A Few Things to Consider when Planning to Maximize HP on a Select Group of Pokemon

Jibaku

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I. Intro
IIa. Max HP Divisible by 8 but not by 16
IIb. Max HP Divisible by 4 or 2, but not by 16
III. Max HP Leftovers Numbers
IV. 6 EVs in HP


I. Intro
After reading through the Smogon dex and introduction to competitive Pokemon, you embark on a mission to create a team, and after finally finding the members that suit you most, you went ahead and opened Shoddy Battle, joyously inputting every single piece of information. As you select Scizor as a member, you hover ahead the Attack EVs section, maximizing it. Following that, you wish to give Scizor as much overall bulk as possible, so you go ahead and prepare your fingers to input 252 in HP...

Halt! I warn you, this is an unwise action.

Take a moment to step back and consider the following. When Scizor’s HP is maximized, it produces the number 344. That number is unfortunately dvisible by 8, which signals indirect damage hazard. Stealth Rock, burn, Leech Seed, normal poisoning and even Darkrai’s Bad Dreams take away 1/8ths of the victim’s maximum HP. This means a maximum HP Scizor will faint in 8 times of exposure to one of these (though it can not be poisoned). When your Scizor spams U-turn in order to weaken enemy counters, you might find your precious mantis dying upon its 8th switch in due to Stealth Rock.

IIa. Max HP Divisible by 8 but not by 16
Scizor alone is not the only one that suffers from this disorder when HP is maxed. In fact, there’s quite a list of Pokemon whose maximum HP is divisible by 8, yet not divisible by 16.

Base 70
Aggron*, Ariados, Cacturne, Castform, Cherrim, Darkrai, Delcatty, Drapion, Froslass+, Girafarig. Lucario*. Lunatone, Magnezone*. Manectric, Masquerain++, Mightyena, Mothim++, Omastar, Sceptile, Scizor, Scyther++, Sharpedo. Solrock. Sudowoodo, Torkoal+, Venomoth+, Vespiquen++, Weavile+

Base 78
Charizard++, Linoone, Typhlosion+

Base 86
Cradily, Yanmega++

Base 110
Lickilicky, Mamoswine, Regigigas, Walrein+, Whiscash*

Base 150
Giratina, Giratina-O, Slaking, Drifblim+

Base 190
Wobbuffet


The asterisk (*) indicates reduced Stealth Rock damage due to type.
The plus (+) indicates increased Stealth Rock damage due to type. Similarly, a (++) indicates a 4x increase in standard Stealth Rock damage.


Not only are the numbers divisible by 8, two turns of Leftovers recovery can not make up for the indirect damage. Furthermore, you’ll realize that you are wasting a point by maximizing HP on any of these (Aggron is perhaps an exception since it takes reduced Stealth Rock damage, is immune to Poison, and Burn renders it useless anyways). To demonstrate what I mean, let’s put it in a simple example we all can understand.

There are two Scizors; we will refer to them by Scizor 1, who has maximum HP EVs, and Scizor 2, who has 248 HP EVs. Both of them are sent out into the battlefield where Stealth Rock awaits to inflict injury. The results should be as followed:

Scizor 1:
344/8 = 43
344-43 = 301

Scizor 2:
343/8 = 42.875. The number is rounded down to 42
343-42 = 301

As you can see, they will enter the trap-laden battlefield with the same HP. However, should you want to switch Scizor out more than once…

Scizor 1:
301 – (344/8) = 248

Scizor 2:
301 – (343/8) = 249

What do we have here? The Scizor that started out with one point lower in HP ends up having higher HP upon its second time switching into the field.

IIb. Max HP Divisible by 4 or 2, but not by 16
But let’s not stop there shall we. We shall discuss the Pokemon that take increased damage from Stealth Rock as well. These Pokemon, when their HP is maxed, maximizes the pain that Stealth Rock brings upon them

Adding to the previous list of Pokemon marked with the plus, here are some more that share their shame. The HP of all of these Pokemon are not divisible by 16

Base 20:
Shuckle

Base 45:
Delibird++

Base 52:
Farfetch’d

Base 55:
Ledian++

Base 60:
Beautifly++, Butterfree++, Dodrio, Dustox, Parasect, Pelipper, Swellow, Wormadam

Base 61:
Ninjask++

Base 80:
Aerodactyl, Glalie, Regice.

