Objective PvP Charged Move Tiers
Source: https://www.reddit.com/r/TheSilphRoad/comments/a5r1kf/pvp_move_data_from_game_master/
Note that this applies to PvP and not Raids/Gyms, the main differences being the lack of move cooldowns and the prevalence of Protect Shields. This also doesn't factor learnset or move typing.
A few things to take in mind before reading:
A) Max energy is 80
B) Charged-Moves are not as simple as 1/2/3-bar anymore. Many two-bar moves use slightly more than 40 energy (with the exception of Hydro Cannon) and cannot be used back-to-back.
C) Though Damage-per-Energy (DpE) is important, I also consider low energy moves more important because they can use up shields
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1) Hydro Cannon: 90 Power, 40 Energy, 2.25 DpE
2) Frenzy Plant: 100 Power, 45 Energy, 2.22 DpE
3) Blast Burn: 110 Power, 50 Energy, 2.2 DpE
4) Leaf Blade: 70 Power, 35 Energy, 2 DpE
5) Meteor Mash: 100 Power, 45 Energy, 2 DpE
6) Avalanche: 90 Power, 45 Energy, 2 DpE
7) Psycho Boost: 70 Power, 40 Energy, 1.75 DpE
8) Rock Slide/Sky Attack/Thunderbolt: 80 Power, 45 Energy, 1.78 DpE
9) Power Whip/Wild Charge/Dynamic Punch: 90 Power, 50 Energy, 1.8 DpE
10) Shadow Ball/Stone Edge: 100 Power, 55 Energy, 1.82 DpE
11) Outrage: 110 Power, 60 Energy, 1.83 DpE
12) Earthquake/Futuresight: 120 Power, 65 Energy, 1.85 DpE
13) Moonblast: 130 Power, 70 Energy, 1.86 DpE
14) Focus Blast/Draco Meteor: 150 Power, 75 Energy, 2 DpE
15) Solarbeam/Zap Cannon/Overheat/Hyper Beam: 150 Power, 80 Energy, 1.88 DpE
More can be said about the lower energy Charged Moves, this is mostly a PSA to remind us that Energy costs are COMPLETELY different for moves in PvP.