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Shadow Bellsprout counters

#0069
Lobby CP
16,442
Attack
126
Defense
62
HP
15,000
Raid timer
5 min
300s

Caught CP range 506 - 590.

Bellsprout 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.

Bellsprout is weak to flying1.6xfire1.6xpsychic1.6xice1.6x

  • Weak (4)
  • Neutral (9)
  • Resists (5)

It resists grass0.39xfighting0.625xwater0.625xelectric0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Bellsprout counters

Beating Bellsprout should take 2 trainers with Pokemon of this strength. Difficulty rating 1.29 with the best counter, 6:06 to win.

Trainers2duo
#AttackerMoveset
1Salamencedragonflyingjoint top pickfireFire FangflyingFly3,7496:061.295.887.5%
2ToucannonnormalflyingflyingPeckflyingBeak Blast2,6896:381.406.080.5%
3VolcaronabugfirefireFire SpinfireOverheat3,6326:551.465.877.2%
4MetagrosssteelpsychicpsychicZen HeadbuttpsychicPsychic3,7917:191.554.572.9%
5ChandelureghostfirefireFire SpinfireOverheat3,2686:591.485.476.4%
6CinderacefirefireFire SpinfirePyroball3,0186:581.486.076.5%
7StaraptornormalflyingflyingGustflyingFly2,8256:591.486.076.3%
8Darmanitan (Standard)firefireFire FangfireOverheat3,1057:011.496.076.0%
9BlazikenfirefightingfireFire SpinfireBlast Burn2,8487:021.496.075.9%
10BraviarynormalflyingflyingAir SlashflyingFly3,0887:111.526.074.3%
11DelphoxfirepsychicfireFire SpinfireBlast Burn3,0597:101.526.074.4%
12BaxcaliburdragoniceiceIce FangiceAvalanche3,5507:221.566.072.4%

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 Bellsprout.

Estimator is how many trainers of this strength the fight needs. Power is the share of Bellsprout'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.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1poisonAcid+poisonSludge Bombhardest7:001.485.7100%
2grassVine Whip+poisonSludge Bomb6:581.475.7100%
3grassVine Whip+grassPower Whip6:491.445.6100%
4poisonAcid+grassPower Whip6:471.445.9100%
5poisonAcid+normalWrap6:411.415.3100%
6grassVine Whip+normalWrap6:381.415.2100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Bellsprout throws at you

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

Fast moves

MovePowerEnergyDurationHits at
grassVine WhipSTAB6+50.5s0.25s
poisonAcidSTAB11+101.0s0.60s

Charged moves

MovePowerEnergyDurationHits at
grassPower WhipSTAB90-502.5s1.15s
poisonSludge BombSTAB85-502.5s1.30s
normalWrap60-333.0s2.15s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor506633
7/7/7515644
8/8/8524655
9/9/9533667
10/10/10543679
11/11/11552690
12/12/12562702
13/13/13571714
14/14/14581726
15/15/15hundo590738

Caught CP range 506 - 590, or 633 - 738 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.

LeekDuck publishes 506 - 590 normal and 633 - 738 boosted for this boss β€” both match the table above exactly, computed from base stats rather than copied from it.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 506, not at the 543 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 37 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.

in rotation nowShadow Bellsprout1-Star Raids β€” simulated here as Shadow Tier 1
  • Shiny available
  • Weather boosted in Sunny / Clear or Cloudy (catch at level 25)

Boss stats

How the numbers in the header are built.

Base Attack
139
Game Master
Base Defense
61
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.82
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((139 + 15) x 0.82)126Game Master base Attack, tier CPM
Defensefloor((61 + 15) x 0.82)62Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 137 unused15,000tier HP pool
Lobby CPfloor((139 + 15) x sqrt(61 + 15) x sqrt(15,000) / 10) β€” no CPM term16,442Game 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 0.82, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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