall: 12-14% [STAB]
Brick Break: 23-27% [STAB]
Thunderpunch: 0% [STAB]
Night Slash: 20-22% [STAB]
Pursuit: 11-13% [STAB], 22-26% (fleeing)
Explosion: 186-219% [B]OHKO[/B]
Superpower: 89-106% 33% [B]OHKO[/B]
Cross Chop: 75-88% [B]2HKO[/B] 
Earthquake: 37-44%
Stone Edge: 18-22%
Brick Break: 56-66% [B]2HKO[/B]
Ice Punch: 56-66% [B]2HKO[/B]

[B]328 Atk: Adamant Flygon/Jirachi[/B]
[Assume STAB on Dragon/Ground/Steel/Psychic]
Outrage: 57-68% [B]2HKO[/B]
Earthquake: 48-57% [B][B]2HKO[/B] with SR[/B]
Dragon Claw: 38-45%
Iron Head: 38-45%
Zen Headbutt: 0%
U-turn: 45-53% [B][B]2HKO[/B] with SR[/B]
Ice Punch: 48-57% [B][B]2HKO[/B] with SR[/B]

[B]When calculating boosts:[/B]

+1/Choice Band/Specs: 67%+ = [B]OHKO[/B], 36%+ = [B]2HKO[/B]
Life Orb: 77% + = [B]OHKO[/B], 42%+ = [B]2HKO[/B]
Expert Belt/Type Plate:  84%+ = [B]OHKO[/B] , 45%+ = [B]2HKO[/B]
[B]
394 SpA: Modest Heatran/Gengar/Magnezone[/B]
[Assume STAB where indicated]
Fire Blast: 68-80% [STAB] [B]2HKO[/B]
Flamethrower: 54-63% [STAB] [B]2HKO[/B]
Thunderbolt: 0% [STAB]
Sludge Bomb: 25-30% [STAB]
Shadow Ball: 22-26% [STAB]
Flash Cannon: 45-53% [STAB] [B][B]2HKO[/B] with SR[/B]
Lave Plume: 45-53% [STAB] [B][B]2HKO[/B] with SR[/B] 
Thunderbolt: 0%
Dragon Pulse: 34-40%
Earth Power: 34-40%
Energy Ball: 60-71% [B]2HKO[/B]
Hidden Power NVE: 13-15%
Hidden Power Neutral: 26-31%
Hidden Power SE: 53-62% [B]2HKO[/B]

[B]383 SpA: Modest Zapdos/Azelf[/B]
[Assume STAB on Electric/Psychic]
Thunderbolt: 0%
Psychic: 0%
Heat Wave: 36-43%
Flamethrower: 35-41%
Hidden Power NVE: 13-15%
Hidden Power Neutral: 26-30%
Hidden Power SE: 52-61% reliable [B]2HKO[/B]

[B]350 SpA: Modest Salamence/Latias/Jolteon[/B]
[Assume STAB on Dragon/Psychic/Electric]
Draco Meteor: 70-83% [B]OHKO[/B]
Thunderbolt: 0%
Dragon Pulse: 45-53% [B][B]2HKO[/B] with SR[/B]
Psychic: 0
Fire Blast: 40-47%
Hydro Pump: 80-95% [B]2HKO[/B]
Surf: 63-75% [B]2HKO[/B]
Shadow Ball: 13-15%
Hidden Power NVE: 11-14%
Hidden Power Neutral: 23-28%
Hidden Power SE: 47-56% [B][B]2HKO[/B] with SR[/B]

[B]339 SpA: Modest Rotom-A/Infernape (approx.)[/B]
[STAB where indicated]
Overheat: 68-80% [STAB] [B]2HKO[/B]
Fire Blast: 58-69% [STAB] [B]2HKO[/B]
Focus Blast: 116-138% [STAB] [B]OHKO[/B]
Flamethrower: 46-54% [STAB]
Vacuum Wave: 39-47% [STAB]
Thunderbolt: 0% [STAB]
Shadow Ball: 19-23% [STAB]
Overheat: 45-53%
Leaf Storm: 91-107% 41% [B]OHKO[/B]
Blizzard: 78-92% [B]2HKO[/B]
Hydro Pump: 78-92% [B]2HKO[/B]
Air Slash: 24-29% 
Hidden Power NVE: 11-13%
Hidden Power Neutral: 22-27%
Hidden Power SE: 45-54% shaky [B][B]2HKO[/B] with SR[/B]

[B]328 SpA Modest: Celebi/Starmie/Jirachi/Dragonite[/B]
[Assume STAB on Grass/Water/Psychic/Steel/Dragon]
Leaf Storm: 132-156% [B]OHKO[/B]
Draco Meteor: 66-78% [B]2HKO[/B]
Hydro Pump: 73-86% [B]2HKO[/B]
Fire Blast: 38-45% 
Surf: 90-106%  41% [B]OHKO[/B]
Psychic: 0%
Dragon Pulse: 42-50%
Energy Ball: 75-89% [B]2HKO[/B]
Flash Cannon: 37-45%
Flamethrower: 30-35%
Ice Beam: 60-71% [B]2HKO[/B]
Thunderbolt: 0%
Defensive Spread:

104 HP / 152 Atk / 252 Def (or SpD) , with Defensive Nature

Stats: 433 HP / 318 Atk / 267 Defense (or SpD) / 178 SA / 180 SpD (or Defense) / 212 Spe.

These calculations assume you have invested in the relevant defense. Use Calcs above for the non-invested defense. This spread still has room to tweak around offense/defense, so it may not be the ideal EVs.

Code:
[B][U]Defensive Calculations:[/U][/B]

[B]Defense Multiply damage by:[/B]
0.9 for opponent Neutral Nature
1.3 for Life Orb
1.5 for Choice Item

[B]When calculating boosts:[/B]

+1/Choice Band/Specs: 67%+ = [B]OHKO[/B], 36%+ = [B]2HKO[/B]
Life Orb: 77% + = [B]OHKO[/B], 42%+ = [B]2HKO[/B]
Expert Belt/Type Plate:  84%+ = [B]OHKO[/B] , 45%+ = [B]2HKO[/B]

[B]405 Atk: Adamant Metagross/Salamence/Tyranitar (approx.)[/B]
[Assume STAB if matches Steel/Psychic/Dragon/Rock/Dark]
Outrage: 45-53% [B][B]2HKO[/B] with SR[/B]
Meteor Mash: 37-44%
Stone Edge: 18-22%
Dragon Claw: 30-35% 
Crunch: 15-17%
Zen Headbutt: 0%
Explosion: 125-147% [B]OHKO[/B]
Superpower: 60-71% [B]2HKO[/B]
Earthquake: 25-29%
Aqua Tail: 42-53% [B][B]2HKO[/B] with SR[/B]
Ice Punch: 37-44%

[B]394 Atk: Adamant Scizor/Breloom/Machamp/Mamoswine[/B]
[STAB where indicated]
Focus Punch: 109-129% [STAB].
Close Combat/Superpower: 87-103% [STAB] 59% [B]OHKO[/B]
Dynamicpunch: 73-86% [STAB]  [B]2HKO[/B]
Earthquake: 36-43% [STAB] [B]2HKO[/B]
X-Scissor: 58-69% [STAB] [B]2HKO[/B]
Seed Bomb: 58-69% [STAB] [B]2HKO[/B]
U-turn: 51-60% [STAB] [B]2HKO[/B] 
Bullet Punch: 22-26% [Tech] [STAB]
Ice Shard: 29-35% [STAB]
Superpower: 58-69% likely [B]2HKO[/B]
Earthquake: 24-28% 
Stone Edge: 12-14%
Ice Punch: 36-43%
Pursuit: 7-8% [Tech], 9-11% (fleeing)

[B]383 Atk: Adamant Gyarados/Heracross/Azelf/Honchkrow/Electivire (approx.)[/B]
[STAB where indicated]
Close Combat: 85-101% [STAB] 41% [B]OHKO[/B] with SR
Megahorn: 85-101% [STAB] 41% [B]OHKO[/B] with SR
Bounce: 30-36% [STAB] 
Drill Peck: 28-33% [STAB]
Sucker Punch: 14-17% [STAB]
Zen Headbutt: 0% [STAB]
Waterfall: 57-67% [STAB] [B]2HKO[/B]
Brick Break: 54-63% [STAB] [B]2HKO[/B] 
Thunderpunch: 0% [STAB]
Night Slash: 12-15% [STAB]
Pursuit: 7-8% [STAB], 14-17% (fleeing)
Explosion: 118-139% [B]OHKO[/B]
Superpower: 57-67%  likely [B]2HKO[/B]
Cross Chop: 47-56% [B][B]2HKO[/B] with SR[/B]
Earthquake: 41-48% 
Stone Edge: 23-28%
Brick Break: 36-42%
Ice Punch: 36-42%

[B]328 Atk: Adamant Flygon/Jirachi[/B]
[Assume STAB on Dragon/Ground/Steel/Psychic]
Outrage: 36-43%
Earthquake: 30-36% 
Dragon Claw: 24-29%
Iron Head: 24-29%
Zen Headbutt: 0%
U-turn: 28-34%
Ice Punch: 30-36%

[B]When calculating boosts:[/B]

+1/Choice Band/Specs: 67%+ = [B]OHKO[/B], 36%+ = [B]2HKO[/B]
Life Orb: 77% + = [B]OHKO[/B], 42%+ = [B]2HKO[/B]
Expert Belt/Type Plate:  84%+ = [B]OHKO[/B] , 45%+ = [B]2HKO[/B]