Base 83:
Pidgeot

Base 100*:
Noctowl, Shaymin-S, Honchkrow

Base 120:
Arceus (Only if it is one of the following types: Bug, Flying, Fire, Ice). Arceus is currently illegal.

Like before, the double plus (++) indicates 50% damage when the pokemon is switched in while Stealth Rock is active against you

It may be tempting to maximize the HP of these Pokemon (especially Shuckle, who sports the lowest non Shedinja HP, yet the highest defenses in the game), but in reality, having one point less in HP is better. The 100 Base HP receives a special note as maximizing HP allows the Pokemon to create 101 HP Substitutes, withstanding a Seismic Toss from Blissey. However, aside from possibly Shaymin-S, the rest should not bother with such a task.

Now, with this outlook on entry hazards in mind, you can save one or even more points. But how much is a single point worth? It can give you 6.25% more chance of survival, 6.25% more chance of knocking something out, or more importantly in some cases, outrunning the ignorant opposition. Did I say one point? You can save more when you plan to switch the Pokemon in more than once. This one point you remove from HP can save your Pokemon from its deathbed during critical moments.

III. Max HP Leftovers Numbers
Now, there’s one more thing to discuss that falls in a similar issue. Known since the dawn of Ruby and Sapphire, it is the famed “Leftovers numbers”. These numbers allow for maximum recovery by the hold item Leftovers as they are divisible by 16. Sounds great? Not always. Being divisible by 16 also means divisible by 8. Should these numbers be avoided? It depends on the situation you plan to encounter. But before we go to that, we shall note the Pokemon whose HP is divisible by 16 when it is maxed.

Base 50:
Cloyster, Deoxys, Deoxys-A, Deoxys-D, Deoxys-S, Hitmonchan, Hitmonlee, Hitmontop, Magcargo, Mawile, Rotom, Rotom-A, Sableye, Spiritomb,

Base 90:
Abomasnow*, Ampharos, Arcanine+, Articuno++, Dewgong+, Donphan, Granbull, Machamp, Moltres++, Nidoqueen, Palkia, Politoed, Poliwrath, Raikou, Shiftry, Ursaring, Zapdos+

Base 106:
Mewtwo, Lugia+, Ho-oh++

Base 130:
Lapras+, Vaporeon

Base 170:
Wailord

++ indicates 50% Stealth Rock damage
+ indicates 25% Stealth Rock damage
* = Abomasnow creates hail.

As stated before, to maximize or to not maximize depends almost entirely on your situation. For many of these Pokemon, maximizing HP also maximizes defensive capabilities, while having one point less can sometimes produce the same type problems as mentioned when you maximize a base 70 Pokemon’s HP (For instance, a Deoxys-D with 303 HP takes 37 damage from Stealth Rock, and two rounds of leftovers recovery won’t completely heal it). However, as appealing as maximizing Leftovers recovery sounds, sandstorm and hail negate this advantage, and leaves your Pokemon suffering from increased indirect damage. If you have one of these weathers in your team, it is generally a bad idea to maximize the HP EVs of these Pokemon unless they are immune to it. However, when you do not have damaging weather on your side, it can go both ways. Do you wish to maximize the HP EVs of one of these Pokemon due to your own team, or do you maximize HP based on the possibility of sandstorm or hail? You should consider the frequency of these weathers in different metagames. For example, sandstorm is common in OU due to Hippowdon’s and Tyranitar’s presence, but it is quite rare in Ubers due to Kyogre and Groudon being everywhere, canceling out the sandstorm Tyranitar creates, or the hail Abomasnow brings. Therefore, it is safer to maximize HP of any of these Pokemon in the Uber metagame compared to the OU metagame. Also consider other factors such as Rapid Spin or Taunt that could prevent the set up on entry hazards. It would probably be a more preferable option to max HP when you have these and no damaging weather on your side (that hurts it obviously)

IV. 6 EVs in HP
Before we go, if you are going to go with a classic 252/252/6 Spread on some Pokemon, putting 6 EVs into HP automatically turns these Pokemon “Stealth Rock weak”, meaning that these Pokemon will fall in 4 turns of switching when Stealth Rock is present

Uber
Rayquaza

OU
Gyarados
Salamence
Togekiss
Dragonite
Ninjask++

BL
Staraptor

UU
Crobat
Altaria
Armaldo
Houndoom
Jumpluff
Magmortar
Ninetales
Jynx

NU
Mantine
Pinsir
Rapidash
Entei

(Credits go to Legacy Raider for compiling this list)

Now that you’ve bled your eyes out upon reading all of these, you now know that EVs aren’t as simple as it would seem. Saving only one or two points may not be a big deal, but remember that there are virtually no downsides to doing so, considering the prevalence of Stealth Rock, and the occasional Leech Seed and Will-O-Wisp.

