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Competitive Tips and Pointers - Index in the first post

McDanger

Well-Known Member
I have to give credit to Subject 18 on smogon for stealing his idea, but we do need this.

Welcome to the competitive tips and pointers thread. Each week we will be posting articles on different aspects of the competitive scene, varying from ev spreads to understanding how to play. For the sake of organization, each article will be categorized here in the OP with the name of what it covers as well as its date so be sure to check if you just found this thread. We will be looking for more writers, but please, DONT volunteer. I'll pick who I would like to write.

Thread Rules
-You may suggest a topic, but dont get mad if we dont use it
-Dont volunteer to be a writer

Current Writers
McDanger
The Dragonknight

Tip Index
Power vs Accuracy
Hazards
Risk vs Reward
Framework
Building around a Sweeper
 
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McDanger

Well-Known Member
Power vs Accuracy

A big concern in a lot of matches is if you’ll land that one move you need to hit to win, but some of the strongest moves have very shaky accuracy. The next form down however lacks the raw power of the previous move, making it harder to score the KOes in exchange for hitting them. As such, it often is the players choice on what to use, but some pokemon are better fitted with power over accuracy, or accuracy over power. Some key things to think are

Base Stats - Pokemon with a lower offensive base stat want to use power moves to compensate for their average offensive stats, while things with higher offensive stats can get away with lower powered moves. Two examples of this are Aerodactyl and Mega Charizard X. Aerodactyl only has 100 base attack, meaning its not going to be hitting really hard, so it needs Stone Edge to do some decent damage while Mega Charizard X has 134 base attack and Tough Claws, meaning Fire Punch is an option over Flare Blitz for a more reliable move that doesn’t come with a recoil.

Roles - The role of the pokemon plays a big part of choosing the move as well. Wallbreakers always want high power moves so they are more effective at breaking walls. Defensive pokemon and pivots however want more reliable moves so they don’t get stuck taking unnecessary damage. Sweepers are able to use both because of their boosting moves leaving it to the user on what to use. An example is wallbreaker Mega Absol will always use Fire Blast to get through steels as it will OHKO most of them that try to come in while defensive Heatran will use Lava Plume or Flamethrower over Fire Blast

The importance of the move - Sometimes you need that damage depending on what the move is for. If all your team is weak to Thundurus except Yache Garchomp, you’ll want Stone Edge to guarantee a kill on it, but if you have a reliable counter, Rock Slide would do better as its more reliable and still does a lot of damage. If the pokemon is acting as a lure, you want to run the stronger of the options for the move type to get the KO or at least massive damage. An example of this is Fire Blast on a dragon such as Salamence, allowing it to deal as much damage as possible to walls such as Skarmory where Flamethrower would fall short.
 
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Disaster_Lord

Sad Bayleef is Sad.
I would love to see an article on Speed tiers. Given that it is The only Absolute stat in pokemon, knowing wich potential enemies to outspeed can give you a good head at teambuilding.
 

ger9119

Well-Known Member
I'll put a list of suggestions here that I think should be addressed.

  • Priority
  • Gimmicks
  • Prediction
  • Risk and Reward
  • Items
  • Counters/Checks
  • Teambuilding/Cores

All of these should be addressed at some point on this thread. The first entry is spot on, I wouldn't use Aero as an example because M-Aero hits just as hard as Char-X. Other than that it's good, and informative.
 
I think gimmicks definitely need to be covered, like Ger said. I see too many people suggest what they think are 'good' on a Pokémon, only for them to be gimmicks in the grand scheme of things.

On another note, there needs to be something on hazards. Both removing them and laying them down.
 
I personally feel that instead of making a tips page on the speed tiers a proper guide/list like we had in 5th gen would be more appropriate. The tips should be more for priority moves, cores, etc...
 
I would love to see an article on Speed tiers. Given that it is The only Absolute stat in pokemon, knowing wich potential enemies to outspeed can give you a good head at teambuilding.

I personally feel that instead of making a tips page on the speed tiers a proper guide/list like we had in 5th gen would be more appropriate. The tips should be more for priority moves, cores, etc...

http://www.serebiiforums.com/showthread.php?624377-6th-Gen-Speed-Tiers

It hasn't been updated in a while and desperately needs to be, but we do have one.
 

Eaglehawk

Banned
I believe that in order to have newer players fully grasp the concept of Pokemon, it's important to introduce the concept of Team Frameworks as a learning crutch. Team Frameworks use a set framework to build an absolute basic team for learning purpose. As the player learns more about his or her respective metagame, they will (hopefully) rely on the framework less and jump more into complex teambuilding and situational teambuilding. Teams I recommend for building.

- Hyper Offense
- Offense
- Balance
- Semi-Stall
- Stall
- Bulky Offense

And so on and so forth. Hope you can make this happen McDonalds and ShovelKnight ;)
 

McDanger

Well-Known Member
i do have a style guide, but that we can work that into a teambuilding one
@ger: I was planning on doing most of those
 

McDanger

Well-Known Member
Hazards

Hazards are a key part of most matches, inflicting damage upon entering the field. This effects how well some pokemon check and counter threats, as well as how you and your opponent should play. Sometimes its just a layer of stealth rocks that separates you from being swept by the opponent.

Stealth Rocks - The most common and easy to use form of entry hazard, Stealth Rocks made a major impact upon its release in dpp. Stealth Rocks are the only form of entry hazard that inflict damage based on type resistance, and as such are a way to check some specific pokemon as well as make the opponent more willing to use different choices. Stealth Rocks are also the only form of entry hazard to hit all pokemon unlike Spikes, Sticky Web, and Toxic Spikes.

x4 resistance - 3.38%
x2 resistance - 6.75%
x0 reistance - 12.5%
x2 weakness - 25%
x4 weakness - 50%

Spikes - The oldest form of entry hazard, Spikes are not seen outside stall teams to often due to there being few users that can use both Stealth Rocks and Spikes together as an offensive lead and not be dead weight. Spikes hit everything for the same base damage aside from flying and levitate pokemon and are stackable up to three times.

1 layer - 12%
2 layers - 18.5%
3 layers - 25%

Toxic Spikes - The only status inflicting hazard, Toxic Spikes are exactly as they sound, a poisonous version of Spikes. These don’t inflict damage when something enters, but gives poison, meaning poison types are immune to them, actually absorbing them. Flying and levitate users are also immune to Toxic Spikes as well as Steel types. These are stackable up to 2 layers.

1 layer - Poison Damage - 12.5%
2 layers - Toxic Damage
Turn 1 - 6.25%
Turn 2 - 12.5%
Turn 3 - 18.75%
Turn 4 - 25%

Sticky Web - The newest form of hazard, Sticky Web introduces status drop upon entering, reducing speed by one stage. Again, Flying types and levitate users are immune to this, but everything else will see a drop in speed. This isn’t very common in OU due to lack of good users, Shuckle being the best.

