Scoring methodology

How Digimon Team Scoring and Custom Weights Work

The generator scores every valid formation with independently understandable 0–100 metrics. You decide which metrics matter and how strongly they contribute; disabled metrics are removed and enabled weights are proportionally normalized.

The scoring metrics

Normalized Stats averages separately normalized HP, SP, ATK, DEF, INT, SPI, and SPD so large numeric scales do not dominate. Coolness converts roster ratings into a preference score. The remaining metrics evaluate roles, attribute and elemental offense, diversity, and defensive exposure.

  • Normalized stat strength
  • Coolness
  • Weakness breadth
  • Repeated weaknesses
  • Attribute defense
  • Elemental offense
  • Attribute diversity
  • Attribute offense
  • Role Fit

Weights express priorities

Weights do not need to add to 100. If enabled weights total 200, a weight of 40 contributes 20 percent of the composite. Setting an enabled metric to zero leaves its value visible but removes it from the composite.

  • Use higher combat weights for a broadly capable general-purpose party.
  • Raise Coolness when personal favorites should win close comparisons.
  • Raise Role Fit when coordinated jobs matter more than raw totals.
  • Use hard limits—not enormous weights—when a rule may never be broken.

Guests follow the same combat context

Fixed guests and the chosen Aegiomon form affect stats, elemental and attribute offense, weakness exposure, and diversity. They are excluded only from Coolness and Role Fit because they are not roster choices or generated party-role assignments.

Related guides

Open the Digimon Story: Time Stranger Team Builder