[B]394 SpA: Modest Heatran/Gengar/Magnezone[/B]
[Assume STAB where indicated]
Fire Blast: 43-51% [STAB]
Flamethrower: 34-41% [STAB]
Thunderbolt: 0% [STAB]
Sludge Bomb: 16-20% 
Shadow Ball: 14-17% [STAB]
Flash Cannon: 29-34% [STAB]
Lave Plume: 29-34% [STAB]
Thunderbolt: 0%
Dragon Pulse: 22-26%
Earth Power: 22-26% 
Energy Ball: 39-46%
Hidden Power NVE: 8-10%
Hidden Power Neutral: 17-20%
Hidden Power SE: 34-40%

[B]383 SpA: Modest Zapdos/Azelf[/B]
[Assume STAB on Electric/Psychic]
Thunderbolt: 0%
Psychic: 0%
Heat Wave: 23-28%
Flamethrower: 22-27%
Hidden Power NVE: 8-9%
Hidden Power Neutral: 16-19%
Hidden Power SE: 33-39% 
[B]
350 SpA: Modest Salamence/Latias/Jolteon[/B]
[Assume STAB on Dragon/Psychic/Electric]
Draco Meteor: 45-54%
Thunderbolt: 0%
Dragon Pulse: 29-34%
Psychic: 0%
Fire Blast: 26-30%
Hydro Pump: 52-61% [B]2HKO[/B]
Surf: 41-48%
Shadow Ball: 8-10%
Hidden Power NVE: 4-9%
Hidden Power Neutral: 15-18%
Hidden Power SE: 30-36%

[B]339 SpA: Modest Rotom-A/Infernape (approx.)[/B]
[STAB where indicated]
Overheat: 44-52% [STAB]
Fire Blast: 37-44% [STAB]
Focus Blast: 75-89% [STAB] [B]2HKO[/B]
Flamethrower: 30-35% [STAB]
Vacuum Wave: 25-30% [STAB]
Thunderbolt: 0% [STAB]
Shadow Ball: 12-15% [STAB]
Overheat: 29-34%
Leaf Storm: 59-69% shaky [B][B]2HKO[/B] with SR[/B].
Blizzard: 50-59%
Hydro Pump: 50-59% [B]2HKO[/B]
Air Slash: 15-18%
Hidden Power NVE: 7-8%
Hidden Power Neutral: 14-17%
Hidden Power SE: 29-35% 
[B]
328 SpA Modest: Celebi/Starmie/Jirachi/Dragonite[/B]
[Assume STAB on Grass/Water/Psychic/Steel/Dragon]
Leaf Storm: 85-101% 3% chance of [B]OHKO[/B]
Draco Meteor: 42-58%
Hydro Pump: 73-86% [B]2HKO[/B]
Fire Blast: 24-28%
Surf: 58-69% 2HKO
Psychic: 0%
Dragon Pulse: 27-32%
Energy Ball: 49-58% 2HKO
Flash Cannon: 24-29%
Flamethrower: 19-23%
Ice Beam: 39-46%
Thunderbolt: 0%
 
Time to wrap this up. This will be my Final Submission.

100 HP/123 Attack/85 Defense/50 Special Attack/97 Special Defense/110 Speed
BST: 565
Physical Sweepiness: 195-Amazing
Physical Tankiness: 127-Moderately Good
Special Sweepiness: 81-Moderately Bad
Special Tankiness: 141-Good
Offense/Defense Balance: 17.7-Moderate Bias to Offense
Physical/Special Balance: 42.5-Extreme Bias to Physical
Overall Rating: 576-Excellent

HP: 341-404
The stat is still solid, but I decided to leave a bit more room for other stats. Plus, 101 Subs really aren't that important (is Blissey going to want to use Seismic Toss on this guy? Probably not, he'd just 2HKO with EQ). Overall, this will still be pretty bulky, able to switch in on a few secondary users.

Attack: 253-379
The minimum needed for an unboosted max Attack Pursuit to OHKO Latias on the switch (assuming a +Attack nature). STAB Earthquake coming off of 379 Attack is nothing to laugh at, either. If this spread is to be chosen, this guy is going to be able to put a nice dent in a lot of the metagame.

Defense: 185-295
Pretty solid Defense, not the highest, but should still be able to take a few hits without too much EV investment. With enough investment in the stat (possibly on a more defensive set), this guy will be able to take a few physical hits and switch in multiple times.

Special Attack: 122-218
Unless some moron wants to run a gimmicky Nasty Plot or something set, this guy really shouldn't be used as a special attacker. Hitting a small number of special walls is far less useful than extra bulk, power, and speed.

Special Defense: 207-322
Since this guy is weak to a lot of common specially oriented types, he should be able to take a few special hits and be able to survive. Surf from the standard Wishpassing Vaporeon will fail to 2HKO a max HP/Sp. Defense set (unlikely, but, hey - you never know), Draco Meteor from classic MixMence will miss the 2HKO, while a +1 CM Latias will miss the OHKO with both Draco Meteor and Surf. While it won't be able to take too many special hits, it still has solid bulk and can switch in a few times.

Speed: 230-350
With increased speed over my previous set, this guy will be outspeeding a lot of the metagame, while tying with Gengar and Latias. Since this guy has some good speed, taking care of secondary users should be pretty easy for him.

===============================================
Offenive Calcs
===============================================

Code:
[B]252 Atk LO Pursuit/Crunch, +Atk Nature[/B]

Min HP/252 Def Calm Blissey, beneficial nature: 54-64%, guaranteed 2HKO

252 HP/80 Def Sassy Bronzong, beneficial nature: 43-51%, 2HKO 50% of the time

252 HP/220 Def Bold Celebi, beneficial nature: 65-77%, guaranteed 2HKO

252 HP/252 Def Bold Cresselia, beneficial nature: 51-60%, guaranteed 2HKO

252 HP/Min Def Timid Jirachi, beneficial nature: 44-52%, 2HKO 37.5% of the time

4 HP/Min Def Timid Latias, beneficial nature: 129-153%, guaranteed OHKO

252 HP/168 Def Bold Rotom-A: 86-102%, OHKO 25% of the time

188 HP/252 Def Bold Vaporeon: 39-46%

[B]252 Atk LO Earthquake, +Atk Nature[/B]

Min HP/252 Def Calm Blissey, beneficial nature: 68-80%, guaranteed 2HKO

Min HP/Min Def Naive Heatran, beneficial nature: 263-309%, guaranteed OHKO

252 HP/Min Def Timid Jirachi, beneficial nature: 111-131%, guaranteed OHKO

252 HP/168 Def Impish Hippowdon, beneficial nature: 38-45%

252 HP/12 Def Adamant Metagross, beneficial nature: 97-115%, OHKO 87.5 % of the time

248 HP/Min Def Adamant Scizor, beneficial nature: 65-77%, guaranteed 2HKO

240 HP/216 Def Relaxed Swampert, beneficial nature: 44-52%, 2HKO 37.5% of the time
===============================================
Defensive Calcs
===============================================

Code:
[B]252 HP/252 Def, +Def Nature[/B]

4 Atk Naive Azelf Explosion: 43-50%

252 Atk Adamant Breloom Focus Punch: 106-126%, guaranteed OHKO

252 Atk Adamant LO Gyarados +1 Waterfall: 107-126%, guaranteed OHKO

252 Atk Adamant LO Gyarados +1 Ice Fang: 58-69%, guaranteed 2HKO

64 Atk Naive LO Infernape Close Combat: 73-86%, guaranteed 2HKO

252 Atk Adamant LO Lucario +2 Close Combat: 196-231%, guaranteed OHKO

252 Atk Adamant CB Metagross Earthquake: 36-43%

84 Atk Mild LO Salamence Outrage: 46-54%, 56.25% chance to 2HKO

252 Atk Adamant CB Scizor Bullet Punch: 31-37%

252 Atk Adamant CB Scizor U-turn: 74-88%, guaranteed 2HKO

Min Atk Relaxed Swampert Earthquake: 23-27%

252 Atk Adamant LO Tyranitar +1 Stone Edge: 35-41%

[B]252 HP/252 SpD, +SpD Nature[/B]

252 SpA Naive Azelf Fire Blast: 23-27%

80 SpA Calm Blissey Ice Beam: 22-26%

252 SpA Modest Specs Celebi Leaf Storm: 75-89%, guaranteed 2HKO

252 SpA Modest Empoleon +1 Surf: 83-98%, guaranteed 2HKO

252 SpA Naive Heatran Fire Blast: 39-46%

252 SpA Naive LO Infernape +2 Fire Blast: 78-93%, guaranteed 2HKO

252 SpA Naive LO Latias +1 Draco Meteor: 74-84%, guaranteed 2HKO

252 SpA Naive LO Latias +1 Surf: 65-77%, guaranteed 2HKO

252 SpA Rash LO Salamence Draco Meteor: 52-62%, missed 2HKO (factoring in SpA drop)
Please note that all defensive calculations are based on maximized defensive potential, so gauge calculations of less defensive spreads accordingly.
 
My original spread was a bit different than this, but unfortunately, was the same as everyone else's. So, I'm going to try a different (ie, lower speed) tack with...

EDIT: This is my Final Submission.

HP: 110
At: 120
Df: 80
sA: 70
sD: 90
Sp: 85
BST: 555

Phys. Sweep--161
Phys. Tank--127
Spec. Sweep--98
Spec. Tank--140


O/D Balance: 7.4
P/S Balance: 22.1
Base Stat Rating: 428 (Excellent)


Reasoning

HP--110--This needs to switch in a lot, so it needs to take hits on both sides. What better way to do this than with high HP? 101 HP substitutes without full investment is also fun. Makes subseeding a bit harder to deal with, but we're weak to grass already.

At--120--I wanted good special defense, so I absolutely needed high attack to make up for it. High attack makes pursuits more effective, and high attack EQ is very useful.