Understanding how many to use

Spikes + Stealth Rocks - There’s a reason Spikes offensive was a common thing and that’s because Spikes hit most pokemon for the same damage. A single layer of Spikes will hit for the same as a neutral entry to Stealth Rocks. However, this means that its also more time effective to only set up a layer of Stealth Rocks and a single layer of Spikes for most teams, as most pokemon will take 25% when entering the field, while most of the ones that are immune to Spikes, take double from Stealth Rocks. With needing to set up 2 more layers to achieve another 12% damage, this is to much time for most teams in the more offensive tempoed metagame we have. However you need to look at your opponents team. Sometimes a layer of Spikes isn’t worth it if they have mostly flying and levitate users, while multiple layers may be more effective later in the match to wear down their Rapid Spinner when it tries to come back in. More layers are also more effective if most of the opponents team is resistant to Stealth Rocks, as 2 layers of Spikes and Stealth Rocks still gets the 25%.

Toxic Spikes - Using Toxic Spikes means you need to understand your opponents team. More offensive teams have trouble dealing with a single layer of spikes as they will consistently take 12.5% each turn as compared to the slower damage of Toxic due to their nature to switch often. Defensive teams however struggle more with Toxic damage, 2 layers, as they need to stay in more. This makes it easier late game when they have less options as they will have to make a bad switch to reset damage, or let that pokemon die from the increased damage.
 
What happened to windsong's "How to be Good at Competitive Mons?" Because pretty much everything in that little guide was helpful, so you could expand on his points and make a handful of good "tips" from them.
 

Onyx Tanuki

Ma! There's a weird 'nuki in the yahd!
I figure I may as well contribute with a Hidden Power guide, if that's alright.

Hidden Power Mechanics

Ever since its introduction in Gen II, Hidden Power has remained one of the most confusing moves to try and get onto a pokemon. Prior to Gen VI, both its type and its base power varied depending on the pokemon's IVs, making getting the ideal Hidden Power a painful ordeal, but now its power has been normalized to 60 for all pokemon regardless of IVs. Some might regard this as a nerf; the original version of Hidden Power could have base power ranging anywhere from 1 to 70, meaning some pokemon will strike for less damage. Personally, though, I'd say it's a blessing, as it saves a LOT of headaches when trying to breed for the right IVs, especially when trying to get a Hidden Power on something with Technician.

First, let's take a closer look at the attack itself:

Hidden Power
Type: Normal
Category: Special
Power: 60
Accuracy: 100%
PP: 15
- Hidden Power's type changes based on the user's IVs.

This makes the attack a great way to fill in holes in a pokemon's type coverage. For example, one could provide a Jolteon with an Ice type Hidden Power to essentially give it the famed Boltbeam combo, or as a means to provide a Ground or Rock special attack to those that lack Earth Power, Power Gem, or Ancient Power. It has perfect accuracy and 15 PP (or 24 when maximized via PP Up). Because it's a Special move, it's better used on a pokemon that is stronger with Special Attack. Unfortunately, the closest thing on the Physical side is Natural Gift, which requires a Berry to be held and consumed to determine its type and base power, making it a far less reliable move. Because its base power is 60, Hidden Power is an especially useful attack for pokemon with Technician, which boosts the power of all moves at or below 60 base power by 1.5, meaning a Technician boosted Hidden Power will hit for 90 base power instead. Unfortunately, most pokemon that use Technician have much better Attack than Special Attack; the few exceptions are Mime Jr., Mr. Mime, and Roserade. There's a couple of things to keep in mind about Hidden Power, though:

- Hidden Power cannot be Normal or Fairy type. Because of the way Hidden Power's type is calculated, only 16 results are possible, each corresponding to one of the types that existed in Gen II. Exactly one family of pokemon can use a Normal type Hidden Power due to their ability: Skitty and Delcatty. And they have FAR better options.
- Hidden Power receives STAB from its given type. While this likely won't help a lot of pokemon, since chances are good they have a stronger STAB option, this can help those that are lacking in options in one type or the other. For example, this could prove a useful alternative to Ancient Power for a defensively-built Omastar, or provide Zapdos with a special Flying-type STAB option.
- Hidden Power is not altered by Pixilate, Aerilate, or Refrigerate. Although it's Normal by definition, when a Pokemon learns it, it actually is considered its given type instead. Therefore, a Sylveon won't be able to change the type of Hidden Power via its ability, nor can Mega Gardevoir, Mega Pinsir, Amaura, or Aurorus.
- Hidden Power can be learned by almost everything. Every pokemon that can learn TMs can learn Hidden Power; this leaves out only Magikarp, Caterpie, Metapod, Weedle, Kakuna, Wurmple, Silcoon, Cascoon, Burmy, Combee, Scatterbug, and Spewpa (to my knowledge).

Now that that's out of the way, let's figure out what your pokemon's Hidden Power is! The formula to find it is as follows:

T = ( a + 2b + 4c + 8d + 16e + 32f ) * 15 / 63

T in this formula is the type of Hidden Power - or rather, a number ranging from 0 to 15 that corresponds with a type - while each of the other variables is an IV converted to binary, or the remainder of that IV divided by 2.

a = HP
b = Attack
c = Defense
d = Speed
e = Special Attack
f = Special Defense

Seems kinda complicated, right? Well there's an easier way to think of it. There's only two possible values for any of these variables: 0 or 1. If the IV is even, then the variable becomes 0, and if the IV is odd, the variable becomes 1. So you could simply take the numbers that would be multiplied by your odd IVs and only use them in the formula, since the others are going to become 0 by being multiplied by 0. The simplest way I can describe it is this way:

HP = 1
Attack = 2
Defense = 4
Speed = 8
Special Attack = 16
Special Defense = 32

Look at your IVs, and write down the numbers that correspond with the odd-numbered ones. Add those, multiply the sum by 15, then divide it by 63 and round your result down. Voila. For example, if your pokemon's IVs are 30 HP, 12 Attack, 9 Defense, 31 Special Attack, 23 Special Defense, and 31 Speed, you'll be adding 4, 8, 16, and 32, since HP and Attack are even, allowing you to ignore the 1 and 2. This will help those who min-max their IVs with a battle simulator like Pokemon Showdown as well; if you want a specific Hidden Power and want to lower that pokemon's Attack to 0 to reduce potential Foul Play damage or minimize its Speed for a Trick Room team, simply make that IV 0 if the simulator would give you 30 in that stat, or 1 if the simulator gives you 31.

