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Magic Numbers - Stat Guide
Topic Started: May 28 2007, 07:57 PM (387 Views)
Kinneas**
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Common Speeds

142 Speed - Outspeeds -Speed natured Swampert, handy for spare EVs leftover on slower pokemon.

156 Speed - Minimal for Weezing, sometimes goes a bit more.

160 Speed - Usually Tyraniboahs speed. Also Subbing Rhydon tries to get 160 Speed to get a s+Sub up before Weezing.

198 Speed - Weather users sit here. Also after 2 speed bosts (agility or 2 DD's) you can outspeed the base 130's

200 Speed - Outspeeds 100 base pokemon after one DD with no +Spd Nature. DDtar is an example of this. Metagross also hangs around this speed (up to 205).

206 Speed - Minimum speed for Suicune. Most go for a bit more than this. Jolly Marowak is here too.

220 Speed - Outspeeds the 100 base Pokémon with + Spd Nature after one speed boost.

221 Speed - Adamant Tyranitar with Max Speed tops off here.

222 Speed - Taunt Umbreon usually sits around here.

239 Speed - Maximum for the non +speed nature base 70's.

240 Speed - Outspeeds non + Spd nature base 70's (like Adamant Breloom). Medicham/Magneton/Celebi usually hangs at this

242 Speed - Outspeeds the 115 base Pokémon with a + Spd Nature after one speed boost.

250 Speed - Outspeeds the 120 base Pokémon with a + Spd Nature after one speed boost.

263 Speed - Outspeeds the 70 base group with a + Spd Nature

269 Speed - this is where Adamant Heracross tops out.

270 Speed - Fast Celebis to beat Heracross sit here.

284 Speed - Maximum speed for Medicham.

295 Speed - Maximum speed for Heracross and co.

299 Speed - Base 100's without a + spd Nature sit here (Salamence/Zapdos/Dodrio etc)

319 Speed - Base 110's without + spd Nature are here (Tauros/Jumpluff/Espeon/Gengar)

329 Speed - Base 115's without + spd Nature here (Starmie/Raikou)

339 Speed - Base 120's without + spd Nature here (Sceptile/Alakazam/Dugtrio)

350 Speed - Base 110's with + spd Nature

361 Speed - Base 115's with + spd Nature

372 Speed - Base 120's with + spd Nature

395 Speed - The speediest you'll ever need in the normal metagame, beats 130 base group to it. There's no point setting EVs to outspeed Ninjask as it'll just get faster anyway.

419 Speed - This is where Ninjask lies.


Help with HP

HP is an important stat to take note of. It's been found that putting more EVs in HP gives a smaller % difference between the defences, making you take less damage.

Dividing HP by 16 for leftovers best leftovers recovery is no secret, but here are some numbers to use

Some remotably respectable HPs that are /16. If you like that +1, go ahead and add one. After that, the number of HP gained by Leftovers,

304 - 15
320 - 16
336 - 17*
352 - 18
368 - 19
384 - 20
400 - 21
416 - 22
432 - 23
448 - 24
464 - 25

*338 lives through 4 Seismic Tosses/Night Shades with Leftovers, so you will probably want to add those 8 EVs when using 336

401 HP - Survives 5 Seismic Tosses/Night Shades with Leftovers, 4 without
404 HP - Allows to create 101 HP Substitututes, which live through Seismic Toss/Night Shade without breaking

If you are using Substitute to get a Berry boost, or use Flail/Reversal, then you'd beeter have a HP divisible by 4 so you are left with the right HP to get the boost/hit 200 base damage.

Ideally, you will want your HP to be about 110-120% of your defenses.
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Pillowrath
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Starting the topic with the title "Other speeds" looks strange. Needs a Tyranitar entry as well (222 outspeeds most t-tars). You can add a sentence in that Umbreon part about t-tar.
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