Lower Tiers RBY Ubers MASTER Viability Rankings (2019)

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Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Art by Kaiju Bunny">Kaiju Bunny | RBY Ubers Old Gens Hub
RBY Ubers Viability Rankings.gif

⏮ 2015-18 | 2019 RBY Ubers MASTER VR | 2021 ⏭

Introduction

RBY Ubers is arguably competitive Pokémon's oldest tier. At the same time, it's newer if you take into account the evasion and OHKO move bans being enforced, and newer still with the paraslam and stat boosting changes. As of 2019, RBY Ubers is played annually in RoA Olympics, and on a rotational ladder in June every year. It also features in one of the two Victory RoAds held every year. It's also played fairly regularly on RBY Monday of RoA Tour Nights.

Back in September 2019, a user challenged me about something in the OP of the RBY Ubers Viability Ranking thread. That's when I began thinking about the ideal way to form and present the RBY Ubers viability rankings. At some point, I had the idea of creating a Discord server to help me gather data from users, and also setting up a spreadsheet to display the information and automate things in one place. As of late 2020, I call it a MASTER viability ranking: Multi-Attribute Spreadsheet-Templated Enumerated Rationally viability ranking. In the following paragraphs, I will describe the ranking process which I came up with.

Ranking Information

All player bases were taken into account when ranking, by default. Any tournaments, any ladders, any quality of opposition. The time period for the ranking was from time immemorial to the end of 2019. We didn't rank Pokémon close to being fully outclassed — even if their inclusion made minimal negative impact.

All fully evolved Pokémon were chosen for the Pokémon nomination pool, and not all Pokémon. The heavy centralized environment was deemed to make most fully evolved Pokémon unviable — let alone pre-evolutions that share similar roles to their evolved counterparts, but have mostly weaker stats. All moves appeared in the nomination pool due to the inability to find decent criteria to separate. All Pokémon types and move types appeared in their nomination pools. Users nominated all the Pokémon they believed were viable via discord reactions, a co-operative task. Reactions from users were removed if they only nominated weaker Pokémon that alone would clearly not make a viable team as judged by me (Lutra). Once they nominated Pokémon, they were given permissions to allow them to rate moves, Pokémon Types and Move Types in the same fashion.

Pokémon, moves, Pokémon types and move types that were nominated by 20% or more of nominators were added to the Rating List. All Nominators were given the opportunity to rate, due to low numbers. Raters were asked the same 3 questions (viability, i.e. ideal usage: 10 options; luck: 3 options; timewasting: 3 options) for each of the 4 categories: Pokémon, moves, Pokémon Types and Move Types. This was a solo task, to minimize groupthink, with PMs sent into Lutra (me) after he had completed his ratings. The spreadsheet was hidden at this time. All raters were given the opportunity to view and amend their submitted data, contained in the spreadsheet, once all individuals completed their ratings.

Based on the rating data, each of the Pokémon, moves, Pokémon-types and move-types were classified into main ranks (S, A , B...) by viability. Each main rank was formed after the equal ratio was exponentiated by 1.45 from one element to the next, and was either matched or exceeded by the drop. If the exponent was 0.4 or greater, a new subrank (¹,²,³...) was made. The equal ratio was calculated by taking the mean total (~600% in the case of Pokémon), adding 100%, and dividing by the same mean total. This approximates x where x¹+x²+x³...xⁿ = mean total. Centralization was measured by (Σ(x²) ÷ (Σx)²) - (1÷|tier set|); where x is a mean viability and the summation counts x for each element of the tier set once; and where |tier set|, i.e. magnitude of the tier set: is 151 for Pokémon, 165 for Moves, and 15 for the Type categories.

Assumed Ruleset

Simulated Game Mode
Pokémon Red | Blue | Yellow Cable Club Colosseum (Single Battle by default)
Movepool Set
Pokémon Red & Blue & Yellow & Stadium & Gen 1 Events & No Gen 2 Tradebacks
Convenience Modifications
HP Percentage Mod; Dual-type Effectiveness Text Mod; Endless Battle Clause (not coded), PS! Timer; User Pokémon Tooltip; Target Pokémon Tooltip; User Move Tooltip; Battle Log; Cancel Mod
Other Battle Modifications
Partial Trapping End Mod; Stat Down Modifier Overflow Mod; Desync Mod; PRNG Mod; Self-KO Clause Mod?; other PS! bugs
Banned Moves
Dig & Fly (Invulnerability Clause); Double Team & Minimize (Evasion Clause); Fissure, Guillotine & Horn Drill (OHKO Clause)
Other Team Validation Restrictions
Cleric Clause; Species Clause; PP Up Clause
Effect Modifications
Freeze Clause Mod; Sleep Clause Mod (no more than one of each effect can be induced concurrently)
 
