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Joltik counters

#0595
Lobby CP
16,274
Attack
98
Defense
89
HP
15,000
Raid timer
5 min
300s

Caught CP range 539 - 584.

Joltik 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.

Joltik is weak to rock1.6xfire1.6x

  • Weak (2)
  • Neutral (12)
  • Resists (4)

It resists fighting0.625xsteel0.625xgrass0.625xelectric0.625xβ€” bringing one of those is throwing damage away.

Best Joltik counters

Beating Joltik should take 2 trainers with Pokemon of this strength. Difficulty rating 1.16 with the best counter, 5:21 to win.

Trainers2duo
#AttackerMoveset
1Chandelureghostfirejoint top pickfireFire SpinfireOverheat3,2685:211.164.494.6%
2Volcaronabugfirejoint top pickfireFire SpinfireOverheat3,6325:281.194.792.7%
3CinderacefirefireFire SpinfirePyroball3,0185:271.185.493.0%
4GlimmorarockpoisonrockRock ThrowrockMeteor Beam3,2735:361.224.390.5%
5BlazikenfirefightingfireFire SpinfireBlast Burn2,8485:291.195.092.5%
6Darmanitan (Standard)firefireFire FangfireOverheat3,1055:321.205.791.7%
7RhyperiorgroundrockrockSmack DownrockRock Wrecker3,7335:571.292.985.2%
8RampardosrockrockSmack DownrockRock Slide3,2985:281.195.392.6%
9EmboarfirefightingfireEmberfireBlast Burn2,9825:471.264.587.6%
10DelphoxfirepsychicfireFire SpinfireBlast Burn3,0595:461.255.487.9%
11GigalithrocknormalLock-OnrockMeteor Beam3,2285:541.284.585.9%
12TyrantrumrockdragonrockRock ThrowrockMeteor Beam3,1286:021.314.084.1%

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 Joltik.

Estimator is how many trainers of this strength the fight needs. Power is the share of Joltik'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 %
1electricCharge Beam+electricDischargehardest5:361.225.9100%
2darkSucker Punch+electricDischarge5:331.215.9100%
3darkSucker Punch+bugBug Buzz5:281.194.9100%
4electricCharge Beam+bugBug Buzz5:271.184.8100%
5electricCharge Beam+poisonCross Poison5:251.184.0100%
6darkSucker Punch+poisonCross Poison5:241.174.1100%

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 Joltik throws at you

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

Fast moves

MovePowerEnergyDurationHits at
darkSucker Punch5+60.5s0.10s
electricCharge BeamSTAB7+141.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
bugBug BuzzSTAB95-503.5s1.80s
electricDischargeSTAB65-332.5s1.70s
poisonCross Poison40-331.5s0.90s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor539674
11/11/11548685
12/12/12557696
13/13/13566708
14/14/14575719
15/15/15hundo584730

Caught CP range 539 - 584, or 674 - 730 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.

Joltik 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
110
Game Master
Base Defense
98
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((110 + 15) x 0.79)98Game Master base Attack, tier CPM
Defensefloor((98 + 15) x 0.79)89Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 137 unused15,000tier HP pool
Lobby CPfloor((110 + 15) x sqrt(98 + 15) x sqrt(15,000) / 10) β€” no CPM term16,274Game 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.

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