CAP 21 CAP 21 - Part 6 - Stat Spread Submissions

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HeaLnDeaL

Let's Keep Fighting
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We're getting into the heart of CAP and will be dealing with extremely nitty-gritty numbers as we now step into Stat Spread Submissions. Get out your spreadsheets and your calculators, kids! When this thread ends, Stats Leader sparktrain, the great and honorable nerd, will make a list of accepted submissions for voting based on intelligent community input. In the previous thread, we decided on some limitations to what a stat spread could accomplish, in the form of limits to certain derived statistics:
sparktrain/jas said:
Base
PT: 170
PS: 180
ST: 195
SS: 145
BSR: 325


Mega
PT: 170
PS: 230
ST: 240
SS: 145
BSR: 410

spark: The Base and Mega BSR limits are unchanged from my post earlier, as they seemed to be pretty solid upper benchmarks from the feedback I've gathered, and they put CAP 21 in a similar ballpark as several of OU's viable Mega Evolutions. The biggest stat bias that jumps out is the ST rating. I was able to talk with HeaLnDeaL a considerable amount earlier, and we eventually agreed that this limit should be higher than where I was originally aiming to allow users more freedom to focus on more specially defensive stat spreads with lower Speed if they so choose. Jas himself has stated that this is probably the most important thing for us to be focusing on. Specifically, the given upper limit for ST allows uninvested Mega CAP 21 to always avoid the OHKO from Choice Specs Keldeo's Scald. All the other stat bias ratings are based off of direct feedback from this thread and IRC, and I feel comfortable listing them as such since they were justified quite well. You'll notice that the PT and SS limits for the Base and the Mega are the same. This doesn't imply that the stats are required to remain the same between the base and Mega form; it only implies they aren't the primary areas of growth as CAP 21 Mega Evolves. The only specific limits that change are PS and ST, which is to encourage significant growth in these areas, as was deemed important, therefore providing incentive for CAP 21's Mega Evolution. You'll also notice that there is a fair bit of leeway in pretty much every area, with the exception of total BSR. This was very much intentional, providing users with increased freedom to choose between varying combinations of Speed and offensive stats, as well as which stat biases they'd like to lean towards when designing their stat spreads. The total BSR limits are in place to balance this, ensuring that stat submissions don't push the limits in too many areas.

jas: There is just a little bit I want to change here. After having looked at these limits, I checked out a bunch of potential ways that people might want to go with stats, and for the most part, I think these limits worked well. The only real place that I noticed anything somewhat troubling was if someone wanted a faster base form. With certain reasonable higher speed stats prior to mega evolution, I believed that either the base would be forced to be very impotent, or that the mega would not be gaining enough of a boost in its offensive prowess to justify the mega evolution as much as we would like. With that said, typically, what I would consider to be more reasonable for a mevo change only would just barely miss the limits. So, I am going to use my power here to boost the mega form's Physical Sweepiness level by 5 points, up to 230. With the BSR limit remaining the same, this would allow submitters a bit more freedom with faster spreads, without allowing the overall power to really be pumped up any more.

Finally, I would just like to mention that, when running all sorts of different potential spreads, I often found that the BSR limits were not nearly as hard to work around as the 100 BST Mega Evolution limit. On the one hand, you obviously cannot bump things up too much, sometimes making it hard to get the power level difference you want between forms. On the other hand, you can't always simply keep PT and SS the same in both forms, because sometimes there is simply no way to put all 100 points into Atk, SpD and Spe without either breaking the PS or ST limits, or making the base too weak. This may be, in fact, the biggest limiting factor, and I will be very interested to see the kinds of spreads people will come up with. I will have a bit to say on BST limitations and new kinds of abuse beyond standard BSR abuse that arise thanks to the mega evolution, but that is best put in the stats submission thread itself. So that's all for now.
BSR ABUSE WILL NOT BE TOLERATED AND WILL NOT BE SLATED!

BSR abuse is doing things like 150 HP and 70 Def/SpD to create a theoretical optimum with the limits that you have. The purpose of the stat rating limits is to restrict what submitters can do, not to give them a license to game the system. If you cannot justify your stats legitimately and have not proven that you aren't just making the best stats within the limits, you will not get slated.

Here is a spreadsheet for calculating Physical Sweepiness, Physical Tankiness, Special Sweepiness, Special Tankiness, and Base Stat Rating. To use the spreadsheet, you will need Microsoft Excel 2007 or higher, OpenOffice.org Calc 3 or higher, or a similar spreadsheet program that can handle .xlsx files. Alternatively, you can upload the spreadsheet onto Google docs. You must have the stat rating values listed correctly in your submission or it will be ignored for the slate. If you want to dig a little deeper into how these numbers are calculated, read the contents of this link.

When you are satisfied with your stat submission, mark it as finished by writing "Final Submission" (bolded) at the top of your post. Submissions that lack a bolded "Final Submission" at the top of the post when this thread closes will not be slated.

This thread will be open for submissions and discussion when sparktrain, the honorable hero of the nerds, has posted his opening comments.

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

CAP21 so far:

Typing:
Rock/Poison
Ability:
Base - Regenerator / ?????
Mega - Magic Guard

Leadership Team:

jas61292 (he has a pool) - Topic Leader
imanalt - Typing Leader
DetroitLolcat - Abilities Leader
sparktrain (aka honorable judge nerd) - Stats Leader
HeaLnDeaL (aka loser) - Movepool Leader

Concept:
Name: Typing Underdog

General Description: A Pokémon which utilizes an undervalued typing to its full potential, by playing towards both its strengths and weaknesses.

Justification: Each typing possesses a unique set of characteristics, causing all of them to perform very differently in various aspects of battle. However, not every typing has been granted the opportunity to display this potential, being forced into suboptimal roles by virtue of stats, ability and movepool, and therefore often being labelled as “bad”.
This concept aims to do a detailed analysis on the primary function of such a typing along with its potentially unexplored capabilities, by creating a Pokémon that that emphasizes the typing’s most prominent traits and utilizes them effectively.
This approach will not only allow us to widen our understanding on the unique niche and preferred playstyle of the typing, but will also give us additional insight on the mechanics that lead to success and failure of the typing when comparing CAP to the wielders in the lower tiers.

Questions to be answered:
  • What are the most important traits the Pokémon gains from the chosen typing, both positive and negative?
  • Is quality or quantity of weaknesses/resistances/immunities more relevant to the chosen typing? What does this mean for the way it is played?
  • How significant is the niche provided by the typing in OU? Are there any striking flaws in the typing that can’t be played around and prevent the Pokémon from performing reliably?
  • How reliant is the typing on stats, ability and movepool in order to succeed in OU?
  • Are the unique characteristics granted by the typing enough to set the Pokemon apart, or does it face strong competition for its role from Pokémon of other types?
  • Is there any distinct playstyle that suits the chosen typing the best? Or can the same typing be utilized in an entirely different approach to similar success?
  • How important is a type’s versatility for its overall success?
  • Is a single Pokémon capable of portraying most relevant aspects of the entire type?
 
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It's time for Stat Spread Submissions!

This stage is going to work a bit differently this time around. Final Submissions are required to include stat spreads and reasoning for both CAP 21’s base form and its Mega form. The Mega form must also have a net BST change of +100. This means that it is possible to lower a stat upon Mega Evolving if it’s deemed necessary for the success of the stat spread, just be prepared to provide some serious justification as to why this is the case. Submissions must also adhere to the CAP 21's BSR limits, which were determined in the previous stage based on discussion and community input, and can be found in the OP.

I’ll post our threat list here for reference.
jas61292 said:
Pokemon we want CAP21 to threaten:
Fairy-type Pokemon: including Altaria, Azumarill, Clefable, and Sylveon
Flying-type Pokemon who lack a secondary Ground or Steel type: including Charizard [all forms], Mandibuzz, Talonflame, and Tornadus-T
Water-types that don't threaten us with secondary STAB: including Keldeo, Manaphy, Politoed and Rotom-W
Other Pokemon naturally threatened by our typing that do not naturally threaten back: including Ice-types like Kyurem and Weavile and Bug-types like Scolipede and Volcarona

Pokemon we want CAP21 to be threatened by:
Ground-type Pokemon: including Excadrill, Garchomp and Landorus-T
Steel-type Pokemon: including Ferrothorn, Metagross, and Scizor
Psychic-Type Pokemon when they run STAB: Including Alakazam, Latios, and Slowbro
Thoroughly taking this list into account will be vital for those wishing to be slated.

In addition to this, there are a few other things that should be taken into account to increase your chances of being slated. The first is damage calculations, and a lot of them. These allow everyone to clearly see the thought process behind your submission and make it easier for users to know exactly what your stat spreads are capable of. On the flip-side, irrelevant calcs aren't something I’m fond of. For example, I really don’t care that your spread allows CAP 21’s Head Smash to deal 700% to Volcarona or whatever. Knowing which calculations are relevant (and which ones aren’t) for realistic battle scenarios will be a huge factor in determining which stat spreads get slated. As far as acceptable moves to do damage calculations with, using strong STABs, such as Head Smash and Gunk Shot, will be perfectly acceptable. If you feel that a certain coverage move is necessary to make an argument, please provide justification for it. Don't polljump, however. The primary basis of your arguments should be based on what CAP 21 already has, not what you want it to have.

Another thing I’ll be taking into account is a submission’s similarity to other submissions. I’m looking for variety in the final slate, and there’s certainly a lot of room for that with our given BSR limits, and of course the fact that you'll be designing two stat spreads! If your submission is overly similar to another submission without convincing competitive reasoning to distinguish it from the others, the chances of it being slated are low.

With all that said, let’s get started! WIP posts are welcomed and encouraged. I’ll be offering my comments and criticisms in this thread and on PS/IRC as the thread progresses.
 
Final Submission

Base:
92 HP/105 Atk/73 Def/56 SpA/105 SpD/109 Spe
Total: 540


PS: 167.021 / 180
PT: 116.779 / 170
SS: 95.648 / 145
ST: 168.503 / 195
BSR: 295.833 / 325

Mega:
92 HP/135 Atk/83 Def/76 SpA/145 SpD/109 Spe
Total: 640

+0 HP/+30 Atk/+10 Def/+20 Spa/+40 SpD/+0 Spe

PS: 221.862 / 230
PT: 131.979 / 170
SS: 124.278 / 145
ST: 230.172 / 240
BSR: 399.692 / 410

To tell the truth, I actually didn't intend on trying to post a stat spread. I just started fiddling with the BSR calculator...which eventually lead to me posting this. Now that I've started, I might as well try to go all the way.

Overall

The goal of the base form's stats is to enable the CAP to pivot around, taking advantage of Regenerator and to find good opportunities to mega evolve. To that end, more emphasis was put on the defensive stats than the offensive ones, though I made sure that it could at least score a few 2HKOs in base form if need be.

The mega form, meanwhile, is more aimed at being offensive and taking advantage of Magic Guard. This is the form more aimed at scoring OHKOs and 2HKOs and as such is more primed at being able to give as hard as it gets.

HP

I wanted to keep the HP low enough so that the CAP wouldn't be encouraged to spam Head Smash in base form, but high enough to aid the mega form's bulkiness. After a bunch of tweaking, I settled on base 92. My reasoning is mostly tied into my reasoning for the defensive stats and so I'll go into more detail there, but it's to allow the CAP to survive certain resisted attacks when paired with the defensive stats.

Attack and Special Attack

As stated, I was more aiming to have the mega form be the one to do most of the damage. As such, I didn't feel the base form needed that high of an attack stat, especially with such high-power STAB moves. After some tweaking, I settled on base 105, which does the following assuming a Jolly nature, fully offensive EV spread, no boosting item, and no entry hazards:
  • 2HKOes offensive Keldeo with or without Leftovers with Gunk Shot
  • OHKOes max HP/0 Def Azumarill with Gunk Shot
  • 2HKOes max HP/max Def+ Leftovers Clefable with Gunk Shot
  • 2HKOes 96 HP/0 Def Leftovers Manaphy with Head Smash
  • 2HKOes 248 HP/136 Def+ Mandibuzz with Head Smash
Base 135 attack was as high as I was willing to go for the mega form. Going higher than this started allowing the CAP to threaten things it probably shouldn't, and even this is pushing things a little given the high power of CAP's STAB moves. Base 135 also sufficed to OHKO or 2HKO the things the CAP wants to threaten.

The mega's attack stat lets it accomplish all the things on the aforementioned list (Clefable now has a shot at being OHKOed with Gunk Shot and Mandibuzz now has a chance of being OHKOed by Head Smash), as well as grabbing the 2HKO on 248/252 Def+ Rotom-W.

56 special attack is mostly there to be too low to make special coverage worth using (even a x4 Hidden Power does pitiful damage off base 56, especially without a boosting item), while high enough to not be completely unrealistic. 76 in Mega form is a little higher than I would've liked, but I didn't want to put those 20 points elsewhere as they either broke a limit or let the CAP survive an attack it shouldn't.

Base:
  • 252 Atk CAP Gunk Shot vs. 0 HP / 4 Def Keldeo: 184-217 (56.9 - 67.1%) -- guaranteed 2HKO
  • 252 Atk CAP Gunk Shot vs. 0 HP / 4 Def Keldeo: 184-217 (56.9 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk CAP Gunk Shot vs. 252 HP / 0 Def Azumarill: 408-480 (100.9 - 118.8%) -- guaranteed OHKO
  • 252 Atk CAP Gunk Shot vs. 248 HP / 252+ Def Clefable: 296-350 (75.3 - 89%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk CAP Head Smash vs. 96 HP / 0 Def Manaphy: 211-249 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk CAP Head Smash vs. 248 HP / 136+ Def Mandibuzz: 324-384 (76.5 - 90.7%) -- guaranteed 2HKO after Leftovers recovery
Mega:
  • 252 Atk Mega CAP Gunk Shot vs. 0 HP / 4 Def Keldeo: 220-259 (68.1 - 80.1%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk Mega CAP Gunk Shot vs. 252 HP / 0 Def Azumarill: 486-572 (120.2 - 141.5%) -- guaranteed OHKO
  • 252 Atk Mega CAP Gunk Shot vs. 248 HP / 252+ Def Clefable: 356-420 (90.5 - 106.8%) -- 37.5% chance to OHKO
  • 252 Atk Mega CAP Head Smash vs. 96 HP / 0 Def Manaphy: 253-298 (69.3 - 81.6%) -- guaranteed 2HKO after Leftovers recovery
  • 252 Atk Mega CAP Head Smash vs. 248 HP / 136+ Def Mandibuzz: 386-456 (91.2 - 107.8%) -- 43.8% chance to OHKO
  • 252 Atk Mega CAP Head Smash vs. 248 HP / 252+ Def Rotom-W: 174-205 (57.4 - 67.6%) -- guaranteed 2HKO after Leftovers recovery


Physical Defense

Base 73 defense in base form, coupled with base 92 HP, does the following things assuming a fully offensive EV spread and no entry hazards:
  • Avoids the 2HKO from max attack+ unboosted Mega Altaria's Return
  • Avoids the 2HKO from max attack+ unboosted Azumarill's Play Rough
  • Avoids the 2HKO from max attack Sharp Beak Talonflame's Brave Bird
  • Avoids the OHKO from max special attack unboosted Keldeo's Secret Sword, as well as from Choice Specs Keldeo's Secret Sword
  • Allows max attack+ unboosted Mega Scizor to OHKO with Bullet Punch 75% of the time
  • Allows Life Orb Latias and Latios to OHKO with Psyshock
  • Allows Life Orb Starmie to OHKO with Psyshock
Base 83 was a slight increase to somewhat offset the loss of Regenerator and allow the CAP to still take the aforementioned attacks. Unfortunately the CAP now survives Mega Scizor's max attack+ Bullet Punch more often than not assuming no hazards, and as such I opted not to go higher than that.

Base 83 enables the CAP to avoid the 2HKO from Choice Band Talonflame's Brave Bird as well as the OHKO from Mega Lopunny's High Jump Kick, in addition to the aforementioned things. In addition, Latias, Latios, and Starmie can still OHKO with Psyshock, and Mega Alakazam can also OHKO if it opts for Psyshock over Psychic.

Base:
  • 252+ Atk Pixilate Mega Altaria Return vs. 0 HP / 0 Def CAP: 137-162 (42.1 - 49.8%) -- guaranteed 3HKO
  • 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def CAP: 116-137 (35.6 - 42.1%) -- guaranteed 3HKO
  • 252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def CAP: 111-131 (34.1 - 40.3%) -- guaranteed 3HKO
  • 252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def CAP: 180-213 (55.3 - 65.5%) -- guaranteed 2HKO
  • 252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 0 Def CAP: 268-316 (82.4 - 97.2%) -- guaranteed 2HKO
  • 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def CAP: 312-368 (96 - 113.2%) -- 75% chance to OHKO
  • 184 SpA Life Orb Latias Psyshock vs. 0 HP / 0 Def CAP: 374-439 (115 - 135%) -- guaranteed OHKO
  • 252 SpA Life Orb Latios Psyshock vs. 0 HP / 0 Def CAP: 439-523 (135 - 160.9%) -- guaranteed OHKO
  • 252 SpA Life Orb Starmie Psyshock vs. 0 HP / 0 Def CAP: 369-437 (113.5 - 134.4%) -- guaranteed OHKO
Mega:
  • 252+ Atk Pixilate Mega Altaria Return vs. 0 HP / 0 Def Mega CAP: 123-146 (37.8 - 44.9%) -- guaranteed 3HKO
  • 252+ Atk Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Mega CAP: 105-123 (32.3 - 37.8%) -- 95.1% chance to 3HKO
  • 252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Mega CAP: 137-162 (42.1 - 49.8%) -- guaranteed 3HKO
  • 252 SpA Choice Specs Keldeo Secret Sword vs. 0 HP / 0 Def Mega CAP: 243-286 (74.7 - 88%) -- guaranteed 2HKO
  • 252 Atk Mega Lopunny High Jump Kick vs. 0 HP / 0 Def Mega CAP: 256-303 (78.7 - 93.2%) -- guaranteed 2HKO
  • 252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def Mega CAP: 282-332 (86.7 - 102.1%) -- 12.5% chance to OHKO
  • 184 SpA Life Orb Latias Psyshock vs. 0 HP / 0 Def Mega CAP: 335-398 (103 - 122.4%) -- guaranteed OHKO
  • 252 SpA Life Orb Latios Psyshock vs. 0 HP / 0 Def Mega CAP: 398-471 (122.4 - 144.9%) -- guaranteed OHKO
  • 252 SpA Mega Alakazam Psyshock vs. 0 HP / 0 Def Mega CAP: 384-452 (118.1 - 139%) -- guaranteed OHKO
  • 252 SpA Life Orb Starmie Psyshock vs. 0 HP / 0 Def Mega CAP: 330-393 (101.5 - 120.9%) -- guaranteed OHKO


Special Defense

Base 105 in defense form, coupled with base 92 HP, does the following things assuming a fully offensive EV spread and no entry hazards:
  • Avoids the 3HKO from Choice Specs Sylveon's Hyper Voice
  • Avoids the OHKO from max special attack unboosted Keldeo's Scald
  • Avoids the 2HKO from any of max special attack +1 Volcarona's moves barring Hidden Power Ground
  • Allows max special attack Mega Alakazam to OHKO with Psychic
The Mega's Special Defense stat needed to be high enough to take on the various bulky waters. As such, I aimed for the benchmark of surviving Choice Specs Keldeo's Scald. I didn't manage this completely without breaking the limit as Keldeo still has a ~12% chance at OHKOing 92 HP/145 SpD CAP, but considering the CAP's immune to passive damage I figured this was good enough. Mega Alakazam can no longer OHKO with Psychic, but considering it has the option to use Psyshock (which does OHKO) I decided this wasn't much of a loss.