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Pokémon Viability Ranking

Nominators (16): Alpha Male Psyduck, Arai, Earthworm, EB0LA, Enigami, ErPeris, FriendOfMrGolem120, Hipmonlee, kjdaas, Lusch, Lutra, marcoasd, Mister Tim, Rage, Ranshiin, tratchy
Raters (10): Alpha Male Psyduck, Arai, Earthworm, FriendOfMrGolem120, Hipmonlee, Lutra, marcoasd, Mister Tim, Rage, Ranshiin

Question 1: Roughly what percentage of competitive teams should you see this Pokémon on?
Answers: 100%, 95%, 90%, 80%, 60%, 40%, 20%, 10%, 5%, 0%
Maximum error: +0/-2.5%, +2.5/-2.5%, +2.5/-5%, +5/-10%, +10/-10%, +10/-10%, +10/-5%, +5/-2.5%, +2.5/-2.5%, +2.5/-0%

Question 2: Roughly how luck reliant would you say this Pokémon is?
Answers: 0% = Negligible ; 40% = Somewhat; 80% = Very
Question 3: Roughly how timewasting would you say this Pokémon is?
Answers: 0% = Negligible; 40% = Somewhat; 80% = Very
Centralization of the tier set: 8.8% | Equal ratio: 114.8%

The following percentage values are sample means. Sample standard deviation (disagreement measure) is shown in parentheses.

S Rank



:rb/mewtwo: #1: Mewtwo
Viability: 100% (0%) | Luck Reliance: 20% (28.3% ) | Timewasting: 56% (28%)
Roles: Fast boosting Special sweeper, Freezer, mixed boosting wall, and staller.


:rb/mew: #2: Mew
Viability: 95% (7.1%) | Luck Reliance: 20% (28.3% ) | Timewasting: 44% (29.5%)
Roles: Boosting boomer, mixed wall, physical sweeper, Paralysis spreader, Reflector and Transformer.




:rb/snorlax: #3: Snorlax
Viability: 79% (15.2%) | Luck Reliance: 20% (21.1% ) | Timewasting: 40% (26.7%)
Roles: Boomer, mixed tank, Paralysis spreader, Reflector and Special booster.


:rb/chansey: #4: Chansey
Viability: 75% (13.5%) | Luck Reliance: 20% (28.3% ) | Timewasting: 56% (33.7%)
Roles: Freeze absorber, Freezer, Level damager, Paralysis spreader, Special wall and staller.


A Rank



:rb/exeggutor: #5: Exeggutor
Viability: 61% (15.2%) | Luck Reliance: 24% (20.7% ) | Timewasting: 24% (28%)
Roles: Boomer, Ground-type attack resistor, Paralysis spreader and Sleeper.




:rb/slowbro: #6: Slowbro
Viability: 50% (19.4%) | Luck Reliance: 44% (29.5% ) | Timewasting: 48% (25.3%)
Roles: Mixed boosting wall, Paralysis spreader, and slow Special boosting sweeper.


B Rank



:rb/jynx: #7: Jynx
Viability: 40% (13.3%) | Luck Reliance: 56% (28% ) | Timewasting: 24% (20.7%)
Roles: Fast Anti-Freeze pivot, Sleeper and Sleep absorber. Resists Ice, Psychic-type attacks if needed.




:rb/tauros: #8: Tauros
Viability: 37% (27.9%) | Luck Reliance: 48% (31.6% ) | Timewasting: 8% (16.9%)
Roles: Bulky physical sweeper, Critical Hit fisher, and Paralysis spreader, with Freezing capability.


:rb/gengar: #9: Gengar
Viability: 36% (20.7%) | Luck Reliance: 48% (25.3% ) | Timewasting: 28% (19.3%)
Roles: Fast Sleeper, Level damager, Normal immune and weak boomer.




:rb/zapdos: #10: Zapdos
Viability: 29.5% (21.1%) | Luck Reliance: 28% (19.3% ) | Timewasting: 12% (19.3%)
Roles: Mixed sweeper, mixed wall, Paralysis spreader, and Reflector. Also Light Screener.


C Rank

:rb/rhydon: #11: Rhydon
Viability: 14.5% (7.6%) | Luck Reliance: 24% (28% ) | Timewasting: 20% (21.1%)
Roles: Physical tank that is immune to Electric-type attacks and resists Normal-type attacks.


:rb/jolteon: #12: Jolteon
Viability: 14% (14.7%) | Luck Reliance: 36% (35% ) | Timewasting: 12% (19.3%)
Roles: Critical Hit fisher, mixed sweeper, and Paralysis spreader with Special bulk.


