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Shadow Magneton counters

#0082
electricsteelShadow Tier 1
Lobby CP
7,907
Attack
142
Defense
109
HP
600
Raid timer
3 min
180s

Caught CP range 1,292 - 1,420.

Magneton 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.

Magneton is weak to ground2.56xfighting1.6xfire1.6x

  • Double weak (1)
  • Weak (2)
  • Neutral (3)
  • Resists (12)

It resists flying0.39xpoison0.39xsteel0.39xnormal0.625xrock0.625xbug0.625xgrass0.625xelectric0.625xpsychic0.625xice0.625xdragon0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Magneton counters

One trainer with counters this good beats Magneton alone. Difficulty rating 0.11 with the best counter, 0:20 to win.

Trainers1soloable
#AttackerMoveset
1Excadrillgroundsteeljoint top pickgroundMud ShotgroundScorching Sands3,2440:200.110.02221.9%
2GarchompdragongroundgroundMud ShotgroundEarth Power3,9620:210.120.02035.2%
3RhyperiorgroundrockgroundMud-SlapgroundDrill Run3,7330:230.130.01936.4%
4MamoswineicegroundgroundMud-SlapgroundHigh Horsepower3,3280:220.120.21969.8%
5SwampertwatergroundgroundMud ShotgroundEarthquake2,9740:240.130.01816.4%
6HippowdongroundgroundSand AttackgroundScorching Sands3,0850:240.130.01805.9%
7KrookodilegrounddarkgroundMud-SlapgroundEarthquake3,0460:230.130.01870.1%
8GolurkgroundghostgroundMud-SlapgroundEarth Power2,8540:240.130.01804.5%
9FlygongrounddragongroundSand AttackgroundEarthquake2,6610:250.140.21759.4%
10SandacondagroundgroundMud-SlapgroundEarth Power2,7900:250.140.01738.2%
11MudsdalegroundgroundMud-SlapgroundBulldoze3,0460:250.140.01743.7%
12GolemrockgroundgroundMud ShotgroundEarthquake2,9490:240.140.21789.3%

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 Magneton.

Estimator is how many trainers of this strength the fight needs. Power is the share of Magneton'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 20 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1electricCharge Beam+electricDischargehardest0:230.130.0100%
2electricVolt Switch+electricDischarge0:230.130.0100%
3electricSpark+electricZap Cannon0:230.130.0100%
4electricThunder Shock+electricZap Cannon0:230.130.0100%
5electricSpark+electricDischarge0:230.130.0100%
6electricThunder Shock+electricDischarge0:230.130.0100%
7electricCharge Beam+electricZap Cannon0:230.130.0100%
8steelMetal Sound+electricDischarge0:230.130.0100%
9electricVolt Switch+electricZap Cannon0:230.130.0100%
10steelMetal Sound+electricZap Cannon0:230.130.0100%
11electricVolt Switch+steelFlash Cannon0:220.120.1100%
12electricCharge Beam+steelFlash Cannon0:220.120.1100%
13electricThunder Shock+steelFlash Cannon0:220.120.1100%
14electricSpark+steelFlash Cannon0:220.120.1100%
15electricCharge Beam+steelMagnet Bomb0:220.120.1100%
16electricVolt Switch+steelMagnet Bomb0:220.120.1100%
17steelMetal Sound+steelMagnet Bomb0:210.120.1100%
18steelMetal Sound+steelFlash Cannon0:210.120.1100%
19electricSpark+steelMagnet Bomb0:210.120.0100%
20electricThunder Shock+steelMagnet Bomb0:210.120.0100%

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 Magneton throws at you

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

Fast moves

MovePowerEnergyDurationHits at
electricVolt SwitchSTAB13+201.5s0.60s
electricSparkSTAB4+60.5s0.10s
electricThunder ShockSTAB4+70.5s0.20s
steelMetal SoundSTAB4+60.5s0.20s
electricCharge BeamSTAB7+141.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
electricZap CannonSTAB140-1003.5s2.80s
steelFlash CannonSTAB100-1002.5s1.40s
electricDischargeSTAB65-332.5s1.70s
steelMagnet BombSTAB75-333.0s2.40s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,2921,616
7/7/71,3061,633
8/8/81,3201,651
9/9/91,3341,668
10/10/101,3481,686
11/11/111,3631,703
12/12/121,3771,721
13/13/131,3911,739
14/14/141,4061,757
15/15/15hundo1,4201,775

Caught CP range 1,292 - 1,420, or 1,616 - 1,775 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 1,292, not at the 1,348 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 56 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.

Magneton 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
223
Game Master
Base Defense
169
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((223 + 15) x 0.5974)142Game Master base Attack, tier CPM
Defensefloor((169 + 15) x 0.5974)109Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 137 unused600tier HP pool
Lobby CPfloor((223 + 15) x sqrt(169 + 15) x sqrt(600) / 10) β€” no CPM term7,907Game 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.

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