Methodology and limitations
Pogo Battler uses a deterministic TypeScript engine to simulate Pokémon GO PvP battles and generate open-league rankings. Results describe the selected builds, shields, starting energy, and decision policy.
Data snapshot and updates
- Data artifact generated
- Data snapshot
- PvPoke commit
10fd1a6e - Battle engine
0.2.0- Mechanics rules
pogo-pvp-ruleset-v1
The generated date records when this artifact was built. It does not establish when Pokémon GO last changed or that these rules match the current live game. Each ranking page also shows its ranking artifact’s generated date.
Updates are manual. A maintainer reviews a new source snapshot, regenerates the affected artifacts, and checks the data, ranking changes, and battle fixtures before release. There are no automatic data updates or live upstream requests when you use the site.
Pokémon, moves, CP data, default IVs, recommended moves, and the mechanics reference come from the pinned MIT-licensed PvPoke source. Pogo Battler generates its own published rankings. Recommended moves are checked against the legal movepool; missing or stale recommendations receive deterministic legal defaults.
How scores work
Leads, Closers, Switches, Chargers, and Attackers measure simulated performance under different shield and starting-energy conditions. Every legal released build is compared against the same pinned competitive candidate field for its league, with opponent-relevance weighting and role-specific adjustments.
Consistency is a moveset score. It measures reliance on shield baiting and chance effects, with coverage and move-specific adjustments. A higher score indicates less dependence on those conditions; it does not measure stable performance across all battle roles.
Overall combines the five role scores and moveset Consistency using a weighted geometric composition. Ranking scores are displayed on a 0–100 scale. They contain no player-usage data, editorial scores, or private battle logs.
Accepted limitations
- The same complete configuration and data version produce the same result. A simulation follows a fixed decision policy; it cannot predict every choice a human opponent will make.
- Selected battle fixtures are checked against the pinned PvPoke engine for outcomes, ratings, timing, final states, and events. Passing those fixtures does not establish exact parity for every possible matchup.
- Known battle-policy and mechanics differences remain outside that fixture coverage. Rankings therefore differ from the pinned PvPoke rankings, including among highly ranked Pokémon. Those differences are accepted limitations of this implementation.
- Rankings describe the published open-league scenarios. A different moveset, IV spread, shield count, energy advantage, or team context can change a matchup.
Use the battle simulator to inspect a specific configuration and its turn-by-turn result, or compare the role assumptions in rankings.