D Rank



:rb/starmie: #13: Starmie
Viability: 8% (2.6%) | Luck Reliance: 28% (19.3% ) | Timewasting: 36% (29.5%)
Roles: Fast Freezer, Freeze absorber, Light Screener, Paralysis spreader and Reflector.




:rb/alakazam: #14: Alakazam
Viability: 7.5% (5.9%) | Luck Reliance: 44% (29.5% ) | Timewasting: 40% (32.7%)
Roles: Accuracy decreaser and Paralysis spreader.


E Rank



:rb/victreebel: #15: Victreebel
Viability: 6% (6.1%) | Luck Reliance: 68% (19.3% ) | Timewasting: 52% (27%)
Roles: Mixed sweeper, Paralysis spreader, Sleeper and Wrapper.




:rb/lapras: #16: Lapras
Viability: 5.5% (6%) | Luck Reliance: 36% (29.5% ) | Timewasting: 20% (21.1%)
Roles: Anti-Freeze pivot, Confuser, Freezer, Ice-type attack resistor, mixed tank, and Sleeper.




:rb/golem: #17: Golem
Viability: 5% (4.1%) | Luck Reliance: 8% (16.9% ) | Timewasting: 12% (19.3%)
Roles: Boomer, physical tank that is immune to Electric-type attacks and resists Normal-type attacks.


F Rank

:rb/cloyster: #18: Cloyster
Viability: 4% (3.9%) | Luck Reliance: 48% (31.6% ) | Timewasting: 28% (19.3%)
Roles: Anti-Freeze pivot, Clamper, Freezer, physical wall and resists Ice-type attacks.


G Rank



:rb/dragonite: #19: Dragonite
Viability: 3% (3.5%) | Luck Reliance: 76% (12.6% ) | Timewasting: 52% (27%)
Roles: Mixed tank and Speed boosting Wrapper.




:rb/articuno: #20: Articuno
Viability: 2.5% (2.6%) | Luck Reliance: 56% (28% ) | Timewasting: 20% (21.1%)
Roles: Freezer, mixed sweeper, mixed wall and Reflector. Anti-Freeze pivot capability.


H Rank

:rb/electrode: #21: Electrode
Viability: 1.5% (2.4%) | Luck Reliance: 48% (36.8% ) | Timewasting: 4% (12.6%)
Roles: Fast Critical Hit fishing boomer and Paralysis spreader.


I Rank

:rb/aerodactyl: #22: Aerodactyl
Viability: 1% (2.1%) | Luck Reliance: 20% (28.3% ) | Timewasting: 28% (32.9%)
Roles: Bulky physical sweeper that resists Normal-type attacks.


S:¹:mewtwo::mew:²:snorlax::chansey:
A:¹:exeggutor:²:slowbro:
B:¹:jynx:²:tauros::gengar:³:zapdos:
C::rhydon::jolteon:
D:¹:starmie:²:alakazam:
E:¹:victreebel:²:lapras:³:golem:
F::cloyster:
G:¹:dragonite:²:articuno:
H::electrode:
I::aerodactyl:
 
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Move Viability Ranking

Nominators (12): Alpha Male Psyduck, Arai, Earthworm, Enigami, FriendOfMrGolem120, Hipmonlee, kjdaas, Lutra, marcoasd, Mister Tim, Rage, Ranshiin
Raters (6): Alpha Male Psyduck, Arai, Earthworm, FriendOfMrGolem120, Hipmonlee, Lutra

Question 1: Roughly what percentage of competitive teams should you see this Move on?
Answers: 100%, 95%, 90%, 80%, 60%, 40%, 20%, 10%, 5%, 0%
Maximum error: +0/-2.5%, +2.5/-2.5%, +2.5/-5%, +5/-10%, +10/-10%, +10/-10%, +10/-5%, +5/-2.5%, +2.5/-2.5%, +2.5/-0%]

Question 2: Roughly how luck reliant would you say this Move is?
Answers: 0% = Negligible; 40% = Somewhat; 80% = Very
Question 3: Roughly how timewasting would you say this Move is?
Answers: 0% = Negligible; 40% = Somewhat; 80% = Very
Centralization of the tier set: 2.8% | Equal ratio: 105.5%

The following percentage values are sample means. Sample standard deviation (disagreement measure) is shown in parentheses.

