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Dottler counters

#0825
Lobby CP
8,026
Attack
74
Defense
125
HP
3,600
Raid timer
3 min
180s

Caught CP range 542 - 588.

Dottler 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.

Dottler is weak to flying1.6xrock1.6xbug1.6xghost1.6xfire1.6xdark1.6x

  • Weak (6)
  • Neutral (8)
  • Resists (4)

It resists fighting0.39xground0.625xgrass0.625xpsychic0.625xβ€” bringing one of those is throwing damage away.

Best Dottler counters

One trainer with counters this good beats Dottler alone. Difficulty rating 0.57 with the best counter, 1:40 to win.

Trainers1soloable
#AttackerMoveset
1Salamencedragonflyingjoint top pickfireFire FangflyingFly3,7491:400.571.3235.6%
2ChandelureghostfirefireFire SpinghostShadow Ball3,2681:460.601.6221.9%
3ToucannonnormalflyingflyingPeckflyingBeak Blast2,6891:440.591.6224.7%
4CinderacefirefireFire SpinfirePyroball3,0181:470.611.5218.7%
5VolcaronabugfirefireFire SpinfireOverheat3,6321:500.631.4213.7%
6HonchkrowdarkflyingdarkSnarlflyingBrave Bird2,7111:470.611.7218.4%
7GholdengosteelghostghostHexghostShadow Ball3,5171:590.680.8197.8%
8KingambitdarksteeldarkSnarldarkFoul Play3,6142:020.690.6193.1%
9TyranitarrockdarkdarkBitedarkBrutal Swing3,8341:550.661.3203.8%
10StaraptornormalflyingflyingGustflyingFly2,8251:510.631.8212.0%
11IncineroarfiredarkdarkSnarlfireBlast Burn2,9961:580.671.4199.4%
12DragapultdragonghostghostAstonishghostShadow Ball3,5321:540.651.5205.5%

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 Dottler.

Estimator is how many trainers of this strength the fight needs. Power is the share of Dottler'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 4 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1bugStruggle Bug+psychicPsychichardest1:470.611.6100%
2psychicConfusion+psychicPsychic1:470.611.9100%
3bugStruggle Bug+bugBug Buzz1:460.601.2100%
4psychicConfusion+bugBug Buzz1:450.601.2100%

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 Dottler throws at you

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

Fast moves

MovePowerEnergyDurationHits at
psychicConfusionSTAB19+141.5s0.50s
bugStruggle BugSTAB15+151.5s1.20s

Charged moves

MovePowerEnergyDurationHits at
psychicPsychicSTAB95-503.0s1.50s
bugBug BuzzSTAB95-503.5s1.80s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor542678
11/11/11551689
12/12/12560700
13/13/13569712
14/14/14579724
15/15/15hundo588735

Caught CP range 542 - 588, or 678 - 735 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.

Dottler 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
87
Game Master
Base Defense
157
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.73
3,600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((87 + 15) x 0.73)74Game Master base Attack, tier CPM
Defensefloor((157 + 15) x 0.73)125Game Master base Defense, tier CPM
HP3,600 β€” fixed by tier, base Stamina 137 unused3,600tier HP pool
Lobby CPfloor((87 + 15) x sqrt(157 + 15) x sqrt(3,600) / 10) β€” no CPM term8,026Game 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 0.73, 3,600 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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