Eteric Rice said:
[regarding EVs] Do people normally put them all into two stats, or just spread them about as needed?
Depends on the Pokemon. But here's my general thought process:
HP for defensive Pokemon - Max, usually. If not max, I aim for a multiple of 16 for extra Leftovers recovery, then add one from there to reach an odd number so things like Spikes/poison/sandstorm which do damage by a percentage of full HP will require one more turn to beat me.
HP for offensive Pokemon - Odd numbers almost always unless I'm using Substitute in order to get down to a berry boost, in which case I use a multiple of four. If Life Orb is in the plan, I hit a multiple of ten and add one so that, in a miracle situation where I somehow don't incur any other damage except LO recoil, I last one turn longer.
Attack/Special Attack for defensive Pokemon - If there's something highly dangerous which can be KOed or 2HKOed by hitting a certain point, and which can't KO this Pokemon sooner than I can KO it, I'll often hit that stat. Like Earthquake on Lucario or Ice Beam on Salamence.
Attack/Special Attack for offensive Pokemon - Max or hit a stat such that the nature boost (10%) will get a free extra stat point.
Defense/Special Defense for defensive Pokemon - Find a nature boost point, max, or identify something very specific that I want to counter and figure out what stat I need to survive its attacks.
Defense/Special Defense for offensive Pokemon - Usually I only give these to relatively slow Pokemon with stat boost moves, to help ensure they'll get their stat boost in without being KOed first, or if I have leftover EVs with nowhere better to put them. In fact, I think that's all I've ever used them for. But I guess you could find something like Heatran or Jirachi which have so many resistances that you could play on those while still being an offensive Pokemon.
Speed - If the Pokemon's base speed is above 100, then I'm probably maxing it. If it's slower, I'll find something I want to outspeed and hit anywhere from one to five stat points higher. Example of when I'd go five higher: I want to outrun Adamant Metagross, so I need to get up to 240 Speed--but Jolly Tyranitar is at 243 and I might as well outrun that too while I'm at it, so I go up to 244.