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Illumise counters

#0314
bugTier 5
Lobby CP
26,034
Attack
124
Defense
142
HP
15,000
Raid timer
5 min
300s

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

Beating Illumise should take 2 trainers with Pokemon of this strength. Difficulty rating 1.76 with the best counter, 8:05 to win.

Trainers2duo
#AttackerMoveset
1Salamencedragonflyingjoint top pickfireFire FangflyingFly3,7498:051.765.462.7%
2ToucannonnormalflyingflyingPeckflyingBeak Blast2,6898:321.855.659.4%
3VolcaronabugfirefireFire SpinfireOverheat3,6328:431.905.158.1%
4CinderacefirefireFire SpinfirePyroball3,0188:401.885.758.5%
5GlimmorarockpoisonrockRock ThrowrockMeteor Beam3,2738:501.925.457.3%
6StaraptornormalflyingflyingGustflyingFly2,8258:501.925.557.4%
7ChandelureghostfirefireFire SpinfireOverheat3,2688:551.944.856.8%
8Darmanitan (Standard)firefireFire FangfireOverheat3,1058:531.935.957.1%
9BlazikenfirefightingfireFire SpinfireBlast Burn2,8488:571.955.056.6%
10EmboarfirefightingfireEmberfireBlast Burn2,9829:192.034.754.4%
11CharizardfireflyingfireFire SpinfireBlast Burn2,8899:272.054.653.6%
12BraviarynormalflyingflyingAir SlashflyingFly3,0889:272.055.153.7%

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 %
1normalTackle+ghostShadow Ballhardest8:441.905.6100%
2bugInfestation+ghostShadow Ball8:431.895.6100%
3bugStruggle Bug+ghostShadow Ball8:421.895.6100%
4bugInfestation+fairyDazzling Gleam8:411.895.7100%
5bugStruggle Bug+fairyDazzling Gleam8:401.885.7100%
6normalTackle+fairyDazzling Gleam8:401.885.7100%
7bugStruggle Bug+bugBug Buzz8:381.885.9100%
8normalTackle+bugBug Buzz8:381.885.9100%
9bugInfestation+bugBug Buzz8:361.875.8100%
10bugStruggle Bug+bugSilver Wind8:311.854.7100%
11normalTackle+bugSilver Wind8:311.854.8100%
12bugInfestation+bugSilver Wind8:291.844.6100%

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
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((143 + 15) x 0.79)124Game Master base Attack, tier CPM
Defensefloor((166 + 15) x 0.79)142Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 163 unused15,000tier HP pool
Lobby CPfloor((143 + 15) x sqrt(166 + 15) x sqrt(15,000) / 10) β€” no CPM term26,034Game 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 0.79, 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.

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