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Cubchoo counters

#0613
iceTier 1
Lobby CP
3,304
Attack
85
Defense
53
HP
600
Raid timer
3 min
180s

Caught CP range 563 - 610.

Cubchoo 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.

Cubchoo is weak to fighting1.6xrock1.6xsteel1.6xfire1.6x

  • Weak (4)
  • Neutral (13)
  • Resists (1)

It resists ice0.625xβ€” bringing one of those is throwing damage away.

Best Cubchoo counters

One trainer with counters this good beats Cubchoo alone. Difficulty rating 0.04 with the best counter, 0:08 to win.

Trainers1soloable
#AttackerMoveset
1Blazikenfirefightingjoint top pickfightingCounterfightingAura Sphere2,8480:080.040.05589.9%
2Metagrosssteelpsychicjoint top picksteelBullet PunchsteelMeteor Mash3,7910:080.050.05129.4%
3LucariofightingsteelfightingCounterfightingAura Sphere2,7030:080.040.05450.1%
4CinderacefirefireEmberfireBlast Burn3,0180:080.050.05129.4%
5EmboarfirefightingfightingLow KickfireBlast Burn2,9820:080.050.05129.4%
6ConkeldurrfightingfightingCounterfightingDynamic Punch3,3370:080.050.05129.4%
7DelphoxfirepsychicfireFire SpinfireBlast Burn3,0590:090.050.04628.4%
8IncineroarfiredarkfireFire FangfireBlast Burn2,9960:090.050.04688.1%
9RampardosrockrockSmack DownrockRock Slide3,2980:090.050.04898.9%
10TyphlosionfirefireEmberfireBlast Burn2,8890:090.050.04589.4%
11InfernapefirefightingfireFire SpinfireBlast Burn2,6830:090.050.04688.1%
12Darmanitan (Standard)firefireFire FangrockRock Slide3,1050:090.050.04589.4%

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 Cubchoo.

Estimator is how many trainers of this strength the fight needs. Power is the share of Cubchoo'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 %
1icePowder Snow+iceIcy Windhardest0:080.050.0100%
2icePowder Snow+fairyPlay Rough0:080.050.0100%
3fairyCharm+iceIce Punch0:080.050.0100%
4fairyCharm+iceIcy Wind0:080.050.0100%
5fairyCharm+fairyPlay Rough0:080.050.0100%
6icePowder Snow+iceIce Punch0:080.050.0100%

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 Cubchoo throws at you

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

Fast moves

MovePowerEnergyDurationHits at
fairyCharm20+111.5s0.90s
icePowder SnowSTAB6+151.0s0.85s

Charged moves

MovePowerEnergyDurationHits at
iceIce PunchSTAB50-332.0s1.40s
fairyPlay Rough90-503.0s1.40s
iceIcy WindSTAB65-333.5s2.20s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor563704
11/11/11573716
12/12/12582728
13/13/13591739
14/14/14601751
15/15/15hundo610763

Caught CP range 563 - 610, or 704 - 763 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

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

Cubchoo 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
128
Game Master
Base Defense
74
Game Master
Base Stamina
146
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((128 + 15) x 0.5974)85Game Master base Attack, tier CPM
Defensefloor((74 + 15) x 0.5974)53Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 146 unused600tier HP pool
Lobby CPfloor((128 + 15) x sqrt(74 + 15) x sqrt(600) / 10) β€” no CPM term3,304Game 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 0.5974, 600 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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