Now that you have a number, just match it up to a type:

0 = Fighting
1 = Flying
2 = Poison
3 = Ground
4 = Rock
5 = Bug
6 = Ghost
7 = Steel
8 = Fire
9 = Water
10 = Grass
11 = Electric
12 = Psychic
13 = Ice
14 = Dragon
15 = Dark

So using the example from above, the pokemon's IVs plugged into the formula and rounded down gave us a value of 14, meaning it has a Dragon type Hidden Power. Hope you guys found this guide easy to follow along with, and if you need any clarification, feel free to ask.

EDIT - Blargh, I didn't read the "no volunteer writers" bit. Well, I'll leave this here anyway, since it's already written up, and if it gets deleted it gets deleted. *shrug*
 
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McDanger

Well-Known Member
Risk vs Reward - Strategies of play​

Risk vs reward is exactly as it sounds, a logical driven conclusion of what you should do again an opponent on a specific turn based on the risk of the situation and the reward that will follow. Risk vs reward is a key part of most battles, incorporating several forms of strategy such as double switching, saccing, and wallbreaking.

Double Switching​

Double switching is switching in one pokemon then immediately switching it out to maintain momentum or to drop something in that needs to get in but has trouble switching in due to weakness or decreased health. Double switching is predominant in early and middle game where bigger risks are taken.

282-m.png
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vs
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In a situation like this, double switching would be a game deciding moment as Mega Gardevoir pressures both Keldeo and Tyranitar, but with it at 50% health, it can’t switch right into Tyranitar. You also don’t want to sac Latios as Keldeo will KO Mega Gardevoir with Hydro Pump, meaning you lose. Landorus will be KOed by Keldeo allowing Latios to come in safely, pressuring your opponent to switch the choice locked Keldeo out in fear of a KO, allowing you to double switch into Mega Gardevoir. In a situation like this its often a 50/50 as the opponent can’t allow Mega Gardevoir in while you can’t lose Latios. As such, Keldeo may also stay based on how your opponent plays, which you can also win using Psyshock. Overall, its more in the opponents best interest to switch Tyranitar into Latios to try and trap it.

485.png
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vs
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50%+
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006-my.png


In this defensive situation, you need to get Stealth Rocks up to weaken Charizard Y, but with Azumarill in against Latias, you can’t bring Heatran in as its the only way to beat Ferrothorn. As such, you switch to Rotom Wash who can take a hit from Azumarill and double switch into Heatran as they have no reason to risk a burn on Azumarill so they would go into Ferrothorn, giving you a free turn to set up Stealth Rocks, weakening both Azumarill and Charizard Y allowing Latias to pressure both.

Saccing​

People will often throw something away thinking it has no use anymore or not when its actually needed. Often a well played sac is more important than your actual sweeper. Saccing is often seen late game to create game deciding plays.

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Heatran is in vs Keldeo and Mega Pinsir can’t OHKO Keldeo with Quick Attack, meaning they will need to go into Latios to absorb the hit and stop Keldeo which can break through the rest of their team. However, Keldeo can be sacced against Latios, absorbing the Draco Meteor that is likely to follow allowing Tyranitar to come in and Dragon Dance, sweeping the rest of the team. While the opponent may try and double switch into Mega Pinsir, Keldeo can just spam Hydro Pump to beat it, which is key as otherwise Mega Pinsir will make use of Heatran being sacced if Keldeo uses Secret Sword and sweep.

Wallbreaking​

Common mid game, wallbreaking makes it easier for your main sweeper late game by removing or weakening the walls to a point where the sweeper can beat them.

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Mega Garchomp is in against Mega Venusaur with the sand up, making it unlikely it will stay in as it will try to stop Keldeo, making it likely Landorus Therian will come in. As such, Draco Meteor is the best option as it hits Mega Venusaur hard on the chance it gets ballsy and tries to stay in, making it easier for Keldeo later, as well as cripples Landorus Therian for Excadrill later in the game.
 

McDanger

Well-Known Member
Teambuilding - Framework

For people that struggle to understand cores and teambuilding, framework is a nice thing to fall back on. While often to come out the same, framework gives you a set thing to hit, breaking your six slots for the team into specific marks to hit to make sure you cover most or all of what you need to hit to have a successful team. Some players can’t build without a stiff frame while others do it without realizing. Overall, framework is a key part of teambuilding to create a successful team.

Offensive

Mega Tyranitar
Mega Gyarados
Talonflame
Mega Pinsir
Bird Spam
-Raikou
-Thundurus
-Rotom Wash
Sand
-Landorus
-Landorus Therian
Keldeo
Heatran
Landorus
Landorus Therian
Shuckle
Terrakion
-
CB Dragonite
CB Talonflame
Landorus
Thundurus
CS Latios
LO Latios
/
Landorus Therian
Raikou
Tornadus Therian
Mega Manectric
-
Gengar
Mew
Gliscor
Suicune
Talonflame
Heatran
-
Mega Heracross
Mega Garchomp
Mega Gardevoir
Mega Medicham
Landorus

Offensive teams such as Hyper offensive focus on muscling through teams with raw power to win. As such you often start with a sweeper who functions as your primary win condition. A wallbreaker is often one of the next things to follow, breaking and checking threats to the primary sweeper, as well as supporting the rest of the team. Next is often an attacker or a pivot, the attacker generally being a choiced pokemon or second boosting/LO abusing pokemon while the pivot works hand in hand with the wall breaker to create chances to smash stuff. Examples of this are U turn Talonflame with Kyurem Black, Raikou with Mega Medicham/Mega Heracross, and Subpass Celebii and Mega Mawile. WIth most offensive teams a Stallbreaker is key, shutting down fat pokemon like Corecune and Clefable that are harder to just muscle through. A sweeper check is another key part, stopping other offensive teams from plowing you apart. Lastly, entry hazards are needed, generally only stealth rocks are used.

Defensive

-
Gengar
Mew
Gliscor
Suicune
Talonflame
Heatran
Mandibuzz
-
Doublade
Cresselia
Tornadus Therian
Mega Charizard Y
Victini
-
Mega Charizard X
Jirachi
Heatran
Gliscor
-
Chansey
Clefable
/
Starmie
Latias
Skarmory
Mandibuzz
-
Clefable
Quagsire
Mega Venusaur
Heatran
Hippowdon
Skarmory
-
Hippowdon
Ferrothorn
Skarmory
Heatran
Gliscor
Chansey
Forretress

Defensive teams build with taking everything in mind and often build bottom up, having no central member like offensive teams. Of the most important factors are Wallbreaking counters and Stallbreaking counters as these are two of the biggest threats to the team. Sweeping counters and your own stallbreaker are just as important, most of which can also spread status to aid your team. Lastly a dedicated hazard setter, generally spikes, is a good part of the team as well as a cleric to remove statuses from your team as well as pass wish.
 
