Lower Tiers RBY Ubers MASTER Viability Rankings 2021

Lutra

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

⏮ 2019 | 2021 RBY Ubers MASTER VR | 2022 ⏭


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 early 2021, RBY Ubers is played annually in RoA Olympics, RBYPL and on a rotational ladder in June every year. It also features in one of the two Victory RoAds held every year, and is 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 2020. 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; leading-reliance:6 options; matchup-reliance: 6 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)
 
Last edited:

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Pokémon Viability Ranking

Nominators (20): @22b, 64 Squares, abd1710, Earthworm, FriendOfMrGolem120, Frrf, Hipmonlee, HSOWA, Luirromen, Lutra, Melanie uwu, Mister Tim, Mr.378, Nalorium, Oiseau Bleu, Plague von Karma, Rage, Ranshiin, Sevi 7, tRED
Raters (9): 64 Squares, Earthworm, HSOWA, Luirromen, Lutra, Melanie uwu, Mr.378, Oiseau Bleu, Sevi 7

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 leading reliant would you say this Pokémon is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Question 3: Roughly how matchup reliant would you say this Pokémon is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Centralization of the tier set: 9.1% | Equal ratio: 115.1%

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%) | Leading Reliance: 11.1% (20.3% ) | Matchup Reliance: 0% (0%)
Roles: Fast boosting Special sweeper, Freezer, mixed boosting wall, and staller.


:rb/mew: #2: Mew
Viability: 97.2% (6.7%) | Leading Reliance: 6.7% (14.1% ) | Matchup Reliance: 8.9% (14.5%)
Roles: Boosting boomer, mixed wall, physical sweeper, Paralysis spreader, Reflector and Transformer.




:rb/chansey: #3: Chansey
Viability: 91.7% (5.6%) | Leading Reliance: 17.8% (18.6% ) | Matchup Reliance: 8.9% (10.5%)
Roles: Freeze absorber, Freezer, Level damager, Paralysis spreader, Special wall and staller.


:rb/snorlax: #4: Snorlax
Viability: 87.2% (12.3%) | Leading Reliance: 4.4% (8.8% ) | Matchup Reliance: 8.9% (14.5%)
Roles: Boomer, mixed tank, Paralysis spreader, Reflector and Special booster.


A Rank

:rb/tauros: #5: Tauros
Viability: 46.7% (10%) | Leading Reliance: 51.1% (28.5% ) | Matchup Reliance: 11.1% (14.5%)
Roles: Bulky physical sweeper, Critical Hit fisher, and Paralysis spreader, with Freezing capability.


B Rank

:rb/exeggutor: #6: Exeggutor
Viability: 37.8% (12%) | Leading Reliance: 31.1% (14.5% ) | Matchup Reliance: 22.2% (18.6%)
Roles: Boomer, Ground-type attack resistor, Paralysis spreader and Sleeper.


C Rank



:rb/zapdos: #7: Zapdos
Viability: 27.8% (12%) | Leading Reliance: 2.2% (6.7% ) | Matchup Reliance: 57.8% (18.6%)
Roles: Mixed sweeper, mixed wall, Paralysis spreader, and Reflector. Also Light Screener.


:rb/gengar: #8: Gengar
Viability: 26.7% (10%) | Leading Reliance: 60% (26.5% ) | Matchup Reliance: 42.2% (21.1%)
Roles: Fast Sleeper, Level damager, Normal immune and weak boomer.




:rb/slowbro: #9: Slowbro
Viability: 24.4% (12.4%) | Leading Reliance: 4.4% (8.8% ) | Matchup Reliance: 53.3% (22.4%)
Roles: Mixed boosting wall, Paralysis spreader, and slow Special boosting sweeper.




:rb/jynx: #10: Jynx
Viability: 22.2% (13.9%) | Leading Reliance: 88.9% (10.5% ) | Matchup Reliance: 44.4% (24%)
Roles: Fast Anti-Freeze pivot, Sleeper and Sleep absorber. Resists Ice, Psychic-type attacks if needed.


:rb/rhydon: #11: Rhydon
Viability: 21.7% (11.7%) | Leading Reliance: 2.2% (6.7% ) | Matchup Reliance: 46.7% (14.1%)
Roles: Physical tank that is immune to Electric-type attacks and resists Normal-type attacks.


D Rank



:rb/jolteon: #12: Jolteon
Viability: 16.1% (10.5%) | Leading Reliance: 48.9% (36.2% ) | Matchup Reliance: 53.3% (22.4%)
Roles: Critical Hit fisher, mixed sweeper, and Paralysis spreader with Special bulk.