Of course, there's yet another final word to this. It's not always maximizing HP, but make sure your HP isn't divisible by 8 (unless it is a lefties number and you decide to go by that due to circumstance). This means Scizor with let's say...188 HP EVs is asking to die in 8 switch ins.
 
Jibaku, to be honest I've always been lazy about figuring out the numbers myself but what tare the "good" hp numbers? Say I had 400 evs with which I wanted to maximize Scizor's HP and Special defense while minimizing entry hazard damage-- how should I go about it?
 
Jibaku, to be honest I've always been lazy about figuring out the numbers myself but what tare the "good" hp numbers? Say I had 400 evs with which I wanted to maximize Scizor's HP and Special defense while minimizing entry hazard damage-- how should I go about it?
If your primary goal is to maximize Special Defense over all things, just max SDef and put the remaining into HP. If your HP becomes divisible by 8 but not divisible by 16, just drop one point from HP and put them somewhere else.

I haven't analyzed how good Lefties numbers are (though assuming your Lefties get canceled by Sandstorm, it wouldn't be good at all and you'd make yourself prone to death by the 1/8ers, and when you suicide bait something this makes a difference when fighting against Close Combat, Superpower, or Draco Meteor, or changing the weather).
 
It should be noted that a lot of SR-weak Pokemon need only worry about that. If your HP isn't divisible by 4 (or 2), it's certainly not divisible by 8.

Also, as a bit of a nitpick, Aggron is kind of a poor example. Spikes are uncommon in NU, it's immune to Poison, resists SR, and Burn pretty much kills it regardless.
 
I didn't use Aggron as an example of "why you should use 343 HP instead of 344". I did say he might be an exception (though I don't blame you as much as I blame myself for making it unclear).

But anyways I added a mention that you probably don't want to max Zapdos/Vaporeon/Machamp's HP in Sandstorm.
 
I use 248 / 252 / 8 Scizor for this exact reason ^_^ That and the occasional "outspeed other scizors" that might happen maybe someday.
 
I don't think X-Act's guide mentioned about indirect damages. Even if it did somewhere, a good number of people don't read it (and if that's the case I can be blamed for not finding it)
 
This a good reference, thanks Jibaku. Somewhat related - it's probably common knowledge but I've still seen some players doing this, but if you've got 4 EVs to spare on an SR weak Pokemon, it is generally inadvisable to put them into HP. More often than not, this gives the Pokemon a HP stat divisible by 4, and means that the Pokemon will die on the fourth switchin to Stealth Rock if it takes no other damage.

The following are some of the SR weak Pokemon which get a HP stat divisible by 4 by adding 4 EVs to HP:

Rayquaza

Gyarados
Salamence
Togekiss
Dragonite
Ninjask

Crobat
Staraptor
Altaria
Armaldo
Houndoom
Jumpluff
Magmortar
Ninetales
Jynx
Mantine
Pinsir
Rapidash
Entei

So basically, if you're running a 4/252/252 spread with one of these Pokemon, don't put the last 4 EVs in HP =]. Like I said, it's probably common sense in the team builder when you're allocating those extra EVs, but it's just something that's good to bare in mind.
 
Whatever helps further prove my point is acceptable. Thanks for this, LR!
(Added on first post).
 
Legacy Raider's point really applies for Pokemon that take neutral damage from Stealth Rocks as well really. If you really want to get down in the grits then give Lucario, etc. 30 HP IVs to allow it one more turn of survival in Hail, but I ramble.
 
Lucario with a 30 IV in HP will kill itself in 10 turns from Life Orb recoil as opposed to 11, so it is not advisable.
 
Jibaku, to be honest I've always been lazy about figuring out the numbers myself but what tare the "good" hp numbers? Say I had 400 evs with which I wanted to maximize Scizor's HP and Special defense while minimizing entry hazard damage-- how should I go about it?
If your primary goal is to maximize Special Defense over all things, just max SDef and put the remaining into HP. If your HP becomes divisible by 8 but not divisible by 16, just drop one point from HP and put them somewhere else.
The second sentence is correct. The first one isn't always correct, though.