Df--80--A pretty good defense score. Taking mispredicted U-turns and physical hits off things like Skarmory/Forretress is important. 110/80 is very respectable.

sA--70--Special attack of 70 lets it hit Skarmory and Forretress pretty damn hard with Fire Blast, should it want to. 2HKO on Skarmory with SR+Leftovers, OHKO on all but the most specially defensive Forretress. More Satk EVs are needed if a 2HKO on Hippowdon with Hydro Pump/Grass Knot is desired.

sD--90--Good special defense is important for switching in on predicted tricks. Mostly for the event that you guess wrong. 110/90 is very nice for taking special attacks.

Sp--85--85 lets it outspeed Forretress, Bronzong, Blissey, Swampert, Vaporeon, Skarmory, Metagross, Breloom, Smeargle, and Heatran; tie with Suicune and Cresselia; and be just 1 under Rotom-A. With a decent speed investment, it can outspeed defensive Roserade and Celebi. I really don't think it needs much more speed than this. Anything over 100 is just overkill, IMO.

I'll do some calcs later, and may tweak a few stats because of them. I like the spread as-is, though.

EDIT: And now, calculations. +1 atk calcs are given for the case that this Pokemon gets Guts.

Offensive Calcs

Keep in mind that, in terms of damage, 252 (1x) < 252+ (1.1x) < 252 LO (1.3x) < 252+ LO (1.43x)< 252 +1 (1.5x) < 252+ +1 (1.65x)
Code:
[b]Crunch and Pursuit[/b]

252+ LO Crunch/Pursuit (switching) 252/168+ Rotom-h
[b]87.1%-102.6%[/b]--nigh guaranteed OHKO with SR.  cannot switch into SR after Pursuit

252 +1 Crunch/Pursuit (switching) 252/168+ Rotom-h
[b]91.1%-106.9%[/b]--guaranteed OHKO with SR.  cannot switch into SR after Pursuit

252 LO Crunch/Pursuit (switching) vs 252/4 Latias
[b]97.4%-114.6%[/b]--guaranteed OHKO with SR, 83% to OHKO anyways.  cannot switch into SR after Pursuit.

252+ +1 Crunch/Pursuit (switching) vs 252/4 Latias with Reflect
[b]61.3%-72.0%[/b]--Pursuit+switching Pursuit OHKOs with SR, chance to OHKO regardless, even if Latias has Lefties instead of Light Clay.

252 LO Crunch/Pursuit (switching) vs 252/220+ Celebi
[b]60.2%-70.8%[/b]--A 2HKO with Lefties, though Reflect and Grass Knot can both put a damper on this.

252 LO Crunch/Pursuit (switching) vs 252/200 Cresselia
[b]53.4%-63.1%[/b]--A good clean 2HKO with Lefties, but Reflecting Cresselia will beat you, unless you go really overboard and run Guts+LO.

252+ atk LO Crunch/Pursuit (switching) vs 0/252 Blissey
[b]67.3%-79.1%[/b]--A pretty nasty hit.  She'll be at 20.2% next time she switches into SR, not very good for walling anything.

252 atk LO Crunch vs 252/80 Bronzong
[b]39.3%-46.3%[/b]--guaranteed 3HKO with leftovers

252+ atk +1 Crunch vs 252/80 Bronzong
[b]50.0%-58.6%[/b]--guaranteed 2HKO with SR, about 60% to 2HKO anyways


[b]Earthquake[/b]

252+ atk EQ vs 252/0 Tyranitar
[b]92.8%-109.2%[/b]--guaranteed OHKO with SR., about 50% to OHKO regardless

252+ atk EQ vs 252/80 Heatproof Bronzong (what?  they do exist)
[b]98.9%-116.3%[/b]--Only a min damage draw spares the OHKO without SR

252 atk LO EQ vs 4/0 Shuca Heatran
[b]95.4%-112.2%[/b]--Good chance of OHKO through Shuca.  Obviously, non-Shuca tran get obliterated.

252+ atk LO EQ vs 252/12 Metagross
[b]97.0%-114.1%[/b]--OHKO after SR, good chance of OHKO anyways.

252 atk LO EQ vs 252/0 Roserade
[b]100.6%-118.4%[/b]--OHKO

[b]Special Attacks: Fire Blast and Grass Knot[/b]

0 satk FB vs 252/0 Skarmory
[b]52.4%-61.6%[/b]--2HKO with Leftovers.  Skarmory only survives if it is at full health and you draw min damage twice.

0 satk FB vs 252/120 Forretress
[b]87.5%-102.9%[/b]--OHKO with SR.  Forretress with fewer than 72 sdef EVs are OHKO'd from full HP.

0 satk LO GK vs 252/0 Swampert
[b]62.3%-73.3%[/b]--2HKO

100 satk LO GK vs 252/88 Hippowdon
[b]53.8%-63.3%[/b]--This is what it takes to 2HKO Hippowdon.
As you can see, it can take out many notable secondary users.

Defensive Calcs

Code:
[b]Physical[/b]

64 atk Skarmory's Brave Bird vs. 4/0 CaP9
[b]39.2%-46.1%[/b]--Admittedly, somwhat worrisome, but once you're in, you threaten it with Fire Blast's 2HKO, and thus have stopped the secondary.

112 atk Forretress's Gyro Ball (~90 power) vs. 4/0 CaP9
[b]34.0%-40.0%[/b]--Also worrisome, but he'll have to hit you on the switch or else he's screwed, so you've stopped the secondary.

86 atk Bronzong's Gyro Ball (~105 power) vs. 4/0 CaP9
[b]37.8%-44.5%[/b]--About the same as Forretress.  You don't threaten it as much, though, so this could be problematic.  Still, if you have a Guts boost, Crunch has that delicious 2HKO.

CB Ttar's Stone Edge vs 4/0 CaP9
[b]45.9%-53.9%[/b]--Admittedly a potential 2HKO, but you also threaten Ttar with an OHKOing EQ.  Just don't come in on Aqua Tail.

236+ atk Metagross's Meteor Mash vs 4/0 CaP9
[b]61.3%-72.1%[/b]--You kill it before it kills you.  Heck, with 252+ and LO, you can kill it before it does anything.

[b]Special hits[/b]

0 satk Celebi's Energy Ball/Grass Knot (80 BP) vs. 4/0 CaP9
[b]53.0%-62.4%[/b]--2HKO with Leftovers.  Concerning.  Since most Celebi run Leftovers, I recommend we make this guy light.  60 BP Grass Knot does 40-47.

0 satk Cresselia's Ice Beam vs 4/0 CaP9
+0 [b]33.1%-39.0%[/b]--not even a 3HKO with Leftovers.
+1 [b]49.4%-58.2%[/b]--now it can 2HKO with Leftovers.  However, CAP9 is immune to Charge Beam, meaning cresselia will need to have used CM or gotten the boost before.  Since Charge Beam is most often seen on Resttalk Cressy, Taunt can really screw it over.

0 satk Roserade's Grass Knot vs 4/0 CaP9
40 BP [b]32.9%-38.7%[/b]--very manageable.  Not even 3HKO with leftovers
60 BP [b]48.3%-56.9%[/b]--Less manageable.  Potential 2HKO with leftovers
80 BP [b]64.1%-75.4%[/b]--2HKO with leftovers.

Again, light weight is good here.  Still, CaP9 outspeeds and OHKOs Spikes support Roserade.

80 satk Blissey's Ice Beam vs. 4/0 CaP9
[b]36.7%-43.2%[b]--3HKO.  Not great, but you do threaten Blissey quite a bit.  There's also a good chance you just got a Guts boost from Toxic, bounced it back at her from Auto-Magic coat, or are now healing 12-18% per turn due to Poison Heal.

252 satk Latias's Draco Meteor vs 4/0 CaP9
[b]61.9%-72.9%[/b]--Usually a 3HKO with Leftovers.  Modest Latias pose a problem, but those locked into a choice attack are vulnerable to Sucker Punch.  Obviously, you can switch into Thunderbolt no problem.

252+ +1 satk Rotom-h's Overheat vs 4/0 CaP9
[b]65.4%-77.0%[/b]--Rotom-h's only shot at 2HKOing you.  Specs and Modest are rather uncommon.

0 satk Rotom-w's Hydro Pump vs 4/0 CaP9
[b]55.0%-64.6%[/b]--A clean 2HKO.  Stay away from Rotom-W.  However, if you outspeed, you can pretty much guarantee the OHKO with Crunch.
These calcs suggest that CaP9 could use Wish support or a reliable recovery move. However, it is still able to switch in on and threaten many secondary users. Also, light weight for low Grass Knot BP is a good idea. Still, this was with its least defensive spread. More defensive ones would take these hits much better.
Just to be clear, this is my final spread. I feel it accomplishes everything it needs to, without having excessively high stats, especially speed, which most spreads seem to go overboard on. Also, I realize this isn't strictly relevant, but it stays below the traditional 555 limit.
 
Final Submission

(HP/Atk/Def/SpA/SpD/Spe)
85/115/88/73/97/112

Physical Sweepiness: 182 - Rank 6: Amazing
Physical Tankiness: 119 - Rank 1: Above Average
Special Sweepiness:114 - Rank 1: Above Average
Special Tankiness: 129 - Rank 2: Moderately Good

Offense/Defense Balance: 19.1 - Moderate Bias to Offense
Physical/Special Balance: 21.2 - Bias to Physical

Overall Rating: 497 - Excellent
BST: 570


Explanation:

85/88/97 Defenses: Almost exactly like Porygon2, but with very different typing. CAP9 could be EVed to be quite the tank, or at least take weaker SE attacks and most neutral attacks. Though it's not so bulky that it can take Hydro Pumps or Leaf Storms. It won't stop sweepers, but it can at least hang in there, especially against weaker tanks/walls.

Base 115 attack, when maxed, can OHKO Latias and Starmie with a base 80 Dark attack. It can also cripple Rotom-A (bulky) to prevent it from switching into Stealth Rock twice, it can 2HKO Celebi and 3HKO Forretress with Earthquake.