:rb/starmie: #13: Starmie
Viability: 13.9% (11.7%) | Leading Reliance: 71.1% (24.7% ) | Matchup Reliance: 53.3% (14.1%)
Roles: Fast Freezer, Freeze absorber, Light Screener, Paralysis spreader and Reflector.




:rb/alakazam: #14: Alakazam
Viability: 12.2% (11.5%) | Leading Reliance: 68.9% (22.6% ) | Matchup Reliance: 33.3% (24.5%)
Roles: Accuracy decreaser and Paralysis spreader.


E Rank

:rb/cloyster: #15: Cloyster
Viability: 7.2% (2.6%) | Leading Reliance: 2.2% (6.7% ) | Matchup Reliance: 48.9% (22.6%)
Roles: Anti-Freeze pivot, Clamper, Freezer, physical wall and resists Ice-type attacks.


:rb/golem: #16: Golem
Viability: 7.2% (6.2%) | Leading Reliance: 2.2% (6.7% ) | Matchup Reliance: 48.9% (24.7%)
Roles: Boomer, physical tank that is immune to Electric-type attacks and resists Normal-type attacks.


F Rank



:rb/dragonite: #17: Dragonite
Viability: 3.9% (2.2%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 62.2% (21.1%)
Roles: Mixed tank and Speed boosting Wrapper.


:rb/lapras: #17: Lapras
Viability: 3.9% (3.3%) | Leading Reliance: 4.4% (8.8% ) | Matchup Reliance: 44.4% (31.3%)
Roles: Anti-Freeze pivot, Confuser, Freezer, Ice-type attack resistor, mixed tank, and Sleeper.




:rb/articuno: #19: Articuno
Viability: 3.3% (2.5%) | Leading Reliance: 4.4% (8.8% ) | Matchup Reliance: 55.6% (32.8%)
Roles: Freezer, mixed sweeper, mixed wall and Reflector. Anti-Freeze pivot capability.


:rb/victreebel: #19: Victreebel
Viability: 3.3% (3.5%) | Leading Reliance: 2.2% (6.7% ) | Matchup Reliance: 57.8% (27.3%)
Roles: Mixed sweeper, Paralysis spreader, Sleeper and Wrapper.




:rb/hypno: #21: Hypno
Viability: 2.8% (2.6%) | Leading Reliance: 37.8% (33.8% ) | Matchup Reliance: 46.7% (24.5%)
Roles: Mixed Wall, Sleeper and Paralysis spreader.


:rb/persian: #21: Persian
Viability: 2.8% (2.6%) | Leading Reliance: 11.1% (20.3% ) | Matchup Reliance: 53.3% (28.3%)
Roles: Fast mixed sweeper, Critical Hit fisher.


G Rank

:rb/electrode: #23: Electrode
Viability: 1.7% (2.5%) | Leading Reliance: 40% (37.4% ) | Matchup Reliance: 71.1% (31.8%)
Roles: Fast Critical Hit fishing boomer and Paralysis spreader.


S:¹:mewtwo::mew:²:chansey::snorlax:
A::tauros:
B::exeggutor:
C:¹:zapdos::gengar:²:slowbro:³:jynx::rhydon:
D:¹:jolteon:²:starmie:³:alakazam:
E::cloyster::golem:
F:¹:dragonite::lapras:²:articuno::victreebel:³:hypno::persian:
G::electrode:
 
Last edited:

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Move Viability Ranking

Nominators (9): 64 Squares, Luirromen, Lutra, Melanie uwu, Mr.378, Oiseau Bleu, Plague von Karma, Rage, Sevi 7
Raters (5): 64 Squares, Luirromen, Lutra, Oiseau Bleu, Sevi 7

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 leading reliant would you say this Move is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Question 3: Roughly how matchup reliant would you say this Move is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Centralization of the tier set: 3.1% | Equal ratio: 105.4%

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

S Rank



#1:
Recover
Viability: 100% (0%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 0% (0%)
Categories: Other, Healing-move


#2:
Body Slam
Viability: 99% (2.2%) | Leading Reliance: 28% (22.8% ) | Matchup Reliance: 4% (8.9%)
Categories: Physical, Paralysis-inducing


#3:
Thunder Wave
Viability: 98% (4.5%) | Leading Reliance: 40% (24.5% ) | Matchup Reliance: 8% (11%)
Categories: Other, Paralysis-inducing


#6:
Amnesia
Viability: 97% (4.5%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 0% (0%)
Categories: Other, Special-boosting