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McDanger

Well-Known Member
Building around a Sweeper​

When building offensively, you often build around a sweeper if you don’t have a premade core in mind. As such, its very important to know what exactly your sweeper can do, what it can boost on, and what walls it. Its also important to understand its role to the team, such as if it supports with its ability or picks off threats with its fast speed without giving up a lot of momentum. Because of this its important to think of the strengths and weaknesses of the sweeper you chooses.

Strengths
-How efficiently can it sweep
-How does it far in most match ups (vs opposing offensive, balanced, stall)
-Can it boost on common threats
-Does it create chances to boost

Weaknesses
-Is it weak to common threats
-Is it walled by common threats
-Is it overall outclassed
-Does it demand hazard control
-Does it demand other forms of support (Weather, TR)

Heres an example

gyarados-mega.gif


Gyarados @ Gyaradosite
Ability: Intimidate --->Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang / Taunt

Strengths
-With decent speed, Gyarados can sweep fairly easily at +1
- With Taunt, M Gyarados can act as a stallbreaker, allowing it to beat stall 1 v 1. Taunt also allows it to rip apart defensive cores, making it effective against balanced and bulky offensive teams. Normal Offensive gives it more trouble coming in and grabbing a boost however.
-Gyarados can set up on Heatran, Mew, and Keldeo (fearing burns however), Scizor, Landorus I, Gliscor, and Magic Guard Clefable before mega evolving, Tyranitar, Latios, Latias, and Bisharp
-Gyarados’s pre mega evolution ability Intimidate forces out a lot of physical threats as well as its decent bulk and typing in both forms. Furthermore, it can easily abuse defensive threats to boost making it incredibly easy to gain a boost on slower teams as well as sponge dark attacks after its mega evolved such as Knock Off.

Weaknesses
-Gyarados is vulnerable to Thundurus which is on nearly every offensive team as well as Breloom and Raikou. Ferrothorn on defensive teams forces it out and deters it from mega evolving and taking a powerful grass stab. Mega Venusaur is in the same area as Ferrothorn except Gyarados needs to mega evolve and then still loses.
-Mega Gyarados struggles with most Grass types, Mega Venusaur and Ferrothorn, generally one is on a defensive team. With Taunt, Gyarados is walled by other Gyarados’s and arguably Mega Charizard Y due to Drought. Also without Ice Fang Dragonite can wall it and counter boost.
-Mega Gyarados sets itself apart from other DDers with Mold Breaker as well as its ability to stallbreak
-With its flying type pre mega evolution, Gyarados needs hazard control as it can be forced out before it evolves, racking up damage quickly.
-While rain is nice its not needed to be effective.

Examples of good partners
-Latias - Latias is able to check Thundurus, Breloom, and Mega Venusaur while answering Mega Charizard Y and removing hazards and using Healing Wish to give Gyarados another chance to sweep.
-Magnezone - Traps Ferrothorn namely
-Heatran - Beats Ferrothorn and Mega Venusaur, provides hazard support, and can answer Mega Charizard Y
-Gothitelle - Shadow Tag traps Ferrothorn and Mega Venusaur, baits in darks that Gyarados can boost one.
-Greninja - Lures in Mega Venusaur, Ferrothorn, and Raikou, all which it can hit incredibly hard, being able to KO Ferrothorn with hp fire and cripple Mega Venusaur. Can also throw down some spike support.
 

Eaglehawk

Banned
Hopefully you don't mind the massive influx of double and triple posting from me, but I was going through the old forums that I was part of (link in my sig), and a lot of these guides were written by some of the members during Serebii's "Golden Competitive Age" (circa 2009). Jesusfreak and a couple of other people may still remember some of these members (Salavoir, Bulldogs, Calum, zapper22011, jrcxyz, me, etc.),but they had an elitist separation from Serebii and had a treasure trove of fckin good info on competitive battling. Considering we're approaching a Golden Age in the Serebii Competitive forums once again (thanks to Saph and MMS), I thought now would be a good time to bust these articles out. and fyi, you can't find these anymore on smogon, so drink them up while you can children.

**NOTE**: THESE EXAMPLES ARE WRITTEN WITH THE GEN. IV METAGAME IN MIND, SO IF A MOD COULD HELP ME IRON OUT SOME KINKS TO BETTER FIT THE GEN VI META I'D GREATLY APPRECIATE IT.



Potential: Defensive and Offensive proofs

Warning! Defensive potential does not work the way we think it does! The reason my proof is fine was because I had forgotten about the necessary rounding in the damage formula. This rounding throws everything off, and so defensive potential does not work as well as the proof suggests but has errors! Do NOT use the defensive potential for a precision spread!

A more precise statement of Potential
Determining defensive potential (e.g. determining whether one combination of HP and SDef is better than another combination of HP and SDef on the special side) is quite simple. Multiply your Pokemon's HP stat by one of its Defense stats to get a number. Try a different combination of HP and that same defensive stat then multiply them again. Compare the two numbers: (the larger number x 100 / the smaller number) - 100 = combination that created the larger number is w% better than the combination that created the smaller number.

Or you can use: the smaller number x 100 / the larger number = combination that created the smaller number takes hits w% as well as the combination that created the larger number. Offensive potential (e.g. determining whether a given SAtk stat and move is better than the same SAtk and another move (or a different SAtk and same move) on the special side) is similar and is compared with the exact same formulas. The numbers you use are found by multiplying an attack stat by the base power of the appropriate move. In both cases, the larger the number you get from multiplication, the better the defensive or offensive potential is.

More precisely still, let H0 = an arbitrary stat value of HP and D0 = an arbitrary stat value of the defensive stat fixed, where "defensive stat" can be either SDef or Def and "defensive stat fixed" can be either SDef or Def but only one for the rest of this discussion, that is "defensive stat fixed" can be only one of SDef or Def but must remained fixed as SDef or Def for the rest of the discussion (e.g., if the "defensive stat fixed" is SDef, it must remain SDef for the remainder of this discussion). That is, let H = {H0, H1, ..., Hn} and D = {D0, D1, ..., Dn}. Let H0D0 = k0, where k0 is an element of T = {k0, k1, ..., kn}. Then, choose another arbitrary stat value of HP, say H1, such that H1 may or may not = Ho, and choose another arbitrary stat value of the defensive stat fixed, say D1, such that D1 may or may not = Do. Let H1D1 = k1.