In addition to surviving the aforementioned Scald most of the time as well as the attacks it can take in base form, base 145 special defense paired with base 92 HP does the following things assuming a fully offensive EV spread and no entry hazards:
  • Avoids the 2HKO from any of max special attack+ Mega Charizard Y's moves barring Earthquake (which is a physical move anyway)
  • Avoids the OHKO from max special attack Manaphy's Scald
  • Avoids the 2HKO from any of +2 max special attack Volcarona's moves barring Hidden Power Ground

Base:
  • 252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 0 HP / 4 SpD CAP: 133-157 (40.9 - 48.3%) -- guaranteed 3HKO
  • 252 SpA Keldeo Scald vs. 0 HP / 4 SpD CAP: 252-296 (77.5 - 91%) -- guaranteed 2HKO
  • +1 252 SpA Volcarona Fire Blast vs. 0 HP / 4 SpD CAP: 132-156 (40.6 - 48%) -- guaranteed 3HKO
  • +1 252 SpA Volcarona Giga Drain vs. 0 HP / 4 SpD CAP: 121-143 (37.2 - 44%) -- guaranteed 3HKO
  • +1 252 SpA Volcarona Bug Buzz vs. 0 HP / 4 SpD CAP: 108-128 (33.2 - 39.3%) -- 100% chance to 3HKO
  • 252 SpA Mega Alakazam Psychic vs. 0 HP / 4 SpD CAP: 354-416 (108.9 - 128%) -- guaranteed OHKO
Mega:
  • 252+ SpA Choice Specs Pixilate Sylveon Hyper Voice vs. 0 HP / 4 SpD Mega CAP: 101-119 (31 - 36.6%) -- 66.8% chance to 3HKO
  • +2 252 SpA Volcarona Fire Blast vs. 0 HP / 4 SpD Mew: 133-157 (40.9 - 48.3%) -- guaranteed 3HKO
  • +2 252 SpA Volcarona Giga Drain vs. 0 HP / 4 SpD Mew: 122-144 (37.5 - 44.3%) -- guaranteed 3HKO
  • +2 252 SpA Volcarona Bug Buzz vs. 0 HP / 4 SpD Mew: 109-129 (33.5 - 39.6%) -- guaranteed 3HKO
  • 252 SpA Choice Specs Keldeo Scald vs. 0 HP / 4 SpD Mega CAP: 282-332 (86.7 - 102.1%) -- 12.5% chance to OHKO
  • 252+ SpA Mega Charizard Y Fire Blast vs. 0 HP / 4 SpD Mega CAP in Sun: 124-147 (38.1 - 45.2%) -- guaranteed 3HKO
  • 252+ SpA Mega Charizard Y Solar Beam vs. 0 HP / 4 SpD Mega CAP: 121-143 (37.2 - 44%) -- guaranteed 3HKO
  • 252+ SpA Mega Charizard Y Focus Blast vs. 0 HP / 4 SpD Mega CAP: 121-143 (37.2 - 44%) -- guaranteed 3HKO
  • 252 SpA Manaphy Scald vs. 0 HP / 4 SpD Mega CAP: 158-188 (48.6 - 57.8%) -- 95.7% chance to 2HKO


Speed

109 Speed was chosen purely so the CAP can outrun Keldeo and 2HKO it regardless of whether or not it mega evolved. This also puts the CAP ahead of Manaphy and the rest of the base 100 speed tier, while still leaving it slower than Latias, Latios, Mega Metagross, and the rest of the 110 speed tier. I didn't want to go faster than this as everything past 109 speed should either be threatened by the CAP regardless of speed, should be threatening the CAP anyway, or is something the CAP shouldn't be worried about period.
 
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Final Submission

Base CAP 21

100 HP/105 Attack/70 Defense/64 Special Attack/95 Special Defense/101 Speed (BST: 535)


PT: 118.8044 (Above Average)
ST: 161.6625 (Very Good)
PS: 161.6046 (Very Good)
SS: 104.543 (Above Average)
BSR: 294.96701 (Good)

Mega CAP 21

100 HP/135 Attack/85 Defense/81 Special Attack/125 Special Defense/109 Speed (BST: 635)

Changes: +30 Attack/+15 Defense/+17 Special Attack/+30 Special Defense/+8 Speed

PT: 142.7281 (Good)
ST: 210.1917 (Fantastic)
PS: 221.8629 (Fantastic)
SS: 131.8526 (Good)
BSR: 399.59072 (Excellent)


Justifications and Calculations

I set out to make it so the CAP could feasibly either run a sweeping set or a bulkier set to allow it to selectively deal with certain opponents better depending on its team's needs.

Physical Sweepiness: Here, I made precautions to make the CAP just strong enough to be able to take down what it needs to without being able to threaten its desired counters. Base 101 Speed is fast enough for the CAP to be able to outrun any Charizard set and slow enough to be outrun by the quicker Ground, Steel, and Psychic-types we want it to lose to, including Garchomp, Alakazam, Mega Metagross, and Latios. Base 135 Attack for the Mega with 252 EVs and a positive nature is just enough to guarantee a Gunk Shot to OHKO physically defensive Clefable, and it also allows Head Smash to 2HKO Keldeo with either Stealth Rock or sandstorm damage. Base 105 Attack is still enough for the base forme to threaten what it needs to while allowing Keldeo to escape the aforementioned 2HKO, giving players an incentive to Mega Evolve.

Special Tankiness: Base 100 HP allows the CAP to make 101 HP Substitutes to allow it to threaten Chansey without risking paralysis. Factoring in base 125 Special Defense and full EV investment in HP, Mega CAP 21 can shrug off some of the most powerful special attackers in the tier. Mega Charizard Y can only 3HKO with any of its moves, and Specs Keldeo cannot OHKO with Scald. With sandstorm support, Mega CAP 21 can withstand some very powerful attacks, like +3 Manaphy's Surf, Specs Keldeo's Hydro Pump, and Mega Diancie's Earth Power. Base 95 Special Defense still allows for the base forme to take most of the hits mentioned earlier, but it makes it impossible for it to take Specs Keldeo's Water STABs without sandstorm support, which again is an incentive for Mega Evolution.

Physical Tankiness: CAP 21 isn't surviving a STAB Earthquake from anything relevant unless its PT rating is far beyond the limit, so I instead decided to make it so Psychic types running Psyshock and Steel types could reasonably OHKO CAP 21 with their respective STABs. The increase from Mega Evolution allows CAP 21 to survive certain move combinations, such as Fake Out + High Jump Kick from Mega Lopunny.

Speed: I am aware that there is a concern about the base forme being able to abuse Head Smash and Regenerator, but I also think there is value in having a decent HP stat. To help encourage Mega Evolution, I've decided to incorporate a slight increase in Speed upon Mega Evolution. While base 101 Speed is enough to outspeed the likes of Manaphy and Charizard, it is not enough for the base forme to be able to outrun Keldeo. Furthermore, the base forme's Special Defense and Attack are too low to allow a 2HKO with Head Smash without Life Orb or to guarantee surviving Specs Hydro Pump even with sand support or Assault Vest, putting CAP 20 at a severe disadvantage. As such, there is an incentive to Mega Evolve to be able to reliably address Keldeo and other OU-viable Pokemon lying in the base 101-108 Speed range, such as Mega Pinsir, Mega Pidgeot, Manectric before Mega Evolution, Lopunny without Fake Out before Mega Evolution, Mega Sharpedo, and Terrakion.


252 Atk Mega CAP 21 Gunk Shot vs. 64 HP / 0 Def Mega Altaria: 372-440 (121.1 - 143.3%) -- guaranteed OHKO
252+ Atk Mega CAP 21 Gunk Shot vs. 252 HP / 252+ Def Mega Altaria: 300-354 (84.7 - 100%) -- 6.3% chance to OHKO
252 Atk CAP 21 Gunk Shot vs. 64 HP / 0 Def Mega Altaria: 312-368 (101.6 - 119.8%) -- guaranteed OHKO

252 Atk CAP 21 Gunk Shot vs. 240 HP / 0 Def Azumarill: 408-480 (101.7 - 119.7%) -- guaranteed OHKO

252 Atk CAP 21 Gunk Shot vs. 252 HP / 160 Def Clefable: 360-426 (91.3 - 108.1%) -- 50% chance to OHKO
252+ Atk CAP 21 Gunk Shot vs. 252 HP / 160 Def Clefable: 392-464 (99.4 - 117.7%) -- 93.8% chance to OHKO
252 Atk Mega CAP 21 Gunk Shot vs. 252 HP / 252+ Def Clefable: 356-420 (90.3 - 106.5%) -- 37.5% chance to OHKO
252+ Atk Mega CAP 21 Gunk Shot vs. 252 HP / 252+ Def Clefable: 390-458 (98.9 - 116.2%) -- 87.5% chance to OHKO

252 Atk Mega CAP 21 Gunk Shot vs. 252 HP / 220+ Def Sylveon: 392-464 (99.4 - 117.7%) -- 93.8% chance to OHKO
252 Atk CAP 21 Gunk Shot vs. 252 HP / 220+ Def Sylveon: 330-390 (83.7 - 98.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP 21 Gunk Shot vs. 244 HP / 0 Def Sylveon: 480-566 (122.4 - 144.3%) -- guaranteed OHKO

252+ Atk CAP 21 Head Smash vs. 248 HP / 136+ Def Mandibuzz: 356-420 (84.1 - 99.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Mega CAP 21 Head Smash vs. 248 HP / 136+ Def Mandibuzz: 422-500 (99.7 - 118.2%) -- 93.8% chance to OHKO
252 Atk Mega CAP 21 Head Smash vs. 248 HP / 136+ Def Mandibuzz: 386-456 (91.2 - 107.8%) -- 43.8% chance to OHKO

0 Atk CAP 21 Head Smash vs. 0 HP / 0 Def Tornadus-T: 408-480 (136.4 - 160.5%) -- guaranteed OHKO

252+ Atk Mega CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 195-231 (64.3 - 76.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk burned Mega CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 97-115 (32 - 37.9%) -- 1.1% chance to 3HKO after Leftovers recovery
252 Atk Mega CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 178-211 (58.7 - 69.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk burned Mega CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 89-105 (29.3 - 34.6%) -- 100% chance to 4HKO after Leftovers recovery
252+ Atk CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 163-193 (53.7 - 63.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP 21 Head Smash vs. 248 HP / 216+ Def Rotom-W: 150-177 (49.5 - 58.4%) -- 66.8% chance to 2HKO after Leftovers recovery

252+ Atk Mega CAP 21 Head Smash vs. 0 HP / 0 Def Keldeo: 151-178 (46.7 - 55.1%) -- 69.5% chance to 2HKO
252 Atk Mega CAP 21 Head Smash vs. 0 HP / 0 Def Keldeo: 138-162 (42.7 - 50.1%) -- 0.4% chance to 2HKO
252+ Atk CAP 21 Head Smash vs. 0 HP / 0 Def Keldeo: 126-149 (39 - 46.1%) -- guaranteed 3HKO
252 Atk CAP 21 Gunk Shot vs. 0 HP / 0 Def Keldeo: 186-219 (57.5 - 67.8%) -- guaranteed 2HKO

252+ Atk Mega CAP 21 Head Smash vs. 80 HP / 0 Def Manaphy: 277-327 (76.7 - 90.5%) -- 25% chance to KO after Stealth Rock
252 Atk CAP 21 Head Smash vs. 80 HP / 0 Def Manaphy: 211-249 (58.4 - 68.9%) -- guaranteed 2HKO after Leftovers recovery

0 Atk CAP 21 Head Smash vs. 252 HP / 0 Def Politoed: 213-252 (55.4 - 65.6%) -- guaranteed 2HKO
252+ Atk Mega CAP 21 Head Smash vs. 252 HP / 0 Def Politoed: 351-414 (91.4 - 107.8%) -- 50% chance to OHKO

252 Atk CAP 21 Head Smash vs. 0 HP / 0 Def Kyurem-B: 422-498 (107.9 - 127.3%) -- guaranteed OHKO

252 Atk CAP 21 Head Smash vs. 16 HP / 4 Def Scolipede: 464-548 (175 - 206.7%) -- guaranteed OHKO
252 Atk Mega CAP 21 Head Smash vs. +2 16 HP / 4 Def Scolipede: 278-330 (104.9 - 124.5%) -- guaranteed OHKO

252+ Atk Mega CAP 21 Head Smash vs. 252 HP / 88+ Def Ferrothorn: 93-109 (26.4 - 30.9%) -- 7.3% chance to 4HKO after Leftovers recovery

252+ Atk Mega CAP 21 Head Smash vs. 0 HP / 0- Def Mega Metagross: 108-127 (35.8 - 42.1%) -- guaranteed 3HKO

252+ Atk Mega CAP 21 Head Smash vs. 248 HP / 0+ Def Mega Scizor: 159-187 (46.3 - 54.5%) -- 59% chance to 2HKO

252+ Atk Mega CAP 21 Head Smash vs. 248 HP / 0 Def Scizor: 277-327 (80.7 - 95.3%) -- guaranteed 2HKO

252+ Atk Mega CAP 21 Head Smash vs. 252 HP / 252+ Def Mega Slowbro: 130-154 (32.9 - 39%) -- 99.8% chance to 3HKO
252+ Atk CAP 21 Head Smash vs. 252 HP / 252+ Def Mega Slowbro: 109-129 (27.6 - 32.7%) -- guaranteed 4HKO

252+ Atk Mega CAP 21 Head Smash vs. 252 HP / 252+ Def Slowbro: 186-220 (47.2 - 55.8%) -- 78.5% chance to 2HKO
252+ Atk CAP 21 Head Smash vs. 252 HP / 252+ Def Slowbro: 157-186 (39.8 - 47.2%) -- guaranteed 3HKO

252+ SpA Mega CAP 21 Hidden Power Ice vs. 0 HP / 0- SpD Garchomp: 272-320 (76.1 - 89.6%) -- guaranteed 2HKO
252+ SpA Life Orb CAP 21 Hidden Power Ice vs. 0 HP / 0- SpD Garchomp: 302-359 (84.5 - 100.5%) -- 6.3% chance to OHKO


252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def CAP 21: 157-186 (38.8 - 46%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def CAP 21: 157-186 (46 - 54.5%) -- 57.4% chance to 2HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Mega CAP 21: 135-159 (33.4 - 39.3%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def Mega CAP 21: 135-159 (39.5 - 46.6%) -- guaranteed 3HKO

76 Atk Life Orb Tornadus-T Superpower vs. 0 HP / 0 Def Mega CAP 21: 139-164 (40.7 - 48%) -- guaranteed 3HKO
216 SpA Life Orb Tornadus-T Hurricane vs. 0 HP / 0 SpD CAP 21: 105-125 (30.7 - 36.6%) -- 61.8% chance to 3HKO
216 SpA Life Orb Tornadus-T Hurricane vs. 0 HP / 0 SpD Mega CAP 21: 83-99 (24.3 - 29%) -- 99.4% chance to 4HKO

192+ Atk Mega Altaria Earthquake vs. 252 HP / 0 Def Mega CAP 21: 468-552 (115.8 - 136.6%) -- guaranteed OHKO

252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD Mega CAP 21: 440-522 (108.9 - 129.2%) -- guaranteed OHKO
252 SpA Keldeo Hydro Pump vs. 252 HP / 0 SpD Mega CAP 21: 296-350 (73.2 - 86.6%) -- guaranteed 2HKO
252 SpA Choice Specs Keldeo Secret Sword vs. 252 HP / 0 Def Mega CAP 21: 237-280 (58.6 - 69.3%) -- guaranteed 2HKO
252 SpA Keldeo Secret Sword vs. 252 HP / 0 Def Mega CAP 21: 159-187 (39.3 - 46.2%) -- guaranteed 3HKO
252 SpA Keldeo Scald vs. 252 HP / 0 SpD Mega CAP 21 in Sand: 144-170 (35.6 - 42%) -- guaranteed 3HKO
252 SpA Choice Specs Keldeo Scald vs. 252 HP / 0 SpD CAP 21: 408-482 (100.9 - 119.3%) -- guaranteed OHKO
252 SpA Choice Specs Keldeo Hydro Pump vs. 252 HP / 0 SpD CAP 21 in Sand: 372-440 (92 - 108.9%) -- 56.3% chance to OHKO

252 SpA Manaphy Surf vs. 0 HP / 0 SpD CAP 21: 258-306 (75.6 - 89.7%) -- 12.5% chance to OHKO after Stealth Rock
252 SpA Manaphy Surf vs. 252 HP / 0 SpD Mega CAP 21: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO
+3 252 SpA Manaphy Surf vs. 252 HP / 0 SpD Mega CAP 21 in Sand: 338-398 (83.6 - 98.5%) -- guaranteed 2HKO
+3 252 SpA Manaphy Surf vs. 252 HP / 0 SpD CAP 21 in Sand: 426-504 (105.4 - 124.7%) -- guaranteed OHKO

4 SpA Politoed Scald vs. 0 HP / 0 SpD Mega CAP 21 in Rain: 198-234 (58 - 68.6%) -- guaranteed 2HKO
4 SpA Politoed Scald vs. 252 HP / 0 SpD Mega CAP 21 in Rain: 198-234 (49 - 57.9%) -- 95.7% chance to 2HKO
252+ SpA Politoed Hydro Pump vs. 0 HP / 0 SpD Mega CAP 21 in Rain: 380-450 (111.4 - 131.9%) -- guaranteed OHKO
252+ SpA Politoed Hydro Pump vs. 252 HP / 0 SpD Mega CAP 21 in Rain: 380-450 (94 - 111.3%) -- 68.8% chance to OHKO

252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def Mega CAP 21: 393-463 (97.2 - 114.6%) -- 81.3% chance to OHKO
252 SpA Life Orb Latios Psyshock vs. 252 HP / 0 Def CAP 21: 460-541 (113.8 - 133.9%) -- guaranteed OHKO

252+ Atk Bisharp Iron Head vs. 252 HP / 0 Def Mega CAP 21: 320-378 (79.2 - 93.5%) -- guaranteed 2HKO
252+ Atk Bisharp Iron Head vs. 0 HP / 0 Def Mega CAP 21: 320-378 (93.8 - 110.8%) -- 62.5% chance to OHKO
252+ Atk Bisharp Iron Head vs. 252 HP / 0 Def CAP 21: 374-444 (92.5 - 109.9%) -- 56.3% chance to OHKO
252+ Atk Bisharp Iron Head vs. 0 HP / 0 Def CAP 21: 374-444 (109.6 - 130.2%) -- guaranteed OHKO

84 Atk Technician Mega Scizor Bullet Punch vs. 252 HP / 0 Def Mega CAP 21: 224-266 (55.4 - 65.8%) -- guaranteed 2HKO

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 0 HP / 0 Def Mega CAP 21: 372-438 (109 - 128.4%) -- guaranteed OHKO
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 252 HP / 0 Def Mega CAP 21: 372-438 (92 - 108.4%) -- 50% chance to OHKO

252 SpA Mega Diancie Earth Power vs. 252 HP / 4 SpD Mega CAP 21 in Sand: 252-300 (62.3 - 74.2%) -- guaranteed 2HKO
252 SpA Mega Diancie Earth Power vs. 0 HP / 4 SpD Mega CAP 21: 380-448 (111.4 - 131.3%) -- guaranteed OHKO

