i like this one . the drive , the need to get better , will help you save lives compared to someone who wouldn ' t care as much . <| sep |> I want to thank you for your thoughtful replies ! You ' re making me think about this a lot more . I think I found a metric that holds a good middle between simple and realistic enough to be useful . Let me know what you think . For an attacker , we calculateA . The DPS of their highest DPS moveset assuming a scenario where they can freely spam their builder and use their consumer whenever they have enough energy . B . The DPS of just spamming their highest DPS builder . This assumes the opposite scenario where the attacker never gets to fire their consumer , maybe because they die before getting to 100 energy , maybe their opponent dies before they get to 100 energy , or maybe they just can ' t risk missing any dodge . These scenarios are two opposites extremes . Any real battle will be somewhere in between . For a defender , we calculate two similar opposite extreme scenariosC . The DPS of their highest DPS moveset assuming a scenario where they can freely spam their builder and use their consumer whenever they have enough energy . Identical to A except we add two seconds to every move , because defender . This assumes a battle that is so long that the energy the defender gets from losing HP is negligible compared to what they get from using their builder . D . Here we take the opposite scenario A battle so short that the defender never gets to build any energy with their builder . So we just assume a scenario where all their HP is converted into energy energy HP 2 and then all that energy the defender gets to convert into damage on the attacker via the DPE of their consumer damage energy x DPE . Ofcourse , neither of these scenarios is realistic , but they are the two extreme cases that any real battle will be somewhere in between . The longer the battle , the closer it gets to situation C , the shorter the battle , the closer it gets to situation D . Similarly for the attacker , the fewer he dodges , the closer the situation is to A , the more he dodges , the closer the situation is to B . So now we have four wildly different metrics , two for attack and two for defense ! How do we get a single metric out of these incomparable stats ? Simple , we take the highest score we can find among all Pokmon for each of the four metrics , and set that to 100 %. Then we rate every other Pokmon ' s outcome as a fraction of that 100 %. So let ' s say we have a Pokemon that scores 60 % in A 80 % in B 50 % in C 30 % in DWe then take the averages of A and B , and say that Pokmon scores 70 % as attacker , and calculate its Attack stats as attacker as 70 % multiplied by its Attack Stat . Similarly , we take the averages of C and D , and say that Pokmon scores 40 % as a defender , and we calculate its Attack stats as a defender as 40 % of its Attack stat . Ofcourse , STAB is taken into account for every DPS calculation . I think this should serve your purpose of taking a Pokmon ' s moveset DPS together with its Attack stat into a single metric ?