Base 73 special attack, with no investments and a Life Orb, allows for a 2HKO on Skarmory with Flamethrower (should we choose to give it to CAP9) and, by extension, a OHKO on Forretress. It also is just high enough to allow for a feasible Nasty Plot set, like Toxicroak. While not an essential stat, it's just high enough to be usable.

Base 112 speed allows for out speeding Latias, when maxed (though you miss out on the damage needed) but it also allows for out speeding maxed base 95s when left neutral and it eases the ability to out speed base 100s who don't max out speed. You can also get the jump on Infernape, if you want.


It's unchanged since the start, but I honestly feel it blends the speed and bulk in a different way than most others. It's not nearly as detailed as the major players' spread but I feel it needs to be at least "final submitted".
 
Final Submission.

I have revised my spread, and this is my final version.

Spread

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

Ratings

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

Stats

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

Explanations

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


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

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

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

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

Offensive Calculations

Jolly 252 Atk LO Earthquake vs...

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

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

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

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

Jolly 252 Atk LO Crunch/Pursuit vs...

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

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

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

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

Defensive Calculations

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

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

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

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

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

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

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

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

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

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

What this means is that CAP9 can do its job efficiently by only using a max Attack/Speed spread, as it has the bulk to survive other super effective hits, as shown in the calculations above, mainly the Special Defense calculations. This is pretty good to know, as you aren’t necessarily forced to use a defensive EV spread to live through super effective attacks, which basically means CAP9 can be a threatening physical sweeper that can stop the secondary.
 
Admiral_Stalfos19's FINAL Stat Spread

108HP/121ATK/74DEF/72SAT/86SDF/109SPE
Total BST: 570



108HP

I wanted this guy's to be as close to Garchomp's stats as possible. But as I played with my stat spread, I received some good news and some bad news. The bad news is that the HP stat of 108 was the only thing that was exactly the same. The good news is that I could upgrade SDF and SPE stats. To see how good the Defenses are with this amount of HP, take a look at the Calculations of Defense

74DEF

This is a deliberate limitation more than anything because I wanted LO Infernape to guarantee a OHKO with Close Combat. I know this seems redundant because with this stat spread, CAP9 can not only outspeed but also obliterate him with STAB EQ... but what if CAP9 takes a more defensive route? Now what's it gonna do? HOWEVER it can still defend itself from secondary users' physical attacks such as STAB EQs and random Explosions without any investment in HP or DEF.

86SDF

As you can see, Special Defense here is a decent amount higher for one reason... to survive STAB Surfs, Energy Balls and whatnot without too much HP/SDF investment, so it can strike back with its awe-inspiring STABs. This means, however, that it has to invest in SOME HP/SDF, which means that it loses investment in SPE, which means that Infernape can outspeed it and most likely (since it usually carries a Life Orb) OHKO it. But meh, this is what I wanted anyway. On the plus side, with 252EVs to HP, 252EVs to SDF and an SDF+ nature allows CAP9 to guarantee survival against Celebi's Leaf Storm, provided it doesn't carry a Life Orb or whatnot

109SPE

Cryptic, ain't it? Technically it can outspeed Infernape, but if it tries to do so, it opens up a whole new can of worms. Since it can outspeed Infernape though, it can also outspeed Celebi, Roserade, Jirachi, Tentacruel, Modest Azelf, Modest Gengar, Modest Latias and Modest Starmie. It can also keep ahead of Agility Empoleon if it has a +1 Speed boosting move. See how far a Pokemon can go if it has a strong combination of power and speed?

121ATK

Finally, we get to the big guns. To see exactly how big these guns are, take a look at the Calculations of Offense, but for now, allow me to tell you why I decided on 121ATK. Originally I was going for 125ATK, but since I was constantly changing my SPE, I had to decrease it to 123ATK, to match Electivire's attack. And then I thought to myself "Wait a minute, Infernape has 108SPE, not 104", and since then I upgraded SPE again, resulting in a force to downgarde ATK yet again, resulting in 121ATK.

72SAT

Last, but not least, the remainder of stats are placed in SAT, resulting in a BST of 570. I mean, Pyroak only has 70ATK, and it puts Wood Hammer and Flare Blitz to good use at times, so surely 72SAT has a place, particularly in disposing off Skamory and Forretress and whatnot. Maybe if it knew Overheat or Fire Blast or something...

Calculations of Defense (assuming NO ITEMS ON CAP9!)

Special Choice (specs) Azelf's Grass Knot (120 PWR) vs CAP9

Minimum Damage: (71.90% - 84.76%)
Maximum Damage: (121.01% - 142.86%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 252HP, 252SDF
Minimum Number of EVs to prevent OHKO (SDF+ nature): 252HP, 156SDF

CMBliss' + CM Cresselia's Ice Beam (+2SAT) vs CAP9

Minimum Damage: (54.29% - 64.29%)
Maximum Damage: (91.88% - 108.12%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 220HP
Minimum Number of EVs to prevent OHKO (SDF+ nature): 76HP

Choice (specs) Gengar's Focus Blast vs CAP9

Minimum Damage: (72.38% - 85.24%)
Maximum Damage: (121.57% - 143.42%)
Minimum Number of EVs to prevent OHKO: SDF+ nature, 252HP, 160SDF

Physical Sweeper Gliscor's Earthquake (+2ATK) vs CAP9

Minimum Damage: (77.86% - 91.67%)
Maximum Damage: (134.73% - 158.82%)
Minimum Number of EVs to prevent OHKO: DEF+ nature, 252HP, 228DEF

Choice Specs Heatran's Overheat vs CAP9

Minimum Damage: (70.95% - 83.81%)
Maximum Damage: (119.61% - 141.18%)
Minimum Number of EVs to prevent OHKO: SDF+ nature, 252HP, 208SDF

CurseHippo's Earthquake (+2ATK) vs CAP9

Minimum Damage: (67.14% - 79.29%)
Maximum Damage: (116.25% - 136.97%)
Minimum Number of EVs to prevent OHKO (non DEF nature): 252HP, 84DEF
Minimum Number of EVs to prevent OHKO (DEF+ nature): 252HP, 4DEF

Special Choice (specs) Jirachi's Grass Knot (120 PWR) vs CAP9

Minimum Damage: (61.90% - 72.86%)
Maximum Damage: (104.20% - 122.69%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 252HP, 128SDF
Minimum Number of EVs to prevent OHKO (SDF+ nature): 252HP, 12SDF

Choice Specs Latias' Surf vs CAP9

Minimum Damage: (57.14% - 67.62%)
Maximum Damage: (96.36% - 113.73%)
Minimum Number of EVs to prevent OHKO (non DEF nature): 252HP, 28SDF
Minimum Number of EVs to prevent OHKO (DEF+ nature): 152HP

Agiligross' Meteor Mash (+1ATK) vs CAP9

Minimum Damage: (74.52% - 88.10%)
Maximum Damage: (128.85% - 152.10%)
Minimum Number of EVs to prevent OHKO: DEF+ nature, 252HP, 188DEF

Choice (specs) Rotom F's Blizzard + Offensive Choice (specs) Rotom W's Hydro Pump vs CAP9

Minimum Damage: (70.00% - 82.38%)
Maximum Damage: (117.65% - 138.94%)
Minimum Number of EVs to prevent OHKO: SDF+ nature, 252HP, 224SDF

Anti-Lead Smeargle's U-Turn vs CAP9

Minimum Damage: (12.86% - 15.24%)
Maximum Damage: (21.85% - 25.77%)
Minimum Number of EVs to prevent 3HKO: Zip, Zero, Nada

CursePert's Waterfall (+2ATK) vs CAP9

Minimum Damage: (77.14% - 91.43%)
Maximum Damage: (133.33% - 157.98%)
Minimum Number of EVs to prevent OHKO: DEF+ nature, 252HP, 228DEF

Sword Dancer Tentacruel's Hydro Pump vs CAP9

Minimum Damage: (58.57% - 69.05%)
Maximum Damage: (97.48% - 114.85%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 252HP, 40SDF
Minimum Number of EVs to prevent OHKO (SDF+ nature): 188HP

Choice Specs Togekiss' Hyper Beam vs CAP9

Minimum Damage: (69.52% - 82.14%)
Maximum Damage: (117.09% - 138.10%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 252HP, 216SDF
Minimum Number of EVs to prevent OHKO (SDF+ nature): 252HP, 124SDF

MS Dos' Hidden Power Ice vs CAP9 (-2DEF)

Minimum Damage: (61.90% - 72.86%)
Maximum Damage: (103.64% - 122.13%)
Minimum Number of EVs to prevent OHKO (non SDF nature): 252HP, 96SDF
Minimum Number of EVs to prevent OHKO (SDF+ nature): 252HP, 12SDF

Calculations of Offense (assuming NO ITEMS ON CAP9!)

