Cobalion is trans

Bulk and EVing Ceruledge

Most of the time, it's better to invest 32 HP stat points into a Pokemon than 16 DEF / 16 SPD. This is because the damage formula is inversely proportional to both HP and the relevant defense stat1. For example, here's the damage formula for a physical attack, stated in terms of the thing we're trying to minimize (the percentage of our HP that we lose):

Max HP% Taken0.44×ATK·BPDEF·HP

When we're EVing, we're deciding how to allocate a constant number of points between our HP and the relevant DEF stat. This is a classic optimization problem, and the upshot is that we should usually train our Pokemon such that their HP and the relevant DEF are as close as possible.2 For 32 HP investment to be as impactful as 16 DEF investment in terms of surviving physical attacks, the defender's HP would have to be double its DEF. While most Pokemon have higher HP than DEF, it's usually not quite double; for example, a zero-investment Mew (a Pokemon with 100 in every base stat) has 175 HP and 120 DEF. Thus, for e.g. a bulky attacker it's typical to invest 32+ ATK / 32 HP / 2 DEF rather than 32+ ATK / 17 DEF / 17 SPD.

This blog post is about some special cases. A Vaporeon waiting to be trained, for example, has 205 HP, 80 DEF, and 115 SPD. Vaporeon is what I'll call "top-heavy": its HP is much larger than its defense stats, by a factor of about 2 or more. This should mean that we want to invest less into HP, and much more into our defense stats — to the point where 16 DEF / 16 SPD could be as impactful on a physical attack as 32 HP. For example:

32 Atk Sneasler Dire Claw vs. 32 HP / 0 Def Vaporeon: 103-123 (43.4 - 51.8%) -- 10.5% chance to 2HKO
32 Atk Sneasler Dire Claw vs. 0 HP / 16 Def Vaporeon: 85-102 (41.4 - 49.7%) -- guaranteed 3HKO

How should we think about this sort of thing?

Bulk

To make calculation easier, I'm going to make up some units that are easy to manipulate. Instead of thinking of the above formula as an algorithm for finding the percentage of HP an attack will deal, we'll consider the numerator and the denominator separately. That is, we can calculate the amount of "physical bulk" a Pokemon has (the denominator) and compare it to the amount of "physical bulk" an attack deals (the numerator):

Attacking Bulk=0.44×ATK·BPvs.Defensive Bulk=DEF·HP

For example, a no-investment Mew has 175 HP and 120 in every other stat. This means that its neutral single-target Earthquake deals 0.44×120ATK×100BP=5280"stats squared"3. We'll call that amount a "Mewquake" (MQ). By contrast, Mew's physical bulk is

175HP×120DEF=21000 s2=210005280 MQ=3.97 MQ

If a (no-investment) Mew's single-target Earthquake does 1MQ of physical bulk, and a Mew has 3.974 MQ of physical bulk, we'd expect a high-roll Mew's Earthquake to do a smidge more than a quarter to another no-investment Mew. And indeed, when we plug it in4,

0 Atk Mew Earthquake vs. 0 HP / 0 Def Mew: 39-46 (22.2 - 26.2%) -- 8.9% chance to 4HKO

I've started thinking in these units, because I can just memorize my Pokemon's bulks in MQ and calculate surprisingly fluidly. Recall that a Mewquake is defined as the amount of "bulk" eaten by a neutral-nature, no-investment Mew (120 ATK) attacking with non-STAB, normal-type-effectiveness Earthquake (100 BP). All the relevant variables can be scaled multiplicatively. For example, if I were defending with my own untrained Mew (3.97 MQ of physical and special bulk) and wanted to estimate what my opponent's 32+ SPA Mew's Psychic after one Calm Mind would do to it, I could reason as follows:

Thus, on a highroll I'd expect this Psychic to do 1×32×32×12=1.125 MQ of special bulk. My defending Mew has 4 MQ of special bulk. Thus I'd expect this attack to likely 4HKO but never 3HKO. And indeed,

+1 32+ SpA Mew Psychic vs. 0 HP / 0 SpD Mew: 41-48 (23.4 - 27.4%) -- 73.4% chance to 4HKO

This is, of course, how I do mental math now; if I've memorized my Pokemon's bulks in MQ, the only relevant number I'm unlikely to know without studying are opponents' ATK stats. (The capacity for mental math, along with catchiness, is why the units are Mewquakes and not, like, Incineroar Darkest Lariats). But it's also handy for thinking about the types of decisions one can make while EVing.