If k1 > k0, then having the two stat values H1 and D1 is better than having the two stat values H0 and D0. If k0 > k1, then having the two stat values H0 and D0 is better than having the two stat values H1 and D1. k1 = k0 if and only if H0D0 = H1D1 (one case happening when H0 = H1 and D0 = D1), which means it is neither better nor worse having either pair of stat values. Let Clarge = the larger of k1 and k0 and let Csmall = the smaller of k1 and k0. Then let w% = 100(Clarge/Csmall) - 100. Letting Clarge = HlargeDlarge while Csmall = HsmallDsmall, we say that having the two stats Hlarge and Dlarge is w% better than having the two stats Hsmall and Dsmall (the first pair takes w% less damage than the second pair). Letting z% = (100Csmall)/Clarge, we say that having the two stats Hsmall and Dsmall allows our Pokemon to take hits z% as well as having the two stats Hlarge and Dlarge.

We call k0 "the defensive potential resulting from having the two stat values H0 and D0," k1 "the defensive potential resulting from having the two stat values H1 and D1," ..., kn "the defensive potential resulting from having the two stat values Hn and Dn." Or for short, we call the numbers k0, k1, ..., kn "the defensive potential of a Pokemon" or "the defensive potential" or simply "defensive potential.” That is, defensive potential is an element of the set T. The larger the defensive potential, the "better" or "greater" the defensive potential is.

Offensive potential is defined in a similar manner. I would go through the whole thing again, but this is supposed to be informal! So I will leave it at letting A0 = an arbitrary value of the offensive stat fixed ("offensive stat" and "offensive stat" fixed are defined in the same way as "defensive stat" and "defensive stat fixed" substituting Atk for Def and SAtk for SDef in the preceding discussion) and B0 = an arbitrary value of the base power of an arbitrary move of the same parity of the offensive stat fixed ("parity" defined here means being either "special or physical" instead of the usual "odd or even" e.g., if the offensive stat fixed is special, the move from which the base power comes must be special).

Let A = {A0, A1, ..., An} and B = {B0, B1, ..., Bn} having elements which may or may not be equal to each other and let A0B0 = j0, A1B1 = j1, ..., AnBn = jn while letting Elarge = the larger of two elements of J = {j0, j1, ..., jn} = AlargeBlarge while letting Esmall = the smaller of the two elements chosen to determine Elarge = AsmallBsmall. J has elements which may or may not be equal to each other. Then substituting j0, j1, ..., jn for the corresponding k0, k1, ..., kn, A0, A1, ..., An for the corresponding H0, H1, ..., Hn, B0, B1, ..., Bn for the corresponding D0, D1, ..., Dn, Elarge for Clarge, Esmall for Csmall, "offensive" for "defensive," and "give hits" for "take hits" in the discussion on defensive potential shows how "offensive potential" is to be defined. This shows that offensive potential is an element of the set J.

Proof of Offensive Potential
We must prove that the properties of the offensive potential can be deduced from known mechanics of the Pokemon game. We begin with the damage formula.

By the work of the effective base power equations, the damage formula gives ((Basepower * Mod1 * K) + 2) * Mod2 * Mod3 * Type1 * Type2 * N * STAB, where K = (L * A * (1/50))/D, A = [Sp]Atk, D = [Sp]Def, L = (Level × 2 ÷ 5) + 2, and N = R * 0.01 [R is the random number]. For a given defending Pokemon Mod2 * Mod3 * Type1 * Type2 * STAB is a constant, say Mod2 * Mod3 * Type1 * Type2 * STAB = M, and K/A [K/A = L *(1/(50D))] is a constant too. Although N isn’t really a constant, it is a variable which can be brought outside of the scope of the damage formula by multiplying it by everything after the rest of the calculations (as shown later when it cancels out of our equation). Mod1 is also constant for a fixed defending Pokemon.

Let Mod1(K/A) = W. Then the damage formula becomes ((BasepowerAW) + 2)MN = ((Basepower * A)W) + 2)MN = (BasepowerA)WMN + 2MN = V(BasepowerA) + F, where V = WMN (a constant) and F = 2MN (another constant). Thus, the only two variables which affect the equation are the base power of the move used and the offensive stat of the attacking Pokemon. The greater BasepowerA is, the greater the damage will be, and so BasepowerA can be used as a relative measure of how much damage you will do to a fixed, arbitrary Pokemon provided Basepower and A have the same parity.

Now say that the Basepower is an arbitrary Basepower, say B0, by our earlier definitions, and say that A is an arbitrary value of the offensive stat fixed, say A0, by our earlier definitions. Then choose another arbitrary Basepower, say B1, and another arbitrary value of the offensive stat fixed, say A1, ..., then choose another arbitrary Basepower, say Bn, and another arbitrary value of the offensive stat fixed, say An, where all elements of B and A are of the same parity. Then we get V(B0A0) + F = V(j0) + F, V(B1A1) + F = V(j1) + F, ..., V(BnAn) + F = V(jn) + F. So we see that the greater the offensive potential is, the better it is, and that offensive potential can be used as a relative measure of how much damage you will do to a fixed, arbitrary Pokemon. That is, if j1 > j0 then the equation containing j1 does more damage while the situation is reversed for j0 > j1. If j1 = j0, then they do the exact same amount of damage, provided the elements of B and A have the same parity, which means it is neither better nor worse having the Basepower and offensive stat fixed that forms either of them.

Now choose two arbitrary values for Basepower, say Bi and Bk, and choose two arbitrary values for A, say Ai and Ak (where BiAi = ji and BkAk = jk are elements of J). Then we get VBiAi + F = V(ji) + F and VBjAj + F = V(jk) + F for the amount of damage done to a fixed, arbitrary Pokemon. Since the larger damage done corresponds to the larger of ji and jk and since both are elements of J, these equations become VElarge + F and VEsmall + F, the larger damage done corresponding to VElarge + F, of course. Comparing these shows (VEsmall + F)/(VElarge + F) = (WEsmall + 2)/(WElarge + 2) [the MN’s cancel out].

If ji = jk, then this becomes 1, showing that the damage done by having Esmall does 100% as much damage as having Elarge (or equivalently, the damage done by having Elarge is 0% more damage than the damage done by having Esmall, as seen by using the reciprocal of the fraction as a comparison which involves {[WElarge + 2]/[WElarge + 2] – 1}100 = [1 – 1]100 = 0). More generally, the expression depends entirely on Esmall and Elarge. Ignoring the 2 for simplicity shows that Esmall/Elarge [the W’s cancel if the 2 is ignored] is a measure of the relative damage done to a fixed, arbitrary Pokemon. Ignoring the 2 is fine since in practice Esmall and Elarge are quite a bit larger than 2, and so the error involved in ignoring the 2 is quite small. Even for level 1s and 5s the error is small considering the lowest base power of a move is 10 (try and see for yourself!).