CAP9's Crunch vs Dual Screen Azelf

Minimum Damage: (76.27% - 90.40%)
Maximum Damage: (103.39% - 122.03%)
Minimum Number of EVs to guarantee OHKO: ATK+ nature, 204ATK

CAP9's Focus Punch vs Diverse Blissey

Minimum Damage: (66.86% - 78.78%)
Maximum Damage: (76.27% - 90.40%)
Minimum Number of EVs to guarantee 2HKO: Zip, Zero, Nada

CAP9's Crunch vs Support Cresselia

Minimum Damage: (29.73% - 35.14%)
Maximum Damage: (39.19% - 46.40%)
Minimum Number of EVs to guarantee 3HKO: ATK+ nature, 180ATK

CAP9's Crunch vs Substitute Special Gengar

Minimum Damage: (109.92% - 130.53%)
Maximum Damage: (148.85% - 174.81%)
Minimum Number of EVs to guarantee OHKO: Zip, Zero, Nada

CAP9's Avalanche (full power) vs Defensive Gliscor

Minimum Damage: (84.75% - 100.56%)
Maximum Damage: (115.25% - 135.59%)
Minimum Number of EVs to guarantee OHKO (non ATK nature): 196ATK
Minimum Number of EVs to guarantee OHKO (ATK nature): 80ATK

CAP9's Earthquake vs Burn Support Heatran

Minimum Damage: (125.39% - 149.22%)
Maximum Damage: (168.91% - 200.00%)
Minimum Number of EVs to guarantee OHKO: Zip, Zero, Nada

CAP9's Avalanche (full power) vs Physical Wall Hippowdon

Minimum Damage: (33.33% - 39.52%)
Maximum Damage: (44.76% - 52.86%)
Minimum Number of EVs to guarantee 3HKO (non ATK nature): 136ATK
Minimum Number of EVs to guarantee 3HKO (ATK nature): 24ATK

CAP9's Earthquake vs Wish Support Jirachi

Minimum Damage: (49.88% - 58.85%)
Maximum Damage: (66.33% - 78.30%)
Minimum Number of EVs to guarantee 2HKO: 88ATK

CAP9's Crunch vs Dual Screen/Support Latias

Minimum Damage: (60.99% - 72.53%)
Maximum Damage: (82.42% - 97.25%)
Minimum Number of EVs to guarantee 2HKO: Zip, Zero, Nada

CAP9's Earthquake vs Tank Metagross

Minimum Damage: (41.76% - 50.00%)
Maximum Damage: (56.59% - 67.58%)
Minimum Number of EVs to guarantee 2HKO: ATK+ nature, 164ATK

CAP9's Earthquake vs Double Status Rotom-C (assuming Gravity has been used)

Minimum Damage: (63.82% - 75.66%)
Maximum Damage: (85.53% - 101.32%)
Minimum Number of EVs to guarantee 2HKO: Zip, Zero, Nada

CAP9's Focus Punch vs Belly Pass Smeargle

Minimum Damage: (175.64% - 207.05%)
Maximum Damage: (236.54% - 278.85%)
Minimum Number of EVs to guarantee OHKO: Zip, Zero, Nada

CAP9's Power Whip/Wood Hammer vs Physical Swampert

Minimum Damage: (78.22% - 92.08%)
Maximum Damage: (104.95% - 123.76%)
Minimum Number of EVs to guarantee OHKO: ATK+ nature, 184ATK

CAP9's Earthquake vs Toxic Spiker Tentacruel

Minimum Damage: (84.07% - 99.45%)
Maximum Damage: (112.64% - 133.52%)
Minimum Number of EVs to guarantee OHKO (non ATK nature): 216ATK
Minimum Number of EVs to guarantee OHKO (ATK nature): 96ATK

CAP9's Avalanche (full power) vs Encore Supporter Togekiss

Minimum Damage: (55.61% - 65.78%)
Maximum Damage: (74.87% - 88.24%)
Minimum Number of EVs to guarantee 2HKO: Zip, Zero, Nada

CAP9's Avalanche (full power) vs Physically Defensive Zapdos

Minimum Damage: (43.34% - 51.17%)
Maximum Damage: (58.49% - 68.93%)
Minimum Number of EVs to guarantee 2HKO (non ATK nature): 244ATK
Minimum Number of EVs to guarantee 2HKO (ATK nature): 124ATK

Since no-one bothered to criticize my stat spread, it hasn't changed from last time
 
IceBug Final Submission:

160/100/75/80/63/110 (HP/Atk/Def/SAtk/SDef/Spe)

Physical Sweepiness: 156 (Rank 4: Very Good)
Physical Tankiness: 154 (Rank 4: Very Good)
Special Sweepiness: 124 (Rank 2: Moderately Good)
Special Tankiness: 134 (Rank 3: Good)
Offense/Defense Balance: 0.7 (No Bias)
Physical/ Special Balance: 20.1 (Bias To Physical)
Overall Rating: 551 (Excellent)

Yes, I know, before anyone says anything about it, I barely made the Bias requirements. Also, I know I'm going to get a few "OMG 160 HP BROKEN LOLZ" comments. Allow me to elaborate on my choices (besides just trying to do something different than the other spreads).


HP 160 (461-524):

With such a high HP stat, little to no EV investment is necessary in this stat, while allowing this poke to set up better than 101 subs at its minimum stats. Let's face it, everything, except a few exceptions, get Substitute, and with large Subs blocking a majority of effects (namely status effects, the major "secondary"), CAP9 will be able to effectively threaten the status-user with its lesser attack (compared to other spreads submitted so far). The heightened HP also allows for CAP9 to take hits from both sides of the spectrum, without skewing the physical/special bias beyond the acceptable limits. And, of course, blocking a Blissey's Seismic Toss entirely is always a plus.

Atk 100 (212-328):

When making the attack stat, I said to myself "How can I make this threatening without undermining the focus of the project?". A lot of the sets I'm seeing seem like they're trying to be sweepers that also block effects. My set attempts to switch that; a secondary effects blocker that can also pose a physical threat to the users of such effects. I believe it is important to remember that we are making a effect counter, not a sweeper. Sure, it should be able to force switches just like any other poke that focuses on switch-ins and prediction, but, really, does it need to be able OHKO/2KO all of its proposed targets? Plus, given the aforementioned HP stat and the common Substitute move in its arsenal, it doesn't need to OHKO anything to be threatening. Basically, the lowered attack stat serves to make it have to hit more than once, but, simultaneously, it is blocking effects while it's out, thus fitting CAP9, in my opinion, more to the proposed concept. And, if you're still worried about its attacking ability, there are the EVs you didn't spend on HP. Have fun.

To prove it can, in fact, still hit things with its attack, here are some damage calcs:

Due to my belief that a Life Orb or Choice item would undermine the effectiveness of the set, I won't be doing calculations with boosting items. All calculations will be done no item.

Crunch, 252 Atk+ (Max Attack) vs 252 Def+/252 HP (Max Defence at Max HP)
Azelf: 219-258 (61.8%-72.9%) 2KO
Blissey: 218-257 (30.5%-36.0%) 3-4KO
Bronzong: 73-93 (21.6%-27.5%)
Celebi: 176-207 (43.6%-51.2%) 2-3KO
Cresselia: 156-183 (35.1%-41.2%) 3KO
Dragonite: 91-107 (23.6%-27.7%)
Dusknoir: 144-169 (49.0%-57.5%) 2-3KO
Gliscor: 76-89 (21.5%-25.1%)
Heatran: 42-49 (10.9%-12.7%)
Hippowdon: 79-92 (18.8%-21.9%)
Latias: 188-222 (51.6%-61.0%) 2KO
Magnezone: 40-47 (11.6%-14.2%)
Metagross: 73-86 (20.1%-23.6%)
Rotom-A: 168-198 (55.3%-65.1%) 2KO
Snorlax: 114-134 (21.8%-25.6%)
Suicune: 80-94 (19.8%-23.2%)
Tyranitar: 41-48 (10.1%-11.9%)

Earthquake, 252 Atk+ (Max Attack) vs 252 Def+/252 HP (Max Defence at Max HP)
Blissey: 273-320 (38.2%-44.8%) 3KO
Celebi: 54-64 (13.4%-15.8%)
Dusknoir: 89-105 (30.3%-35.7%) 3-4KO
Heatran: 421-495 (OHKO)
Hippowdon: 98-115 (23.3%-27.3%)
Magnezone: 399-469 (OHKO)
Metagross: 183-215 (50.3%-59.1%) 2KO
Snorlax: 142-167 (27.1%-31.9%) 4KO
Suicune: 99-117 (24.5%-29.0%)
Tyranitar: 206-242 (51.0%-59.9%) 2KO

Things to keep in mind about the above calculations:
-Worst case scenario is assumed. Many of the pokemon listed, defensively, don't run Max/Max+.
-STAB attacks are used in the calculations, but, for a few examples, you wouldn't use Crunch on Heatran, or for that matter, any bulky Steel...illogical pairings like this exist on the list, but by no means should the set be considered weak because of these.
-Hopefully, if you're playing it right (i.e. behind a Sub), you can survive long enough to get off quite a few attacks, making the 3KO-4KO stuff a bit more feasible.

Def 75 (167-273):

Well, I suppose this is the trade off for massive HP stats with an offensive bias. But, I'd like to make a similar case as I did for the attack stat; we aren't making something that takes a ton of hits. It is, once again, meant to absorb secondary effects for its team. So, it makes sense that its stats should allow it to be an effect wall, without it becoming an attack sponge. Still, despite the low stat, its defensive abilities on the physical side are still respectible due to its HP.

SAtk 80 (176-284):

I keep hearing about how CAP9 needs special attacking ability to deal with Skarmory and Forretress. Here you are, one Flygon-level special attacking stat. That'll make 'em think twice about using you as a switch-in, CAP9! Other than that, not much needed here, post if you want me to do calcs. Otherwise...

SDef 63 (145-247):

Not only is it lower due to the HP/Def bias of this set, but also the Physical/Special bias. Necessary sacrifices for the concept, I don't think I need to repeat my arguements about CAP9 being a counter, not a wall,again. Should still be fine with its bulkiness in HP, plus a large Sub on a switch could mean a special sweeper taking quite a few hits before CAP9 goes down. It isn't like it's meant to stay around forever, either. It should be a switch-in, staying power is consideraly less important.

Just to give you an idea of this set's survivability, a Max Kyogre's Surf fails to OHKO a min/max. Yeah, I don't feel so much a need to do too many calcs defensively, that should speak to this set's survivability.

Speed 110 (230-350):

As mentioned in several analyses so far, 110 speed makes it so CAP9 outruns a majority of the CAP metagame, putting it in the same speed tier as Gengar and Latias. Doubly important for this particular stat set due to its potential with Sub; it can, with this speed rating, set up its hefty Sub in front of status and attacking moves to absorb them BEFORE the enemy uses them. And, given something tries to set up another secondary when CAP9 switches in, your opponent now has to deal with a massive Sub, which will allow you to get some free attacks in while they bring it down.