252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 252 HP / 0 Def Mega CAP 21: 165-194 (40.8 - 48%) -- guaranteed 3HKO
252+ Atk Tough Claws Mega Charizard X Dragon Claw vs. 252 HP / 0 Def Mega CAP 21: 219-258 (54.2 - 63.8%) -- guaranteed 2HKO

252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 0 SpD Mega CAP 21 in Sun: 129-153 (37.8 - 44.8%) -- guaranteed 3HKO

252 SpA Mega Manectric Thunderbolt vs. 0 HP / 0 SpD Mega CAP 21: 126-148 (36.9 - 43.4%) -- guaranteed 3HKO

0 Atk Ferrothorn Gyro Ball (148 BP) vs. 252 HP / 0 Def Mega CAP 21: 348-410 (86.1 - 101.4%) -- 12.5% chance to OHKO
0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 0 Def Mega CAP 21: 354-416 (103.8 - 121.9%) -- guaranteed OHKO

252 Atk Tough Claws Mega Metagross Zen Headbutt vs. 252 HP / 0 Def Mega CAP 21: 432-510 (106.9 - 126.2%) -- guaranteed OHKO

252 SpA Life Orb Alakazam Psychic vs. 252 HP / 0 SpD CAP 21: 413-486 (102.2 - 120.2%) -- guaranteed OHKO
252 SpA Life Orb Alakazam Psychic vs. 252 HP / 0 SpD Mega CAP 21: 328-385 (81.1 - 95.2%) -- guaranteed 2HKO

252+ SpA Mega Alakazam Psyshock vs. 252 HP / 0 Def Mega CAP 21: 410-486 (101.4 - 120.2%) -- guaranteed OHKO

4 SpA Mega Slowbro Scald vs. 252 HP / 0 SpD Mega CAP 21: 180-212 (44.5 - 52.4%) -- 20.7% chance to 2HKO
4 SpA Mega Slowbro Scald vs. 0 HP / 0 SpD Mega CAP 21: 180-212 (52.7 - 62.1%) -- guaranteed 2HKO
+1 4 SpA Mega Slowbro Scald vs. 252 HP / 0 SpD Mega CAP 21: 270-318 (66.8 - 78.7%) -- guaranteed 2HKO
4 SpA Mega Slowbro Psyshock vs. 252 HP / 0 Def Mega CAP 21: 248-294 (61.3 - 72.7%) -- guaranteed 2HKO
+1 4 SpA Mega Slowbro Psyshock vs. 252 HP / 0 Def Mega CAP 21: 372-440 (92 - 108.9%) -- 56.3% chance to OHKO
+1 4 SpA Mega Slowbro Psyshock vs. 252 HP / 0 Def CAP 21: 434-512 (107.4 - 126.7%) -- guaranteed OHKO

252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def CAP 21: 382-452 (94.5 - 111.8%) -- 68.8% chance to OHKO
252 SpA Life Orb Starmie Psyshock vs. 252 HP / 0 Def Mega CAP 21: 328-385 (81.1 - 95.2%) -- guaranteed 2HKO



Yomegami, your current base forme stat spread (and any potential Mega stat spread based on it) is well past the BSR limits outlined in the original post. It needs to be changed if you want any chance of being slated.

EDIT 1: Altered the Mega's base Attack and base Speed to 135 and 109, respectively.
 
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I just realized that this hasn't been officially stated here yet, so I'll remind everyone that the base form's HP stat must be equal to the Mega form's HP stat. No existing Mega Pokemon have differing HP stats from their base form, so we're not going to mess around with that here. Any changes to CAP 21's PT and ST rating upon Mega Evolution will need to be a result of changes to its base Defense and Special Defense stats respectively.

Carry on!
 

JJayyFeather

Drifting~
is a Forum Moderatoris a Community Contributor
Base:
98 HP/114 Atk/95 Def/70 SpA/114 SpD/109 Spe
Total: 600

Mega
98 HP/154 Atk/115 Def/90 SpA/134 SpD/109 Spe
Total: 700
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Final Submission

HP: 106 + 0 = 106
Atk: 105 + 30 = 135
Def: 65 + 10 = 75
SpA: 75 + 10 = 85
SpD: 85 + 40 = 125
Spe: 104 + 10 = 114

PS: 162.6 (Very Good) —> 228.3 (Fantastic)
SS: 120.4 (Above Average) —> 140.7 (Good)
PT: 115.5 (Above Average) —> 132.0 (Good)
ST: 151.3 (Very Good) —> 218.3 (Fantastic)
BSR: 297.0 (Good) —> 406.9 (Fantastic)
BST: 540 + 100 = 640


Overview: 106 / 105 135 / 65 75 / 75 85 / 85 125 / 104 114

This spread is designed to make the most out of CAP’s shift from Regenerator to Magic Guard by transforming the CAP from a more surgical utility counter into a major offensive powerhouse upon Mega Evolution.

Basic CAP is just that: pretty basic. It has middling enough strength, bulk, and speed to competently check the things it's supposed to check based on typing (Talonflame, Mega Gardevoir, Mega Charizard, Zapdos, Volcarona, etc.), but it doesn't really excel in any one area and is greatly held back in general by its poor typing and restricted access to its Rock STAB. It probably wouldn't even be OU without a Mega Evolution and would certainly not be without Regenerator, but I think that's the right approach. To incentivize Mega Evolution, the +100 BST is designed to really matter to this Pokemon, like the sort of targeted gains that pull mediocre Pokemon out of lower tiers and into OU in an instant. I gave the CAP huge boosts to its Atk and SpD that, in conjunction with Magic Guard, give the Mega CAP those standout features it lacks in its base form. Even the little 10-point gains have an outsized impact on the CAP's performance. The slight buff to Defense allows the Mega form to survive certain crucial attacks it can't overcome in base form (e.g. Choice Band Talonflame's Brave Bird, see "Defenses" and calcs). The added 10 points to Speed allow the CAP to leapfrog over a very crowded speed tier that is full of Pokemon that threaten to outrun and KO it (e.g. Keldeo, Lati@s, Mega Diancie, Mega Pinsir, Thundurus, Serperior, Adamant Talonflame) and turn the tables on them by outrunning and KOing them instead. The last 10 Mega points, in SpA, were left over and added for aesthetic reasons as I saw no need to increase any of the other stats further.

Mega CAP is strong! The good thing about having Head Smash and Gunk Shot as primary STAB moves is that they do not require one of those gargantuan 150+ attacking stats in order to be monstrously threatening, allowing me to allocate resources to other areas of the stat build, especially SpD and Spe, the latter of which is probably the second-most important stat for this CAP, imo. I believe it is vital for this project to create something in league with the upper tier of offensive Megas, as our typing does not benefit from really anything else and Magic Guard does a lot of cool niche things that would be unique for a physical sweeper: negating recoil, ignoring entry hazards, and avoiding Iron Barbs / Rough Skin / Rocky Helmet damage (huge). That said, there is in all likelihood only going to be one viable EV spread with these stats: Jolly 4 HP / 252 Atk / 252 Spe, as I won't try and pretend that I've invented a miraculous 108+ base Speed spread that doesn't always run max speed (all calculations referenced in this submission will be using this EV spread).

Offenses: 105 135 / 75 85 / 104 114

I wanted to give the CAP legitimate sweeper stats because it needs to put its Magic Guard ability to enough good use to warrant a team’s mega slot. My benchmark for the Attack stats was for the mega CAP to be able to 2HKO defensive Rotom-W with Head Smash (57 - 68%) but not let the base form 2HKO with Gunk Shot (39 - 46%). Turns out I could do that and still max out on PS with the chosen Speed, so here we are:
Gunk Shot vs. 240/0 Azumarill: 102 - 120% [OHKO]
Gunk Shot vs. 252/220+ Sylveon: 84 - 99% [69% chance to OHKO w/SR]
Gunk Shot vs. 248/252+ Clefable: 75 - 89% [13% chance to OHKO w/SR]
Gunk Shot vs. 0/4 Mega Charizard Y: 70 - 82% [guaranteed OHKO w/SR]
Gunk Shot vs. 0/4 Keldeo: 57 - 67% [2HKO]
Gunk Shot vs. 96/0 Manaphy: 46 - 55% [98% chance to 2HKO w/SR]
Head Smash vs. 0/4 Keldeo: 35 - 42% [3HKO; Head Smash + Gunk Shot = 92 - 109%]
Gunk Shot vs. Mega Gardevoir, Azumarill, offensive Mega Altaria, CM Clefable, Serperior, and Breloom: OHKO
Head Smash vs. anything weak to Rock*: OHKO

Head Smash vs. 0/0 Mega Diancie: 96 - 114% [81% chance to OHKO]
Head Smash (Burned) vs. Roosting 248/0 Talonflame: 93 - 110% (+1 Def: 62 - 74%) [cannot set up in any way]
*Head Smash vs. 248/136+ Mandibuzz: 91 - 108% [44% chance to OHKO, guaranteed w/SR]
Gunk Shot vs. 248/252+ Clefable: 91 - 107% [38% chance to OHKO, guaranteed w/SR]
Head Smash vs. 248/0 Starmie: 89 - 105% [31% chance to OHKO, guaranteed w/SR)
Gunk Shot vs. 248/104+ Mega Altaria: 87 - 103% [19% chance to OHKO, guaranteed w/SR]
Head Smash vs. 248/0 Politoed: 83 - 98%[69% chance to OHKO w/SR]
Head Smash vs. 96/0 Manaphy: 69 - 82% [2HKO]
Gunk Shot vs. 0/4 Keldeo: 68 - 80% [2HKO]
Gunk Shot vs. 248/0 Politoed: 67 - 79% [2HKO]
Head Smash (Burned) vs. 248/0 Mega Charizard X: 65 - 76% [2HKO]
Gunk Shot vs. 96/0 Manaphy: 55 - 65% [2HKO]
Head Smash vs. 4/252+ Chansey: 52 - 62% [2HKO]
Head Smash vs. 252/252+ Mega Sableye: 51 - 61% [2HKO]
Head Smash vs. 0/4 Keldeo: 42 - 50% [cannot switch in twice w/SR]
Head Smash (Burned) vs. 96/0 Manaphy: 35 - 41% [Head Smash + Head Smash (Burned) = 104 - 123%; 2HKO]

Head Smash vs. 252 / 144+ Hippowdon: 21 - 25%
Head Smash vs. 252/88+ Ferrothorn: 24 - 28%
Head Smash vs. 252 / 164+ Garchomp: 24 - 29%
Head Smash vs. 0/4 Excadrill: 26 - 31%
Head Smash vs. 0/4 Mega Metagross: 29 - 35%
Head Smash vs. 252/252+ Mega Slowbro: 30 - 36%
Head Smash (-1 Atk) vs. 252/240+ Landorus-T: 35 - 41%
Head Smash vs. 252/252+ Skarmory: 43 - 51% [48% chance to 2HKO w/SR; 3HKO w/o SR]
Head Smash vs. 252/232+ Slowbro: 44 - 52% [shaky check unless at full health]
Head Smash vs. 248 / 0 Mega Scizor: 50 - 59% [2HKO]
Head Smash (-1 Atk) vs. 0/24 Landorus-T: 56 - 66% [2HKO]
Head Smash vs. 0/0 Mega Scizor: 67 - 79% [2HKO]
The SpA is 85 because I don't think the CAP will be at all tempted to use special attacks and I really don't like the aesthetics of using dump stats when we have well over 600 base stat points to work with. You can do a lot of BSR fudging and stat inflation by using an unreasonably low SpA stat, and I didn't feel that was necessary or desirable here. If you are even remotely worried about the viabilty of CAP using Hidden Power: neutral-nature 0 SpA CAP HP-Ice vs. 252/76 Garchomp: 38 - 46% [3HKO]; HP-Fire vs. 252/168 Ferrothorn: 33 - 40% [3HKO]; HP-Fire vs. 248/176 Mega Scizor: 38 - 45% [6% chance to 2HKO w/SR, weaker than Head Smash]; Garchomp and Ferrothorn can each OHKO the CAP, and Mega Scizor 2HKOs first with priority. Unless this thing's movepool is total garbage, there is no way these moves could make it onto a moveset.

I chose 114 Speed simply to sandwich the CAP between Serperior, who we want to beat, and Starmie, who we want to lose to when it runs its secondary STAB (a.k.a. offensive Starmie). This speed range I believe is essential for giving Mega CAP a broad grouping of balance-threatening Pokemon to check/revenge for its team so as to differentiate it from something like Heatran. By outrunning all of Manaphy, Keldeo, Thundurus, and Serperior, the CAP can effectively carve out a niche for itself as an offensive glue for balance teams. Of the Pokemon on our threat list that still outrun this spread, Tornadus-T cannot muster more than 36% damage (Superpower) with any of its attacks, and Jolly Talonflame can only 2HKO after a Swords Dance. Weavile can 2HKO with Knock Off (69% chance) or Icicle Crash (guaranteed), but under no circumstances can it switch into either Head Smash or Gunk Shot without being OHKO’d, so that’s more of a tossup if neither can switch into the other confidently.

The base form has 104 Spe because I felt it was important to always have the speed advantage against Charizard-Y (especially EQ variants), which can actually 2HKO the CAP with Sun-boosted Fire Blast (51 - 60%). With Regenerator, the CAP can switch directly into this attack twice if those are its only two turns on the field, and by outrunning it in base form, CAP has the option at any time to Mevo before going for the Head Smash to avoid the recoil or to stay in base form and go for the KO while keeping Regenerator for later use (keep in mind, though, that Head Smash in base form vs. either a full-health, 0 HP EV Charizard or a Rocky Helmet Ferrothorn/Garchomp switch-in means losing around 42% HP from recoil and could very well KO the CAP in return if it switched into an attack). Or, if Charizard is weakened or took Stealth Rock damage, Gunk Shot can be relied upon for the KO (70 - 82%). 104 Spe also outruns unboosted Charizard X, Volcarona, Manaphy, and Kyurem-B. All four of these targets are 2HKO'd by Gunk Shot (Manaphy requires Stealth Rock damage though), and obviously all of them but Manaphy are OHKO'd by Head Smash (Manaphy is still 2HKO'd), so CAP has the option to Mevo against all of them and still go first, although it's nice that Gunk Shot can create less of a reliance on Head Smash for the base form.

Defenses: 106 / 65 75 / 85 125

By adding 4 EVs, the HP stat conveniently reaches a multiple of 3, granting an extra point of Regenerator healing. The resulting 354 HP is neither divisible by 8 nor by 16, so there is no extra damage from entry hazards or Leech Seed (obviously no damage at all in Mega form), which is pretty neat. A higher-than-average HP means that in some instances the base form will actually be able to use Head Smash without dying, which may come in handy in emergency situations. A much lower HP stat would either lock the CAP out of using Head Smash in base form altogether, or it would lock it into a purely revenge-killing role where it never switches into attacks and just abuses Regenerator to cover for Head Smash recoil. I don't think either of those options is a good way to play this CAP, so I gave the spread just a bit of breathing room, enough to typically be able to switch into a resisted attack, launch an attack, switch out and heal, and then switch into that attack one more time before Head Smash becomes a 1-for-1-type situation.

The PT of this spread is fairly low and barely enough to take on Adamant Talonflame's Sharp Beak Brave Bird in base form (42 - 49%), to avoid a 2HKO from Choice Band Talonflame in Mega form (42 - 50%), and to survive up to a +2 Brave Bird in Mega form (71 - 84%), so Talonflame is covered. The low PT acts as a bit of balancing force against the power of the CAP's other stats, as it was important to me to make sure the CAP doesn't survive any OU Earthquakes and is also reliably beaten by offensive Mega Scizor's Bullet Punch (86 - 102% vs. mega form; 95 - 114% vs. base form). Mega CAP is never OHKO'd from full health by Choice Specs Keldeo's Secret Sword (83 - 98% vs. base form, 74 - 88% vs. mega form) and can outrun and 2HKO in return. I wouldn't recommend switching into Choice Band Azumarill, but if you're absolutely sure it's going to use Play Rough, then you can get by switching in CAP in base form (54 - 63%; 21 - 30% after Regenerator) and OHKOing it with Gunk Shot. For the base form in general, Regenerator is vital for switching into powerful resisted hits multiple times, and it gets the job done in that respect. The decision of when to Mega Evolve is going to hinge greatly on how much the team relies on CAP's specific resistances.

Special Defense gets the biggest buff upon Mega Evolution, in part to compensate for the loss of healing from Regenerator. 106 / 125 is a meaty ST even with just the 4 HP EVs, taking 99% maximum damage from Choice Scarf Keldeo's Hydro Pump and granting a 50% chance of surviving Choice Specs Keldeo's Scald from full health. Rotom-W can manage a low-end 2HKO with Hydro Pump (58 - 68%) and so can unboosted Manaphy with Scald (56 - 67%), but both are easily 2HKO'd, so CAP wins those matchups with a good amount of HP to spare. Mega Gardevoir's Hyper Voice only manages 26 - 31% and it is outsped and OHKO'd by either of CAP's STAB attacks (watch out for Psyshock). Charizard-Y loses its ability to 2HKO the CAP upon Mega Evolution (36 - 43% from Sun-boosted Fire Blast) unless it runs Earthquake.
vs. [insert OU Pokemon here] Earthquake: OHKO
vs. Ferrothorn Gyro Ball: OHKO
vs. SpD Heatran Earth Power: OHKO
vs. LO Starmie Hydro Pump / Psyshock: OHKO
vs. Choice Band Azumarill Aqua Jet: 95 - 114% [75% chance to OHKO]
vs. LO Latios Draco Meteor: 90 - 106% [38% chance to OHKO, guaranteed w/SR]
vs. Mega Slowbro Psyshock: 87 - 93% [25% chance to OHKO, 94% w/SR]
vs. 252+ Manaphy Scald: 77 - 92% [25% chance to OHKO w/SR]
vs. 0 SpA Politoed Scald (Rain): 77 - 92% [25% chance to OHKO w/SR]
vs. Mega Metagross Bullet Punch: 75 - 88% [6% chance to OHKO w/SR]
vs. Mega Slowbro Scald: 70 - 83% [2HKO]
vs. LO Latios Psyshock (-2 SpA): 68 - 82% [2HKO]
vs. Mild LO Kyurem-B Ice Beam: 64 - 76% [2HKO]
vs. LO Serperior Leaf Storm: 62 - 73% [2HKO] (+2 SpA: OHKO)
vs. LO Thundurus-I Thunderbolt: 60 - 71% [2HKO] (+2 SpA: OHKO)
vs. Skarmory Iron Head: 58 - 68% [2HKO]
vs. 0 SpA Starmie / Slowbro Scald: 56 - 66% [2HKO]
vs. [insert OU Pokemon here]* Earthquake: OHKO
vs. Ferrothorn Gyro Ball: OHKO
vs. LO Starmie Psyshock: OHKO
*vs. Timid Mega Charizard-Y Earthquake: 96 - 113% [75% chance to OHKO]
vs. LO Starmie Hydro Pump: 91 - 108% [50% chance to OHKO]
vs. Choice Band Azumarill Aqua Jet: 86 - 102% [13% chance to OHKO]
vs. Mega Slowbro Psyshock: 78 - 92% [2HKO]
vs. SpD Heatran Earth Power: 77 - 90% [2HKO; Lava Plume + Earth Power = 90 - 105%]
vs. Mega Metagross Bullet Punch: 67 - 79% [2HKO]
vs. LO Latios Draco Meteor: 65 - 76% (-2 SpA: 32 - 38%) [reliable 2HKO]
vs. LO Latios Psyshock (-2 SpA): 62 - 73% [2HKO]
vs. 252+ Manaphy Scald: 57 - 67% [2HKO]
vs. 0 SpA Politoed Scald (Rain): 56 - 66% [2HKO]
vs. Skarmory Iron Head: 54 - 64% [2HKO]
vs. Mega Slowbro Scald: 51 - 60% [2HKO]
vs. Mild LO Kyurem-B Ice Beam: 47 - 55% [69% chance to 2HKO]
vs. LO Serperior Leaf Storm: 45 - 53% [35% chance to 2HKO] (+2 SpA: 90 - 106%; 38% chance to OHKO)
vs. LO Thundurus-I Thunderbolt: 43 - 52% [11% chance to 2HKO] (+2 SpA: 87 - 103%; 19% chance to OHKO)
vs. 0 SpA Starmie / Slowbro Scald: 41 - 48% [3HKO]
 
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HeaLnDeaL

Let's Keep Fighting
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WIP

Base: 70 / 104 / 95 / 69 / 132 / 99 | BST: 569

Mega: 70 / 134 / 110 / 69 / 177 / 109 | BST: 669


I have a ton of HW to attend to, so I'll edit in the details later. Note for now that this is highly WIP, without fine tuning in any areas so far except for ST.