S Rank



#1:
normal.png
Recover
Viability: 99.5% (1.6%) | Leading Reliance: 4% (12.6% ) | Matchup Reliance: 64% (28%)
Categories: Other, Healing-move




#2:
psychic.png
Amnesia
Viability: 97% (6.3%) | Leading Reliance: 16% (28% ) | Matchup Reliance: 64% (28%)
Categories: Other, Special-boosting




#3:
ice.png
Ice Beam
Viability: 91% (12.6%) | Leading Reliance: 48% (25.3% ) | Matchup Reliance: 40% (32.7%)
Categories: Special, Freeze-inducing


S⁴

#4:
electric.png
Thunder Wave
Viability: 89% (12.4%) | Leading Reliance: 24% (33.7% ) | Matchup Reliance: 36% (29.5%)
Categories: Other, Paralysis-inducing


#5:
normal.png
Softboiled
Viability: 88.5% (11.3%) | Leading Reliance: 4% (12.6% ) | Matchup Reliance: 64% (28%)
Categories: Other, Healing-move


#6:
normal.png
Body Slam
Viability: 87.5% (12.7%) | Leading Reliance: 40% (18.9% ) | Matchup Reliance: 20% (21.1%)
Categories: Physical, Paralysis-inducing


S⁵

#7:
psychic.png
Psychic
Viability: 85% (11.8%) | Leading Reliance: 40% (26.7% ) | Matchup Reliance: 20% (28.3%)
Categories: Special, Special-lowering


S⁶

#8:
electric.png
Thunderbolt
Viability: 80.5% (12.1%) | Leading Reliance: 20% (21.1% ) | Matchup Reliance: 20% (28.3%)
Categories: Special, Paralysis-inducing


A Rank

#9:
normal.png
Explosion
Viability: 71% (17.9%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 16% (28%)
Categories: Physical, Boom


B Rank



#10:
normal.png
Swords Dance
Viability: 64% (24.6%) | Leading Reliance: 4% (12.6% ) | Matchup Reliance: 24% (28%)
Categories: Other, Attack-boosting


#11:
psychic.png
Rest
Viability: 63% (18.9%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 64% (28%)
Categories: Other, Healing-move


#12:
normal.png
Hyper Beam
Viability: 62.5% (20.2%) | Leading Reliance: 24% (20.7% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, Charging-move




#13:
fighting.png
Seismic Toss
Viability: 60% (23.1%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 20% (28.3%)
Categories: Physical, Constant damage


#14:
psychic.png
Reflect
Viability: 59% (23.3%) | Leading Reliance: 16% (20.7% ) | Matchup Reliance: 60% (28.3%)
Categories: Other, Screen




#15:
normal.png
Selfdestruct
Viability: 57% (17.7%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 16% (28%)
Categories: Physical, Boom


#16:
grass.png
Sleep Powder
Viability: 56.5% (23.1%) | Leading Reliance: 40% (18.9% ) | Matchup Reliance: 36% (35%)
Categories: Other, Sleep-inducing


#17:
ground.png
Earthquake
Viability: 56% (18.4%) | Leading Reliance: 16% (20.7% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, No-effect


B⁴

#18:
psychic.png
Light Screen
Viability: 53% (21.1%) | Leading Reliance: 16% (20.7% ) | Matchup Reliance: 56% (28%)
Categories: Other, Screen


C Rank

#19:
ice.png
Blizzard
Viability: 46.5% (25.8%) | Leading Reliance: 40% (18.9% ) | Matchup Reliance: 12% (19.3%)
Categories: Special, Freeze-inducing


D Rank

#20:
normal.png
Lovely Kiss
Viability: 40% (13.3%) | Leading Reliance: 40% (18.9% ) | Matchup Reliance: 36% (35%)
Categories: Other, Sleep-inducing


E Rank



#21:
grass.png
Stun Spore
Viability: 35% (21.6%) | Leading Reliance: 48% (25.3% ) | Matchup Reliance: 28% (27%)
Categories: Other, Paralysis-inducing




#22:
psychic.png
Hypnosis
Viability: 34% (21.2%) | Leading Reliance: 56% (28% ) | Matchup Reliance: 32% (31.6%)
Categories: Other, Sleep-inducing


F Rank



#23:
water.png
Surf
Viability: 31% (20.2%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 12% (19.3%)
Categories: Special, No-effect




#24:
flying.png
Drill Peck
Viability: 29% (19.7%) | Leading Reliance: 20% (21.1% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, No-effect


G Rank

#25:
normal.png
Transform
Viability: 26% (18.4%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 36% (35%)
Categories: Other, Copy-move


H Rank

#26:
ghost.png
Night Shade
Viability: 22.5% (10.3%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 16% (20.7%)
Categories: Physical, Constant damage


I Rank

#27:
psychic.png
Agility
Viability: 18.5% (12.5%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 16% (28%)
Categories: Other, Speed-boosting


J Rank



#28:
fighting.png
Counter
Viability: 16% (13.3%) | Leading Reliance: 20% (28.3% ) | Matchup Reliance: 20% (21.1%)
Categories: Physical, Variable damage




#29:
normal.png
Double-Edge
Viability: 15.5% (14.6%) | Leading Reliance: 8% (16.9% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, Recoil