#4:
Ice Beam
Viability: 97% (2.7%) | Leading Reliance: 16% (35.8% ) | Matchup Reliance: 4% (8.9%)
Categories: Special, Freeze-inducing


#4:
Softboiled
Viability: 97% (2.7%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 0% (0%)
Categories: Other, Healing-move




#7:
Earthquake
Viability: 93% (4.5%) | Leading Reliance: 28% (22.8% ) | Matchup Reliance: 4% (8.9%)
Categories: Physical, No-effect




#8:
Psychic
Viability: 91% (7.4%) | Leading Reliance: 24% (32.9% ) | Matchup Reliance: 8% (17.9%)
Categories: Special, Special-lowering


#8:
Thunderbolt
Viability: 91% (7.4%) | Leading Reliance: 20% (24.5% ) | Matchup Reliance: 20% (20%)
Categories: Special, Paralysis-inducing


A Rank



#10:
Hyper Beam
Viability: 80% (12.2%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 12% (17.9%)
Categories: Physical, Charging-move


#11:
Explosion
Viability: 79% (18.8%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 12% (11%)
Categories: Physical, Boom


#12:
Swords Dance
Viability: 79% (17.5%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 4% (8.9%)
Categories: Other, Attack-boosting




#13:
Selfdestruct
Viability: 74% (19.5%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 8% (11%)
Categories: Physical, Boom


B Rank



#14:
Light Screen
Viability: 54% (35.8%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 28% (26.8%)
Categories: Other, Screen




#15:
Rest
Viability: 52% (30.3%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 12% (11%)
Categories: Other, Healing-move


C Rank



#16:
Seismic Toss
Viability: 48% (22.8%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 4% (8.9%)
Categories: Physical, Constant damage




#17:
Reflect
Viability: 45% (31.2%) | Leading Reliance: 12% (26.8% ) | Matchup Reliance: 44% (29.7%)
Categories: Other, Screen




#18:
Sleep Powder
Viability: 42% (20.5%) | Leading Reliance: 40% (24.5% ) | Matchup Reliance: 12% (26.8%)
Categories: Other, Sleep-inducing


D Rank

#19:
Sing
Viability: 38% (17.9%) | Leading Reliance: 24% (32.9% ) | Matchup Reliance: 16% (16.7%)
Categories: Other, Sleep-inducing


E Rank



#20:
Lovely Kiss
Viability: 32% (21.7%) | Leading Reliance: 88% (11% ) | Matchup Reliance: 32% (36.3%)
Categories: Other, Sleep-inducing




#21:
Blizzard
Viability: 30% (33.9%) | Leading Reliance: 24% (16.7% ) | Matchup Reliance: 8% (11%)
Categories: Special, Freeze-inducing


#21:
Hypnosis
Viability: 30% (14.1%) | Leading Reliance: 76% (16.7% ) | Matchup Reliance: 28% (41.5%)
Categories: Other, Sleep-inducing




#23:
Drill Peck
Viability: 29% (16%) | Leading Reliance: 12% (11% ) | Matchup Reliance: 52% (30.3%)
Categories: Physical, No-effect


E⁴

#24:
Struggle (non-choosable)
Viability: 28% (43.8%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 40% (54.8%)
Categories: Physical, Recoil


E⁵

#25:
Substitute
Viability: 26% (24.1%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 48% (39%)
Categories: Other, Screen


F Rank

#26:
Stomp
Viability: 24% (20.7%) | Leading Reliance: 24% (16.7% ) | Matchup Reliance: 44% (16.7%)
Categories: Physical, Flinch-inducing


G Rank



#27:
Stun Spore
Viability: 22% (16.4%) | Leading Reliance: 16% (16.7% ) | Matchup Reliance: 24% (16.7%)
Categories: Other, Paralysis-inducing




#28:
Agility
Viability: 21% (12.4%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 28% (22.8%)
Categories: Other, Speed-boosting


#28:
Rock Slide
Viability: 21% (17.5%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 48% (41.5%)
Categories: Physical, No-effect




#30:
Night Shade
Viability: 20% (12.2%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 12% (17.9%)
Categories: Physical, Constant damage


H Rank

#31:
Double-Edge
Viability: 18% (14.4%) | Leading Reliance: 28% (26.8% ) | Matchup Reliance: 28% (22.8%)
Categories: Physical, Recoil


#31:
Surf
Viability: 18% (14.4%) | Leading Reliance: 28% (33.5% ) | Matchup Reliance: 44% (21.9%)
Categories: Special, No-effect


I Rank

#33:
Counter
Viability: 16% (15.2%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 60% (24.5%)
Categories: Physical, Variable damage