I think low HP is very important so that the base can't fully abuse Head Smash + Regenerator + non-mega stone item. I don't particularly mind the base being good on its own, but I do not want it to outclass the mega and I feel that with high HP CAP 21 would rather run an orb or something and spam head smash and fully recover / nearly fully recover HP just by switching out.

I also want to push the boundaries of ST, since I think we need a lot of special bulk to take on a larger percentage of the bulky waters. 70/177 special bulk lets on survive a Choice Specs Keldeo scald most of the time, or all of the time assuming no hazard damage and no burn with only minimal EV investment (4 s def EVs).

252 SpA Choice Specs Keldeo Scald vs. 0 HP / 4 SpD CAP21: 236-278 (83.9 - 98.9%) -- guaranteed 2HKO

Certainly this does not mean we can always beat Keldeo, but it makes it strongly consider switching out if locked into scald over Hydro Pump. This ST also allows us to survive a hit from Manaphy in the rain, but of course Tail Glow Manaphy will still win if it is able to freely set up.

I might end up lowering my mega speed, not sure, but a lot of people think outspeeding Keldeo is important so for now I have it at 109. We can't truly out tank specs hydro pump without breaking our limits, so outspeeding it does somewhat make sense.

More to come later, expect some changes, etc etc.
 
Final Submission

CAP 21 Base Form

HP: 85
Attack: 115
Defense: 85
Special Attack: 30
Special Defense: 113
Speed: 101
BST: 529

PS: 178
PT: 128
SS: 61
ST: 172
BSR: 290



CAP 21 Mega Evolution:

HP: 85
Attack: 135 (+20)
Defense: 110 (+25)
Special Attack: 40 (+10)
Special Defense: 150 (+37)
Speed: 109 (+8)
BST: 629 (+100)

PS: 221 (+43)
PT: 164 (+36)
SS: 74 (+13)
ST: 226 (+54)
BSR: 386 (+96)


Justification:

I wanted to make a mon who's base form appeals enough to be used in isolation but also doesn't overshadow its own mega. Speed is really important in this aspect, but so is attack power and bulk, so I increased all of it by a certain amount.

BASE FORME

The HP stat is pretty average for this CAP, which gives it reason to use Head Smash occasionally as base form, because of Regenerator. However, The HP stat is too low for repeated use of it. This HP stat also gives us a decent amount of leeway when it comes to bulk.

Attack stat in base form is a fairly good 115 stat. This gives us the following calcs:
Code:
Manaphy

252 Atk CAP Head Smash vs. 80 HP / 0 Def Manaphy: 225-265 (62.3 - 73.4%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP Stone Edge vs. 80 HP / 0 Def Manaphy: 151-178 (41.8 - 49.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk CAP Gunk Shot vs. 80 HP / 0 Def Manaphy: 180-213 (49.8 - 59%) -- 74.2% chance to 2HKO after Leftovers recovery

Keldeo

252 Atk CAP Gunk Shot vs. 0 HP / 0 Def Keldeo: 196-232 (60.6 - 71.8%) -- guaranteed 2HKO

Gyarados [Base]

-1 252 Atk CAP Head Smash vs. 88 HP / 4 Def Gyarados: 362-428 (102.5 - 121.2%) -- guaranteed OHKO
-1 252 Atk CAP Stone Edge vs. 88 HP / 4 Def Gyarados: 242-288 (68.5 - 81.5%) -- guaranteed 2HKO after Leftovers recovery
-1 252 Atk CAP Gunk Shot vs. 88 HP / 4 Def Gyarados: 145-172 (41 - 48.7%) -- guaranteed 3HKO after Leftovers recovery

Rotom-Wash

252 Atk CAP Head Smash vs. 248 HP / 216+ Def Rotom-W: 160-189 (52.8 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
252 Atk CAP Stone Edge vs. 248 HP / 216+ Def Rotom-W: 106-126 (34.9 - 41.5%) -- 77.7% chance to 3HKO after Leftovers recovery
252 Atk CAP Gunk Shot vs. 248 HP / 216+ Def Rotom-W: 127-151 (41.9 - 49.8%) -- guaranteed 3HKO after Leftovers recovery

Mega Diancie

252 Atk CAP Head Smash vs. 0 HP / 0 Def Mega Diancie: 207-244 (85.8 - 101.2%) -- 12.5% chance to OHKO

Landorus-T

-1 252 Atk CAP Head Smash vs. 0 HP / 24 Def Landorus-T: 160-189 (50.1 - 59.2%) -- guaranteed 2HKO
-1 252 Atk CAP Stone Edge vs. 0 HP / 24 Def Landorus-T: 106-126 (33.2 - 39.4%) -- 100% chance to 3HKO
-1 252 Atk CAP Head Smash vs. 252 HP / 240+ Def Landorus-T: 118-139 (30.8 - 36.3%) -- guaranteed 4HKO after Leftovers recovery

Suicune

252 Atk CAP Head Smash vs. 252 HP / 252+ Def Suicune: 147-174 (36.3 - 43%) -- 97.2% chance to 3HKO after Leftovers recovery
252 Atk CAP Stone Edge vs. 252 HP / 252+ Def Suicune: 99-117 (24.5 - 28.9%) -- possible 5HKO after Leftovers recovery

Clefable

252 Atk CAP Gunk Shot vs. 252 HP / 252+ Def Clefable: 318-374 (80.7 - 94.9%) -- guaranteed 2HKO after Leftovers recovery

Heatran

252 Atk CAP Head Smash vs. 248 HP / 0 Def Heatran: 214-253 (55.5 - 65.7%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP Stone Edge vs. 248 HP / 0 Def Heatran: 144-169 (37.4 - 43.8%) -- 100% chance to 3HKO after Leftovers recovery

Hoopa-Unbound

252 Atk CAP Head Smash vs. 0 HP / 4 Def Hoopa-U: 339-399 (112.6 - 132.5%) -- guaranteed OHKO
252 Atk CAP Stone Edge vs. 0 HP / 4 Def Hoopa-U: 226-267 (75 - 88.7%) -- guaranteed 2HKO
252 Atk CAP Gunk Shot vs. 0 HP / 4 Def Hoopa-U: 271-319 (90 - 105.9%) -- 37.5% chance to OHKO

Mega Scizor

252 Atk CAP Head Smash vs. 0 HP / 0 Def Mega Scizor: 169-199 (60.1 - 70.8%) -- guaranteed 2HKO
252 Atk CAP Head Smash vs. 248 HP / 0+ Def Mega Scizor: 153-181 (44.6 - 52.7%) -- 25.4% chance to 2HKO
252 Atk CAP Stone Edge vs. 0 HP / 0 Def Mega Scizor: 112-133 (39.8 - 47.3%) -- guaranteed 3HKO
252 Atk CAP Stone Edge vs. 248 HP / 0+ Def Mega Scizor: 102-121 (29.7 - 35.2%) -- 21.8% chance to 3HKO
One of the important things to note is that Head Smash gaurantees a lot of 2hko's and OHKO's that Stone Edge and Gunk Shot fail to reach. This gives the base form reason to use Head Smash over Stone Edge even if it never mega-evolves, because of the benefits from Regenerator and potential Leftovers. Life Orb may be a worry, though Head Smash is still plenty more powerful than Life Orb Stone Edge.

Defense stat gives us a little bit of breathing room when fighting things we resist, most importantly Talonflame, without removing our massive weakness to Earthquakes, all of which still OHKO us assuming we have no investment. With our defense stat and no investment, Talonflame can still fail to OHKO CAP, even at +4. With Regenerator, Talonflame (aside from shuca berry lure sets) doesn't bother us much at all. Even when burned, CAP still OHKO's with either Stone Edge or Head Smash.

+4 252 Atk Sharp Beak Talonflame Brave Bird vs. 0 HP / 0 Def CAP: 293-345 (94.2 - 110.9%) -- 62.5% chance to OHKO

Special Attack is abysmally low to smash any idea of lure-sets with Hidden Powers. Even with Modest, max investment, and Life Orb, you get this calc:

252+ SpA Life Orb CAP Hidden Power Ice vs. 252 HP / 4 SpD Garchomp: 192-229 (45.7 - 54.5%) -- 49.6% chance to 2HKO

Special Defense is pretty high for our base to allow us to tank some hefty Water attacks. Of course, this mainly helps with fighting Water types, but it also allows us to shrug off some other super effective/powerful hits as well while retaining our weakness to be OHKO'ed by most powerful super effective hits.

252 SpA Manaphy Surf vs. 0 HP / 0 SpD Abomasnow: 222-264 (71.3 - 84.8%) -- guaranteed 2HKO
252 SpA Keldeo Scald vs. 0 HP / 0 SpD Abomasnow: 236-278 (75.8 - 89.3%) -- guaranteed 2HKO
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD CAP: 222-264 (71.3 - 84.8%) -- guaranteed 2HKO

Speed is going to be very important for this CAP, and 101 is ideal for a lot of reasons; with maximum investment, we outspeed Manaphy, Charizard, Gardevoir, Mew, Celebi, and Zapdos. All of which, we can threaten with STAB moves, and prevent them from switching into us altogether. We also outspeed everything below, such as Landorus-T, Altaria, etc,. Lastly, this leaves us outsped by max-invested Garchomp and above, who should naturally threaten us; besides, Garchomp destroys us regardless. This speed stat is also really important, because it forces the player's hand to choose Jolly most of the time due to the advantage that this speed stat represents.

MEGA FORME

(All calcs are using Mega stats from now on)
The mega forme has increased stats in every stat except HP. There are 10 wasted stats in Special Attack in order to not increase the CAP's abilities to a ridiculous degree, while still not letting this CAP have potential for special attacking sets.

The attack stat is buffed 20 points, which in combination with Magic Guard and Head Smash, results in an incredibly spammable main STAB move with a nice secondary STAB move for hitting a multitude of rock resists, notably Keldeo. Even resists such as Mega Metagross take a massive chunk of damage:

252 Atk CAP Head Smash vs. 0 HP / 0- Def Metagross: 111-132 (36.8 - 43.8%) -- guaranteed 3HKO

The Defense is buffed in order to handle bird spam easier due to the lack of Regenerator. Notably, this hard-walls every variant of Talonflame not carrying Natural Gift, while also tanking some rather strong attacks:

252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def CAP: 222-264 (71.3 - 84.8%) -- guaranteed 2HKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def CAP: 218-260 (70 - 83.6%) -- guaranteed 2HKO

Special Defense is buffed massively upon mega Evolution, completing the CAP's "role" as a tanking behemoth. While still weak to several water attacks, CAP can tank them really well; choice scarf Keldeo fails to OHKO us with any move. In addition to this, Clefable can never truly threaten us now aside from Thunder Wave.

252 SpA Keldeo Hydro Pump vs. 0 HP / 0 SpD CAP: 254-300 (81.6 - 96.4%) -- guaranteed 2HKO
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD CAP: 174-206 (55.9 - 66.2%) -- guaranteed 2HKO
0 SpA Clefable Hidden Power Ground vs. 0 HP / 0 SpD CAP: 116-140 (37.2 - 45%) -- guaranteed 3HKO

Mega Speed, perhaps the most important stat this CAP has, further influences the player's decision to choose Jolly. This allows the CAP to outspeed Keldeo and below, while still being revenge killed by Mega Diancie, Lati@s, Mega Gallade, and other base 110's and above. Outspeeding Keldeo is especially important, because that lets the CAP handle it rather well. Scarf variants cannot KO us without Modest (Rare for scarf sets), and Specs sets cannot outspeed us, allowing the CAP to handle it with Gunk Shot after it's weakened just a tad bit.

252 Atk CAP Gunk Shot vs. 0 HP / 0 Def Keldeo: 220-261 (68.1 - 80.8%) -- guaranteed 2HKO
 
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Final Submission

100 / 117 / 80 / 55 / 105 / 93

PT: 134.754
ST: 177.839
PS: 164.87
SS: 87.932

BSR: 307.132

HP: I did not use any particular metric with HP, I chose base 100 HP as a benchmark which I modeled the defensive stats around. The defensive stats are where they are because of the HP range. (EDIT: I know some people mentioned they did not want the base forme to abuse Regenerator + Head Smash, but with my proposed BST, I do not think that is much of an issue. With Magic Guard, our CAP already has a sufficient enough incentive to Mega involve instead of using Life Orb or Choice Band to augment its attack, since being able to go spam Head Smash without any recoil or residual damage from Iron Barbs / Rocky Helmet / Rough Skin is already a very appealing aspect to take advantage of.

Attack: Base 117 Attack puts the CAP in range to do cleanly OHKO Clefable while holding a Life Orb, in addition to dealing lasting damage to Manaphy and Keldeo with Gunk Shot. Most specifically, base 117 attack with Life Orb almost always 2HKOs max HP + defense Manaphy with Head Smash, though this was more of a benchmark because there are still plenty of disadvantages to not using the Mega forme. However, it should be noted that Life Orb / Choice Band does hit harder than the Mega CAP by a small amount, at the cost of being vulnerable to residual and recoil damage. I am personally not bothered that a Life Orb or Choice Band boosts this attack stat higher than the Mega's base attack, because recoil from Head Smash, even with Regenerator, is still detrimental, considering that hazards + contact damage from Ferrothorn / Garchomp is still going to add up really quickly.

Defense: I was not really thinking of benchmarks in terms of physical defense, but being in range to be OHKOd by Blackglasses Bisharp / potentially avoid OHKO from Adamant Mega Scizor's Bullet Punch / being able to pivot into Talonflame (100 / 80 avoids 2HKO from Banded Talon) is a suitable enough range for this CAP. The Talonflame mention is the most important, since our CAP is supposed to check it, and avoiding the 2HKO from it without any Swords Dance boosts should be a priority in order to sufficiently pressure it

Special Attack: Not particularly important, it is this low so as to avoid inflating the BSR, and our CAP does not really need Special Attack that much anyways. I know these seems poorly reasoned, but I personally do not feel that Special Attack is at all necessary to invest in.

Special Defense: 100 / 105 bulk is enough to avoid 2HKO from LO Torn-T's Focus Blast without investing into bulk whatsoever. I felt this was necessary for our CAP, because it allows it to threaten a top threat it checks without risking being 2HKOd at full health, unlike some other Pokemon it is supposed to check.

Speed: Enough for Landorus-T so nailing it with Taunt / Toxic / pick off attack whatever we choose to throw at it we can do without being outsped. I felt this range, at the minimum, was necessary, since being able to cripple it before being OHKOd would be a convenient tool for our CAP to use so its teammates can capitalize on it.

100 / 157 / 100 / 60 / 140 / 93

PT: 166.652
ST: 234.456
PS: 225.458
SS: 93.8725
BSR: 407.559

HP: See explanation above
Attack: Base 157 Attack is enough to 2HKO Skarmory, max defense Mega Scizor and Slowbro with Head Smash after Stealth Rock while doing enough damage to Manaphy and Keldeo to dissuade them from switching in. I felt a high attack was most necessary to bring out the strengths of the STAB's Rock typing, and rather than focus on making it an offensive threat with balanced attack and speed (like Mega Lopunny or Mega Manectric), I chose to gave it high attack and only sufficient speed to put it at a critical benchmark.

Defense: I would have brought this stat higher so this Mega CAP can switch into Weavile, but BSR restraints kept me from doing such. This was again more of a benchmark, but I wanted to give our CAP more breathing room against Swords Dance Talonflame and an Aqua Jet from Azumarill, since our CAP was losing Regenerator and was going to need some higher defense to compensate.

Special Attack: Not important, I could not have brought it any higher anyways due to BSR restraints.

Special Defense: With 100 / 140 special bulk, our CAP is unlikely to take higher than 40% from Timid Zard Y's Fire Blast, which was the main metric I used to measure special defense. If our CAP could avoid being 2HKOd by such a powerful wallbreaker that it is meant to check, then I knew it had sufficient enough special bulk. An unboosted Hydro Pump from Keldeo also fails to OHKO without hazards up, which, while not my original intent on determining my Special Defense, is a necessary capability for our CAP so as to put more pressure on Keldeo.

Speed: Base 93 speed becomes more important for the Mega CAP, since STAB Head Smash does a considerable amount of damage even to defensive sets (they can take up to 45% from Head Smash). I wanted to refrain from bringing the CAP's speed too high, since it already hits absurdly hard and I wanted it to be vulnerable to offensive pressure from Kyurem-B and Manaphy (remember, we only have to threaten Manaphy, not outspeed it) so more offensive teams had a way of dealing with it.
 
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jas61292

used substitute
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Hey everyone. Before we get too far, I just want to talk a bit about what I mentioned at the end of the limits thread as far as mega stat abuse. As already mentioned in the OP, we already have rules against BSR abuse, which is taking advantage of the math of stat limits to try and get optimum stats within the limits. While what I want to mention here is not quite the same, it is in a similar vein. As you all know, a mega evolution only gains 100 base stat points over its base form. This is pretty much a hard limit (Alakazam is a weirdo), and (at least when it comes to this project) there is simply no circumventing that. With that said, not all stats are created equal, and there are two main ways I have noticed that one could abuse this limit, and I just want to outline them for you here.

The first way is, very similarly to a frequent type of BSR abuse, utilizing an absurdly high HP stat. Now, very high HP in and of itself is not any sort of abuse, but it opens up opportunities for it through the defenses. The fact is that the higher your base HP is, the further each point of defense goes. This means that with higher HP, you can cause greater increases to your defensive stats using fewer stat points. For example, lets say you are trying to make a Pokemon with a Physical Tankiness of ~150 in its base, and ~200 in its mega form (yeah, this is not our CAPs limits. Its just an example). Trying to get as close as possible to those marks, with a base HP of 50, you would need to go from 134 Def to 179 Def, or, in other words, spend 45 of your 100 mega points on defense. If you bump that HP up to 100, then you would only need to go from 90 to 121, or an increase of 31 points. Now that is just a function of how stats work, and as long as the HP is reasonable, its just how it is. Using base 100 HP is certainly not any kind of abuse. But if you start to get really up there, well... let me just tell you. With a base HP of 150, the increase in Def drops to 24 points. At 200 HP, it goes down to 20, and at base 250 HP, you would only need to bump Defense by 17 points. So, what exactly is my point here? Its that using a stupid high HP stat for the reason of saving a chunk of those 100 mega points would be something I would view as abuse of the system and not allow it to make it to a poll. It might not be quite the same as BSR abuse, but as the OP says about BSR limits, the 100 point mega limit is to restrict what you can do, and not to give you a license to abuse the system.