K Rank



#30:
normal.png
Sing
Viability: 14% (11.5%) | Leading Reliance: 60% (28.3% ) | Matchup Reliance: 36% (35%)
Categories: Other, Sleep-inducing




#31:
rock.png
Rock Slide
Viability: 13.5% (11.1%) | Leading Reliance: 20% (21.1% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, No-effect


#31:
normal.png
Substitute
Viability: 13.5% (7.1%) | Leading Reliance: 16% (28% ) | Matchup Reliance: 40% (18.9%)
Categories: Other, Screen


L Rank

#33:
electric.png
Thunder
Viability: 12% (16%) | Leading Reliance: 48% (31.6% ) | Matchup Reliance: 12% (27%)
Categories: Special, Paralysis-inducing


M Rank



#34:
normal.png
Wrap
Viability: 11% (11.5%) | Leading Reliance: 68% (19.3% ) | Matchup Reliance: 60% (28.3%)
Categories: Physical, Partial Trapping




#35:
grass.png
Mega Drain
Viability: 10.5% (12.8%) | Leading Reliance: 8% (16.9% ) | Matchup Reliance: 16% (20.7%)
Categories: Special, Leech


#35:
normal.png
Struggle (non-choosable)
Viability: 10.5% (31.5%) | Leading Reliance: 4% (12.6% ) | Matchup Reliance: 20% (28.3%)
Categories: Physical, Recoil




#37:
fighting.png
Submission
Viability: 9.5% (8%) | Leading Reliance: 36% (29.5% ) | Matchup Reliance: 12% (19.3%)
Categories: Physical, Recoil


N Rank



#39:
water.png
Clamp
Viability: 8% (5.4%) | Leading Reliance: 64% (20.7% ) | Matchup Reliance: 56% (28%)
Categories: Special, Partial-trapping


#38:
grass.png
Razor Leaf
Viability: 8% (6.7%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 8% (16.9%)
Categories: Special, High CH rate


#40:
psychic.png
Barrier
Viability: 7% (7.9%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 64% (28%)
Categories: Other, Defense-boosting


#41:
ghost.png
Confuse Ray
Viability: 7% (3.5%) | Leading Reliance: 68% (27% ) | Matchup Reliance: 32% (31.6%)
Categories: Other, Confusion-inducing


#41:
normal.png
Stomp
Viability: 7% (6.3%) | Leading Reliance: 52% (27% ) | Matchup Reliance: 12% (19.3%)
Categories: Physical, Flinch-inducing




#43:
fighting.png
Double Kick
Viability: 6.5% (5.8%) | Leading Reliance: 32% (31.6% ) | Matchup Reliance: 8% (16.9%)
Categories: Physical, Two-hit


#45:
normal.png
Flash
Viability: 6.5% (5.8%) | Leading Reliance: 56% (28% ) | Matchup Reliance: 52% (32.9%)
Categories: Other, Accuracy-lowering


#43:
water.png
Withdraw
Viability: 6.5% (12%) | Leading Reliance: 12% (19.3% ) | Matchup Reliance: 48% (31.6%)
Categories: Other, Defense-boosting


O Rank

#46:
psychic.png
Kinesis
Viability: 6% (3.9%) | Leading Reliance: 56% (28% ) | Matchup Reliance: 52% (32.9%)
Categories: Other, Accuracy-lowering


P Rank

#47:
normal.png
Egg Bomb
Viability: 5% (7.1%) | Leading Reliance: 28% (32.9% ) | Matchup Reliance: 4% (12.6%)
Categories: Physical, No-effect


#47:
fire.png
Fire Blast
Viability: 5% (6.2%) | Leading Reliance: 40% (26.7% ) | Matchup Reliance: 8% (16.9%)
Categories: Special, Burn-inducing


#47:
bug.png
Pin Missile
Viability: 5% (5.8%) | Leading Reliance: 40% (32.7% ) | Matchup Reliance: 12% (19.3%)
Categories: Physical, Multi-hit


Q Rank

#50:
normal.png
Screech
Viability: 4.5% (4.4%) | Leading Reliance: 16% (20.7% ) | Matchup Reliance: 20% (21.1%)
Categories: Other, Defense-lowering


R Rank

#51:
flying.png
Sky Attack
Viability: 4% (6.6%) | Leading Reliance: 44% (29.5% ) | Matchup Reliance: 12% (27%)
Categories: Physical, Charging-move