J Rank

#34:
Clamp
Viability: 11% (16.4%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 52% (36.3%)
Categories: Special, Partial-trapping


#34:
Double Kick
Viability: 11% (5.5%) | Leading Reliance: 16% (16.7% ) | Matchup Reliance: 60% (14.1%)
Categories: Physical, Two-hit


K Rank

#36:
Pin Missile
Viability: 9% (7.4%) | Leading Reliance: 28% (33.5% ) | Matchup Reliance: 76% (26.1%)
Categories: Physical, Multi-hit


L Rank

#37:
Mega Drain
Viability: 8% (6.7%) | Leading Reliance: 0% (0% ) | Matchup Reliance: 80% (20%)
Categories: Special, Leech


#37:
Transform
Viability: 8% (2.7%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 84% (8.9%)
Categories: Other, Copy-move


M Rank

#39:
Wrap
Viability: 6% (8.2%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 64% (38.5%)
Categories: Physical, Partial Trapping


#40:
Barrier
Viability: 4% (4.2%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 56% (32.9%)
Categories: Other, Defense-boosting


#40:
Confuse Ray
Viability: 4% (8.9%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 60% (40%)
Categories: Other, Confusion-inducing


#40:
Submission
Viability: 4% (4.2%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 48% (30.3%)
Categories: Physical, Recoil


#40:
Thunder
Viability: 4% (4.2%) | Leading Reliance: 8% (17.9% ) | Matchup Reliance: 68% (36.3%)
Categories: Special, Paralysis-inducing


N Rank

#44:
Fire Blast
Viability: 3% (2.7%) | Leading Reliance: 16% (8.9% ) | Matchup Reliance: 80% (14.1%)
Categories: Special, Burn-inducing


#44:
Screech
Viability: 3% (4.5%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 68% (41.5%)
Categories: Other, Defense-lowering


#44:
Slash
Viability: 3% (4.5%) | Leading Reliance: 24% (43.4% ) | Matchup Reliance: 28% (33.5%)
Categories: Physical, High CH rate


#47:
Sky Attack
Viability: 2% (2.7%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 48% (41.5%)
Categories: Physical, Charging-move


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

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Pokémon Type Viability Ranking

Nominators (9): 64 Squares, Luirromen, Lutra, Melanie uwu, Mr.378, Oiseau Bleu, Plague von Karma, Rage, Sevi 7
Raters (5): 64 Squares, Luirromen, Lutra, Oiseau Bleu, Sevi 7

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 leading reliant would you say this Pokémon Type is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Question 3: Roughly how matchup reliant would you say this Pokémon Type is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Centralization of the tier set: 6.3% | Equal ratio: 121.5%

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

S Rank

#1

Viability: 100% (0%) | Leading Reliance: 16% (21.9% ) | Matchup Reliance: 8% (17.9%)
Pokémon: Chansey, Persian, Snorlax, Tauros


#1

Viability: 100% (0%) | Leading Reliance: 24% (26.1% ) | Matchup Reliance: 8% (17.9%)
Pokémon: Alakazam, Exeggutor, Hypno, Jynx, Mew, Mewtwo, Slowbro, Starmie


A Rank



#3

Viability: 38% (26.8%) | Leading Reliance: 72% (17.9% ) | Matchup Reliance: 32% (11%)
Pokémon: Gengar


#4

Viability: 36% (8.9%) | Leading Reliance: 28% (11% ) | Matchup Reliance: 68% (17.9%)
Pokémon: Electrode, Jolteon, Zapdos




#5

Viability: 32% (21.7%) | Leading Reliance: 32% (11% ) | Matchup Reliance: 32% (17.9%)
Pokémon: Exeggutor, Victreebel


#6

Viability: 30% (14.1%) | Leading Reliance: 80% (0% ) | Matchup Reliance: 60% (28.3%)
Pokémon: Gengar, Victreebel


#7

Viability: 28% (21.7%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 40% (20%)
Pokémon: Golem, Rhydon


#7

Viability: 28% (21.7%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 40% (20%)
Pokémon: Golem, Rhydon


#9

Viability: 27% (22.8%) | Leading Reliance: 32% (26.8% ) | Matchup Reliance: 44% (26.1%)
Pokémon: Cloyster, Lapras, Slowbro, Starmie


#10

Viability: 25% (15%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 68% (17.9%)
Pokémon: Articuno, Dragonite, Zapdos




#11

Viability: 21% (22.5%) | Leading Reliance: 64% (32.9% ) | Matchup Reliance: 52% (30.3%)
Pokémon: Articuno, Cloyster, Jynx, Lapras