That's my current submission. In closing, I'd like to offer a sort of tl;dr explanation of my view on CAP9's stat spread. Basically, Substitute can discourage many different secondary effect moves from ever coming into play, and, while there can be no guarentee that CAP9 gets Substitute, the fact almost everything in the game learns it, it makes me feel that this tiny jump towards movepool is justified. Given Sub is available to CAP9, we see that the dashing speed and massive HP of this spread helps CAP9 get a hardy sub up to block or discourage "the secondary". I also would like to emphasize the main point of this spread; we aren't making a sweeper, we aren't making a wall, we are making something that switches in and out to support its team. Yes, it should be able to pack a little punch, yes, it shouldn't be frail, but at the same time, the focus shouldn't be to OHKO Pokemon X or survive Y attack from Pokemon Z. The focus needs to be on defending your team from the secondary effects of moves, something that, due to the reasons listed above in the analysis, this set best accomplishes while sticking to the parameters already layed out by the community.

Thank you for reading. I hope I've convinced you that my set is worth consideration. Please rate and comment, I'd especially like Plus's opinion on this set.
 
Final Submission

HP: 94
Atk: 114
Def: 76
SpA: 62
SpD: 108
Speed: 106
BST: 560

Reasons for each stat:
HP: I don't see the benefit of Substitutes with 101 HP or more, because the only Pokemon who uses Seismic Toss/Night Shade commonly in OU is Blissey, and CAP9 is already a big threat to her. But I do want CAP9 to have good defenses which is why it's HP is fairly high.

Atk: CAP9 already has great type coverage against common Secondary effect users, (e.g. Rotom-A, Latias, Tentacruel ect.) So CAP9 doesn't need the highest attack stat, but base 114 is still strong.

Def & SpD: Most secondary effect users are special attackers (Latias, Roserade, Rotom-A, Tentacruel ect.) which is why it's Special Defense is great, and higher then it's regular defense. I gave CAP9 somewhat low defense, but with high HP, it can take resisted and neutral hits fairly well.

SpAtk: I gave CAP9 low Special Attack because the communtiy has voted for Physical (20-inf.) How ever, it's just high enough to use a gimmicky NastyPlot/Calm Mind set, the way that Cyclohm can use a gimmicky Dragon Dance/Curse set.

Spe: I gave CAP9 enough speed to outspeed Pokemon like Rotom-A, Celebi, Tentacruel, Fidgit, and Cresselia. Even though CAP9 can't outspeed Latias, Starmie, or Gengar (All common users of Trick), it doesn't need the highest speed, because CAP9 can easily switch in on Trick or a resisted/neutrel attack and proceed to Pursuit/Sucker Punch Latias, Starmie, and Gengar.

BTR:

Physical Sweepiness: 179 [Rank 6: Amazing
]

Physical Tankiness: 111 [Rank 1: Above Average]

Special Sweppiness: 98 [Rank 0: Average
]

Special Tankiness: 149 [Rank 4: Very Good]

Offense/Defense Balance: [10.1 Moderate Bias to Offensive]

Physical/Special Balance: [17.4 Moderate Bias to Physical]

Overall Rating: 498 [Excellent]

Offensive Calculations: Coming Soon
Defensive Calculations: Coming Soon
 
Final Submission

100 / 125 / 105 / 75 / 80 / 85
BST: 575

HP: 100 HP gives CAP9 the ability to produce 101 HP Substitutes, not to mention a great sense of bulk, making it a nice fit on most teams

Attack: Since CAP9 is supposed to be stopping the secondary, it should be offensive in nature. 125 base Attack gives it as much power as the mighty Gyarados, so it can pose a huge threat to Trickers with Pursuit. It also gives 2HKOs Swampert and Forretress (after Stealth Rock damage)

Defense: 105 Defense gives CAP9 a great deal of bulk on the physical side, and not too mention most Dark types are physically bulky, so that is a flavour argument if anyone wants one.

Special Attack: 75 Special Attack can be commented on the same way as Nidoqueen's and Registeel's Special (which is the same). It mustn't be leaned upon, but it is usable.

Special Defense: 80 Special Defense doesn't seem like much, but with some investment, it can take hits from the special side nicely along with the high HP, much like Skarmory does if it is specially defensive.

Speed: 85 Speed outspeeds a large majority of secondary users and can Taunt them before they can do anything. Outspeeding Trickers is unnessesary, because they can be nailed with Sucker Punch.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Alright I finalized my submission. It's on page one, post #2 if anyone wants to look at it.
 
This will be my Final Submission:

120 HP / 115 Atk / 75 Def / 65 Sp. Atk / 75 Sp. Def / 110 Spd

Physical sweepiness: 181
Physical tankiness: 128
Special sweepiness: 102
Special tankiness: 128
Offence/defence balance: 19.3 (moderate bias to offence)
Physical/special balance: 31.6 (large bias to physical)
BSR: 488 (excellent)
BST: 560

Offenses

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

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

252 Attack EVs and a Neutral nature:

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

252 Attack EVs and a Positive nature:

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

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

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

0 Sp. Atk EVs and a Neutral nature:

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

Speed

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

Defense

120 HP allows CAP 9 to set-up 101 HP Substitutes with minimal EV investment: a must to combat the ever-present threat of Seismic Toss Blisseys. It also gives CAP 9 as much overall survivability as possible, since moves that hit it for super-effective damage are pretty evenly divided into physical and special. The stats for the other defenses are distributed to give a total of 560 BST, and are equal for the above reason as well. There aren’t really many significant numbers to achieve, since CAP 9’s horrible defensive typing means it shouldn’t be switching into moves too often at all.
 
Final Submission
I changed my stat spread a bit:
(HP/Att/Def/SpAtt/SpDef/Spe)
104/124/70/50/94/116

PS: 205 Rank 7: Amazing
PT: 111 Rank 1: Above Average
SS: 82 Rank -2: Moderatly Bad
ST: 141 Rank 3: Good
Offensive/Defensive Balance: 20.7 Bias to Offense
Physical/Special Balance: 37.3 Large Bias to Physical

BSR: 577 Excellent
BST: 560

Explanations:

HP: 348 - 411
104 HP provides 404 HP without full investment. It's also an interesting number to hit.
Attack: 258 - 288 - 351 - 385
126 Base attack is a great number to hit, since it allows many KOs and has decent power.
Defense: 158 - 176 - 239 - 262
70 base defense is by no means horrible, and packed with 104 base HP it works.
Special Attack: 122 - 138 - 199 - 218
Now the Special Attack is not the main focus of this CaP, so I dropped it to a base 50. Base 50 still allows some really gimmicky sets.
Special Defense: 201 - 224 - 287 - 315
Base 94 Special Defense lets it take resisted STABs, resisted moves and even some weak supereffective STABs when coupled with 104 base HP.
Speed: 241 - 268 - 331 - 363
Base 116 Speed allows CaP 9 to outspeed a good portion of the metagame, and beat all non-scarfed Secondary move users with the exception of Areodactyl, Weavile and Jolteon.

Offensive Calcs:
(Note: All of these Calcs were made utilizing a 252 Att/252 Spe spread and without Life Orb).

Crunch/Pursuit on the Switch:
385 Atk vs 320 Def & 404 HP (80 Base Power): 206 - 246 (50.99% - 60.89%)
The standard Bold 252 HP/220 Def Celebi is 2HKOed by a Max+ Crunch/Pursuit switch. Even with leftovers, still a 2HKO.

385 Atk vs 245 Def & 364 HP (80 Base Power): 270 - 320 (74.18% - 87.91%)
The most defensive Latias (252 HP/230 Def) is 2HKOed. However, if this Latias switches in to Stealth Rock atleast twice, it's a goner.

385 Atk vs 216 Def & 333 HP (80 Base Power): 306 - 362 (91.89% - 108.71%)
The standard 128 HP/0 Def Latias has a 46.15% chance of being OHKOed. If it switches into Stealth Rock once, it's a goner.

385 Atk vs 262 Def & 304 HP (80 Base Power): 254 - 300 (83.55% - 98.68%)
The most defensive Rotom-A (252 HP/168 Def) is OHKOed if it switches into Stealth Rock atleast once.

385 Atk vs 297 Def & 304 HP (80 Base Power): 224 - 266 (73.68% - 87.50%)
The standard 252 HP/80 Def Bold Rotom-A is 2HKOed.

385 Atk vs 107 Def & 242 HP (80 Base Power): 618 - 728 (255.37% - 300.83%)
The standard Choice Scarfed Rotom-A is OHKOed.

385 Atk vs 107 Def & 715 HP (80 Base Power): 309 - 364 (43.22% - 50.91%)
252 HP/252 Def Blissey is 2HKOed.

vs. Earthquake
385 Atk vs 107 Def & 715 HP (100 Base Power): 387 - 456 (54.13% - 63.78%)
Same Blissey as previous, still 2HKOed.

385 Atk vs 392 Def & 364 HP (100 Base Power): 212 - 252 (58.24% - 69.23%)
The most defensive 252 HP/244 Def Impish Metagross is 2HKOed by Earthquake.

385 Atk vs 303 Def & 401 HP (100 Base Power): 272 - 324 (67.83% - 80.80%)
The standard Wish Jirachi (240 HP/160 Def Impish) is 2HKOed. Or if it switches into Stealth Rock 3+times or 3 layers of Spikes it is a OHKO.
(Will put more calcs in soon).
 

Skymin_Flower

It's Seed Flare time.
Just a suggestion; if you insist on calcs, can you PLEASE put them into a scroll block thing like Deck Knight has done? scrolling down the page trying to find stuff is a huge pain with the calcs taking up so much space.
 