Basically, if you want to invest in one defense stat only, first put EVs in the smaller stat between HP and the defensive stat you want until it becomes equal to the other stat. Then, if you still have EVs left, put 4 EVs in HP and 4 EVs in the defensive stat alternately.

This means that, statistically, the best Def or SpD is obtained when the HP stat and the Def/SpD stat are equal.

The reason for this is easily seen by the fact that the Def/SpD 'tankiness' of a Pokemon is simply its HP multiplied by its Def or SpD, and the highest tankiness is obtained when the numbers being multiplied are equal. For example, 285 x 285 = 81225, but 284 x 286 is 81224, 283 x 287 = 81221, 282 x 288 = 81216, etc. As you can see, the farther apart the numbers are, the smaller the tankiness will become.

After doing this, if you want to check for entry hazard damage, do as Jibaku says.

In your Scizor example, assuming that the nature is neutral to the SpD stat and you have 400 EVs left to invest in the Special Defense department, we have a Scizor with 281 HP and 196 SpD. So we first increase the SpD stat until it is equal to 281. This, unfortunately, isn't possible, so we maximize the SpD stat by giving it 252 EVs... so we have a SpD of 259. The remaining 148 EVs go to the HP stat, so we have an HP of 318. 318 is not divisible by 8, so we're set.

As another example, suppose you want to EV Uxie for the best Def having 256 EVs left and the Defense stat is not being boosted. (A bit of a far fetched example, I know.) Uxie with no EVs in HP and Def has 291 HP and 296 Def. So we first give EVs to HP until the stat becomes 296 - that's 20 EVs. Then we distribute the remaining 236 EVs evenly among HP and Def. This can't be done exactly - we either give 116 EVs to HP and 120 EVs to Def or the other way round. So we end up either with 325 HP and 326 Def or with 326 HP and 325 Def, both of which have an HP stat that's not divisible by 8. In cases like this, having one more in HP is slightly better than in Def (statistically), so we'd go for the latter. Thus the final EVs would be 140 EVs in HP and 116 EVs in Def.
 
X-act, I'm sad to see your signature (temporarily) disappear. I mention this here because it had a lot of cool programs, including one that calculated the best defensive EV spread (and nature) and let you freely change the degree of bias to the special or physical side (as well as such things as sandstorm boost).

This is good thread in my opinion.
 
thanks Jibaku, and X-Act, that was a really useful explanation. Thanks. I had a general understanding of "defensive stat similar to hp stat is tougher" and have used your applet before, but did not have a good understanding of how exactly it worked. It's appreciated.

On a note, about that example, because of the way the metagame has turned out, actually you CAN dedicate the nature to special defense too when talking about CB Scizor. Special Defense on Scizor is just that good imo. Careful CB scizor can take some fire attacks from weaker pokemon (like no sp.atk celebi hp fire). However, even if you go 252 Sp.DEF Careful you still don't get a sp.def stat anywhere near 318.

The way stats are calculated, HP stats naturally go higher, so I guess in order to truly even them out, you need a pokemon like Uxie who has much higher base DEF (Sp.DEF) than HP. Would it be fair to say that the toughest base stats are those base stats that allow defense and HP to align easily? IE Rotom is tougher / base stat than Vaporeon.

Anyway, the example is easy to figure out when the goal is just to maximize defensiveness on one side, but when you start to juggle both, then it becomes trickier and the only way to really make the numbers have any real meaning is to actually come up with a comprehensive list of attacks you want to be able to take on either side, and then matching the defensive stats to meet those marks. That's where the real grunt-work of set-making comes in I guess. :/
 
The way stats are calculated, HP stats naturally go higher, so I guess in order to truly even them out, you need a pokemon like Uxie who has much higher base DEF (Sp.DEF) than HP. Would it be fair to say that the toughest base stats are those base stats that allow defense and HP to align easily? IE Rotom is tougher / base stat than Vaporeon.
Yes, those are the best base stats for defense if you want to focus on one particular defense and ignore the other. The reverse is best if you want to focus on both defenses simultaneously. So Vaporeon's stats are better to EV for both defenses, whereas Rotom's are better to EV for one particular defense.