The other way, which may be a lot more obvious, is overly abusing stat drops on mega evolution. Yes, some Pokemon lose points in stats when they mega evolve, and, as sparktrain alluded to, it is not something that we are outright banning. But, with that said, mega evolution have worked a certain way to this point, and our goal should not be to abuse the things that there is not 100% consistent precedent for. Lets look for a minute at the existing mega Pokemon. There are currently 48 mega evolutions, and of those, only nine lose points in any stat when they mega evolve. Of those nine, six of them (Abomasnow, Ampharos, Camerupt, Garchomp, Heracross, and Sableye) lose points in speed. The other three Pokemon include Beedrill, who's base stats are so pathetic that citing it for any sort of precedent with the kind of stats we will be having is an absolute joke, and Diancie, who completely changes its role altogether. While the latter type of change is not out of the question, it is not something I really think we will be doing here. This just leaves Mega Mewtwo Y and its lowered Defense as the only real example of a Pokemon that loses a non-Speed stat without an obvious need. So with all that said, what I am really trying to get at here is that, you really need to tread carefully if you are even thinking about lowering a stat upon mega evolution. There is not, and really should not be a hard and fast rule about what is and is not allowed here, and I truly do believe that the contributors to this project are significantly more rational than the makers of random mega evolutions I see elsewhere on the internet, and therefore this reminder is probably unnecessary. But abuse is certainly possible here, so just know that while there is not a specific rule, we will know abuse when we see it.

That's all I have to say on this for now. I'm liking what I am seeing so far, so lets keep it up.
 
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Final Submission

BASE:
HP: 115/ATK: 100/DEF: 77/SP ATK: 44/SP DEF: 80/SPD: 109
PT: 143 (Good)
ST: 151 (Very Good)
PS: 158 (Very Good)
SS: 80 (Below Average)
BSR: 286 (Good)
BST: 525


MEGA:
HP: 115/ATK: 125/DEF: 87/SP ATK: 64/SP DEF: 120/SPD: 114
HP: +0/ATK: +25/DEF: +10/SP ATK: +20/SP DEF: +40/SPD: +5
PT: 161 (Good)
ST: 222 (Fantastic)
PS: 209 (Fantastic)
SS: 108 (Above Average)
BSR: 394 (Excellent)
BST: 625

MEGA Explanation:


So we start with the HP. There are a few reasons the HP is special for this mon. Firstly, because mons keep the same HP stat after they mega-evolve, we need the Mega to have Health total divisible by 3 with 4 HP EVs. Substitute makes it substantially easier for Mega CAP to attack with impunity on Water types, as most of the mons we beat have to switch out. It's also good with Regenerator in case they switch in a Ground type, as Regenerator heals more than you lost. So it's also important that we maximize the size of the Substitute, meaning we also want a final health total divisible by 4. Thus, our HP after 4 HP investment should be divisible by 12. The other relevant piece of information is that HP effects how it receives Wishes. Given how good Magic Guard is defensively and that we're already gaining 1/3 of our health from switching out in base form, we should probably not be getting huge chunks of health back from Wishes. Thus, we should have base HP probably higher than 105. The smallest total that achieves all these goals is 109, but 115 is a nicer number. With 4 HP, we have 372 Health, 93 HP Substitutes, and 124 HP returns of Regenerate. With 148 HP EVs, you can even reach 408 HP, which not only fits all our criteria, but also has 102 HP Subs against Chansey. It also means Head Smash isn't something we can only reasonably do in Mega form. Given the base form has to carry Head Smash if we want the Mega to do the same, we should make sure Head Smash isn't just useless on base.

I'm going to talk about Speed next. 114 Speed let's us outspeed non-Scarfed Keldeo, Serperior, Tornadus-T, and non-Speed invested Talonflame, assuming Jolly. The things that beat us tend to be slow and powerful (Barring Lando, which outspeeds us with Scarf at this speed), so Speed doesn't really impact our ability to get countered, but it does highly impact our ability to actually beat the things we want to beat. Outspeeding means we need less bulk to do the job we need to do, particularly in regards to the fast Flying types that plague the tier.

We'll discuss Defense now. Simply put, this avoids the 2HKO from Banded Brave Bird on Talonflame, Scarfed Secret Sword on Keldeo, and Life Orb Knock Off from Weavile. Needless to say, we want this to be the case. At this point, it isn't so high that Bisharp can't OHKO with Iron Head, even if it hasn't managed a Swords Dance yet. Scizor also gets the 2HKO with Bullet Punch (OHKO if Swords Dance has gone up) Simply put, it's a very fine balance.

252 Atk Life Orb Weavile Knock Off vs. 4 HP / 0 Def CAP: 148-175 (39.7 - 47%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 Def CAP: 132-156 (35.4 - 41.9%) -- guaranteed 3HKO
252 SpA Keldeo Secret Sword vs. 4 HP / 0 Def CAP: 156-184 (41.9 - 49.4%) -- guaranteed 3HKO
252 Atk Life Orb Bisharp Iron Head vs. 4 HP / 0 Def CAP: 374-439 (100.5 - 118%) -- guaranteed OHKO
84 Atk Technician Mega Scizor Bullet Punch vs. 4 HP / 0 Def CAP: 218-260 (58.6 - 69.8%) -- guaranteed 2HKO

So there really isn't any relevance to the Attack at all, barring that it's the stat we use to spam Head Smash and really only Head Smash, given it's more powerful than any other move we can have barring the very specific case of Fighting, Grass, and Fairy types, in which case Gunk Shot just barely squeezes out. It kills basically everything on our list with Adamant Nature. What's important is that it doesn't kill everything if it has the Jolly nature. It actually has to take some hits if it wants to destroy the format, but if it wants to outspeed the format, it can't kill everything. For example:

252+ Atk CAP Head Smash vs. 0 HP / 0 Def Mega Diancie: 241-285 (100 - 118.2%) -- guaranteed OHKO
This means it can never switch in, but always Revenge kills by virtue of speed.

252 Atk Abomasnow Head Smash vs. 0 HP / 0 Def Mega Diancie: 220-259 (91.2 - 107.4%) -- 43.8% chance to OHKO
It doesn't always die in one shot, but it does OHKO back. But you outspeed, so again, an unsafe switch in.

Special Defense is basically built around the fact that Keldeo with a Scarf shouldn't OHKO and Charizard-Y shouldn't 2HKO with Fire Blast (Still more powerful against us in the sun than Solarbeam).

252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD CAP: 306-362 (82.2 - 97.3%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 0 SpD CAP in Sun: 134-158 (36 - 42.4%) -- guaranteed 3HKO

Special Attack is basically here so that the base form doesn't have to be stripped to its core in order to lose 100 BTS. It also cleans the stats to a nice even 625.

BASE Explanation:

Same order as before. HP is the same as before, and has already been justified. Basically, this mon has been saddled with Head Smash because the Mega form wants it, so it shouldn't chunk off all its health trying to hit anything. This is a relevant Sub number and a relevant Regenerator number. That's really all there is to say.

Speed means that we don't outspeed Tornadus-T and Serperior before Mega Evolution, but we do outspeed Specs Keldeo. Since we don't beat Keldeo on principle, but we do beat Tornadus-T on principle, this is a reasonable enough sacrifice. If we need to have already Mega-evolved to beat Serperior, I don't think that's unreasonable to ask.

Defense is set based on the fact that we still need to take 2 Brave Birds from Banded Talonflame no matter which form we're in, and this is the total that gets us where we want to be. We are slightly weaker to Weavile this way (You actually need to be running the 148 HP EV version to avoid the 2HKO from Knock Off), but Regenerator is actually pretty good at covering for bad predictions.

252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 CAP: 146-172 (39.2 - 46.2%) -- guaranteed 3HKO
252 Atk Life Orb Weavile Knock Off vs. 148 HP / 0 Def CAP: 164-192 (40.1 - 47%) -- guaranteed 3HKO

So we're going to have the base form be the one that counters Mandibuzz. We dodge Foul Play 2HKO and 2HKO back whether we're an offensive or defensive set. We also secure OHKOs on all the mons weak to Head Smash or Gunk Shot barring invested Bold Clefables, which don't see play right now and can't damage you back or even PP stall you, and defensive Special Altarias, which also can't actually damage CAP and also can't PP stall you. Offensive physical Altarias gets one shot, as well.

108 Atk CAP Head Smash vs. 248 HP / 136+ Def Mandibuzz: 276-326 (65.2 - 77%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP Head Smash vs. 248 HP / 136+ Def Mandibuzz: 314-372 (74.2 - 87.9%) -- guaranteed 2HKO after Leftovers recovery
252 Atk CAP Gunk Shot vs. 0 HP / 4 Def Mega Altaria: 302-356 (103.7 - 122.3%) -- guaranteed OHKO

Special Defense is pretty lean on the base form. This is for two reasons. Firstly, because CAP has Regenerator and is very fast, it's actually far more artificially bulky that it seems. For instance, let's look at this figure:

252 SpA Mega Charizard Y Fire Blast vs. 148 HP / 0 SpD CAP in Sun: 180-212 (44.1 - 51.9%) -- 14.1% chance to 2HKO

At first, it looks like even the Bulkier sets run into the problem that they get 2HKOd by Char-Y, but that's not really the case. Char is still slower than CAP, so it has to switch away or get one shot. The opponent switches into something that resists Head Smash taking little damage and dealing little to you in the process, and you switch out. Now when Charizard revs up for another Fire Blast, you can switch in again with the Regenerator healing buff, without automatically dying.

There's another reason this is significantly less bulky Specially defensively than the Mega form is the Assault Vest. Simply put, we're a very Specially Defensive pokemon with several commonly Special weaknesses. The easiest way conceptually to dodge these weaknesses is to go Careful bulky and slap on an Assault Vest, leaving really only our EQ weakness to really hold us back. This is a problem, as we actually want it to use the CAP-ite instead of the Assault Vest. There are two ways that you can increase the opportunity cost of using Assault Vest; either you cut the defensive boost down, or you give it incentive to use non-damaging moves. The problem with the later is that it actively reduces our ability to put damaging utility moves on this CAP. Several good utility moves actually do deal damage, and the more of those our mon gets, the greater the risk of an Assault Vest set. This puts unnecessary restrictions on what moves we can give it in the movepool stage, which is undesirable. So by reducing its Special Defense, we've increased the opportunity cost of not being a Mega.

Special Attack might seem exorbitantly low, but there is a reason for that. As I've said before in previous posts, Magic Guard is insanely good, and the only mon that gets stats above a total 490 BTS can't use it defensively at all. We're not only using it defensivley, but offensively as well, and our wonky typing really only excuses so much. The problem is that Regenerator is also a bit clunky of an ability. Only two viable Regenerators exist in OU. One has 580 BTS (Tornadus-T), and the other has access to Scald and Psyshock, arguably two of the best moves in the game (Slowbro). Everything else is criminally bad, and most of them actually have good typing, which ours doesn't. So we need the base form to be better optimized than the Mega form. This may be low, but we need as many points in our other stats as possible if we actually want the mon to ever choose to stay in Regenerator mode.
 
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Final Submission
Base: 90 HP /90 Atk /100 Def /54 SpA /112 SpD /109 Spe
PT: 155.6
ST: 176.8
PS: 141.8
SS: 92.9
BSR: 308.3

Mega:
90 HP /120 Atk /100 Def /66 SpA /150 SpD /129 Spe

PT: 163.1
ST: 234.7
PS: 206.6
SS: 106.3
BSR: 401.3

Changes:
+30 Atk, +12 SpA, +38 SpD, +20 Spe
(from base to mega)


Key Features of the Distribution:
* With a base 109 speed that goes to 129 after Mega Evolution, the base form fits snugly into the speed tier in between Timid Keldeo and Timid Latios; the Mega Speed tier is specifically designed to hit 392 with a Jolly Nature and full speed investment, which thus outspeeds a +1 Adamant M-Altaria(the more common spread)by one point while still underspeeding Jolly Scarf Landorus-T, Scarf Magneton(idk if it's a thing anymore, but it would presumably fall under the counters list) and Scarf Garchomp.

Most of our threats are not the fastest(Ferrothorn, Slowbro, or even Garchomp using the TankChomp set), and so I decided on a speed-intensive Mega CAP given the obscene power of Head Smash and Gunk Shot; our extra speed does not harm our counters, since Scizor possesses priority while we still cannot switch into most Psychic types using their STABs.

I believe that using a high speed stat is crucial, as letting ourselves be outsped by Tornadus-T just turns us into U-Turn fodder against it, whereby it just gains health and can switch to something that forces our CAP out while gathering passive damage; with 129, we outspeed anything below Talonflame, and crucially hit a speed tier that helps us check M-Altaria at +1, a useful trait for many teams.

* 120 might seem an Attack stat on the lower side, but it is aimed at balancing out the power of the moves of the CAP, since with a higher Attack stat dangerous things happen when combined with an Adamant Nature to our counters(such as Slowbro); on the other hand, the stat distribution I propose does not encourage an Adamant Nature, since with one we miss out on key threats like Serperior, Tornadus-T and Weavile.

* A 90HP Stat was chosen to avoid Head Smash + Regenerator abuse from the Base form while retaining sufficient bulk for both forms of the CAP

Relevant Damage Calculations:
(a) Mega CAP on Defense

On defense, Mega CAP in this submission strikes a key balance between taking the hits we need to(such as only being 3HKOed by Banded Talonflame's Brave Bird, LO Weavile's Knock Off and Adamant M-Altaria's Return, while only having a 6.3% chance of being OHKOed by Specs Keldeo's Scald(discounting burn).

On the other hand, a 4/252/252 Mega CAP spread is comfortably OHKOed by M-Metagross's Meteor Mash and has a 43% of being KOed by Ferrothorn's Gyro Ball, and despite a gargantuan special tankiness, can be KOed with some prior damage by LO Alakazam's Psychic(whilst being KOed by Psyshock).

The Special Defense on Mega CAP is nothing short of godly, as demonstrated by the following calculation:
252 SpA Life Orb Latios Draco Meteor vs. 0 HP / 0 SpD Mega CAP: 195-230 (60.7 - 71.6%) -- guaranteed 2HKO

With this kind of longetivity, CAP21 can function well despite a below-average typing by possessing the bulk to switch into many different threats and force them out with a good speed and high-power moves.

At the same time, I intentionally chose an average HP stat to keep the bulk good without going overboard, although I'm open to optimizing the distribution further

252 Atk Tough Claws Mega Metagross Meteor Mash vs. 0 HP / 4 Def Mega CAP: 408-480 (127.1 - 149.5%) -- guaranteed OHKO

0 Atk Ferrothorn Gyro Ball (150 BP) vs. 0 HP / 4 Def Mega CAP: 294-348 (91.5 - 108.4%) -- 43.8% chance to OHKO

252 SpA Life Orb Alakazam Psychic vs. 0 HP / 0 SpD Mega CAP: 281-330 (87.5 - 102.8%) -- 18.8% chance to OHKO

252 SpA Choice Specs Keldeo Scald vs. 0 HP / 0 SpD Mega CAP: 276-326 (85.9 - 101.5%) -- 6.3% chance to OHKO

252+ Atk Pixilate Mega Altaria Return vs. 0 HP / 4 Def Mega CAP: 102-120 (31.7 - 37.3%) -- 86.1% chance to 3HKO

252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 4 Def Mega CAP: 112-132 (34.8 - 41.1%) -- guaranteed 3HKO

252 Atk Life Orb Weavile Knock Off vs. 0 HP / 0 Def Mega CAP: 126-149 (39.2 - 46.4%) -- guaranteed 3HKO


(b) Mega CAP on Offense
On Offense, CAP's attack is toned down to reflect its blazing speed and the high-damage moves it intends to use, but even so 120 Atk is sufficient to wreck our foes without doing excessive damage to our counters and checks; for instance, Mega CAP only has a 2% chance of 2HKOing Slowbro after SR with Head Smash and can't touch Lando-T or Garchomp, but it has just enough firepower to KO Mega Diancie after SR and Offensive DD M-Altaria outright.

For the base form, the physical calculations are the same, but I chose to allow the base form to form a more defensive niche in combination with Regenerator, while allowing Mega CAP to fit better on offensive teams or on balance teams wanting a fast hitter that can absorb special hits as well.


252 Atk Mega CAP Head Smash vs. 252 HP / 88+ Def Ferrothorn: 78-92 (22.1 - 26.1%) -- possible 5HKO after Leftovers recovery

252 Atk Mega CAP Head Smash vs. 0 HP / 0 Def Mega Metagross: 81-96 (26.9 - 31.8%) -- guaranteed 4HKO

252 Atk Mega CAP Head Smash vs. 252 HP / 240+ Def Landorus-T: 120-142 (31.4 - 37.1%) -- guaranteed 4HKO after Leftovers recovery

252 Atk Mega CAP Head Smash vs. 252 HP / 232+ Def Slowbro: 159-187 (40.3 - 47.4%) -- 2% chance to 2HKO after Stealth Rock and Leftovers recovery


252 Atk Mega CAP Gunk Shot vs. 0 HP / 0 Def Keldeo: 204-240 (63.1 - 74.3%) -- guaranteed 2HKO

252 Atk Mega CAP Gunk Shot vs. 0 HP / 4 Def Mega Altaria: 338-402 (116.1 - 138.1%) -- guaranteed OHKO

252 Atk Mega CAP Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 276-326 (78.1 - 92.3%) -- 31.3% chance to OHKO after Stealth Rock

252 Atk Mega CAP Head Smash vs. 0 HP / 0 Def Mega Diancie: 213-252 (88.3 - 104.5%) -- guaranteed OHKO after Stealth Rock

252 Atk Mega CAP Head Smash vs. 96 HP / 0 Def Manaphy: 231-273 (63.2 - 74.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery


Base Form:
The base form was designed with an emphasis on defensive potential over offensive potential, with 90/100/112 bulk + Regenerator being sufficient to take on many threats, while 90 Atk combined with our high-powered moves can deal sufficient damage.
The SpD stat of 112 is aimed specifically at avoiding the OHKO from SubCM Keldeo's Scald, while the 90 Attack Stat is designed to 2HKO Stallbreaker Mew after SR and Leftovers recovery, so that we aren't WoW fodder for Mew, as reflected in calculations below:
252 Atk Base CAP Head Smash vs. 252 HP / 0 Def Mew: 190-225 (47 - 55.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252 SpA Keldeo Scald vs. 0 HP / 4 SpD Base CAP: 236-278 (73.5 - 86.6%) -- guaranteed 2HKO after Stealth Rock


Summary:
I understand if many seem skeptical about a speed tier that seems excessive, but in an age where mega evolutions such as M-Lopunny and M-Alakazam possess even scarier speeds, I believe we too, as CAP creators, can be more flexible and adjust by giving our CAPs better speeds, as opposed to rigidly adhering to the build triangle. To put things in perspective, I'd like to create this CAP similar to Mega Metagross, a combination of all three elements without overpowering the CAP, and I believe the best path to this aim is through a fast CAP that can tank special hits well and dish out damage to a decent degree.
 