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


Move Type Viability Ranking

Nominators (9): 64 Squares, Luirromen, Lutra, Melanie uwu, Mr.378, Oiseau Bleu, Plague von Karma, Rage, Sevi 7
Raters (5): 64 Squares, Luirromen, Lutra, Oiseau Bleu, Sevi 7

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 leading reliant would you say this Move Type is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Question 3: Roughly how matchup reliant would you say this Move Type is?
Answers: 0% = Never ; 20% = Not Very; 40% = Somewhat; 60% = Sizeably; 80% = Very; 100% = Always
Centralization of the tier set: 5.7% | Equal first difference: 115.5%

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

S Rank



#1:

Viability: 100% (0%) | Leading Reliance: 24% (32.9% ) | Matchup Reliance: 12% (17.9%)
Moves: Body Slam, Double-Edge, Explosion, Hyper Beam, Lovely Kiss, Recover, Screech, Selfdestruct,
Sing, Slash, Softboiled, Stomp, Struggle, Substitute, Swords Dance, Transform, Wrap


#2:

Viability: 99% (2.2%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 8% (17.9%)
Moves: Agility, Amnesia, Barrier, Hypnosis, Light Screen, Psychic, Reflect, Rest


#3:

Viability: 98% (4.5%) | Leading Reliance: 28% (11% ) | Matchup Reliance: 28% (33.5%)
Moves: Thunder, Thunder Wave, Thunderbolt


#3:

Viability: 98% (2.7%) | Leading Reliance: 12% (11% ) | Matchup Reliance: 4% (8.9%)
Moves: Blizzard, Ice Beam




#5:

Viability: 90% (7.1%) | Leading Reliance: 20% (14.1% ) | Matchup Reliance: 8% (11%)
Moves: Earthquake


A Rank



#6:

Viability: 34% (13.4%) | Leading Reliance: 28% (11% ) | Matchup Reliance: 20% (14.1%)
Moves: Mega Drain, Sleep Powder, Stun Spore


#7:

Viability: 32% (29.5%) | Leading Reliance: 20% (34.6% ) | Matchup Reliance: 60% (24.5%)
Moves: Counter, Double Kick, Seismic Toss, Submission




#8:

Viability: 25% (15%) | Leading Reliance: 12% (17.9% ) | Matchup Reliance: 44% (21.9%)
Moves: Drill Peck, Sky Attack




#9:

Viability: 21% (22.5%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 48% (41.5%)
Moves: Rock Slide


#10:

Viability: 20% (12.2%) | Leading Reliance: 4% (8.9% ) | Matchup Reliance: 16% (21.9%)
Moves: Confuse Ray, Night Shade


A⁴

#11:

Viability: 18% (14.4%) | Leading Reliance: 24% (32.9% ) | Matchup Reliance: 36% (29.7%)
Moves: Clamp, Surf


B Rank

#12:

Viability: 7% (4.5%) | Leading Reliance: 48% (48.2% ) | Matchup Reliance: 56% (38.5%)
Moves: Pin Missile


C Rank

#13:

Viability: 2% (2.7%) | Leading Reliance: 28% (41.5% ) | Matchup Reliance: 88% (17.9%)
Moves: Fire Blast


S: ¹Normal | Psychic | Electric | Ice | ²Ground |
A: ¹Grass | Fighting | ²Flying | ³Rock | Ghost | Water |
B: Bug |
C: Fire |
 
Last edited:

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Fixed an error where it stated Luck Reliance and Timewasting (last year's attributes) instead of the Leading Reliance and Matchup Reliance (this year's).

Edit: fixed spreadsheet link to this year's too.
Edit2: fixed raters list, thanks 64squares.
Edit3: fixed answers for Pokémon and Move types.
 
Last edited:

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
I noticed a range that determines the equal first difference for the Pokémon ranking was off, so the ranks and subranks were a little off what they were intended to be in comparison to last year's. I fixed that. I also added a feature to the export a while ago that links to the analyses (or just sample sets mostly in this case), which you can now see.
 

Lutra

Spreadsheeter by day, Random Ladderer by night.
is a Community Leader Alumnusis a Programmer Alumnusis a Community Contributor Alumnus
Updated the presentation to be in line with the updates made in the Stadium OU POSTER VR.

Subranks are in smaller text, individual rank numbers are now present, and added a compact view feature.

Also altered the ranks and subranks formation from an arithmetic to a geometric progression to be more intuitive. The exponent values I chose for the equal ratio were 1.45 and 0.4. I will use the same values to update the 2019 VR afterwards, but I won't bump that thread.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top