Atlas

I'm the Mary!
is a Smogon Discord Contributor Alumnusis a Researcher Alumnus
final submission



a bit different compared to the other spreads posted. with 115 speed cap9 will outspeed or at least tie the majority of secondary move users letting cap9be able to actually do what its made for with whatever he's got. since the majority of secondary users also mostly use special attacks, cap9's high hp and special defence will more than help on the switch in.

i used a lower defence than most because i feel that cap9 shouldnt be taking physical attacks, but with ev defensive investment and its high hp stat, itll be able to hold its own. with a low special attack stat im not expecting cap9 to be a usable special attacker and this spread makes up for it with a higher than most attack stat.

will hopefully finish calculations before deadline.

4hp/252atk/252speed jolly
362/359/136/116/236/361
Code:
offense, no item
earthquake
70-84% vs 364 HP / 299 Def CB Metagross
80-95% vs 404 HP / 236 Def SubCM Jirachi
79-93% vs 382 HP / 256 Def CB Tyranitar
100% vs 282 HP / 176 Def Standard Lucario
100% vs 364 HP / 196 Def Toxic Spiker Tentacruel
43-50% vs 688 HP / 130 Def Diverse Blissey
28-33% vs 354 HP / 387 Def Standard Forretress

sucker punch/crunch/fleeing pursuit
100% vs 241 HP / 250 Def Offensive Rotom-A
63-75% vs 304 HP / 321 Def Standard Rotom-A
65-77% vs 404 HP / 236 Def CMPass Celebi
48-56% vs 404 HP / 320 Def Defensive Celebi
95-111% vs 302 HP / 216 Def Offensive Latias
86-101% vs 333 HP / 216 Def Defensive Latias
100% vs 262 HP / 156 Def Standard Gengar
31-37% vs 338 HP / 288 Def Standard Bronzong
25-30% vs 370 HP / 219 Def BulkyGyara (after Intimidate)
33-39% vs 331 HP / 196 Def Standard Salamence (after Intimidate)
28-33% vs 383 HP / 289 Def Bulky Zapdos
4hp/252sdef/252speed jolly
362/296/136/116/299/361

40hp/252def/212speed jolly outspeeds base 110
371/296/199/116/236/352

180hp/252def/76speed impish outspeeds any nature base 80s
406/296/218/116/236/285

252hp/180sdef/76speed careful
424/296/136/116/309/285
 
Final Submission

88/114/97/45/110/116
physical sweepiness:183 (rank 6)
physical tankiness: 131 (rank 3)
special sweepiness: 75 (rank -3)
special tankiness: 146 (rank 4)
O/D: 12.4
P/S: 43.4
BSR: 535
BST: 570

managed to skim off 5 BST, and yet make it better.

88/97/110 defenses allow for good bulk, especially on what may end up its weaker side due to weaknesses. the new defensive spread allows it to take roughly the same special hits as the old one, but with improved physical tanking abilities. i purposefully made it unable to have 101 subs, since blissey shouldn't be a threat to this.

114/45/116 offensive stats allow for a decent physical presence. the 116 speed allows you to out speed infernape, latias, tentacruel, celebi, starmie etc. basically every non-scarfed user with a STAB SE, except weavile (who i thought would make a good counter for this). the speed also lets it have a speed tie with a scarftran. since many of the pokes stat set up secondary effects have better SpD than Def, i chose to make this as physical as possible, without overly dumping SpA (lowest SpA on fully evolved pokes on both dark and ground is 45, so i made that my lower limit).
 
FINAL SUBMISSION:

HP: 140
Atk: 120
Def: 67
SpA: 41
SpD: 77
Spe: 100
BST: 545

PS: 180-Amazing
PT: 129-Moderately Good
SS: 67-Bad
ST: 144-Very Good
ODB: 12.4-Moderate Bias to Offense
PSB: 48.4-Extreme Bias to Physical
OVERALL: 484-Excellent

Overview: This set is supposed to be a Snorlax-Hariyama hybrid. It has decent defenses great HP, and good and very strongly physical offenses.

HP: This spread has a MASSIVE HP stat. It can deal with Blissey's Seismic tosses quite well, set up huge Subs (and maybe pass them if we want to). Having such a huge stat lets you focus EVs into its other stats.

Attack: This pokemon's attack would be very similar to that of Donphan-Strong enough with good moves like EQ, but not going to sweep without a boost. However, this guy is still quite powerful, so don't underestimate it.

Defense: Yeah 67 looks bad, but its better than Tentacruel and Snorlax, who are quite strong defensively. With his massive HP, and some EVs invested in it, this thing could be quite a tank.

Special Attack: Worthless. This pokemon is not going to be a special attacker. I'm sorry if this offends you. the 1 in 41 is there to make the BST a nice even number like 545.

Special Defense: This guy has similar SpD as Starmie, who is a fairly strong defender. 77 is good enough to keep CAP9 from dying form every Special Attack (if you include his Massive HP stat). This shouldn't be much of a trouble.

Speed: 100 speed out speeds Lucario and E-Vire and ties with Celebi and Salamence. This would start mind games with the Celebi user: Will CAP9 use Pursuit or Crunch? Is it running more Speed EVs than me? What if I lose the speed tie, will it KO?


Offensive Calculations:
These calculations are made with the assumption that Leftovers will be used. All calcs use no Attack EVs, unless it would be immposible to 2HKO. In those cases, 252 Atk EVs will be used. (Don't Worry, it will be noted each time.

0 Atk neutral nature CAP9 with Crunch/boosted Pursuit against 252/4 Timid (Support Set) Latias: 59.89% - 71.43%-Always 2HKOs
0 Atk neutral nature CAP9 with Crunch/boosted Pursuit against 4/0 Timid(Offensive CM Set) Latias: 72.19% - 86.09%-Always 2HKOs
252 Atk neutral nature CAP9 with Crunch/boosted Pursuit against 252/220 (Defensive) Celebi: 46.04% - 53.96%-Always 2HKOs with SR or Sandstorm
0 Atk neutral nature CAP9 with Crunch/boosted Pursuit against 252/168 Bold (standard) Rotom-A: 49.34% - 57.89%-Always 2HKOs with SR or Sandstorm
252 Atk neutral nature CAP9 Crunch/boosted Pursuit against 252/168 Bold (standard) Rotom-A: 59.87% - 71.05%-Always 2HKOs

0 Atk neutral nature CAP EQ against 252/252 Bold Heatran (which you NEVER see): 90.16% - 106.74%-Always OHKOs with SR
0 Atk neutral nature CAP EQ against 252/0 Timid Jirachi (Sub+CM set): 62.87% - 74.26%-Always 2HKOs
0 Atk neutral nature CAP EQ against 80/0 Neutral Jirachi (Most offensive sets): 70.36% - 83.10%-Always 2HKOs
0 Atk neutral nature CAP EQ against 252/12 Neutral Metagross (Lead or CB set): 54.95% - 64.84%-Always 2HKOs
0 Atk neutral nature CAP EQ against 112/12 Neutral Metagross (Agiligross): 60.79% - 71.73%-Always 2HKOs

So as you can see, even if you run a defensive set, my Spread can deal quite a bit of damage to all these threats.
 
FINAL SUBMISSION:



Style Bias: Somewhat Offensive (0-20)
Build Bias: Physical (20-inf.)
Stat Rating: Excellent (420-579)
All requirements met!

HP: 150
Attack:
114
Defense:
70
Sp. Atk:
35
Sp. Def:
70
Speed:
116
------------
BST:
555

Reasons for each:
HP (150), Defense (70), Sp. Def (70): These stat is high at 150, 70 and 70 are beneficial to the theme of the Pokemon "Stop the Secondary". When a nice HP is paired with its 2 mediocre Defense and Special Defense stats, CAP9 can really use its "Stop the Secondary" specialty to its max, since crippling it with indirect status, which people often depend on in today's metagame (with moves such as Discharge, Heat Wave, etc.), is mostly prevented (this also will depend on the ability it gets). If used slightly defensively, CAP9 can also be a very support or even last resort for a team. Albeit the HP stat is above average, the 2 Defense stats are very mediocre, thus making this Pokemon more flexible and yet not broken.

Sp. Atk (35): Since the community has voted on Physical (20-inf.), I have modeled this stat on the Hitmons, who all have 35 Special Attack. Even though this may be a bit low for most people's liking, I don't see how adding another 15 points but jacking its BST to 570 is going to change much. We already made the point that this stat is going to be low and pretty much completely unused, does "how low" really matter that much in this situation? I rather think that having a Pokemon with similar BST to one that already exists (555 is same as Arcanine) rather than one that is much higher than any other non-Legendary (except for Slaking, who is nerfed by Truant). The point is, once again, having a low and disused Special Attack, since this Pokemon is obviously focused on Physical offense, just like the poll's result.

Attack (114): Again, based on the result of the poll, people would want to see something with an Attack in this area, and CAP9 shall have it. This Attack stat allow CAP9 to be a great sweeper with enough power to cause wreckage. Its full power is still unknown since the moveset is yet to be decided, but most other people have their Attack stat submitted on the left or right of 114 anyways so this should be acceptable. How useful is it? Decently useful...

Speed: (116): I know that some people would rather have it 115, but if you think about it, this Pokemon was build on "Stop the Secondary", which partially also means "Stop the Hax", as most secondary-effects have a small chance of afflicting on the target. With a Speed of 116, it also means that it would not have any SPEED TIES, which are often, like hax, can completely change the result of a match. Even though 115 is good enough and much more standard, 116 fits the theme better in a way (albeit it's a bit stretching...). Anyway, other than that, as it can outspeed Starmie, Azelf, Ambipom, Syclant, Gengar, and a few other Pokemon, CAP9 can be a great sweeper too, using its Thunder Wave immunity to the max as well.

