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Shadow Infernape counters

#0392
firefightingShadow Tier 1
Lobby CP
7,479
Attack
141
Defense
99
HP
600
Raid timer
3 min
180s

Caught CP range 1,401 - 1,533.

Infernape 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.

Infernape is weak to flying1.6xground1.6xwater1.6xpsychic1.6x

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

It resists bug0.39xsteel0.625xfire0.625xgrass0.625xice0.625xdark0.625xβ€” bringing one of those is throwing damage away.

Best Infernape counters

One trainer with counters this good beats Infernape alone. Difficulty rating 0.15 with the best counter, 0:28 to win.

Trainers1soloable
#AttackerMoveset
1Salamencedragonflyingjoint top pickdragonDragon TailflyingFly3,7490:280.150.01577.2%
2Garchompdragongroundjoint top pickgroundMud ShotgroundEarth Power3,9620:270.150.01635.4%
3BraviarynormalflyingflyingAir SlashflyingFly3,0880:260.140.31686.4%
4InteleonwaterwaterWater GunwaterHydro Cannon2,9640:250.140.61717.2%
5StaraptornormalflyinggroundSand AttackflyingFly2,8250:250.140.51727.6%
6ToucannonnormalflyingflyingPeckflyingBeak Blast2,6890:260.150.41662.4%
7AlakazampsychicpsychicPsycho CutpsychicPsychic3,0570:260.150.61672.0%
8QuaquavalwaterfightingwaterWater GunwaterHydro Cannon3,0180:270.150.61599.3%
9Hisuian BraviarypsychicflyingflyingAir SlashflyingFly2,8140:280.160.21532.7%
10DelphoxfirepsychicpsychicZen HeadbuttpsychicPsychic3,0590:290.160.01485.8%
11PrimarinawaterfairywaterWaterfallwaterHydro Cannon3,2000:290.160.41513.8%
12EspeonpsychicpsychicConfusionpsychicFuture Sight3,1700:280.160.61545.2%

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 Infernape.

Estimator is how many trainers of this strength the fight needs. Power is the share of Infernape'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 %
1fireFire Spin+grassSolar Beamhardest0:270.150.4100%
2fightingRock Smash+fightingClose Combat0:260.150.4100%
3fightingRock Smash+fireFlamethrower0:260.150.3100%
4fightingRock Smash+grassSolar Beam0:260.150.3100%
5fireFire Spin+fightingClose Combat0:260.150.3100%
6fireFire Spin+fireFlamethrower0:260.150.3100%

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 Infernape throws at you

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

Fast moves

MovePowerEnergyDurationHits at
fireFire SpinSTAB13+91.0s0.75s
fightingRock SmashSTAB17+121.5s0.75s

Charged moves

MovePowerEnergyDurationHits at
fightingClose CombatSTAB105-1002.5s1.20s
fireFlamethrowerSTAB65-502.0s1.30s
grassSolar Beam180-1005.0s2.80s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,4011,752
7/7/71,4161,770
8/8/81,4301,788
9/9/91,4441,806
10/10/101,4591,824
11/11/111,4741,842
12/12/121,4881,861
13/13/131,5031,879
14/14/141,5181,898
15/15/15hundo1,5331,916

Caught CP range 1,401 - 1,533, or 1,752 - 1,916 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.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 1,401, not at the 1,459 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 58 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.

Infernape 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
222
Game Master
Base Defense
151
Game Master
Base Stamina
183
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((222 + 15) x 0.5974)141Game Master base Attack, tier CPM
Defensefloor((151 + 15) x 0.5974)99Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 183 unused600tier HP pool
Lobby CPfloor((222 + 15) x sqrt(151 + 15) x sqrt(600) / 10) β€” no CPM term7,479Game 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.

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