Case study: Vaporeon

To go back to our Vaporeon example, we can actually get slightly (but unambiguously!) better bulk by training defenses rather than HP:

Phys. bulk Spec. bulk
***32 HP 0 DEF 0 SPD *** 3.59 MQ 5.16 MQ
0 HP 14 DEF 18 SPD 3.65 MQ 5.16 MQ

Of course, I'm unlikely to give Vaporeon that specific investment (even if, somehow, I needed the other 34 stat points in SPA and SPE). For one, we often train our Pokemon to live specific strong attacks, which might require HP on top of a full defense investment. Furthermore, especially in doubles you have to account for what your opponent will actually be throwing at you. I'm less likely SPD to increase the probability of some Dragon Pulse 4HKOing instead of 3HKOing when I could be improving my chances against the Dragon Claws my opponent is more likely to aim into my physically soft Pokemon. What the bulk calcs do show, however, is that you should never ever run 32 / 0 / 0 Vaporeon; because Vaporeon is top-heavy, you always get more bang for your buck distributing the stats among your defenses.

Phys. bulk Spec. bulk
***32 HP 0 DEF 0 SPD *** 3.59 MQ 5.16 MQ
0 HP 14 DEF 18 SPD 3.65 MQ 5.16 MQ

However, Max-modest Vaporeon is, if you can believe it, a bit of an edge case. This effect shrinks even more when you add more stat points into the pool and therefore shrink the ratio between HP and defenses (e.g. when you use natures). When you add a few more stat points into the pool you get into a middle space, where you can get a strictly-better option by taking a middle path:

Phys. bulk Spec. bulk
***32 HP 8 DEF 0 SPD *** 3.95 MQ 5.16 MQ
0 HP 22 DEF 18 SPD 3.96 MQ 5.16 MQ
13 HP 17 DEF 10 SPD 4.00 MQ 5.17 MQ

When you give Vaporeon a defensive nature and more than 32 stat points to work with, this strictly-better demonstration disappears. But the principle remains: even in cases where you're trying to maximize the amount of health bar you have left against combinations of physical and special attacks, it's not always correct to chuck as much as you can into HP.

Case study: Ceruledge

In Regulation MA, Ceruledge is a bulky attacker with useful typing, a setup move in Bulk Up, damage-based recovery in Bitter Blade, and threat of priority. These factors help it function as a bulky attacker. At NAIC, Dawei Si used a Ceruledge team, winning not only my heart but top 8 overall.

The question, of course, is how to EV Ceruledge to be a bulky attacker. Assume my heart is set on 32 ATK and Adamant (and to make the numbers simpler let's say I want a cheeky 2 SPE). How should we allocate the remaining 32 stat points?

A 32 / 0 / 0 Ceruledge (i.e. 32 HP, 0 DEF, 0 SPD investment) has 3.45 MQ of physical bulk and 4.17 MQ of special bulk. A 0 / 16 / 16 Ceruledge fares strictly worse, with 3.29 MQ physical and 3.86 MQ special:

Phys. bulk Spec. bulk
HP first 3.45 MQ 4.17 MQ
DEF / SPD first 3.29 MQ 3.86 MQ

At first glance, our heuristic holds up: Ceruledge is bulkier on both sides when its investment goes into its HP rather than trying to divide and conquer. Indeed, if we're trying to optimize against getting gunned down before we can act, this is what we should do.

However, Ceruledge's signature move Bitter Blade heals it in an unusual way. If Bitter Blade healed a set percentage of HP, like Recover or Life Dew, this wouldn't affect our investment.5 But Bitter Blade heals a percentage of the damage dealt. In other words, with respect to our Ceruledge's defensive investment, each Bitter Blade heals a constant amount of damage. This means that, unlike Recover, Bitter Blade heals a lower percentage of our health if we have a higher HP investment. Should this bias us toward investment in DEF and SPD rather than HP?

Let's run some more calculations. Imagine that our Ceruledge has survived a hit, cracks back with Bitter Blade, and heals 50 HP. We can model this by adding 50 to Ceruledge's HP stat, bringing its in-battle stat to 200 with no investment, and 232 with full investment. Observe the change:

Phys. Spec. Phys. (+50 HP) Spec. (+50 HP)
HP first 3.45 MQ 4.17 MQ 4.40 MQ 5.27 MQ
DEF / SPD first 3.29 MQ 3.86 MQ 4.40 MQ 5.15 MQ

The gap has narrowed! On the physical side, Ceruledge takes hits exactly as well (assuming, again, that it's survived and retaliated). On the special side, we're still weaker, but the difference is smaller. If Ceruledge continues to gain virtual HP by attacking with Bitter Blade, it becomes better and better to split the investment, for the same reason that top-heavy Pokemon like Chansey and Vaporeon prefer to invest in their DEF and SPD.