S: ¹Recover | ²Amnesia | ³Ice Beam | Thunder Wave | Softboiled | Body Slam | Psychic | Thunderbolt |
A: Explosion |
B: ¹Swords Dance | Rest | Hyper Beam | ²Seismic Toss | Reflect | ³Selfdestruct | Sleep Powder | Earthquake | Light Screen |
C: Blizzard |
D: Lovely Kiss |
E: ¹Stun Spore | ²Hypnosis |
F: ¹Surf | ²Drill Peck |
G: Transform |
H: Night Shade |
I: Agility |
J: ¹Counter | ²Double-Edge |
K: ¹Sing | ²Rock Slide | Substitute |
L: Thunder |
M: ¹Wrap | ²Mega Drain | Struggle | ¹Submission |
N: ¹Clamp | Razor Leaf | Barrier | Confuse Ray | Stomp | ²Double Kick | Flash | Withdraw |
O: Kinesis |
P: Egg Bomb | Fire Blast | Pin Missile |
Q: Screech |
R: Sky Attack |
 
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Pokémon Type Viability Ranking

Nominators (11): Alpha Male Psyduck, Arai, Earthworm, Enigami, FriendOfMrGolem120, Hipmonlee, Lutra, Mister Tim, Rage, Ranshiin, tratchy
Raters (6): Alpha Male Psyduck, Arai, Earthworm, FriendOfMrGolem120, Hipmonlee, Lutra

Question 1: Roughly what percentage of competitive teams should you see this Pokémon Type on?
Answers: 100%, 95%, 90%, 80%, 60%, 40%, 20%, 10%, 5%, 0%
Maximum error: +0/-2.5%, +2.5/-2.5%, +2.5/-5%, +5/-10%, +10/-10%, +10/-10%, +10/-5%, +5/-2.5%, +2.5/-2.5%, +2.5/-0%

Question 2: Roughly how luck reliant would you say this Pokémon Type is?
Answers: 0% = Negligible ; 40% = Somewhat; 80% = Very
Question 3: Roughly how timewasting would you say this Pokémon Type is?
Answers: 0% = Negligible; 40% = Somewhat; 80% = Very
Centralization of the tier set: 6% | Equal ratio: 120.2%

The following percentage values are sample means. Sample standard deviation (disagreement measure) is shown in parentheses.

S Rank

#1
Normal.png

Viability: 100% (0%) | Luck Reliance: 30% (18.5% ) | Timewasting: 55% (29.8%)
Pokémon: Chansey, Snorlax, Tauros


#1
Psychic.png

Viability: 100% (0%) | Luck Reliance: 45% (25.6% ) | Timewasting: 55% (29.8%)
Pokémon: Alakazam, Exeggutor, Jynx, Mew, Mewtwo, Slowbro, Starmie


A Rank



#3
Grass.png

Viability: 58.8% (21.7%) | Luck Reliance: 40% (21.4% ) | Timewasting: 35% (25.6%)
Pokémon: Exeggutor, Victreebel




#4
Water.png

Viability: 47.5% (18.3%) | Luck Reliance: 40% (21.4% ) | Timewasting: 40% (21.4%)
Pokémon: Cloyster, Lapras, Slowbro, Starmie




#5
Ice.png

Viability: 37.5% (16.7%) | Luck Reliance: 45% (25.6% ) | Timewasting: 20% (21.4%)
Pokémon: Articuno, Cloyster, Jynx, Lapras


A⁴

#6
Electric.png

Viability: 31.9% (26.2%) | Luck Reliance: 40% (21.4% ) | Timewasting: 25% (29.8%)
Pokémon: Electrode, Jolteon, Zapdos


#7
Ghost.png

Viability: 30% (21.4%) | Luck Reliance: 45% (25.6% ) | Timewasting: 30% (28.3%)
Pokémon: Gengar


#8
Flying.png

Viability: 28.8% (28%) | Luck Reliance: 45% (25.6% ) | Timewasting: 35% (25.6%)
Pokémon: Aerodactyl, Articuno, Dragonite, Zapdos


A⁵

#9
Poison.png

Viability: 23.1% (24.3%) | Luck Reliance: 55% (36.6% ) | Timewasting: 30% (18.5%)
Pokémon: Gengar, Victreebel


A⁶

#10
Rock.png

Viability: 19.4% (13.7%) | Luck Reliance: 25% (20.7% ) | Timewasting: 20% (21.4%)
Pokémon: Aerodactyl, Golem, Rhydon


#11
Ground.png

Viability: 18.1% (14.1%) | Luck Reliance: 25% (20.7% ) | Timewasting: 15% (20.7%)
Pokémon: Golem, Rhydon


S: Normal | Psychic |
A: ¹Grass | ²Water | ³Ice | Electric | Ghost | Flying | Poison | Rock | Ground |

Move Type Viability Ranking

Nominators (11): Alpha Male Psyduck, Arai, Earthworm, Enigami, FriendOfMrGolem120, Hipmonlee, Lutra, Mister Tim, Rage, Ranshiin, tratchy
Raters (6): Alpha Male Psyduck, Arai, Earthworm, FriendOfMrGolem120, Hipmonlee, Lutra