Letting z = Esmall/Elarge [which means z% = (100Esmall)/Elarge] and w = Elarge/Esmall [which means w% = ((100Elarge)/Esmall) - 100] shows that the damage resulting from Elarge is w% more than the damage resulting from Esmall, or equivalently, the damage resulting from Esmall is z% as much as the damage resulting from Elarge. But according to our definitions, Esmall and Elarge describe offensive potential and so hold true for ji and jk. Since those are arbitrary elements of J, they hold true for any two elements of J. Thus, for any two offensive potentials, one offensive potential is w% better (does w% more damage) than the other and the other is z% as good (does z% as much damage) as the first offensive potential.

Therefore, all properties of the offensive potential can be deduced from known Pokemon game mechanics, Q.E.D.

Proof of Defensive Potential
We must prove that the properties of the defensive potential can be deduced from known mechanics of the Pokemon game. The proof is similar to that of the offensive potential, but it is done afterwards because it is harder to accomplish, especially because of the backwards thinking involved and extra variable. We begin with the damage formula as before.

By the work of the effective base power equations, the damage formula gives ((Basepower * Mod1 * K) + 2) * Mod2 * Mod3 * Type1 * Type2 * N * STAB, where K = (L * A * (1/50))/D, A = [Sp]Atk, D = [Sp]Def, L = (Level × 2 ÷ 5) + 2, and N = R * 0.01 [R is the random number]. For a given attacking Pokemon Mod2 * Mod3 * Type1 * Type2 * STAB is a constant, say Mod2 * Mod3 * Type1 * Type2 * STAB = M, and KD [KD = L * A * (1/50)] is a constant too. As before, Mod1 is also constant for a fixed, attacking Pokemon, but so is Basepower for a fixed, arbitrary move from a fixed, attacking Pokemon. Letting Basepower * Mod1 * KD = U and G = UMN changes the formula to ((U/D) + 2)MN = ((UMN)/D) + 2MN = (G/D) + F [remember that F = 2MN], which shows that the damage done by a Pokemon depends on D. The greater D is, the smaller the damage is.

However, percents are what matter in Pokemon. The percent damage done by a fixed, arbitrary attacker is ((100G/D) + 100F)/HP = ((100G)/(HP*D)) + (100F)/(HP) = ((100G)/(HP*D)) + (100FD)/(HP*D) = (100G + 100FD)/(HP*D). Now, here we have an interesting formula, since the percent damage is affect by both (HP*D) and D [since HP and D are the only variables], which just goes to show how much more complicated defensive potential is. However, as you can see, increasing (HP*D) decreases the percent damage, so the greater (HP*D) is, the better that combination of HP and D is. Now say that HP is an arbitrary HP, say H0, by our earlier definitions, and say that D is an arbitrary value of the defensive stat fixed, say D0, by our earlier definitions. Then choose another arbitrary value for HP, say H1, and another arbitrary value of the defensive stat fixed, say D1, ..., then choose another arbitrary value of HP, say Hn, and another arbitrary value of the defensive stat fixed, say Dn. All arbitrary values of HP and the defensive stat fixed are elements of H and D, respectively.

Then we get (100G + 100FD0)/(H0*D0) = (100G + 100FD0)/k0, (100G + 100FD1)/(H1*D1) = (100G + 100FD1)/k1, ..., (100G + 100FDn)/(Hn*Dn) = (100G + 100FDn)/kn. So we see that the greater the defensive potential is, the better it is because you take less percent damage, and that defensive potential can be used as a relative measure of how much damage you will take from a fixed, arbitrary Pokemon provided the move used by that Pokemon and the defensive stat fixed are have the same parity. That is, if k1 > k0 then the equation containing k1 takes less damage while the situation is reversed for k0 > k1. If k1 = k0, then they take the exact same amount of damage, provided that the move and defensive stat fixed have the same parity, which means it is neither better nor worse having the HP and defensive stat fixed that forms either of them.

Now choose two arbitrary values for HP, say Hi and Hj, and choose two arbitrary values for D, say Di and Dj (where HiDi = ki and HjDj = kj are elements of T). Then we get (100G + 100FDi)/(Hi*Di) = (100G + 100FDi)/ki and (100G + 100FDj)/(Hj*Dj) = (100G + 100FDj)kj for the amount of damage taken from a fixed, arbitrary Pokemon. Since the larger damage done corresponds to the larger of ki and kj and since both are elements of T, these equations become (100G + 100FDlarge)/Clarge and (100G + 100FDsmall)/Csmall, the smaller percent damage taken corresponding to (100G + 100FDlarge)/Clarge, of course, where Dlarge and Dsmall correspond to Clarge and Csmall, respectively (remember their definitions!). Comparing these shows ((100G + 100FDlarge)/Clarge)/((100G + 100FDsmall)/Csmall) = ((U + 2Dlarge)/Clarge)/((U + 2Dsmall)/Csmall) [the 100MN’s cancel out] = ((U + 2Dlarge)Csmall)/((U + 2Dsmall)Clarge).

If ki = kj and Di = Dj, then this becomes 1, showing that the damage taken having Csmall is 100% as much damage taken by having Clarge (or equivalently, the damage taken by having Clarge is 0% more damage than the damage taken by having Csmall, as seen by using the reciprocal of the fraction as a comparison which involves {[[U + 2Dsmall]Clarge]/[[U + 2Dsmall]Clarge] – 1}100 = [1 – 1]100 = 0). More generally, the expression depends entirely on Dsmall, Dlarge, Csmall, and Clarge, which is a bit more complicated than what we had for offensive potential. Ignoring the 2Dsmall and 2Dlarge for simplicity shows that Csmall/Clarge [the U’s cancel if the 2Dsmall and 2Dlarge are ignored] is a measure of the relative damage taken from a fixed, arbitrary Pokemon.

Ignoring the 2Dsmall and 2Dlarge is fine since in practice U is quite a bit larger than 2Dsmall and 2Dlarge, and so the error involved in ignoring the 2Dsmall and 2Dlarge is quite small. However, with lower level Pokemon, the error becomes more significant. Fortunately, for level 100s U will be much larger than either 2Dsmall or 2Dlarge and so the error is negligible. Unlike for offensive potential though, the error is not negligible for lower level Pokemon Note that 2Dsmall and 2Dlarge disappear without error when Dsmall = Dlarge, but this cannot be one of the possibilities because we know that if we keep the defense fixed and add HP, you’ll take less percent damage and so defensive potential is not useful in that case. Rather, it is more useful when the sum of the EVs creating D and HP is a constant. This means Dsmall =/= Dlarge for our purposes, so there will be an error.