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T.I.A.

formerly Ticktock
Final Submission

HP: 93 + 0 = 93
Atk: 100 + 25 = 125
Def: 75 + 10 = 85
SpA: 80 + 5 = 85
SpD: 75 + 50 = 125
Spe: 114 + 10 = 124

PS: 162.1 (Very Good) —> 215.7 (Fantastic)
SS: 132.7 (Good) —> 143.8 (Good)
PT: 109.4 (Above Average) —> 136 (Good)
ST: 123.1 (Above Average) —> 200.7 (Fantastic)
BSR: 289.8 (Good) —> 391.6 (Excellent)
BST: 537 + 100 = 637

Overview: 93 / 100 125 / 75 85 / 80 85 / 75 125 / 114 124
This spread is designed to be a bit of an underdog with drastic measures. At first glance, it may seem it has above average stats for a OU Pokemon. But, once it Mega Evolves, it becomes more powerful and unique. It's pretty unique for a Rock type due to it being more specially defensive, the only other one I could think of is Cradily. Other than that, it is able to break holes in walls like a lot harder with Head Smash and Gunk Shot. It also outspeeds Mega Metagross and Mega Diancie which can be important, but they'll most likely kill you because we need them to be able to kill it. More seen below.

Offenses: 100 125 / 70 85 / 114 124

At 125 Attack, it is nothing to scoff off. It is able to 2HKO Rotom-Wash and Chansey with Head Smash and OHKO Altaria before it Megas with it. That is quite a feat for something with 125 Attack. It can also 2HKO both Rotom-Wash and Chansey with Gunk Shot and also OHKO's Mega Altaria with it if it already Mega Evolved. It's Speed is very high for a Rock-type, able to outspeed Serperior, Mega Altaria, Mega Diancie, Hoopa-Unbound, and Regular Alakazam while still being beaten by ones like Weavile and the uncommon Mega Aerodactyl.

Defenses: 93 / 75 85 / 75 125

The PT is low as usual, meaning it will die to almost any Earthquake and Bullet Punch. It's ST however, at least in it's Mega, is much better, taking better hits to moves like Manaphy's Scald (as long as it does not get +3) and Altaria's Fire Blast. It's good HP makes it able to tank more hits like other moves that are Physical like U-turns. It can also take some neutral hits. Can't get calculations but it's pretty good.
 
WIP

MEGA:
HP: 115/ATK: 100/DEF: 87/SP ATK: 74/SP DEF: 120/SPD: 114
PT: 161 (Good)
ST: 222 (Fantastic)
PS: 162 (Very Good)
SS: 119 (Above Average)
BSR: 363 (Excellent)
BST: 610

So let's have a Mega stat spread that isn't ridiculously OP, shall we?

So we start with the HP. There are a few reasons the HP is special for this mon. Firstly, because mons keep the same HP stat after they mega-evolve, we need the Mega to have Health total divisible by 3 with 4 HP EVs. Substitute makes it substantially easier for Mega CAP to attack with impunity on Water types, as most of the mons we beat have to switch out. It's also good with Regenerator in case they switch in a Ground type, as Regenerator heals more than you lost. So it's also important that we maximize the size of the Substitute, meaning we also want a final health total divisible by 4. Thus, our HP after 4 HP investment should be divisible by 12. The other relevant piece of information is that HP effects how it receives Wishes. Given how good Magic Guard is defensively and that we're already gaining 1/3 of our health from switching out in base form, we should probably not be getting huge chunks of health back from Wishes. Thus, we should have base HP probably higher than 105. The smallest total that achieves all these goals is 109, but 115 is a nicer number. With 4 HP, we have 372 Health, 93 HP Substitutes, and 124 HP returns of Regenerate. With 148 HP EVs, you can even reach 408 HP, which not only fits all our criteria, but also has 102 HP Subs against Chansey.

I'm going to talk about Speed next. 114 Speed let's us outspeed non-Scarfed Keldeo, Serperior, Tornadus-T, and non-Speed invested Talonflame, assuming Jolly. The things that beat us tend to be slow and powerful (Barring Lando, which outspeeds us with Scarf at this speed), so Speed doesn't really impact our ability to get countered, but it does highly impact our ability to actually beat the things we want to beat. Outspeeding means we need less bulk to do the job we need to do, particularly in regards to the fast Flying types that plague the tier.

We'll discuss Defense now. Simply put, this avoids the 2HKO from Banded Brave Bird on Talonflame, Scarfed Secret Sword on Keldeo, and Life Orb Knock Off from Weavile. Needless to say, we want this to be the case. At this point, it isn't so high that Bisharp can't OHKO with Iron Head, even if it hasn't managed a Swords Dance yet. Scizor also gets the 2HKO with Bullet Punch (OHKO if Swords Dance has gone up) Simply put, it's a very fine balance.

252 Atk Life Orb Weavile Knock Off vs. 4 HP / 0 Def CAP: 148-175 (39.7 - 47%) -- guaranteed 3HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 Def CAP: 132-156 (35.4 - 41.9%) -- guaranteed 3HKO
252 SpA Keldeo Secret Sword vs. 4 HP / 0 Def CAP: 156-184 (41.9 - 49.4%) -- guaranteed 3HKO
252 Atk Life Orb Bisharp Iron Head vs. 4 HP / 0 Def CAP: 374-439 (100.5 - 118%) -- guaranteed OHKO
84 Atk Technician Mega Scizor Bullet Punch vs. 4 HP / 0 Def CAP: 218-260 (58.6 - 69.8%) -- guaranteed 2HKO

Attack is very interesting, in that I balanced it around switching into Mandibuzz and killing it. The problem with switching into Mandi and killing it is that Mandibuzz has Foul Play. Thus, in order to kill it, you either need to OHKO it, or get the 2HKO without getting 2HKO'd yourself. The ATK you need to do the former is 136 with an Adamant Nature. At this point, Bulky Mega Scizor is afraid to switch into you, so that's a no-go. Ergo, we need to 2HKO Mandibuzz without getting wrecked. We also ideally want to beat Kyurem-B, so taking the minimum to beat Kyurem-B and Maximum to beat Mandibuzz into account, this gives us a very lean range, of which 100 fits in quite cleanly.

252 Atk CAP Head Smash vs. 248 HP / 136+ Def Mandibuzz: 314-372 (74.2 - 87.9%) -- guaranteed 2HKO after Leftovers recovery
0- Atk Mandibuzz Foul Play vs. 4 HP / 0 Def CAP: 145-172 (38.9 - 46.2%) -- guaranteed 3HKO
252 Atk CAP Head Smash vs. 56 HP / 0- Def Kyurem-B: 456-536 (112.5 - 132.3%) -- guaranteed OHKO

Special Defense is basically built around the fact that Keldeo with a Scarf shouldn't OHKO and Charizard-Y shouldn't 2HKO with Fire Blast (Still more powerful against us in the sun than Solarbeam).

252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD Abomasnow: 306-362 (82.2 - 97.3%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 0 SpD Abomasnow in Sun: 134-158 (36 - 42.4%) -- guaranteed 3HKO

Special Attack is basically here so that the base form doesn't have to be stripped to its core in order to lose 100 BTS. It also cleans the stats to a nice even 610 (Same as Mega Steelix and Mega Audino actually, the more you know).

Bast to come. Still working on a few calcs.
Base 100 attack is way too low for this CAP. It fails to land a reliable 2HKO against Rotom-W with Head Smash after Stealth Rock, and Rotom-W was one of the Pokemon we wanted our CAP to threaten. You also only deal enough damage to Manaphy and Keldeo to 2HKO them, which is not necessarily deterring them from switching in, if their teammates can support them after taking such damage. You fail to even OHKO Mega Diancie or even have a chance to OHKO it, which should not be difficult to OHKO with such a strong STAB due to its pitiful bulk.
 
Base 100 attack is way too low for this CAP. It fails to land a reliable 2HKO against Rotom-W with Head Smash after Stealth Rock, and Rotom-W was one of the Pokemon we wanted our CAP to threaten. You also only deal enough damage to Manaphy and Keldeo to 2HKO them, which is not necessarily deterring them from switching in, if their teammates can support them after taking such damage. You fail to even OHKO Mega Diancie or even have a chance to OHKO it, which should not be difficult to OHKO with such a strong STAB due to its pitiful bulk.
Why would we be hitting Keldeo with Gunk Shot? If we're trying to beat all Water types while being actively weak to Water, we actually need a super effective move of at least reasonable power. Further, your contribution also loses to Mega-Diancie, given that Earth Power straight up decimates it and you have absolutely no speed, so you clearly don't see this as a problem. I'll bring it up to 120, but there's really no point to it, outside of just hitting the things that are supposed to counter us harder and causing us to lose to M-Sableye.
 
Base Form:
HP: 71, ATK: 131, DEF: 76, SP ATK: 63, SP DEF: 109, SPD: 80 -- BST: 530

PT: 107.95, ST: 154.07, PS: 179.55, SS: 95.69 -- BSR: 289.89

From the top, the low HP was selected to help keep PT low, but have ST remain high. I also didn't want this thing to be able to abuse Head Smash to much in it's base form, since I had planned from the beginning to give it a high ATK stat. At 71 Base HP and with 4 EVs, we hit 284 HP, which does divide evenly by four, but which doesn't give us a Substitute of 100+ HP. I thought this was acceptable, however, since this spread lets CAP 21 murder Chancey/Blissey, and I didn't think it needed any more help against them. ATK is, admittedly, enormous. Partly, this was because I just like mons with stupid high stats, but there is actual justification for it. 131 Base ATK lets us comfortably 2HKO and OHKO a wide range of things with Head Smash and Gunk Shot, and tends to demolish everything we want to threaten, but without a strong coverage move makes it very, very difficult to deal with most Ground and Steel types. For example, Excadrill is 4HKOed at best, Garchomp is 3HKOed, Hippowdon might be 5HKOed, Lucario and Magnezone are 3HKOed, etc. Meanwhile, with that pathetic 76 Base DEF, all of these things are able to easily 2HKO or OHKO, which makes them a clear and present danger for CAP 21. In fact, just about anything with a decent ATK stat and an unresisted move is going to put the hurt on our CAP, which helps curb the impact of that huge ATK stat. I picked a low SP ATK frankly because I don't think this thing needs two massive attacking stats. It isn't so low that you couldn't give it a special attack, and do a bit of damage, but it's clearly not meant to be used in a seriously offensive role. Basically, SP ATK for this thing is just there in case you have literally nothing else to put in that fourth move slot other than some special coverage. Now, SP DEF is interesting. At 109 Base SP DEF, we strike an interesting balance between shrugging off things that we resist, but being painfully vulnerable to things we don't. Pretty much every Psychic type in OU can 2HKO or OHKO even through the high SP DEF thanks to that low HP, and we also fall victim to specially inclined Ground and Steel types (The ones that aren't beating us to a pulp with Physical attacks, anyway). Finally, I think Speed brings everything together. While not the slowest mon around, 80 SPD is definetly to slow to try and sweep. I did this intentionally, since otherwise this thing could just run away with that ATK stat and potentially sweep an entire team. I think the SPD really defines this spread: Switch CAP 21 in on something that it threatens, and either force it out or turn it into a red smear on the wall. Switch out when your opponent brings in something that can handle CAP 21, then rinse and repeat as nessesary.


Mega Form: ATK +30, DEF +10, SP DEF +60
HP: 71, ATK: 161, DEF: 86, SP ATK: 63, SP DEF: 169, SPD: 80 -- BST: 630

PT: 122.04, ST: 235.90, PS: 221.58, SS: 95.69 -- BSR: 380.24

First and foremost, 161 Base ATK lets CAP 21 tear giant gaping holes in just about everything. Even things that resist both it's STABS are easily 2HKOed by it, and that's without coverage. However, you'll notice that it's SPD is unaltered, and it's DEF only gained a paltry 10 points. In other words, it still has basically the same flaws: to slow to out speed anything that threatens it, and to frail to stand up to any decent physical attack. Sure, it can 2HKO Garchomp now. Big whoop. Garchomp still out speeds and OHKOs it. It's getting late, so I won't go through the whole list right now, but trust me, this thing gets OHKOed a lot, especially by things that are meant to threaten us. Now, things are differant on the special side of things; that 60 point jump in SP DEF (the largest suggested so far, I believe) is certainly eye-catching, and makes special attacks almost a non issue. However, the fact that most Psychic types have the potential to carry Psyshock, and that most Ground and Steel types can hit CAP 21 on the physical side of things a lot harder than on the special, combined with the fact that we no longer have Regnerator helping us keep our HP up, means it's still not very hard to take this spread down. Overall, the Mega spread does what the Base form does, only better: Come in on something that's bothering you, and either chase it away, or crush it, then run away screaming from whatever the enemy brings in to deal with CAP 21.

As for which form to use and why, I think it's a bit like this: The Base Form, of course, has the option of holding an item, and has Regnerator to help it out. It's strong enough to make a serious mess of things for the enemy, and has enough special bulk that you don't need to worry to much about getting hit with the odd resisted or neutral hit, even from strong attackers. In other words, you get longevity and flexibility in the Base Form. However, if the enemy has some really tough mon you need to crack, or a lot of powerful special attackers and not a lot of physical attackers, you can go Mega and exchange that longevity and flexibility for sheer, raw power and the ability to tank practically any special attack that might be thrown your way.

As I've stated before, I'm not much into competitive play, so take my ideas with a grain of salt. I've run quite a few calculations with these sets, they seem to do what we want them to, and overall I like them. But, if anyone thinks I need to make some changes to them, I'm open to suggestions.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
WIP (Much more coming):

Base:

108 / 120 / 77 / 60 / 85 / 90 - 540
PT: 137.09
PS: 166.88
ST: 153.30
SS: 93.15
BSR: 297.43

Mega:
108 / 126 / 90 / 80 / 125 / 111 - 640
0 / +6 / +13 / +20 / +40 / + 21
PT: 158.79
PS: 209.02
ST: 221.05
SS: 132.12
BSR: 407.90

Offensive / Mega CAP: 4 HP / 252 Atk / 252 Spe Jolly
Based Defensive: 192 HP / 208 Def / 96 SpD / 12 Spe Jolly


HP: HP leans on the higher side because it fuels (theoretical) Head Smash, allows 101 HP Subs if invested, and gives CAP decent base survivability.

Attack: At 252 Neutral, Head Smash 2HKO's Manaphy, Gunk Shot 2HKO's 83% of the time, not including Poison chance. 2HKO is guaranteed if SR is down. The mega boost is basically fluff, save your Head Smashes, if we give CAP that, are recoil-free.

Special Attack: Mega HP Ice 2HKO's Lando-T, but again, it's slower and really, lol. Tank Chomp isn't even 2HKOd. Don't run HP on this, people. Mega's Neutral Nature Fire Blast 2HKOs Ferrothorn with SR Support.

Defense: Banded Talonflame does 36.9-43.6% to 4/0 Base CAP, meaning a 3HKO even assuming SR. +2 Talon can 2HKO, but is OKKO'd back by any relevant rock attack.

Special Defense: Avoids the OHKO at 0/0 from Scarf Keldeo Scald at full health, in Sandstorm, does the same for Specs Scald. The Mega has the same relationship with Hydro Pump (just avoids KOs at full health).

Speed: Max Spe+ Outruns 160 Spe Manaphy, forcing it to run Max Spe+ if it wants to outrun CAP. Conveniently, the Mega always outruns that, so Speed Creep should be avoided. The reason it is Base 90 is so that Lando-T is a reliable counter if you are not using the Mega. Base 111 is chosen because it outruns Keldeo, Latios, Mega-Diancie, and a few other Pokemon that still threaten CAP regardless of Speed like Garchomp and Mega Metagross.

Why should you use Base Form CAP?
With 108 / 77 / 85 Defenses, CAP is roughly as bulky as Reuniclus, but much faster and with more immediate power at its disposal thanks to high Base Power Dual STABs. Regenerator allows it to switch in and out readily, and recover from the adverse (but lethal) Head Smashes (if allowed.) In Sandstorm, CAP chews up and spits out the Fairy types that threaten Tyranitar, and it can switch into Grass types that threaten Tyranitar and Hippowdon. A bulky, supporting Base CAP with Rocky Helmet could frustrate many opponents on a predicted switch-in and still have enough sheer power to threaten passive teams.

Why should Mega CAP use your Mega slot?
Mega CAP is Bigger, Faster, and Stronger Too - and the most noticeable difference is the enhanced bulk and speed tier shift. It doesn't want to Mega-Evolve the same turn as Charizard necessarily, but once it is Mega-Evolved it can reliably force them out. Mega CAP can provide a Fairy resist to Sand teams and neutralize most Grass types as well. Because CAP can threaten its Water and Psychic type weaknesses with its offensive prowess, it matches up favorably against many special-attacking foes.

Overview: In its base form I think the CAP should be a fairly quick, very hard-hitting Pokemon that puts immediate offensive pressure on the opponent. Both of its main STABs are nasty, and any coverage move we might see fit to give it will endanger a correctly predicted switch-in. What the Mega does is build on that, provide a solid special sponge for Sand teams, and beef up its own ability to handle the Pokemon it is supposed to check and counter without altering its own designated counters.
 
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Cretacerus

Survivor
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Reactions Contest Winner
Final Submission:

HP: 112 + 0 = 112
Atk: 110 + 20 = 130
Def: 91 + 0 = 91
SpA: 60 + 10 = 70
SpD: 60 + 50 = 110
Spe: 107 + 20 = 127

PS: 174.0 (Very Good) → 227.1 (Amazing)
SS: 100.6 (Above Average) → 120.0 (Above Average)
PT: 164.5 (Very Good) → 164.5 (Very Good)
ST: 113.9 (Above Average) → 200.5 (Fantastic)
BSR: 300.3 (Very Good) → 403.7 (Fantastic)
BST: 540 + 100 = 640



Base Form: 112 / 110 / 91 / 60 / 60 / 107
This spread aims to make the base form a usable offensive pivot in OU, which can effectively take advantage of its key resistances and offensive presence even before Mega evolving. The selected stats allow it to switch into a variety of threats and force them out with its STAB moves, while still leaving significant room for improvement in its general viability.

HP: A high HP stat of 112 allows the base form to utilize the powerful STAB Head Smash in combination with Regenerator, giving it much needed offensive presence to keep up with the powerful OU metagame and the abundance of other viable pivots. It also gives both forms an easier time against Seismic Toss users (essentially Chansey), which act as a valuable switch in opportunities for CAP.
With minimal investment of 4 EVs, CAP reaches a total HP stat of 366, which maximizes the health regained from Regenerator while at the same time limiting the damage taken from entry hazards.

