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A way to determine whether a fast move being good in solo raids (tier 3)

I was inspired by the formula that Bruno Brezel posted on GamePress last year, DPS+EPS*0.75, to compare fast moves for regular gym battles.

After a little bit adjustment, I found it can apply to raids, but with DPS+EPS*0.8, since energy is more important while soloing raids.

Then, I tried to tweak it by a little bit, and ended up with these formulas below:

Simple version: [(Power/Mod+1)+(0.8Energy)]/1000Cooldown

Mod=Weather*Effective*STAB/1.68

Complicated version: (Damage+0.8Energy)/1000Cooldown

Why is it more complicated?

To know the damage, knowing the defense stat of the raid boss and the attack stat of the attacker is necessary.

But in the simple version, the base DEF is fixed at 174, and the base ATK is 210, the attacker is level 30. This makes it slightly inaccurate, but it can be used to compare moves individually.

Spreadsheet link: https://docs.google.com/spreadsheets/d/1jEgHmHonlU0nNrqGBUIIKmwcMDyIGu1c9fnzic_nsiM/edit?usp=drivesdk&ouid=107197181473757456916

In the spreadsheet, I assume that the move is STAB and Super Effective, except for Normal moves, which is set neutral.

**TL;DR:**

In the simple version, moves above 20 is very good; above 19 is ok, but it does not guarantee the win if being unlucky; don't even think about moves below 17.9, they are just bad, unless the attacker has very high base attack.

In the complicated version, normally, moves above 20 paired with great charged moves can give you an easy win.

Asked by 333-blue7 years 1 month ago
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by Peach 7 years 1 month ago

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Yeahhh I’m not going to do these calculations

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If you're soloing raids this is a waste of time doing this calculation to determine if your moves are good. Either you can do it or you can't. All the damage ball bonus goes to you.

It's only for group raids and exclusively for small group raids that any fast move breakpoints may allow greater damage ball bonus. Also, the pokemon is more relevant than the move.

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