Letting z = Csmall/Clarge [which means z% = (100Csmall)/Clarge, which can be done because Csmall/Clarge results from the smaller damage/larger damage and so “inherits” the damage’s comparing property] and w = Clarge/Csmall [which means w% = ((100Clarge)/Csmall) – 100, which can be done because Clarge/Csmaller results from the larger damage/smaller damage and so “inherits” the damage’s comparing property] shows that the damage resulting from Clarge is w% more than the damage resulting from Csmall, or equivalently, the damage resulting from Csmall is z% as much as the damage resulting from Clarge. But according to our definitions, Csmall and Clarge describe defensive potential and so hold true for ki and kj. Since those are arbitrary elements of T, they hold true for any two elements of T. Thus, for any two defensive potentials, one defensive potential is w% better (takes w% less damage) than the other and the other is z% as good (takes hits z% as well) as the first defensive potential.

Therefore, all properties of the defensive potential would be deduced from known Pokemon game mechanics, after which would follow a "Q.E.D." For reasons noted above though, this is not a valid proof. It remains because I think it provides some interesting insights.....not to mention that it took a whole lot of time to type up.
 

Eaglehawk

Banned
This guide is for those who know it all except for possibly (unlikely) what I am about to type about EV spreads. I abridged it because no one will read it otherwise. If you're an expert, why waste your time reading a long guide? To create expert EV spreads that are beyond the already egregious skills of you competitive Pokemon masters, follow the following steps so long as they apply to your Pokemon (1 and 7-9 apply to all). A link to the unabridged portions follows each step.

1.)Think about what you want your Pokemon to do. Set a useful goal for the Pokemon first. Make sure it's possible to achieve through damage calculators such as: http://ownpurpose.com/libelldra/damage_calculator.html Choose the nature you think you'll need at this stage. Unabridged.

2.)Find something important to outspeed. If your Pokemon is too slow or a wall like Cresselia, this is less important. It depends on your goal though. There's no point in putting speed on wallish Pokemon like resttalk Cresselia or Crocune since (a) it's useless to their purpose and (b) it will be useless nearly every time. They get more use by putting those EVs in defenses (including HP). Maximizing speed when the spare EVs are useless elsewhere is fine (e.g. CB Weavile). Unabridged.

3.)Find something important to NHKO. OHKO, 2HKO, OHKO with SR, etc. Very important for sweepers, somewhat important for tanks, and less important for walls. It depends on your Pokemon's purpose. Maxing the offense of sweepers is fine. Stuff with awful offense generally ignore this step. Unabridged.

4.)Find something important to survive. Very important for tankish and bulky sweeperish Pokemon. For Pokemon like Snorlax and Skamory, maximize their defensive potential in accordance with your original goal. For frail Pokemon like Weavile and Gengar, you generally don't need to bother with this since it will be (a) a waste of EVs to survive something or (b) they won't be able to survive it anyways.

5.)If you want to maximize defenses, max HP first. If it has loads of HP relative to its defenses, you don't need to max it (e.g. Snorlax, Blissey). If it doesn't, you must max it (e.g. Dusknoir, Rotom-A). If it's in-between (e.g. Latias, Metagross), you can go for a lefties point, but only do so if it (a) provides better defense (rarely happens) or (b) provides those smidgen of EVs necessary to KO or outspeed a threat in accordance with steps 2-3. If your Pokemon is weak to SR or takes neutral and runs items that do not affect its health (Choiced item, Expert Belt, Berry, etc.), don't make its HP divisible by 4 if the former and don't make its HP divisible by 8 if the latter. Those rules don't apply if you have Sandstorm or hail on your team and your Pokemon is weak to it. Don't bother with "minimum Life Orb recoil." So long as HP isn't divisible by 10, you're fine.

6.)In maxmizing defenses, put EVs in defense last. For all Pokemon but Pokemon like Blissey and Snorlax, this is true. To maximize defenses, find what combination of the EVs that you still have left split between HP and defenses gives you the best defensive potential.* Note that 128 / 128 is often bad.

7.)Be economical. Use the combination of EVs which gives you the most out of them.....EVERY TIME!!! That means you may find that your originally intended nature must be changed at this stage of EVing or that you can do more with your EVs than your original goal. Consequently, your EV spread and maybe goal needs to be changed. If so, go back to step 1. Also make sure each EV placement has a reason backing it. Stuff like "enough to outspeed x, maxed HP, enough to OHKO y, rest dumped in Defense" is fine provided outspeeding x, max HP, and KOing y is useful and viable.

8.)Extra EVs and gaining them. Use extra EVs to hit jump points. Or if you need or want extra EVs, hit a jump point in one stat you originally had maxed or hit the nearest jump point you can while still doing something specific in accordance with step 2-4 and your original goal. The former is the usual situation, hence splits like 176 / 80 or 216 / 40. Hitting lefties points gives extra EVs, but they have been discussed already. Also, use 252 > 255.

9.)Remember: think > goal > specification > optimization > bonuses. Stop in the chain when you run out of EVs, obviously. Speed is usually the first step of specification, but all this has already been discussed. A combination of experience, your team, knowledge of whether a Pokemon is outclassed at what it's doing or of whether it's doing too much to be effective, and Shoddy statistics/Smogon's movesets will help you determine "usefulness," "stuff to aim for," and "viability." Also, useful speed tiers and Smogon's OU, Ubers, UU, and Little Cup speed tiers.


If this guide is a hit, I'll continue with my "Abridged Series for Competitive Pokemon Masters" in a future installment.

*APPENDIX
This will explain what I mean by defensive potential (VERY similar to "Statistical (Special) Defense") and will give examples of EV spreads. Only read this part if you need examples, don't know what in the world defensive potential is, or are simply interested. Reading this appendix makes the guide much less abridged. Note that the concept of defensive potential is slightly flawed due to game rounding, and so it should not be used when making very precise spreads.

Determining defensive potential (e.g. determining whether one combination of HP and SDef is better than another combination of HP and SDef on the special side) is quite simple. Multiply your Pokemon's HP stat by one of its Defense stats to get a number. Try a different combination of HP and that same defensive stat then multiply them again. Compare the two numbers: (the larger number x 100 / the smaller number) - 100 = combination that created the larger number is w% better than the combination that created the smaller number.

Or you can use: the smaller number x 100 / the larger number = combination that created the smaller number takes hits w% as well as the combination that created the larger number. Offensive potential (e.g. determining whether a given SAtk stat and move is better than the same SAtk and another move (or a different SAtk and same move) on the special side) is similar and is compared with the exact same formulas. The numbers you use are found by multiplying an attack stat by the base power of the appropriate move. In both cases, the larger the number you get from multiplication, the better the defensive or offensive potential is.

