But if on paper just based on stats, can we know the best quick & charge move?
You need a target to tell what is "best". If your target is "most damage delt without dodging over a long time on average, ignoring energy generation by damage taken", your metrics could be cycle damage, an approach used by the most sheets published by different trainers.
Cycle damage has one problem here: It is an evaluation for a combination of one quick and one charged move, it does not evaluate them independend on each other. My solution is the following:
To evaluate charged moves, i calculate and compare cycle damage of all charged moves in combination with one average quick move (10dps / 10 eps).
There is one Short cut: You can use "time adjusted EPS", defined [by me] as
(Damage - 10 * Duration) / (Energy + 10 * Duration) as a metrics for charged moves.
To evaluate quick moves, i calculate and compare cycle damage with one good charged move (avalanche).
There is one shortcut: You can use DPS+0,75 EPS as a metrics. This is a bit hard to explain, but mathematical common sense when looking at a DPS/EPS-Diagram for quick moves.
This evaluation might still be slightly incorrect, but until now nobody has showed me a better method.
Regards, BB