Anyway, the example is easy to figure out when the goal is just to maximize defensiveness on one side, but when you start to juggle both, then it becomes trickier and the only way to really make the numbers have any real meaning is to actually come up with a comprehensive list of attacks you want to be able to take on either side, and then matching the defensive stats to meet those marks. That's where the real grunt-work of set-making comes in I guess. :/
To maximise both defenses, the rule of thumb is to have the HP stat to be twice both defenses. This is why Pokemon having a huge HP stat like Hariyama, Vaporeon and Blissey are hard to take down from both spectra(yes, even Blissey). Having a huge HP automatically protects you from both physical and special moves.

In the Uxie example, if I want to provide 256 EVs in both defenses assuming both are neutral nature, I would just put 252 EVs in HP, and 4 EVs in one of the defenses, getting 354 HP, 297 Def, 296 SpD. Notice that this is far from ideal: 354 is only about 19% more than 296, not twice as much.

However, suppose I have 256 free EVs for Vaporeon to put in both defenses assuming both are neutral nature. Then we have 401 HP, 156 Def and 226 SpD. 156 x 2 = 312 and 226 x 2 = 452. Hence the Def stat is less than half of 401, so we increase that first until it is half of the HP stat (200). This is 176 EVs. So now we're 401 HP, 200 Def, 226 SpD. We now increase the HP and Def until the HP becomes 452 (twice the SpD) or until we run out of EVs. We, in fact, run out of EVs if we do so, since we only have 40 EVs left for HP and Def. Thus, the final EVs would be 40 in HP and 216 in Def, having the following stats: 411 HP, 210 Def, 226 SpD.
 
That is really interesting. I am sure a lot of other people are going "uh duh, Chou can't believe you didn't know that," but well I didin't so whatever. IE. a poke like Rotom/Uxie is really good at walling on one side (Gdamn Skarmory), where as a pokemon like Vappy is great at being a double-sided whore (I really REALLY hate vappy-- it doesn't die). That is really interesting to think about.

In other words, if you were going to make a "bulky sweeper" team with pokemon that tend to be able to take hits from either side, you would want more pokemon with Vappy like distributions.

On the other hand, if you wanted a Stall strategy that tries to make specialized walls that support each other, you would want to see distributions more like Skarmory or Tentacruel's.

Though they can't reach either side of the spectrum, I guess Pokes like Celebi with more even distributions optimize somewhere between balance and specialization? @.@
 
Don't worry ChouToshio, I'm sure you're not the only one that doesn't know this. :)

And actually, what I wrote above has inspired me to write about it even more in detail, and maybe create a formula or two in the process. ;o
 
^That makes me feel better-- if there's no article (now), than there was no place to go look this stuff up easily, which makes my questions things that don't belong in SQSA thread. xD
 
I just want to add that I didn't know about what X-Act posted either, and I found it just as fascinating as Chou. This really helps with making custom EV spreads, etc, instead of just trial and error with random numbers :P.
 
For maximizing overall defenses with high HP (Giratina-O mostly, because it doesn't get Leftovers, but this could apply to many things I just can't put my mind on), I would start with (HP = SDef + Def), then slowly cut down the numbers from there based on results from the damage calculator. If you have important calculations to do it never hurts to modify what seems like the best if the results appear more desireable than the standard. The results may not always be the best overall defense like shown in X-Act's applet, but I can increase my survival rates on important moves such as Latias' Dragon Pulse or Rayquaza's Dragon Claw when a few points in your defenses just happen to be useless.

I used a similar process to create my "anti-Manaphy" Latias spread (just in case Rain ever becomes prevalent and Manaphy becomes OU. Probably will never happen but hey it doesn't hurt to think of a possible future) in the new moveset. I started out with 331 HP / 350 Speed / 330 SDef, but I narrowed the damages down from the damage calculator* and 333 HP (+2)/ 350 Speed / 328 (-2) SDef becomes a more desireable spread.

*credits to AMF for the awesome and superfast damage calculator. Unfortunately it's no longer available online since late last year

Yes, X-Act is indeed correct on the HP = SDef stat for maximum Special Defense capabilities. And thanks for adding more clarity ^_^

However, even if you go 252 Sp.DEF Careful you still don't get a sp.def stat anywhere near 318.
284 isn't that bad, no? SDef Scizor can survive HP Fire from Timid Magnezone after one SR damage I think.
 
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