Question 1: Roughly what percentage of competitive teams should you see this Move Type on?
Answers: 100%, 95%, 90%, 80%, 60%, 40%, 20%, 10%, 5%, 0%
Maximum error: +0/-2.5%, +2.5/-2.5%, +2.5/-5%, +5/-10%, +10/-10%, +10/-10%, +10/-5%, +5/-2.5%, +2.5/-2.5%, +2.5/-0%

Question 2: Roughly how luck reliant would you say this Move Type is?
Answers: 0% = Negligible ; 40% = Somewhat; 80% = Very
Question 3: Roughly how timewasting would you say this Move Type is?
Answers: 0% = Negligible; 40% = Somewhat; 80% = Very
Centralization of the tier set: 4.5% | Equal ratio: 115.1%

The following percentage values are sample means. Sample standard deviation (disagreement measure) is shown in parentheses.

S Rank

#1:
Normal.png

Viability: 100% (0%) | Luck Reliance: 40% (21.4% ) | Timewasting: 45% (33.4%)
Moves: Body Slam, Double-Edge, Egg Bomb, Explosion, Flash, Hyper Beam, Lovely Kiss, Recover, Screech, Selfdestruct,
Sing, Slash, Softboiled, Stomp, Struggle, Substitute, Swords Dance, Transform, Wrap


#2:
Psychic.png

Viability: 99.4% (1.8%) | Luck Reliance: 40% (30.2% ) | Timewasting: 50% (35.5%)
Moves: Agility, Amnesia, Barrier, Hypnosis, Kinesis, Light Screen, Psychic, Reflect, Rest


#3:
Ice.png

Viability: 93.8% (8.8%) | Luck Reliance: 45% (25.6% ) | Timewasting: 40% (30.2%)
Moves: Blizzard, Ice Beam


#4:
Electric.png

Viability: 91.9% (14.6%) | Luck Reliance: 30% (28.3% ) | Timewasting: 35% (33.4%)
Moves: Thunder, Thunder Wave, Thunderbolt


A Rank



#5:
Ground.png

Viability: 60% (21.4%) | Luck Reliance: 20% (21.4% ) | Timewasting: 10% (18.5%)
Moves: Earthquake




#6:
Fighting.png

Viability: 52.5% (33.3%) | Luck Reliance: 25% (20.7% ) | Timewasting: 20% (21.4%)
Moves: Counter, Double Kick, Seismic Toss, Submission




#7:
Water.png

Viability: 42.5% (19.8%) | Luck Reliance: 15% (20.7% ) | Timewasting: 20% (21.4%)
Moves: Clamp, Surf, Withdraw


#8:
Grass.png

Viability: 41.9% (27.5%) | Luck Reliance: 35% (14.1% ) | Timewasting: 20% (21.4%)
Moves: Mega Drain, Razor Leaf, Sleep Powder, Stun Spore


B Rank

#9:
Flying.png

Viability: 28.8% (24.2%) | Luck Reliance: 25% (20.7% ) | Timewasting: 5% (14.1%)
Moves: Drill Peck, Sky Attack


C Rank

#10:
Ghost.png

Viability: 21.3% (13.6%) | Luck Reliance: 10% (18.5% ) | Timewasting: 15% (20.7%)
Moves: Confuse Ray, Night Shade


D Rank



#11:
Rock.png

Viability: 13.1% (5.9%) | Luck Reliance: 25% (20.7% ) | Timewasting: 10% (18.5%)
Moves: Rock Slide




#12:
Fire.png

Viability: 11.3% (20.8%) | Luck Reliance: 50% (28.3% ) | Timewasting: 10% (18.5%)
Moves: Fire Blast


E Rank

#13:
Bug.png

Viability: 5% (3.8%) | Luck Reliance: 30% (35.5% ) | Timewasting: 5% (14.1%)
Moves: Pin Missile


S: Normal | Psychic | Ice | Electric |
A: ¹Ground | ²Fighting | ³Water | Grass |
B: Flying |
C: Ghost |
D: ¹Rock | ²Fire |
E: Bug |
 
Last edited:
We are still in the checking process. We decided to post before it was complete. From discussions so far, it seems like some move ratings will still change.

Also note that the ranks/subranks are formed after a drop threshold is met, so the tops and bottoms of ranks may vary massively if that threshold is not met from one element to the next.

You are also welcome to post your own rankings, but it won't change the OP. The process will need completing again in the Discord server (the plan at the moment being annually).