Atk: While base 110 Attack is rather moderate by OU standards, the high base power of both Head Smash and Gunk Shot makes CAP a lot more threatening than it looks. Even with a Jolly nature it is able to 2HKO bulky Water types such as Manaphy and defensive Rotom-W after Stealth Rocks, preventing them from simply switching in and threatening a OHKO with their STAB attacks.
However, this offensive potential is held back by the poor coverage between Rock and Poison, resulting in a rather extensive list of counters. Common Ground and Steel types can easily threaten CAP both offensively and defensively, preventing it from doing too much damage early game, and therefore forcing it into more of a pivoting role.
Furthermore, the recoil damage from Head Smash is still highly debilitating for the base form despite the high HP and Regenerator, since it oftentimes can't afford any additional damage after switching into threats such as Talonflame or Charizard. Sets not running a Mega Stone would actually have to fall back on Stone Edge in order to adequately deal with Fire and Flying types, which scores mostly the same OHKOs against them but is noticeably weaker against anything else.
252 Atk CAP Gunk Shot vs. 252 HP / 172 Def Clefable: 366-432 (92.8 - 109.6%) -- 56.3% chance to OHKO
252 Atk CAP Gunk Shot vs. 96 HP / 0 Def Manaphy: 175-207 (47.9 - 56.7%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk CAP Gunk Shot vs. 240 HP / 0 Def Azumarill: 422-498 (105.2 - 124.1%) -- guaranteed OHKO
252 Atk CAP Gunk Shot vs. 252 HP / 252+ Def Chesnaught: 218-260 (57.3 - 68.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk CAP
Head Smash vs. 248 HP / 252+ Def Rotom-W: 150-177 (49.5 - 58.4%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 Atk CAP Stone Edge vs. 0 HP / 4 Def Mega Charizard X: 266-314 (89.5 - 105.7%) -- guaranteed OHKO after Stealth Rock
252 Atk CAP Stone Edge vs. 0 HP / 0- Def Kyurem-B: 324-384 (82.8 - 98.2%) -- guaranteed OHKO after Stealth Rock
252 Atk CAP Stone Edge vs. 132 HP / 0 Def Tornadus-T: 350-414 (105.4 - 124.6%) -- guaranteed OHKO


-1 252 Atk CAP Head Smash vs. 252 HP / 240+ Def Landorus-T: 114-135 (29.8 - 35.3%) -- 22.9% chance to 3HKO after Stealth Rock and Leftovers recovery
252 Atk CAP Head Smash vs. 0 HP / 0- Def Mega Metagross: 85-101 (28.2 - 33.5%) -- 32.4% chance to 3HKO after Stealth Rock
252 Atk CAP Head Smash vs. 252 HP / 88+ Def Ferrothorn: 73-87 (20.7 - 24.7%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252 Atk CAP Head Smash vs. 0 HP / 4 Def Garchomp: 114-134 (31.9 - 37.5%) -- guaranteed 3HKO after Stealth Rock

Def: Out of the threats CAP is supposed to switch into, the physically offensive ones tend to hit noticeably harder and faster, which is reflected in the rather unconventional balance of defensive stats. With base 91 Defense, this spread is a bit bulkier on the physical side than most of the other submissions, which allows the base form to act more independently as a pivot without needing to Mega evolve instantly upon switching in. For example, the base form can avoid the 2HKO from CB Talonflame's Brave Bird and the OHKO from +1 Jolly Mega Charizard X's Dragon Claw from full health with the given spread, while still being defeated by common STAB Steel and Psychic attacks it has no business staying in against.
252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 Def CAP: 127-150 (34.6 - 40.9%) -- guaranteed 3HKO after Stealth Rock
+1 252 Atk Tough Claws
Mega Charizard X Dragon Claw vs. 4 HP / 0 Def CAP: 280-331 (76.5 - 90.4%) -- 25% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Sylveon Psyshock vs. 4 HP / 0 Def CAP: 276-326 (75.4 - 89%) -- 12.5% chance to OHKO after Stealth Rock
252+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def CAP: 174-206 (47.5 - 56.2%) -- guaranteed 2HKO after Stealth Rock

252 Atk Life Orb Bisharp Iron Head vs. 4 HP / 0 Def CAP: 359-424 (98 - 115.8%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Technician Scizor Bullet Punch vs. 4 HP / 0 Def CAP: 350-414 (95.6 - 113.1%) -- guaranteed OHKO after Stealth Rock
184 SpA Life Orb Latias Psyshock vs. 4 HP / 0 Def CAP: 312-369 (85.2 - 100.8%) -- 81.3% chance to OHKO after Stealth Rock

SpA: A base Special Attack of 60 means that potential special coverage is completely unviable on CAP, especially when compared to the high base power of the physical STABs, though it was kept at a reasonable level for aesthetic reasons.

SpD: The specially offensive threats we aim to counter generally have a lower speed, meaning that CAP generally has to take only one hit before OHKOing back. A Special Defense of 60 covers those threats just well enough, while leaving a lot of room for improvement upon Mega Evolving.
252 SpA Mega Charizard Y Fire Blast vs. 4 HP / 0 SpD CAP in Sun: 237-279 (64.7 - 76.2%) -- guaranteed 2HKO after Stealth Rock
232 SpA Mega Gardevoir Focus Blast vs. 4 HP / 0 SpD CAP: 233-275 (63.6 - 75.1%) -- guaranteed 2HKO after Stealth Rock
+6 0 SpA Clefable Moonblast vs. 4 HP / 0 SpD CAP: 295-348 (80.6 - 95%) -- 50% chance to OHKO after Stealth Rock
68 SpA Zapdos Thunderbolt vs. 4 HP / 0 SpD Mega Lopunny: 187-222 (51 - 60.6%) -- guaranteed 2HKO
160 SpA
Tornadus-T Hurricane vs. 4 HP / 0 SpD CAP: 112-132 (30.6 - 36%) -- guaranteed 3HKO after Stealth Rock

160 SpA Tornadus-T Focus Blast vs. 4 HP / 0 SpD CAP: 164-193 (44.8 - 52.7%) -- guaranteed 2HKO after Stealth Rock
252 SpA Choice Specs Raikou Thunderbolt vs. 4 HP / 0 SpD Mega Abomasnow: 306-360 (83.6 - 98.3%) -- 68.8% chance to OHKO after Stealth Rock
252 SpA Life Orb Gengar Shadow Ball vs. 4 HP / 0 SpD CAP: 257-304 (70.2 - 83%) -- guaranteed 2HKO after Stealth Rock

Spe: A Speed stat of 107 allows CAP to outspeed the important base 100 bench mark (including Mega Charizard X/Y, Mega Gardevoir, Manaphy, Zapdos and Victini), as well as the more situational Thundurus-T and Mega Pinsir both of which can easily be taken out by our Rock type STAB. The only other relevant threat between 100 and 106 base Speed is Garchomp, which beats CAP regardless and rarely chooses to run max Speed anyway.
Noticeably, base 107 Speed puts CAP just below the legendary musketeers, meaning that Keldeo, Terrakion and Cobalion can all switch into the base form and force it out with their respective STAB attacks (although Keldeo takes up to 70% damage from switching into Gunk Shot). Their typing in general makes them very effective defensive and offensive answers to the Poison/Rock combination, something I wanted to respect at least with the base form. Keldeo is also common enough in OU to encourage the use of CAP's Mega form which deals with it (and other offensive answers) notably better.



Mega Form: 112 / 130 / 91 / 70 / 110 / 127
Since the base form arguably does a better job at pivoting thanks to Regenerator, the Mega Form is instead meant to take full advantage of its recoilless Head Smash to carve out a niche as a powerful late game sweeper. Although CAP faces stiff competition from the likes of Mega Metagross, Mega Lopunny and Mega Medicham for the slot of a fast and hard hitting Mega due to their amazing coverage options and access to strong priority, the selected stats give CAP a respectable balance of pure Speed and Power to keep up with them. This means that while CAP may initially struggle with an abundance of common counters and weaknesses, it can be extremely difficult to stop during late game when those threats have been sufficiently weakened or removed.

Atk: With base 130 Attack, a Head Smash from Mega CAP hits approximately as hard as Mega Pinsir's Aerilate Return, making it one of the hardest hitting unboosted attacks in the metagame, and completely unparalleled within its speed tier. The surprising effectiveness of Scarf Tyrantrum in OU despite its many shortcomings demonstrates just how much pressure a fast user of Head Smash with key resistances can put on offensive teams, and Mega CAP actually equals it in power and speed. Additionally, Magic Guard is a great help against defensive teams as well, though those usually have at least one reliable counter to CAP by default that would have to be worn down in advance.
As mentioned above, Mega CAP is somewhat hindered in a sweeping and wallbreaking role by the bad coverage and accuracy of its STABs, its easily exploitable weaknesses especially to the common Ground type attacks, and most likely the lack of powerful priority and boosting moves, justifying the slightly higher offensive stats compared to other offensive Megas.
252 Atk Mega CAP Gunk Shot vs. 248 HP / 104+ Def Mega Altaria: 300-354 (84.9 - 100.2%) -- 75% chance to OHKO after Stealth Rock
252 Atk Mega CAP Gunk Shot vs. 248 HP / 252+ Def Clefable: 344-408 (87.5 - 103.8%) -- guaranteed OHKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 252 HP / 252+ Def Mega Sableye: 153-180 (50.3 - 59.2%) -- guaranteed 2HKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 72 HP / 0 Def Latias: 268-316 (84 - 99%) -- 75% chance to OHKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 0 HP / 0 Def Serperior: 256-303 (87.9 - 104.1%) -- guaranteed OHKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 0 HP / 0 Def Mega Diancie: 226-267 (93.7 - 110.7%) -- guaranteed OHKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 252 HP / 252+ Def Skarmory: 139-165 (41.6 - 49.4%) -- 22.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP Head Smash vs. 252 HP / 232+ Def Slowbro: 169-199 (42.8 - 50.5%) -- 44.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP Head Smash vs. 252 HP / 252+ Def Suicune: 160-190 (39.6 - 47%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP Head Smash vs. 252 HP / 240+ Def Mega Venusaur: 154-183 (42.3 - 50.2%) -- 92.6% chance to 2HKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 32 HP / 0 Def Raikou: 312-367 (94.8 - 111.5%) -- guaranteed OHKO after Stealth Rock

-1 252 Atk Mega CAP Head Smash vs. 252 HP / 240+ Def Landorus-T: 127-151 (33.2 - 39.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP Head Smash vs. 0 HP / 0- Def Mega Metagross: 85-101 (28.2 - 33.5%) -- 32.4% chance to 3HKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 252 HP / 164+ Def Garchomp: 99-117 (23.5 - 27.8%) -- guaranteed 4HKO after Stealth Rock
252 Atk Mega CAP Head Smash vs. 252 HP / 88+ Def Ferrothorn: 82-97 (23.2 - 27.5%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252 Atk Mega CAP Head Smash vs. 252 HP / 0 Def Jirachi: 123-144 (30.4 - 35.6%) -- 0.3% chance to 3HKO after Stealth Rock and Leftovers recovery

SpD: A dramatically increased base Special Defense of 110 allows Mega CAP to take on a variety of special attackers with a neutral match-up, something that gives it a significant niche over the frail base form. Even though this doesn't really play into the typing's inherent strength (besides having nice synergy with Sand support), increasing our scope slightly beyond the initial threat list makes Mega CAP more consistent in battle and helps justify its Mega Slot on the team. With the given stats, Mega CAP can even take some weaker super effective special attacks if necessary, though the Special Defense is still low enough to keep it threatened by the stronger users that have a typing advantage.
160 SpA Tornadus-T Focus Blast vs. 4 HP / 0 SpD Mega CAP: 100-118 (27.3 - 32.2%) -- guaranteed 4HKO
68 SpA Zapdos Thunderbolt vs. 4 HP / 0 SpD Mega CAP: 115-136 (31.4 - 37.1%) -- 81.8% chance to 3HKO
252+ SpA Mega Venusaur Giga Drain vs. 4 HP / 0 SpD Mega CAP: 118-141 (32.2 - 38.5%) -- 97.2% chance to 3HKO
252 SpA Choice Specs Raikou Thunderbolt vs. 4 HP / 0 SpD Mega CAP: 186-220 (50.8 - 60.1%) -- guaranteed 2HKO
252 SpA Life Orb Gengar Shadow Ball vs. 4 HP / 0 SpD Mega CAP: 157-187 (42.8 - 51%) -- 5.9% chance to 2HKO
252 SpA Life Orb Serperior Leaf Storm vs. 4 HP / 0 SpD Mega CAP: 177-211 (48.3 - 57.6%) -- 93.4% chance to 2HKO
0 SpA Suicune Scald vs. 4 HP / 0 SpD Mega CAP: 146-174 (39.8 - 47.5%) -- guaranteed 3HKO
0 SpA Slowbro Scald vs. 4 HP / 0 SpD Mega CAP: 158-188 (43.1 - 51.3%) -- 6.3% chance to 2HKO
252 SpA Manaphy Scald vs. 4 HP / 0 SpD Mega CAP: 204-240 (55.7 - 65.5%) -- guaranteed 2HKO
0 SpA Rotom-W Hydro Pump vs. 4 HP / 0 SpD Mega CAP: 228-270 (62.2 - 73.7%) -- guaranteed 2HKO
252 SpA Keldeo Scald vs. 4 HP / 0 SpD Mega CAP: 240-284 (65.5 - 77.5%) -- guaranteed 2HKO

252 SpA Keldeo Hydro Pump vs. 4 HP / 0 SpD Mega CAP: 330-390 (90.1 - 106.5%) -- 43.8% chance to OHKO
252 SpA Life Orb Alakazam Psychic vs. 4 HP / 0 SpD Mega CAP: 361-429 (98.6 - 117.2%) -- 93.8% chance to OHKO
252 SpA Life Orb Analytic Starmie Hydro Pump vs. 4 HP / 0 SpD Mega CAP: 468-554 (127.8 - 151.3%) -- guaranteed OHKO

Spe: Altering the speed tier of a Pokemon is a great way to open it up to new niches and playstyles, and something that is almost exclusively reserved for Mega Evolutions. While the turn of Mega Evolution can be problematic if the speed boost is crucial (as seen with Beedrill and Diancie), CAP has the benefit of already outspeeding most of the core threats it's meant to check in its base form.
Upon Mega evolving, CAP will be able to reach a maximum speed of 388, enough to outspeed Talonflame and anything below. Noticeably, this speed boost allows Mega CAP to switch in against certain attacks that would usually 2HKO it, such as Talonflame's Steel Wing, Weavile's Icicle Crash, and Serperior's Leaf Storm, and swiftly OHKO them back with its super effective STABs. It also let's Mega CAP speed tie with neutral natured Mega Altaria after one Dragon Dance, meaning that Altaria has to run the generally less effective Jolly nature in order to reliably outspeed and KO CAP with Earthquake.

Since Mega CAP will want to take advantage of its new found offensive capabilities, it greatly appreciates the ability to outrun many of the revenge killers that threaten its base form, such as Diancie, Starmie, Latias/Latios and regular Alakazam, especially without any strong priority to deal with them. As an offensive Mega Pokemon, it simply can't afford to be forced out or defeated by over a third of the S-/A-ranked Pokemon in OU without the enhanced speed.

Keldeo is a special case as always, in that has the typing and bulk to naturally threaten CAP, but should not be able to consistently do so due to being potentially problematic for our team to handle. Out of the three common sets it's running, the Scarf set will always win against CAP even on the switch in, while the Substitute set loses one-on-one against a Mega evolving CAP (not counting potential misses on both sides). Typically, the former is much easier to handle for a balanced team than the latter, making this an acceptable match-up for our purposes. Lastly, the All-Out-Attacking set will only be able to switch in against the base form if it doesn't Mega Evolve the same time, making it a highly risky move by the opponent.
While such scenarios are strongly based on prediction as mentioned below by Ignus, that is only true until either CAP or Keldeo takes around 30% damage, after which both can cleanly OHKO each other with any of the above sets/form.
 
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Final Submission

HP
: 91 > 91 (+0 from base)
Atk: 123 > 133 (+10 from base)
Def: 84 > 84 (+0 from base)
SpA: 48 > 63 (+15 from base)
SpD: 101 > 136 (+35 from base)
Spe: 71 > 111 (+40 from base)
BST: 518 > 618 (+100 from base)

PT: 133 > 133
PS: 143 > 223
ST: 161 > 215
SS: 73 > 107
BSR: 271 > 380



Spread overview

There are a few overall aims to this spread:
  • Be as parsimonious with stats as possible. It's tempting (at least, for me it is) to give the CAP stats that can succeed with any plausible moveset. But deciding on moveset is a separate part of the CAP process, and pre-empting potential movesets, by giving the CAP a BST so high that it can succeed no matter what moves it gets, dampens the creativity that moveset designers can show. Furthermore, one of the guiding questions for this concept was about how much each of stats, ability and movepool are important in redeeming the CAP's underwhelming typing - we don't learn anything on this front by giving it such excellent stats that the other two components become redundant.
  • Differentiate the base form of the CAP and its Mega, and do so by Speed. My spread does not give the CAP much more power when it Mega Evolves, but it does drastically change its speed tier, allowing it to outspeed certain opponents once in its Mega form and hit with presumably powerful STAB moves. On the other hand, the significant Attack stat in base form affords the base the potential to run more defensive sets (boosted by its ability to hold items like Assault Vest or Rocky Helmet) without giving up much of its formidable power. Both strategies can fulfil distinct utility counter roles. Certainly, there are concerns about how the speed jump affects our ability to threaten or be threatened by certain opponents, but I hope to have shown below that this isn't as worrying as it could be. (And it's not like there aren't ways to minimise the CAP's vulnerability to this kind of speed change, should we choose to use them.)
  • Avoid overpowering things that should by rights threaten the CAP. I'm thinking of things like the Lati twins and Starmie, which have super-effective STABs to use against the CAP; outspeeding them and OHKOing with, say, Head Smash hardly helps keep them on our threat list. I've partially tried to solve this problem with the speed jump - my spread can outspeed Latios, but only with a Jolly nature and 252 IVs in Speed, and even then only after Mega Evolution. Meanwhile, the CAP will only outspeed Starmie that aren't optimised for Speed (i.e. ones without Timid and 252 IVs in Speed). A low Speed on the base form also minimises the risk of people running Choice Scarf on the base instead of using the Mega (given the base form's Attack, such sets might otherwise be preferable to the Mega).
  • Play to the CAP's typing. This is the whole point of the concept, after all. Rock/Poison gives the CAP important resistances to Fairy and Flying, while leaving it vulnerable to Ground, Steel and Water. I don't want to put up a spread that tries to overcome any of our weaknesses without significant investment; we had the ability stages if we wanted reduced damage from Water or Ground. (In particular, trying to mitigate the Ground weakness with this typing is an exercise in futility; Landorus-T's STAB Earthquake would 2HKO even if we had 255 as base HP and Defence.) Meanwhile, making the CAP a hard Attacker allows it to capitalise on its advantage over Fairies, which tend to have lower Defences than Special Defences (obviously I'm not the only one bearing this in mind, but it's still important).
  • Don't make Mega Evolution a generic buff for the CAP. If Mega Evolving just increases all of the CAP's stats (with the exception of HP), the Mega can probably do almost everything the base can do, only better. This obviously harms the base's potential in OU. By enhancing certain aspects of the Mega with respect to the base (Special Defence, Speed) while minimising the change in others (Attack, Defence), the base and Mega forms of the CAP are more effectively differentiated.
  • Embrace a certain amount of luck. With some base stats, I've selected values where there's a small possibility that something we want to threaten could OHKO us if they get lucky (see, for example, Scarf Keldeo's Hydro Pump). In such marginal cases, I've tried to limit our vulnerability to less than the vulnerability from critical hits, while not bumping up stats to remove it entirely. As others have pointed out, the best Rock/Poison STAB moves for this CAP have fairly low accuracy, so it's not like we're allowing for a certain amount of bad luck to begin with. It goes back to my first point, as well; I don't think the inherent risk of Rock/Poison - either defensive or offensive - is something we should be trying to defeat solely with stats.

Stat-by-stat breakdown
HP: I originally wanted a lower HP stat, but after some calcs it seems like anything below about 88 isn't viable. I've settled on 91 because it's the lowest possibility that's above 88 but still fits NumberCruncher's sensible criterion of giving an HP stat divisible by 12 (after 4 IVs are invested). With this and 84 in Defence, the CAP (in either form) just avoids the 2HKO from Choice Band Talonflame's Brave Bird, although the base form subsequently faints from recoil if KOing with Head Smash.

Attack: With 123 Attack, or 133 after Mega Evolving, the CAP is guaranteed to OHKO defensive Mega Altaria with Gunk Shot after Stealth Rock. The Mega's (potential) Head Smash 2HKOs Manaphy with either Adamant or Jolly nature; the base form's Head Smash cleanly 2HKOs Rotom-W, and its Gunk Shot would OHKO basically all competitive Azumarill (at 252 HP / 252 Def Azumarill has a 37.5% chance of surviving).

