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Shadow Beldum counters

#0374
steelpsychicShadow Tier 3
Lobby CP
8,511
Attack
84
Defense
111
HP
4,000
Raid timer
3 min
180s

Caught CP range 480 - 558.

Beldum weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Beldum is weak to ground1.6xghost1.6xfire1.6xdark1.6x

  • Weak (4)
  • Neutral (4)
  • Resists (10)

It resists poison0.39xpsychic0.39xnormal0.625xflying0.625xrock0.625xsteel0.625xgrass0.625xice0.625xdragon0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Beldum counters

Beating Beldum should take 2 trainers with Pokemon of this strength. Difficulty rating 1.02 with the best counter, 3:00 to win.

Trainers2duo
#AttackerMoveset
1Chandelureghostfirejoint top pickfireFire SpinghostShadow Ball3,2683:001.022.2130.6%
2Volcaronabugfirejoint top pickfireFire SpinfireOverheat3,6323:051.052.0127.2%
3CinderacefirefireFire SpinfirePyroball3,0183:061.062.2125.9%
4Darmanitan (Standard)firefireFire FangfireOverheat3,1053:071.072.8125.2%
5GholdengosteelghostghostHexghostShadow Ball3,5173:201.141.8117.1%
6BlazikenfirefightingfireFire SpinfireBlast Burn2,8483:111.092.7122.9%
7HydreigondarkdragondarkBitedarkBrutal Swing3,6253:101.082.9123.4%
8DelphoxfirepsychicfireFire SpinfireBlast Burn3,0593:161.122.3119.7%
9IncineroarfiredarkdarkSnarlfireBlast Burn2,9963:241.162.0115.0%
10KingambitdarksteeldarkSnarldarkFoul Play3,6143:301.201.6111.6%
11DragapultdragonghostghostAstonishghostShadow Ball3,5323:161.112.9119.9%
12CharizardfireflyingfireFire SpinfireBlast Burn2,8893:211.142.3116.9%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Beldum.

Estimator is how many trainers of this strength the fight needs. Power is the share of Beldum's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

What Beldum throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
normalTake Down7+81.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
steelIron HeadSTAB60-502.0s1.40s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor480600
7/7/7488610
8/8/8496621
9/9/9505631
10/10/10513642
11/11/11522653
12/12/12531664
13/13/13540675
14/14/14549686
15/15/15hundo558697

Caught CP range 480 - 558, or 600 - 697 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 β€” a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 480, not at the 513 a 10/10/10 catch would give. pokebattler.com's own page for a Shadow boss prints that 10/10/10 value as its floor β€” it is applying the standard-raid rule β€” so expect its range to start 33 CP higher than this one. LeekDuck's published band agrees with the table above.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Beldum is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
96
Game Master
Base Defense
132
Game Master
Base Stamina
120
ignored by a raid boss
Tier CPM
0.76
4,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((96 + 15) x 0.76)84Game Master base Attack, tier CPM
Defensefloor((132 + 15) x 0.76)111Game Master base Defense, tier CPM
HP4,000 β€” fixed by tier, base Stamina 120 unused4,000tier HP pool
Lobby CPfloor((96 + 15) x sqrt(132 + 15) x sqrt(4,000) / 10) β€” no CPM term8,511Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.76, 4,000 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Beldum's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.