Edit: Added the mean viability differences to each section.
Edit2: Changed "mean viability difference" to "expected equal first difference".
Edit3: Mew moved into the same subrank as Mewtwo. Rhydon moved above Jolteon and they both formed a separate subrank together.
Edit4: No amendments are currently queued. Everything has been edited in.
 
Last edited:
Updates:

Added nominators, raters and questions at the top of each ranking.
Added the potential for rater weightings in the spreadsheet.
Added the gen 8 type icons (thanks to Blazenix for extracting the individual ones from a sprite sheet).
 
Maybe im missing something here, but why doesnt anything run substitute in ubers, according to smogon, is it banned or something?

Take Mewtwo, why wouldnt you run substitute? It outspeeds everything = immune to status, and its bulky enough that not everything will break its subs in a single hit.
Oh, so you now dont get ice-beam or t-bolt as coverage? Physic is so broken anyways that you dont really need a cover move, and besides, either exegg or slowbro will wall you anyways.
So, you cant get frozen, t-waved, exploded on(if you play it right), and then, you can slowly but surely plow through chansey, slowbro and exegg anyways, they cant win 1v1 without status.

This is just mewtwo btw, why doesnt smogon advocate for substitute? Its an amazing move, especially in gen 1.
 
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Maybe im missing something here, but why doesnt anything run substitute in ubers, according to smogon, is it banned?

Take Mewtwo, why wouldnt you run substitute? It outspeeds everything = immune to status, and its bulky enough that not everything will break its subs in a single hit.
Oh, so you now dont get ice-beam or t-bolt as coverage? Physic is so broken that you dont really need a cover move, and besides, either exegg or slowbro will wall you anyways.
So, you cant get frozen, t-waved, exploded on(if you play it right), and then, you can slowly but surely plow through chansey, slowbro and exegg anyways, they cant win 1v1 without status.

This is just mewtwo btw, why doesnt smogon advocate for substitute? Its an amazing move, especially in gen 1.
On cartridge, Substitute doesn’t block status.

Oh, and if Explosion/Selfdestruct is used on a substitute the explosion user doesn't faint.
 
Maybe im missing something here, but why doesnt anything run substitute in ubers, according to smogon, is it banned?

Take Mewtwo, why wouldnt you run substitute? It outspeeds everything = immune to status, and its bulky enough that not everything will break its subs in a single hit.
Oh, so you now dont get ice-beam or t-bolt as coverage? Physic is so broken that you dont really need a cover move, and besides, either exegg or slowbro will wall you anyways.
So, you cant get frozen, t-waved, exploded on(if you play it right), and then, you can slowly but surely plow through chansey, slowbro and exegg anyways, they cant win 1v1 without status.

This is just mewtwo btw, why doesnt smogon advocate for substitute? Its an amazing move, especially in gen 1.
A Substitute will not block status ailments except poison. It also blocks confusion moves such as Confuse Ray and stat reduction moves such as Screech. Substitute will block attacks' secondary effects (ex: Body Slam can't paralyze if it hits a Substitute, unless it breaks) except for secondary confusion. Substitute will not block the effect of partial trapping moves. A Substitute will also be the recipient of self-inflicted confusion damage. Lastly, HP draining attacks used on a Substitute will not drain HP when breaking the Substitute.

Pokemon Stadium fixed this glitch, causing Substitute to defend against status as in future generations.

Secondly, if the attacks Selfdestruct, Hyper Beam, or Explosion are used on a Substitute and the Substitute breaks, the consequences of these attacks do not occur. That is, the Pokemon using Selfdestruct or Explosion will not faint, and the Pokemon using Hyper Beam will not need to recharge.

Using Substitute at exactly 1/4th HP will cause the user to faint.

From here: https://www.smogon.com/rb/articles/differences
 
A Substitute will not block status ailments except poison. It also blocks confusion moves such as Confuse Ray and stat reduction moves such as Screech. Substitute will block attacks' secondary effects (ex: Body Slam can't paralyze if it hits a Substitute, unless it breaks) except for secondary confusion. Substitute will not block the effect of partial trapping moves. A Substitute will also be the recipient of self-inflicted confusion damage. Lastly, HP draining attacks used on a Substitute will not drain HP when breaking the Substitute.

Pokemon Stadium fixed this glitch, causing Substitute to defend against status as in future generations.

Secondly, if the attacks Selfdestruct, Hyper Beam, or Explosion are used on a Substitute and the Substitute breaks, the consequences of these attacks do not occur. That is, the Pokemon using Selfdestruct or Explosion will not faint, and the Pokemon using Hyper Beam will not need to recharge.

Using Substitute at exactly 1/4th HP will cause the user to faint.

From here: https://www.smogon.com/rb/articles/differences

Oh, substitute is amazing in stadium, but actually sucks on the gameboy game?
Are seperate stadium-tiers for uu, ou and ubers?
 
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