Stat Overall: The BST is definitely not exceeding, unlike some of others suggestions (you may feel differently, but I don't like them being higher than that of the any real non-legendary Pokemon that exist). These stats not only fit the requirements, but also fit the theme in some ways that benefit this Pokemon from "Stop the Secondary", both offensively and defensively.

Overpowering? Definitely not. Although the stat-spread is important, there is still no doubt that higher BST makes a Pokemon better than one with lower BST, at least in general (I know that there are exceptions). 555 is simply equal to that of Arcanine, and no stat is really outrageous (maybe HP is a little bit, but it does have quite a few weaknesses to balance that out). Even though the Pokemon follows the theme "Stop the Secondary", it cannot stop the Primary, and there are always ways such as Toxic or Burn to cripple it with status, and moves such as Glare can nonetheless Paralyze it. With Dark/Ground typing, it has many common weaknesses such as Water, Ice, Fighting, Bug, Grass, so this Pokemon is definitely not unbeatable. Although its stats seem ridiculous, as it can be both defensive and offensive, it can't really be both. The EVs can sure be spreaded so it has both offensive and defensive EVs, but then it'll only make this Pokemon a jack of all trades but a master of neither, so it's all fine.

Final Note: I did read the OP and the part where Plus said about the Overall Rating being somewhere close to Very Good, but this should not be broken in any way, since the opponent really only need to figure out its moveset and how it is build in EVs to play well against it. Even though the Overall Rating is higher than the respected border of Very Good and Excellent at 420, it is just really in the middle of Excellent, nowhere near 579.

This is my final submission.
____________________________________
I can do some damage calculations once the movepool gets decided.
 
Not much worth noting - I'm not one for the fancy in-depth calculations and such, more of a call-em-as-I-see-'em kind of statmaker - but I'm putting forth a submission anyway. Since I'm unlikely to do much more than personal tweaking regardless, and I've done as much of that as I'm going to, I guess I'll go ahead and make it a Final Submission, along with being my first:

HP - 70
Attack - 130
Defense - 90
Special Attack - 60
Special Defense - 92
Speed - 103

Physical Sweepiness: 204 (Rank 7: Amazing)
Physical Tankiness: 110 (Rank 1: Above Average)
Special Sweepiness: 80 (Rank -2: Moderately Bad)
Special Tankiness: 112 (Rank 1: Above Average)
Offense/Defense Balance: 33.3 (Large Bias to Offense)
Physical/Special Balance: 50.5 (Extreme Bias to Physical)

BSR: 466 (Excellent)
BST: 535

Eh, honestly not all that much to say here; I had had a set with less extreme biases, but that went away as soon as I gave it the 130 in Attack, which I personally like, so my biases are to stay as they are, I suppose....

The low HP is, barring Liquid Ooze, mostly so Leech Seeders don't get much HP back from Seeding CAP9 - at least little enough that it can't compensate for damage taken. While I'm obviously not sure of exact calculations or such, this could probably turn a 3HKO on, say, Celebi into a 2HKO.

The high Attack obviously lends massive power to CAP9's physical attacks - even neutral Pursuit could do damage on the switch, and Earthquake and Sucker Punch would be forces to be reckoned with.

The defensive stats, both Defense and Special Defense, have probably enough in them to take a hit on the switch-in if need be, and to take hits from such as Celebi and Latias that elect not to switch out and instead attack when CAP9 comes in - I would've concentrated a little more into Special Defense, but neutral Skarmory Brave Birds and Jirachi Iron Heads have potential to hurt, too.

The low Special Attack is simply because there won't be much need for special attacking - I'd contemplated keeping it as high as 80 to potentially allow for surprise use of Flamethrower/Fire Blast on Skarm or Forry, but in the end I opted for the boosted physical Attack power instead.

I'd had the Speed rather low, too, as low as I believe 80, simply because 2 of CAP9's potential main attacks, Pursuit and Sucker Punch, in their optimal usage would not have to deal with Speed levels, due to switching and priority, and generally because CAP9 would be doing a lot of attacking on the opposition's switch, in an ideal layout. Then I realized the need for speed would be prominent when using moves that do factor in actual Speed, so I boosted it to 103 so as to outrun Celebi, Jirachi, and a number of other Base-100s, but mostly those two....

So....yeah, that's my submission, in all its lack of glory.
 
Final Submission




125/110/82/66/78/90


HP- 125
Attack- 110
Defense- 82
Special Attack- 66
Special Defense- 78
Speed- 90

BST = 551
BSR = 421

Physical Sweepiness- 154
Physical Tankiness- 141
Special Sweepiness- 95
Special Tankiness- 135
Offense/Defense Balance- 4.8

Physical/Special Balance- 28.5



I think a higher HP will make this thing be able to do what it was meant to do, which is stopping non-damaging move because to stop them you need to survive.



Expanding on my comments of HP, you have to be able to hurt someone and make them think twice before they try to use a non-damaging move, 110 Attack is comparable to the likes of Lucario, Snorlax, and Swampert. I believe that 110 will not be overly game breaking either.

Stats assuming level 100:

Min - = 230 Atk
Min = 256 Atk
Max = 319 Atk
Max + = 350 Atk

Some calcs for you guys, cause I know you want them:
(Assuming 252 Attack, Adamant Nature, Max IVs, and Life Orb)

Metagross:

Earthquake
Agiligross: 100.3% - 118.5%
Choice Band: 90.7% - 107.1%
Max HP/Defense: 74.2% - 87.9%
Offensive Choice Scarf: 107.8% - 127.3%

Trick- 110.3% - 130.2%

Metagross doesn't stand a chance unless it is max HP/Defense and even if it is, it won't be able to do much after since you have severely crippled it.

Scizor:

Earthquake
Choice Band/Baton Pass- 60.1% - 71.1%
Swords Dance- 71.3% - 84.4%
Bulky Swords Dance- 62.2% - 73.7%

Guarenteed 2HKO on Scizor so it really does not want to switch in unless it wants to get ripped with 3/4 of it's HP gone.

Swampert:

Earthquake
MixPert- 44.1% - 51.9%
Physical- 43.8% - 51.5%
Choice Band- 48.2%- 56.7%

You can hit him for about half but he can hit you harder.




This mediocre defense is due the fact of his very large HP stat and this in fact actually makes him bulky.



Pretty low, but maybe Fire Blast or something for Skarm?



Mediocre again due to the fact of the high HP, lower then regular defense to keep the bias physical.



His speed is equivilent to Lucario so he won't be able to outspeed most of the speedy sweepers, yet he isn't a sitting duck either. He can definately hold his own.



In the end this spread will fufill the original concept with flying colors while staying in the spread's perameters and I also think that this is a very competitively viable set as well.


Thank you for reading this submission!
 

VKCA

(Virtual Circus Kareoky Act)
My submission (will add damage calculations later):

160/100/75/80/63/110 (HP/Atk/Def/SAtk/SDef/Spe)

Physical Sweepiness: 156 (Rank 4: Very Good)
Physical Tankiness: 154 (Rank 4: Very Good)
Special Sweepiness: 124 (Rank 2: Moderately Good)
Special Tankiness: 134 (Rank 3: Good)
Offense/Defense Balance: 0.7 (No Bias)
Physical/ Special Balance: 20.1 (Bias To Physical)
Overall Rating: 551 (Excellent)
I like this. Plus disregard my other submission (although I doubt it would have made it anyways).
 
Final Submission

Final Submission

Hey everyone! This is the Excellent stat spread I have been working on. It gives the CAP Solid HP, a stellar attack, great defenses, decent speed, despite sacrificing Special Attack. Offensive and Defensive Calcs will be included at the end.
=============================
Stat Spread

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

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

Earthquake - 100 Base Power STAB move.

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

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

Crunch - 80 Base Power STAB

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

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

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

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

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

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

These are some of the metagames top Special Threats and none of them achieve a OHKO, and the majority of the time it can take them out before they take it out. If I forgot any major threats that can damage it, tell me =).
=============================
I put a lot of work into this spread, I hope you like it =).
 
Final Submission
You use max Attack for offensive calculations, but Max HP AND Sp. Def for defensive ones... I find it of little significance. Why don't you show us how your spread fares with a single spread instead of 2 incompatibles ones?
 
Final submission. I have no further changes to make.

98 HP/129 Atk/90 Def/55 Sp.Atk/87 Sp.Def/91 Speed
(Slight adjustment was made in order to get the ODB under 20)
BST = 550
BSR = 500 (Excellent)

Explanation:

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

Calcs:

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

I think that this spread provides a balanced enough combination of offense, bulk and speed for CAP 9. In fact, I really like deck knights spread the best... but sadly I feel it has overpowering HP.
 
I like the idea of admiral korski. The evs are good but not overwhelming and the speed tie with infernape is interesting as it would weaken the standard mixape while also forcing mind games.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Originally Posted by Fat skymin_flower
Just a suggestion; if you insist on calcs, can you PLEASE put them into a scroll block thing like Deck Knight has done? scrolling down the page trying to find stuff is a huge pain with the calcs taking up so much space.
Originally Posted by Fat Zarator
You use max Attack for offensive calculations, but Max HP AND Sp. Def for defensive ones... I find it of little significance. Why don't you show us how your spread fares with a single spread instead of 2 incompatibles ones?
I think these two posts are very important for allowing people to see how a stat spread works. As Plus said, each proposed spread should have (relevant) damage calcs, lots of them, enough to require Code tags to save space. This will allow people to see how a spread performs in battle given a logical EV spread and is much more useful than just throwing out numbers and saying it has "Machamp-like" defenses. That doesn't help.

Also, offensive and defensive calcs should be available for each proposed EV spread (unless you honestly intend on your pokemon running four damaging moves on a set OR four non-damaging moves). This will give an even better impression of how effective a particular spread is. It really isn't too hard, and it's incredibly helpful for the community to analyze a spread.
 
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