Hi, so over the course of my involvement with competitive Pokemon, I have found that WinShare is a very effective metric for ranking Pokemon by viability, based on data. In fact I would say it's the best metric I've found, despite (or maybe because of) its simplicity.
WinShare is defined as "of the winning teams, how many featured this Pokemon". It is simply calculated by multiplying Usage by Winrate.
When given a large pool of data, if I rank the Pokemon by WinShare, I get the closest approximation of a viability ranking.
I made a website recently that computes this, alongside some other stuff. You can try it here: https://orreplay.uc.r.appspot.com/
When it comes to tiering policy, I am aware that Smogon uses weighted Usage. I don't know enough details about that to have an opinion on it. But I guess I do wonder if using WinShare was ever considered. Or even just why would Usage be preferred over WinShare?
It seems to me that Usage has some fundamental flaws as a metric that WinShare does not have. Usage is affected by, well, players choosing to use something which may actually not be good. This can affect high-skill players too, so using weighted Usage doesn't totally address it. WinShare does not have this issue, since it clearly only tracks the Pokemon that actually win.
I wanted to open this discussion since I have not really seen this stat be used in general, so this isn't just about tiering policy (I also don't play modern gens anyway). If you have enough data, you can use this stat, in my opinion, to get highly accurate viability rankings. I've seen this in practice in the formats I play, but I would invite anyone to try this themselves using the website I shared above.
WinShare is defined as "of the winning teams, how many featured this Pokemon". It is simply calculated by multiplying Usage by Winrate.
When given a large pool of data, if I rank the Pokemon by WinShare, I get the closest approximation of a viability ranking.
I made a website recently that computes this, alongside some other stuff. You can try it here: https://orreplay.uc.r.appspot.com/
When it comes to tiering policy, I am aware that Smogon uses weighted Usage. I don't know enough details about that to have an opinion on it. But I guess I do wonder if using WinShare was ever considered. Or even just why would Usage be preferred over WinShare?
It seems to me that Usage has some fundamental flaws as a metric that WinShare does not have. Usage is affected by, well, players choosing to use something which may actually not be good. This can affect high-skill players too, so using weighted Usage doesn't totally address it. WinShare does not have this issue, since it clearly only tracks the Pokemon that actually win.
I wanted to open this discussion since I have not really seen this stat be used in general, so this isn't just about tiering policy (I also don't play modern gens anyway). If you have enough data, you can use this stat, in my opinion, to get highly accurate viability rankings. I've seen this in practice in the formats I play, but I would invite anyone to try this themselves using the website I shared above.





