How hard is it to get 50 HP back? Here are some common opponents that you can smack for about 50 HP in one Bitter Blade if you're Max-Adamant:

That's an awfully frail selection, but remember, if we don't have first-turn survival problems we have an item slot. If we can heal for 40 HP on an attack, we can make up for it with either a Charcoal (which will heal for another 8) or Leftovers (which will heal for another 9, or more if we have more HP). It's hard to pick between these two items; Charcoal also deals more damage, but if I had to fill out a teamsheet now I like that Leftovers also heals when we Protect, on our Bulk Up turn, if they Protect, and so on. Either way, here are some opponents we can smack for about 40 HP, or about 50 with Charcoal:

That's a little more reasonable. I'm not going to enumerate every Froslass, Cha, or Kingambit you hit supereffectively, but they exist, too.

The only stat that matters in this calculation is your opponent's effective defense, and the turning point is about 120. Any game where you heal fully off a +0 supereffective hit is a game where you're glad to have invested in defenses rather than HP. The same is true of basically every game where you heal twice off Bitter Blade, or heal back from them hitting you on your Bulk Up turn.

Again, this doesn't replace EVing for specific moves, or more generally trying not to get gunned down before you can do anything. In fact, I don't think I've demonstrated that you should be thinking about the world in which you get a good Bitter Blade off, as opposed to the one where you're trying not to lose on turn 1. Thinking in Mewquakes is nice, but if you're EVing Ceruledge you gotta think in Garchomp-Earthquakes. The Ceruledge queen Dawei Si ran 27 HP / 20+ ATK / 18 DEF with Colbur. I'm not sure what that's for, and I suspect it's a combination of physical and special sequences. If it's based on surviving a specific physical attack, I'd probably weigh it against something like 9 HP / 20+ ATK / 32 DEF / 5 SPD, which has greater special bulk if you heal back enough HP. If it's based on surviving a specific special attack, I'd almost certainly prefer something closer to 21+ ATK / 23 DEF / 22 SPD. But if it's based on maximizing odds against arbitrary double-ups into Ceru's slot, then frankly I don't wanna mess with it. Chesnaught's fence or whatever.

Conclusion

Did you know that if your opponent leads Charizard-Y Heat Wave plus Chomp Quake, you can switch in a sufficiently bulky Ceru, live the EQ somehow, and if you can get your speed control off your next Bitter Blade is 12 MQ? On a more serious note, Ceru is so good against Char-Y. It's kind of a toxic romance. Thank you for setting my sun, darling, I have something for you, too. This isn't a conclusion, but I can't be bothered; frankly, I need to do something other than multiply three-digit numbers for a while, like sleep or play the game I've been yapping about.

  1. Since I'm playing Champions, all calculations will take place at Level 50, using . The principles apply the same at Level 100, but the formulae don't.

  2. To put it another way: Chansey and Aggron both have in-battle HP + DEF equal to about 350. The only difference is that Chansey's numbers are very far apart, 325 x 25, and Aggron's are 145 x 200. Which one takes 140% from Kowtow Cleave, and which one takes 30%?

  3. Don't take the "stats squared" unit too seriously; I'm basically just thinking of a Pokemon's stats as commensurable stat-units. It keeps the unit analysis intact while making sure I don't have random no-context numbers floating around. Plus, 5280 is a very easy number to remember as an American.

  4. Mew isn't in Champions, obviously, so it's not on Showdown's calc. But you can verify this for yourself by manually setting the Pokemon's stats to 100. Don't forget to change their types, remove their items, and so forth — and to use a Champions-specific calculator!

  5. In general, effects that give you "virtual percent HP" like Recover or "virtual percent DEF" like Fluffy shouldn't change your EVing. One way to think about it is like this: When you click Recover, HP EVs would give you more hit points back, but DEF EVs would make the new hit points worth more. The upshot is if you're running bulky attacker Dragonite, you shouldn't think of Roost or Multiscale as changing your stats, because they're being multiplied, not added to. You should still invest in HP first for general bulk.