Defence: Fairly minimal, but Special Defence is more important for the CAP anyway. Alakazam and Latios both OHKO with Psyshock, while Mega Slowbro 2HKOs. Adamant Bisharp, even without Life Orb, always OHKOs with Iron Head if the CAP has no defensive investment (or only 4 HP IVs).

Special Attack: Obviously not something I've prioritised on either form; 63 SpA is low enough to prevent an uninvested neutral 2HKO with HP Ice on Garchomp and gives the same only a 37.1% chance to 2HKO Landorus-T, just in case anyone got any clever ideas.

Special Defence: In its Mega form, the CAP avoids the OHKO from Scarf Keldeo's Scald and has a 92.7% chance of surviving the same's Hydro Pump. In sand, the base form avoids the OHKO from Scald from a Specs Keldeo. Mega Charizard Y doesn't 2HKO the Mega with Fire Blast in sun, and unboosted Timid Manaphy only 2HKOs with Scald; the former obviously wouldn't stand up to any Rock-type move and the latter is outsped and 2HKOed by the Mega's Head Smash. On the other hand, even though a fully invested Jolly Mega outspeeds Latios, Life Orb Latios still has a 43.8% chance to OHKO with Psychic.

Speed: Probably the most important thing to explain with this spread. The 40-point jump in Speed, from a fairly poor speed tier to a generally good one, affords the Mega the capability to get OHKOs and 2HKOs that the base form can't survive, while still leaving the CAP vulnerable to threats like Psyshock Latios on the Mega Evolution turn. 111 Speed with full investment also leaves a Jolly Mega generally secure against Scarf-less Keldeo and guarantees a decent hit on Mega Diancie. Crucially, the base form's 71 Speed allows it to outspeed defensive Rotom-W on the Mega Evolution turn, while 2HKOing with Head Smash. In terms of threats, both forms of the CAP are outsped and thus threatened by Starmie and Scarf Landorus-T with appropriate investment; at no point can the CAP outspeed Serperior, but them's the breaks. Outspeeding Garchomp as a Mega is unlikely to be an issue, as the CAP only 3HKOS with Head Smash (and, as mentioned above, can't use HP Ice to get around this problem, even if Garchomp miraculously doesn't use Earthquake).

Calcs, with more examples, are below (please note that the base form and the Mega have the same physical defensive stats, so if you only see one calculation for physical attacks... that's why).

Altaria
252+ Atk CAP 21 Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 306-362 (86.6 - 102.5%) -- 93.8% chance to OHKO after Stealth Rock
252+ Atk Mega CAP 21 Gunk Shot vs. 248 HP / 136+ Def Mega Altaria: 324-384 (91.7 - 108.7%) -- guaranteed OHKO after Stealth Rock

Azumarill
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def CAP 21: 276-326 (85.4 - 100.9%) -- 6.3% chance to OHKO
252+ Atk CAP 21 Gunk Shot vs. 92 HP / 0 Def Azumarill: 498-588 (136.8 - 161.5%) -- guaranteed OHKO

Charizard
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. 0 HP / 0 Def CAP 21: 165-195 (51 - 60.3%) -- guaranteed 2HKO
252 SpA Mega Charizard Y Fire Blast vs. 0 HP / 0 SpD Mega CAP 21 in Sun: 120-142 (37.1 - 43.9%) -- guaranteed 3HKO

Clefable
252+ Atk Mega CAP 21 Gunk Shot vs. 248 HP / 252+ Def Clefable: 386-456 (98.2 - 116%) -- 87.5% chance to OHKO

Keldeo
252 SpA Keldeo Scald vs. 0 HP / 0 SpD Mega CAP 21: 200-236 (61.9 - 73%) -- guaranteed 2HKO
252 SpA Keldeo Hydro Pump vs. 0 HP / 0 SpD Mega CAP 21: 276-326 (85.4 - 100.9%) -- 6.3% chance to OHKO
252 SpA Keldeo Secret Sword vs. 0 HP / 0 Def CAP 21: 160-189 (49.5 - 58.5%) -- 98.8% chance to 2HKO
252 SpA Choice Specs Keldeo Scald vs. 0 HP / 0 SpD Mega CAP 21: 300-354 (92.8 - 109.5%) -- 56.3% chance to OHKO
252 SpA Choice Specs Keldeo Scald vs. 0 HP / 0 SpD CAP 21 in Sand: 258-306 (79.8 - 94.7%) -- guaranteed 2HKO

Manaphy
252+ Atk Mega CAP 21 Head Smash vs. 96 HP / 0 Def Manaphy: 274-324 (75 - 88.7%) -- guaranteed 2HKO
252 SpA Manaphy Scald vs. 0 HP / 0 SpD Mega CAP 21: 168-200 (52 - 61.9%) -- guaranteed 2HKO
+3 252 SpA Manaphy Scald vs. 252 HP / 252 SpD CAP 21 in Sand: 288-338 (74.6 - 87.5%) -- guaranteed 2HKO

Rotom-W
0 SpA Rotom-W Hydro Pump vs. 0 HP / 0 SpD CAP 21: 246-290 (76.1 - 89.7%) -- guaranteed 2HKO
252+ Atk CAP 21 Head Smash vs. 252 HP / 252+ Def Rotom-W: 178-210 (58.5 - 69%) -- guaranteed 2HKO after Leftovers recovery

Talonflame
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 0 Def CAP 21: 135-160 (41.7 - 49.5%) -- guaranteed 3HKO
+2 252 Atk Life Orb Talonflame Brave Bird vs. 0 HP / 0 Def CAP 21: 214-252 (66.2 - 78%) -- guaranteed 2HKO

Weavile
252 Atk Weavile Knock Off vs. 0 HP / 0 Def CAP 21: 117-138 (36.2 - 42.7%) -- guaranteed 3HKO

Alakazam
252 SpA Mega Alakazam Psyshock vs. 0 HP / 0 Def CAP 21: 378-446 (117 - 138%) -- guaranteed OHKO

Bisharp
252+ Atk Bisharp Iron Head vs. 4 HP / 0 Def CAP 21: 324-384 (100 - 118.5%) -- guaranteed OHKO
252+ Atk Mega CAP 21 Head Smash vs. 4 HP / 0 Def Bisharp: 137-162 (50.3 - 59.5%) -- guaranteed 2HKO

Ferrothorn
0 SpA CAP 21 Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 168-200 (47.7 - 56.8%) -- 90.2% chance to 2HKO

Garchomp
252+ Atk Mega CAP 21 Head Smash vs. 0 HP / 0 Def Garchomp: 143-168 (40 - 47%) -- guaranteed 3HKO
0 SpA Mega CAP 21 Hidden Power Ice vs. 0 HP / 4 SpD Garchomp: 136-164 (38 - 45.9%) -- guaranteed 3HKO

Landorus-T
-1 252+ Atk Mega CAP 21 Head Smash vs. 4 HP / 0 Def Landorus-T: 199-235 (62.1 - 73.4%) -- guaranteed 2HKO
0 SpA Mega CAP 21 Hidden Power Ice vs. 4 HP / 0 SpD Landorus-T: 144-172 (45 - 53.7%) -- 37.1% chance to 2HKO

Latios
252 SpA Life Orb Latios Psyshock vs. 0 HP / 0 Def CAP 21: 398-468 (123.2 - 144.8%) -- guaranteed OHKO
252 SpA Life Orb Latios Psychic vs. 0 HP / 0 SpD Mega CAP 21: 296-351 (91.6 - 108.6%) -- 43.8% chance to OHKO
252+ Atk Mega CAP 21 Head Smash vs. 0 HP / 0 Def Latios: 330-388 (109.6 - 128.9%) -- guaranteed OHKO

Scizor
252+ Atk Technician Mega Scizor Bullet Punch vs. 0 HP / 0 Def CAP 21: 278-330 (86 - 102.1%) -- 12.5% chance to OHKO


Slowbro
8 SpA Mega Slowbro Psyshock vs. 0 HP / 0 Def CAP 21: 254-300 (78.6 - 92.8%) -- guaranteed 2HKO
252+ Atk CAP 21 Head Smash vs. 252 HP / 80+ Def Mega Slowbro: 135-159 (34.2 - 40.3%) -- guaranteed 3HKO
252+ Atk Mega CAP 21 Head Smash vs. 252 HP / 80+ Def Mega Slowbro: 142-168 (36 - 42.6%) -- guaranteed 3HKO


Edit: contradicted one of my own calcs when explaining SpA, erroneous argument removed; also revamped overview
 
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Why would we be hitting Keldeo with Gunk Shot? If we're trying to beat all Water types while being actively weak to Water, we actually need a super effective move of at least reasonable power. Further, your contribution also loses to Mega-Diancie, given that Earth Power straight up decimates it and you have absolutely no speed, so you clearly don't see this as a problem. I'll bring it up to 120, but there's really no point to it, outside of just hitting the things that are supposed to counter us harder and causing us to lose to M-Sableye.
We are not trying to beat them all, but to threaten them. A base 100 attack Gunk Shot does 2HKO Keldeo, but it does not leave enough lasting damage to dissuade it from attempting to take the hit and hit you back. The only thing that would hit Keldeo than Gunk Shot would be Wood Hammer, but Gunk Shot still does plenty to Keldeo if you gave it the appropriate power.

Base 120 attack does have the benefit of 2HKOing Rotom-W close to 100% of the time, which is an attribute this CAP would trade for in exchange for losing to Mega Sableye. You do not necessarily need Super-effective coverage on Waters with STAB Head Smash and Gunk Shot, just enough power to leave lasting damage on them as a result of them staying in / switching in on it.

Your CAP outspeeds Mega Diancie though, and being unable to OHKO it should demonstrate the insufficient amount of power you want to give to the CAP. Mega Diancie is relatively frail, and not being able to OHKO it or at least OHKO it over half the time should demonstrate the additional need for power. I did not give my CAP speed because I focused more on bringing out the strengths of such strong STABs rather than bringing out how a spammable, strong STAB with enough speed would be threatening. My CAP still checks Talonflame, Clefable, non-EQ Zard X, in addition to dissuading Manaphy and Keldeo.
 

Da Pizza Man

Pizza Time
is a Pre-Contributor
Final Submission

Base Form
70 HP / 100 Atk / 89 Def / 70 SpA / 125 SpD / 109 Spe

BST: 563

PT: 119.08(Above Average)
ST: 169.449 (Very Good)
PS: 158.457 (Very Good)
SS: 115.409 (Above Average)
BSR: 305.2155 (Very Good)

Mega Form
70 HP / 135 Atk / 114 Def / 75 SpA / 160 SpD / 109 Spe

(-,+35,+25 ,+5,+35,-)
BST: 663

PT: 151.937 (Very Good)
ST: 216.145 (Fantastic)
PS: 221.86 (Fantastic)
SS: 122.784 (Above Average)
BSR: 402.5654 (Fantastic)


Reasoning:

HP: This is simple, I decided that we really need to have a low health in order to make it so that we can't abuse base form's regenerator + head smash combination. I choose 70 specifically since ifs a nice number to look at

Attack: The attack on the base for is set to 100 so the base form can 2HKO some of the more offensive Warter types (As Well as OHKO Azumarill), but it will need to Mega Evolve in order to defeat some of the bulkier Water types such as Suicune and Rotom-W (The recoil will end up killing us in the later case)

The Mega Form's Attack allows us to OHKO Defensive Mega Altaria after Stealth Rock (It does have a minimal chance to survive, but it will be extremely low and prone to revenge killing.) We can also get a 3HKO on CroCune and a 2HKO on Rotom-W, both with Head Smash. Its also low enough in order to allow us to be more threatened by Latias, since it has a large chance to survive Head Smash, even after we mega, and OHKO us with Psyshock.

Defense: The base form's Defense spread allows us to avoid being 2HKOD by non Choice-Band Talonflame's Brave Bird, and this spread is also necessary to live a Dragon Claw from +0 Adamant Mega Zard X, allowing us to threaten it if we switch into non EQ sets.

The Mega Form's Defense lets us survive Adamant Mega Zard X's Dragon Claw at +1, again allowing us to threaten the non EQ sets. We can also avoid the 2HKO from all Talonflame sets (Including Choice Band.) And it also allows us to live a Aqua Jet from Choice Band Azumarill, but at the same time it allows us to be OHKOd by Latios' Psyshock, allowing our threat list to still be well respected.

Special Attack: Mostly another filler stat, but the stat is high enough to prevent BSR abuse from occuring.

Special Defense: The base form's Special Defense allows us to survive Scalds from Politoed, non Specs/Life Orb Keldeo, Suicune, Manaphy, and Hydro Pump from Rotom-W, it also lets us avoid a 3HKO from Pixilate Hyper Voice Sylveon, although it is still OHKO'd by things we want to be threatened by, such as Psychic from Alakazam

The Mega form's Special Defense allows for us to have a 50% chance to avoid a OHKO from Specs Keldeo's Scald, and we have an incredibly high chance to avoid an OHKO from Hydro Pump if Sand is up, allowing us an oppurtunity to take the little rascal out. It also gives us a chance for us to be outspeed and OHKOd by Alakazam (Both non-mega LO and Mega, moreso the former)

Speed: 109 is really the only speed we can have if we want to be able to threaten Keldeo but at the same time be threatened by the Lati@s, so I thought it was a perfect fit
 
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Based on the current group of submissions, I'm drawn to the submissions of Cretacerus, HealandDeal and Alfalfa; I do feel that the point brought up about a low HP to prevent Head Smash + Regen spam is crucial, and I like Cretacerus's submission for emphasis on speed and balance. While Alfalfa's submission is not the route I would take with CAP21, I do appreciate the logic behind placing weight on the attacking power of CAP itself. I feel that we need either overwhelming power or good degrees of power, tankiness and speed all in one place, and for this reason I believe our Mega CAP should aim for a speed tier relevant in the current meta, so at least above Latios and M-Metagross.

This all being said, as a first time Stat submitter, I would highly appreciate any feedback on my submission, and while I do not consider myself sufficiently qualified to comment too much on the submissions of others, I hope to continue reading the submissions in this thread and improving my own.
 
I personally prefer a high attack stat to abuse our hard-hitting STABs rather than enough attack and speed to give it more leverage against offense (which I benchmark at base 140 attack or higher). Of the other proposed BSTs, Elite Lord Sigma's feels to me as though it could on paper use just a little more base attack, but in practice, would probably be sufficient when paired with hazard setters to enable it to put more pressure on Slowbro, Skarmory, and Defensive Mega Scizor. Korski's attack and bulk seems a little low, but his reasoning on how he constructed the BST is logical enough for me to understand why he did what he did. None of the other BSTs seem to have much appeal to me, even those with high attack stats either because of lacking of reasoning or insufficient speed or physical bulk to complement the natural attack power without taking it overboard.

I also realized I forgot to put in PT / PS / ST / SS numbers in my post, and I will put those in immediately, in addition to additional description.
 
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Ignus

Copying deli meat to hard drive
I'd like to mention something to Everyone submitting Stat Spreads, and more specifically I'd like to put forth some reasoning as to why your speed shouldn't change from base form to mega form, depending on your reasoning for the speed chosen. Let's start by explaining what exactly happens the turn of Mega-Evolution.

Here is the exact order of what happens for the turn when you change from Base form to Mega form:
  1. Turn Order is calculated by the simulator. This always happens before anything else, and while it isn't visible in the actual game, is extremely crucial to Mega-Evolution. This is the reason Sableye seems to have both Prankster and Magic Bounce the turn of Mega Evolution.
  2. Switches Happen.
  3. Mega-Evolution occurs. This is where changes in Stats, Abilities, and Type happens. (But remember, the simulator already calculated turn order, so if your speed is now higher or lower than the opponent, the simulator doesn't care! It will use your old speed for each of the next steps!)
  4. Move order is executed. (If you've never read up on priority, it's probably a good idea to do so here)

So, why shouldn't your speed change between base and mega form? Let's use Keldeo as an example, because one, We don't check it as of now; and two, because Specs Keldeo will always kill us with a hydro pump, assuming an offensive spread and the stats fit within the limit.

Situation 1: Keldeo is faster than us before we switch to Mega Form, and is slower afterwards.
  • Turn 1: Opponent switches out Talonflame for Keldeo against our un-transformed CAP, and takes a Head Smash, dealing enough damage to be KOed by a Mega-CAP Gunk Shot next turn.
  • Turn 2: We Mega Evolve, preparing to kill Keldeo.
  • Turn 2: Keldeo out-speeds us due to the way mechanics work and 1hkos us. CAP faints.
"That's fine, just predict the Keldeo switch and Mega Evolve the turn before!" is what I'm sure you're thinking. But the point of this Example is exactly that. Because we don't out-speed the opponent before the transformation, we're forced in to predictively Mega-Evolving to beat what we should check. This makes us less likely to stay in our base form for as long as possible in order to abuse Regenerator. Now, for the same example, but with one small change.

Situation 2: Keldeo is faster than us before we switch to Mega Form, and is slower afterwards. The opponent is sneaky.

  • Turn 1: We Predict the opponent will switch in Keldeo. We Mega Evolve in order to KO Keldeo afterwards.
  • Turn 1: They don't. Instead, the Talonflame that was out on the field chunks us with a second Brave Bird.
  • Turn 1: Talonflame faints to Head Smash.
  • Turn 2: Opponent sends out something that outspeeds us or has priority. CAP either dies or switches out and something else on our team gets chunked.
The important part to this situation is that we lost regenerator. That means that revenge killer will continue to be able to kill us for the rest of the battle. This is an example of what happens if we predict wrong, and is nowhere near the only example of why predictive play is worse than reactive play for CAP.

Situation 3: Keldeo is slower than us before we switch to Mega Form, and is slower afterwards.

  • Turn 1: Opponent switches in Keldeo against our un-transformed CAP, and takes a Head Smash, dealing enough damage to be KOed by a Mega-CAP Gunk Shot next turn.
  • Turn 2: We Mega Evolve, preparing to kill Keldeo.
  • Turn 2: We out-speed Keldeo, and finish it off. Keldeo faints.
This is a reactive Mega-Evolution. We don't transform until we need to because we don't have to Predict the opponents moves in order to abuse the offensive power of our mega evolution. Reactive play will always preform more consistently. I think you probably can guess what the next example is.

Situation 4: Keldeo is slower than us before we switch to Mega Form, and is slower afterwards. The opponent is sneaky.

  • Turn 1: We predict a Keldeo switch. We don't Mega Evolve, because it's not necessary. Keldeo will die if it switches in.
  • Turn 1: The opponent isn't an idiot and instead chunks us with Talonflame. We KO it with Head Smash.
  • Turn 2: Opponent sends out something to revenge kill. CAP is forced to switch out or die.
Just like Situation 2, the important part is that we didn't mega evolve. That means CAP has a chance to recover by abusing Regenerator. This is the other useful part of Reactive play, is that it leaves our options open in case the opponent doesn't do what we expect them to. "Correct" decisions become more obvious because our Speed lets us play without worrying about how the opponent is thinking.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Obviously, Keldeo isn't the only Pokemon where this matters, and it's up to you to decide what we should and shouldn't be out-speeding, but these situations are exactly what you should be considering when making your spread. So, to reiterate:

  • If you only out-speed something after Mega-Evolution, you're forced to play predictively.
  • Predictive play sucks for various reasons.
  • Reactive play is good.
  • Make sure you understand battle mechanics so that your justification isn't terrible.
 
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