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Gym Ranker

Using the power of math, the worth of each monster is figured against every other monster. By consequence, one can also find out who is statistically the best weapon against another monster.

How It Works
A battle is simulated between monsters, calculating damage inflicted, time, charge, etc.
A rating is assigned to the outcome of this battle, using the time and damage inflicted as the primary criteria.
This value is found for every monster, every move-set, and averaged among the top of the crop.
This rating is then listed, in order, with any filters applied to the display.
Boy, that's a lot of options. The default setting is a good general case scenario, but the numbers can be adjusted to your needs.
Level Controls
Each attacker and defender in the calculation are assigned the same base level on their respective sides.
The final Scale option allows rarer, harder to obtain monsters to be reduced in level by the amount to better represent their presense.
Dodging Controls
Determine the rate that the attacker will dodge the defender's attacks, picking between both the fast and charge skills.
With none, attacks are used without concern as fast as possible.
At perfect, each attack is reduced to 20% effect, but the attacker's rate slows to allow this scheme.
Selecting some will avoid roughly half the attacks, but the attempt is still made, thus decreasing the attack rate.
Filter Controls
The scope can be narrowed to just certain monsters that meet a specific criteria.
The Generation filter allows monsters from certain games/regions to be focused on as well as Legendaries.
Separately, this focus can be applied to both the attacker and defender differently.
There are displayed options for all seven generations of the series, but only up to 2nd Gen/Johto is currently in the game.
The other options are either (1) not present, (2) speculated, or (3) given a generic attack averaged from the existing moves to serve as a placeholder.
The Growth filter includes or removes consideration depending on the rate a monster evolves/walks as a buddy.
The Skill filter considers move sets possible at different releases. If a skill can no longer be obtained on a monster, it is marked with a bang (!).
The Elements filter specifies the types of the defending monster and the types of its skills.
The Behavior filter is a companion to the Elements filters and decides whether they are inclusive or exclusive.
Limits Controls
The Maximum Rating cuts out any defenders who fail to score under the assigned number (lower means stronger).
The Number of Match-Ups is the pool of attackers averaged to form the rating (more leads to less optimal opponents).
Minimum Combat Points cuts out any defenders who fail to obtain that CP at the defender level (to keep from getting bumped).
Maximum Half Hit Points removes any monster who needs more healing than the entered number (for maximizing healing efficiency).
Repeat Controls
These limit the number of times that the same monster will appear in a list.
Different Foe Movesets allows the same attacking monster to be used X times in a match-up against a defender with a different set of skills.
Different Team Movesets allows for Y skill combinations from the same monster to appear in the overall ranking.
Output
The criteria all leads to a final print-out in the massive box at the end.
Under the Final Synopsis upwards to one-hundred of the best monsters and their move sets are listed in order of their effectiveness.
After that, each monster -- in order of catalogue number -- is displayed with the outcome of the best match-ups, including damage caused, time taken, etc.

Click Here to Return to the Pokémon GO Calculators page.

Last Modified - April 22nd, 2017 | Established - April 22nd, 2017