Skip to content
PoGoBud
Raid alerts…

Illumise counters

#0314
bugTier 1
Lobby CP
5,206
Attack
94
Defense
108
HP
600
Raid timer
3 min
180s

Caught CP range 952 - 1,012.

Illumise 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.

Illumise is weak to flying1.6xrock1.6xfire1.6x

  • Weak (3)
  • Neutral (12)
  • Resists (3)

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

Best Illumise counters

One trainer with counters this good beats Illumise alone. Difficulty rating 0.08 with the best counter, 0:14 to win.

Trainers1soloable
#AttackerMoveset
1Salamencedragonflyingjoint top pickfireFire FangflyingFly3,7490:140.080.03027.5%
2VolcaronabugfirefireFire SpinfireOverheat3,6320:150.080.02906.4%
3ChandelureghostfirefireFire SpinfireOverheat3,2680:150.080.02906.4%
4ToucannonnormalflyingflyingPeckflyingBeak Blast2,6890:160.090.02724.7%
5CinderacefirefireFire SpinfirePyroball3,0180:160.090.02724.7%
6Darmanitan (Standard)firefireFire FangfireOverheat3,1050:160.090.02724.7%
7EmboarfirefightingfireEmberfireBlast Burn2,9820:170.090.02564.4%
8CharizardfireflyingfireFire SpinfireBlast Burn2,8890:170.100.02514.1%
9GlimmorarockpoisonrockRock ThrowrockMeteor Beam3,2730:170.090.02564.4%
10BlazikenfirefightingfireFire SpinfireBlast Burn2,8480:170.100.02555.4%
11RampardosrockrockSmack DownrockRock Slide3,2980:160.090.02724.7%
12InfernapefirefightingfireFire SpinfireBlast Burn2,6830:170.100.02499.7%

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 Illumise.

Estimator is how many trainers of this strength the fight needs. Power is the share of Illumise'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 12 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1bugStruggle Bug+bugBug Buzzhardest0:150.090.0100%
2bugStruggle Bug+fairyDazzling Gleam0:150.090.0100%
3bugStruggle Bug+ghostShadow Ball0:150.090.0100%
4bugInfestation+bugBug Buzz0:150.090.0100%
5bugInfestation+fairyDazzling Gleam0:150.090.0100%
6bugInfestation+ghostShadow Ball0:150.090.0100%
7bugStruggle Bug+bugSilver Wind0:150.090.0100%
8normalTackle+bugSilver Wind0:150.090.0100%
9normalTackle+bugBug Buzz0:150.090.0100%
10normalTackle+fairyDazzling Gleam0:150.090.0100%
11normalTackle+ghostShadow Ball0:150.090.0100%
12bugInfestation+bugSilver Wind0:150.090.0100%

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 Illumise throws at you

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

Fast moves

MovePowerEnergyDurationHits at
bugStruggle BugSTAB15+151.5s1.20s
bugInfestationSTAB9+131.0s0.75s
normalTackle5+50.5s0.30s

Charged moves

MovePowerEnergyDurationHits at
ghostShadow Ball100-503.0s2.40s
bugBug BuzzSTAB95-503.5s1.80s
fairyDazzling Gleam100-503.5s2.10s
bugSilver WindSTAB65-333.5s1.50s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor9521,191
11/11/119641,205
12/12/129761,220
13/13/139881,235
14/14/141,0001,250
15/15/15hundo1,0121,265

Caught CP range 952 - 1,012, or 1,191 - 1,265 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.

Illumise 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
143
Game Master
Base Defense
166
Game Master
Base Stamina
163
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((143 + 15) x 0.5974)94Game Master base Attack, tier CPM
Defensefloor((166 + 15) x 0.5974)108Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 163 unused600tier HP pool
Lobby CPfloor((143 + 15) x sqrt(166 + 15) x sqrt(600) / 10) β€” no CPM term5,206Game 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.

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