Examples of EV spreads

Posted Image
Jirachi @ Leftovers
EVs: ???
-Wish
-U-Turn
-Stealth Rock
-Zen Headbutt/Iron Head/Ice Punch

I start by figuring out what I want it to do. It's obviously supposed to be bulky. Taking two DD LO Salamence Outrages and an Adamant CB Dugtrio EQ (to get off one last Wish if timed right) isn't a bad idea either. To start, I max the HP. I then find how many EVs I need to survive that from an Adamant LO Salamence by using a damage calculator, since I know it will hit harder than Dugtrio. I start by maxing defense and using an Impish nature and check the damage. I then lower my defensive EVs by and repeat again and again. Doing this, I find I need an Impish nature and 140 EVs in Defense to survive this after SR damage.

Since Jirachi reaches 236 Speed with a neutral nature and 0 EVs, a reasonable speed to aim for is 245, outrunning both Jolly Max speed Tyranitar and those trying to outrun it by 1 point. This requires 36 EVs. I then dump the rest in SDef to soften special attacking blows, giving: 252 HP / 140 Def / 80 SDef / 36 Speed. From experience, I know Jirachi can survive attacks from LO Gengar given enough EVs. I check to see how close Jirachi is to surviving it. Jirachi survives it well, so I see how well it survives consecutive Shadow Ball and Hidden Power [Fire] (after Jirachi switches into an obvious Shadow Ball or Focus Blast, HP [Fire] would be Gengar's next reasonable move).

It turns out it barely survives (outside of SR). So, I play with the EVs between HP and SDef until it survives it the best it can. I do not lower the HP less than 401 HP though because 401 Hp allows Jirachi to take 5 consecutive Seismic Tosses. Seems situational, but it's a small investment, so I might as well aim for it. I find that 404 HP and 257 SDef gives Jirachi the best chance it has at surviving LO Gengar's moves and allows it to barely survive inside of SR. I check to see the difference in damage I take from Salamence and Dugtrio, and I see that there is now a 0.07% chance of Jirachi not surviving Salamence. This is pretty much zero chance, so the final spread is 252 HP / 136 Def / 84 SDef / 36 Speed Impish.
 

Eaglehawk

Banned
Max HP vs. Lefties Point

When Eving a Defensive Pokemon, there are two crucial points to consider: maxing the HP or going for a Lefties Point. Maxing HP allows for greater defenses while hitting a Lefties Point means that you recover 1 more HP each turn from Leftovers and almost every defensive Pokemon carries Leftovers.(Skarmory is the only exception I can think of).

Note: Leftovers recovers 1/16th of your health each turn so a Lefties Point would make the HP divisible by 16. This allows the Pokemon to recover the full amount of health because there is no fraction. If there is a fraction when recovering HP from Lefties, the fraction does not get counted so you lose HP. In a sense, by not hitting the Lefties Point, you are lowering your Pokemon's defensive ability.

Recovering more HP would help in the long run, but as a wall, your main goal is to take hits so Maxing HP might seem like a better choice. Now both of these allow the Pokemon to maximize its defenses, but which one is better and in what circumstances is it better? Glancing back at the original post, you find that Steps 5 and 6 address Defensive Potential.

Salavior55


5.)If you want to maximize defenses, max HP first. If it has loads of HP relative to its defenses, you don't need to max it (e.g. Snorlax, Blissey). If it doesn't, you must max it (e.g. Dusknoir, Rotom-A). If it's in-between (e.g. Latias, Metagross), you can go for a lefties point, but only do so if it (a) provides better defense (rarely happens) or (b) provides those smidgen of EVs necessary to KO or outspeed a threat in accordance with steps 2-3. If your Pokemon is weak to SR or takes neutral and runs items that do not affect its health (Choiced item, Expert Belt, Berry, etc.), don't make its HP divisible by 4 if the former and don't make its HP divisible by 8 if the latter. Those rules don't apply if you have Sandstorm or hail on your team and your Pokemon is weak to it. Don't bother with "minimum Life Orb recoil." So long as HP isn't divisible by 10, you're fine.

6.)In maxmizing defenses, put EVs in defense last. For all Pokemon but Pokemon like Blissey and Snorlax, this is true. To maximize defenses, find what combination of the EVs that you still have left split between HP and defenses gives you the best defensive potential.* Note that 128 / 128 is often bad.


Now this two steps give you guidelines to follow when finding Pokemon's maximum defensive potential.

However, to fully illustrate the difference in defensive potentional between Maxing HP and Lefties Point, an example will be provided. It is the spread from the example in the original post.

Salavior55


Posted Image
Jirachi @ Leftovers
EVs: ???
-Wish
-U-Turn
-Stealth Rock
-Zen Headbutt/Iron Head/Ice Punch

I start by figuring out what I want it to do. It's obviously supposed to be bulky. Taking two DD LO Salamence Outrages and an Adamant CB Dugtrio EQ (to get off one last Wish if timed right) isn't a bad idea either.



Now that we know what to do, we must find an EV spread that suits the requirements. At first glance, we find that there are two spreads that fit the requirements, but which one has maximum defensive potential?

1st Spread:
240 HP / 140 Def / 92 SDef / 36 Speed Impish


2nd Spread:
252 HP / 136 Def / 84 SDef / 36 Speed Impish

The first spread uses Max Hp to achieve its goal while the second spread aims for a Lefties Point so which is better?

To find out you must compare damage calculations.

1st:
(+1 LO Mence Outrage vs [240]401 HP / [140]298 Def)
Raw damage: 171 185 201
Percentages: 42.64% 46.13% 50.12%
99.93% chance of survival in SR.

2nd:
(+1 LO Mence Outrage vs [252]404 HP / [136]297 Def)
Raw damage: 171 186 202
Percentages: 42.33% 46.04% 50.00%
99.93% chance of survival in SR

1st:
(LO Gengar vs [240]401HP / [92]259 SDef)
Shadow Ball
Raw damage: 154 168 183
Percentages: 38.40% 41.90% 45.64%

2nd:
(LO Gengar vs [252]404HP / [84]257 SDef)
Shadow Ball
Raw damage: 156 169 184
Percentages: 38.61% 41.83% 45.54%

1st:
(LO Gengar vs [240]401HP / [92]259 SDef)
Focus Blast
Raw damage: 155 168 183
Percentages: 38.65% 41.90% 45.64%

2nd:
(LO Gengar vs [252]404HP / [84]257 SDef)
Focus Blast
Raw damage: 156 169 184
Percentages: 38.61% 41.83% 45.54%

1st:
(LO Gengar vs [240]401HP / [92]259 SDef)
HP [Fire]
Raw damage: 180 196 214
Percentages: 44.89% 48.88% 53.37%

2nd:
(LO Gengar vs [252]404HP / [84]257 SDef)
HP [Fire]
Raw damage: 180 196 214
Percentages: 44.55% 48.51% 52.97%

So after comparing the damage calculations, the 2nd Spread: 252 HP / 136 Def / 84 SDef / 36 Speed Impish appears to take hits better so it has reached maximum defensive potential.
 
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