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Shadow Magneton counters

#0082
electricsteelShadow Tier 5
Lobby CP
39,539
Attack
195
Defense
150
HP
15,000
Raid timer
5 min
300s

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

Beating Magneton should take 3 trainers with Pokemon of this strength β€” bring a group. Difficulty rating 2.35 with the best counter, 11:05 to win.

Trainers3small group
#AttackerMoveset
1Garchompdragongroundjoint top pickgroundMud ShotgroundEarth Power3,96211:052.354.848.1%
2ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,24411:102.366.047.7%
3MamoswineicegroundgroundMud-SlapgroundHigh Horsepower3,32812:052.565.944.1%
4RhyperiorgroundrockgroundMud-SlapgroundDrill Run3,73312:342.665.642.4%
5KrookodilegrounddarkgroundMud-SlapgroundEarthquake3,04612:592.755.941.1%
6GolurkgroundghostgroundMud-SlapgroundEarth Power2,85413:172.815.940.1%
7MudsdalegroundgroundMud-SlapgroundEarthquake3,04613:372.885.839.1%
8FlygongrounddragongroundSand AttackgroundScorching Sands2,66113:412.905.539.0%
9DonphangroundgroundMud-SlapgroundEarthquake3,01313:432.905.838.9%
10RhydongroundrockgroundMud-SlapgroundEarthquake3,17913:462.925.838.7%
11HippowdongroundgroundSand AttackgroundEarth Power3,08514:133.015.637.5%
12SwampertwatergroundgroundMud ShotgroundEarthquake2,97414:113.006.037.6%

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 %
1steelMetal Sound+steelMagnet Bombhardest12:412.686.0100%
2electricThunder Shock+steelFlash Cannon12:402.686.0100%
3steelMetal Sound+steelFlash Cannon12:402.686.0100%
4electricSpark+steelFlash Cannon12:392.686.0100%
5electricCharge Beam+steelFlash Cannon12:342.666.0100%
6electricSpark+steelMagnet Bomb12:322.666.0100%
7electricThunder Shock+steelMagnet Bomb12:322.666.0100%
8electricCharge Beam+steelMagnet Bomb12:302.656.0100%
9electricVolt Switch+steelFlash Cannon12:292.646.0100%
10electricVolt Switch+steelMagnet Bomb12:272.646.0100%
11steelMetal Sound+electricZap Cannon12:002.545.8100%
12electricThunder Shock+electricZap Cannon11:572.535.7100%
13electricSpark+electricZap Cannon11:572.535.7100%
14electricCharge Beam+electricZap Cannon11:562.535.7100%
15electricVolt Switch+electricZap Cannon11:562.535.7100%
16steelMetal Sound+electricDischarge11:432.485.3100%
17electricVolt Switch+electricDischarge11:402.475.0100%
18electricSpark+electricDischarge11:382.465.1100%
19electricThunder Shock+electricDischarge11:382.465.1100%
20electricCharge Beam+electricDischarge11:372.465.0100%

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
0.82
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((223 + 15) x 0.82)195Game Master base Attack, tier CPM
Defensefloor((169 + 15) x 0.82)150Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 137 unused15,000tier HP pool
Lobby CPfloor((223 + 15) x sqrt(169 + 15) x sqrt(15,000) / 10) β€” no CPM term39,539Game 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 0.82, 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.

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