A new version of my famous spreadsheet is there.

As you probably know, it’s a theoretical spreadsheet. If you like exact rankings, I recommend to check the excellent Pokébattler raid rankings because they are based on simulations.

However, simulations are as accurate as their inputs are, and therefore it may be possible that some small parameter changes, e.g. Pokémon level or IVs, yield noticeably (although not completely) different results. A theoretical spreadsheet is sometimes more “robust” to parameter changes because it doesn’t depend on these specific values. That’s basically the main reason why I still maintain this spreadsheet.

Instructions

  • Target Input sheet: enter the defender, its moves, how much % of fast and charge moves you will dodge, and the raid boss tier (enter 0 if it’s not a raid boss but a regular gym defender).
  • The defender/boss name and its moves can be “None”. In this case, the spreadsheet calculates DPS and TDO assuming a neutral matchup. After the type effectiveness boost, “None” is not recommended. Please take the time to choose/type a Pokémon and both its moves, otherwise you may get wrong results.
  • There are two percentages for dodging charge moves, in order to take into account the bug (or feature?) where the “Super Effective!” text delays the charge move announcement and makes dodging much harder.
  • Optionally, enter your trainer level (default = 28 assuming you only use attackers level 30 or below) and your reaction time for charge moves (default = 0.7 seconds).
  • Attacker Ranking sheet: it can be ranked by TDO% (relative Total Damage Output before fainting), DPS% (relative Damage per Second), Total Effectiveness (a combination of TDO and DPS) and finally by Raid Score, a heuristic I have devised to rank raid attacker effectiveness, which takes TDO into account but heavily punishes non-optimal DPS (because raids are mainly about not timing out).
  • Raid Attackers sheet: it ranks relative Raid Score percentages against all Tier 3 and 4 raid bosses (each with a representative moveset) and can be sorted by boss and by overall Attacker Value.
  • In the Raid Attackers sheet, you can also tweak the first two rows with different minimum thresholds and weights and then rank by “My Values”.
  • Candy Value sheet: I have copied there the average ranking of each relevant attacker and calculated how much is a candy worth and how much is a buddy km worth. The buddy winner is by far Geodude, because at 1 km/candy it generates the very best raid attacker against Charizard, Arcanine, Flareon, Moltres, Zapdos (and Entei), a great attacker against Articuno (and Ho-Oh in the future) and a decent option against Lugia and Jolteon (and Raikou).
  • New – Hidden Power support: I have added a generic “Hidden Power SE” and a generic “Hidden Power 2xSE”.
    E.g. against Charizard, “Hidden Power 2xSE” means Rock Hidden Power. “Hidden Power SE” may be Water or Electric.
    I’m not adding “Hidden Power NVE” etc. because I assume NVE Hidden Power sucks.
    You have to figure out the specific type(s) by yourselves (with the help of the “Type Effectiveness” sheet) because I’m not going to add 15 Hidden Power movesets for each of the 20 potential Pokémon/Charge move combinations.

  • Newtwo – Legendaries: I removed the “UNRELEASED” flag from Lugia, Articuno, Zapdos and Moltres and I added them to the Raid Attackers spreadsheet both as attackers and as raid bosses.

Nuts and (Thunder)bolts

What is taken into account:

  • New Type Effectiveness multipliers.
  • Dodging fast moves (recommended for normal defenders only): if “Dodge fast moves” is greater than 50%, the Attacker Ranking sheet suggests how many fast moves fit between the defender’s fast moves and it compares efficiency with and without dodging.
  • Dodging charge moves, including the effect of the attacker’s own fast move duration and the effect of the defender’s forewarning between animation start and “yellow flash”.
  • Overcharge for single-bar charge moves: unlike most spreadsheets, this one takes into account that single-bar charge moves effectively waste half a fast move because all energy beyond 100 is not used.
  • Overkill and overkill avoidance for all charge moves: unlike most spreadsheets, this one takes into account three issues with charge moves:
    1. Sometimes a charge move overkills the defender;
    2. Sometimes, to avoid overkill, the attacker has to delay the charge move and kill the defender with the (less efficient) fast move;
    3. Sometimes the attacker faints with the charge bar half full before being able to use its last charge move.
  • Energy gained by the defender when being hit, in order to calculate the fast/charge damage ratio (important for split-type movesets).

What is NOT taken into account (maybe in the next version…):

  • Energy gained by the attacker when being hit (not incredibly relevant for regular gyms but probably more important for raids).
  • Rounding bonus that favors quick low-power fast moves (e.g. Fury Cutter) over slow high-power fast moves (e.g. Dragon Tail).

Credits

Credits to /u/vlfph who made the original CP efficiency calculator until v4.0. I just walked his spreadsheet for some more hundred km and then evolved it 🙂

TL;DR:

Walk Geodude.