SurvivorTiers

Method

Each Pokémon gets a rank from 1 to 966 and a tier. The rank mixes its sheet, how it plays in simulated games and how it performs late in the game. Since one number can mislead, the calculation is repeated 2,000 times.

From data to tier

  1. Measure
  2. Percentile
  3. Combine
  4. Repeat ×2,000
  5. Rank
  6. Tier
  1. Measure

    For each Pokémon we measure its sheet (stats, moves, type resistance and size), how long it survives in 200 simulated games with its starting move and with the best move it can learn, and how it performs late in the game.

  2. Percentile

    Each measure becomes a percentile: 90 means better than 90% of Pokémon on that measure. That lets us compare different things, like seconds survived and stats.

  3. Combine

    The sheet weighs 45%, games 30% and late game 25%. It is a geometric mean: one very weak piece drags the score down. Try it below.

  4. Repeat 2,000 times

    Each repeat shifts the data within its error margin, the weight between games and late game, and one of the 80 assumptions of the late-game model. That gives 2,000 orderings.

  5. Rank

    The final rank is the median of those 2,000 positions. The usual range, the band on each sheet, runs from the 10th to the 90th percentile of those positions.

  6. Tier

    Ranks are split into tiers of fixed size: S 30 · A 90 · B 200 · C 300 · D 346. To enter S you must be in the top 40% for stats, have attacks of three different types, and not start with a melee attack; A, top 60%; B, top 80%. Whoever misses the minimum waits for the next tier they qualify for.

Follow one Pokémon

KyuremC

Measures

Weights

45%Sheet
30%Games
25%Late game

Repeats

Kyurem

Rank

Tier

Step 1 of 5

Weight of each measure

Weight inside the sheet

What a simulated game looks like

Illustration, not ranking data. This is how each Pokémon plays the simulated games: it dodges, shoots the enemies that come close, and survives as long as it can.

time 0 sdefeated 0

One weak spot sinks the score

Lower one piece with its slider and watch both scores. A plain mean lets the others make up for it; ours does not: one weak piece sinks the score.

Our mean (geometric)36%
Plain mean (arithmetic)62%

Orange: our mean. Grey: plain mean. The further apart they are, the harder ours punishes a weak spot.

2,000 repeats

Each dot is an example Pokémon. The shade is its usual range (10th to 90th percentile) and the red line its final rank. Each repeat lands it somewhere else within that range.

1 / 2,000
Empoleon
Rotom
Minun
Minior
Yamask

How much each rank moves

Each stroke is a Pokémon. Its horizontal position is its final rank, and the stroke shows where it landed across the 2,000 repeats (between the 10th and 90th percentile). Short stroke: firm rank. The usual range is about 24 places in tier S and 77 in tier C.

Stays in its tier

Size of each tier

Minimum stats per tier

Which measure is closest to the ranking

Limits