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).

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.

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).

sheet: it can be ranked by (relative Total Damage Output before fainting), (relative Damage per Second), (a combination of TDO and DPS) and finally by , 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). Hidden Power support : I have added a generic “Hidden Power SE” and a generic “Hidden Power 2xSE”. For Suicune I added “Hidden Power Water” too.

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.

: I have added a generic “Hidden Power SE” and a generic “Hidden Power 2xSE”. For Suicune I added “Hidden Power Water” too. 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. NEW – Weather boosts: it takes into account that moves of certain types are boosted by weather.

Nuts and (Thunder)bolts

What is taken into account:

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.

(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”.

, 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.

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 (slightly buffed in this v9.3 update): unlike most spreadsheets, this one takes into account three issues with charge moves: Sometimes a charge move overkills the defender; Sometimes, to avoid overkill, the attacker has to delay the charge move and kill the defender with the (less efficient) fast move; Sometimes the attacker faints with the charge bar half full before being able to use its last charge move.

and for all charge moves (slightly buffed in this v9.3 update): unlike most spreadsheets, this one takes into account three issues with charge moves: Energy gained by the defender when being hit, in order to calculate the fast/charge damage ratio (important for split-type movesets).

when being hit, in order to calculate the fast/charge damage ratio (important for split-type movesets). Weather boost assumes no rounding of the nominal damage. That is: cloudy Counter deals 14.4 damage, not 14 as displayed.

What is NOT taken into account (maybe in one of the next versions…):

Energy gained by the attacker when being hit (not incredibly relevant for regular gyms but probably more important for raids).

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).

that favors quick low-power fast moves (e.g. Fury Cutter) over slow high-power fast moves (e.g. Dragon Tail). Hidden Power weather boost: Hidden Power is boosted when it’s Partly Cloudy. Whether bug or feature, I haven’t thought yet how to take it into account.

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 🙂

Credits to /u/celandro who made the awesome Pokébattler website and even hosts my articles.

TL;DR:

Target Input -> Raid Boss + moves + weather.

Attackers Ranking -> sort by Raid Score.