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Mantine counters

#0226
Lobby CP
6,198
Attack
97
Defense
143
HP
600
Raid timer
3 min
180s

Caught CP range 1,139 - 1,204.

Mantine 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.

Mantine is weak to electric2.56xrock1.6x

  • Double weak (1)
  • Weak (1)
  • Neutral (10)
  • Resists (6)

It resists ground0.39xfighting0.625xbug0.625xsteel0.625xfire0.625xwater0.625xβ€” bringing one of those is throwing damage away.

Best Mantine counters

One trainer with counters this good beats Mantine alone. Difficulty rating 0.09 with the best counter, 0:15 to win.

Trainers1soloable
#AttackerMoveset
1Vikavoltbugelectricjoint top pickelectricSparkelectricDischarge3,1170:150.090.02812.6%
2MagnezoneelectricsteelelectricVolt SwitchelectricWild Charge3,2050:180.100.02457.4%
3ElectivireelectricelectricThunder ShockelectricThunder Punch3,0790:170.090.02615.2%
4Rotom (Wash)electricwaterelectricThunder ShockelectricThunderbolt2,5790:180.100.02467.2%
5JolteonelectricelectricThunder ShockelectricThunderbolt2,8880:170.100.02518.5%
6PawmotelectricfightingelectricThunder ShockelectricThunderbolt2,6340:170.090.02564.4%
7TogedemaruelectricsteelelectricThunder ShockelectricWild Charge2,1600:170.100.02496.8%
8Rotom (Frost)electriciceelectricThunder ShockelectricThunderbolt2,5790:180.100.02475.6%
9Alolan RaichuelectricpsychicelectricThunder ShockelectricWild Charge2,2860:170.100.02533.1%
10KilowattrelelectricflyingelectricThunder ShockelectricThunderbolt2,4430:170.090.02570.5%
11Rotom (Mow)electricgrasselectricThunder ShockelectricThunderbolt2,5790:180.100.02479.8%
12RaichuelectricelectricThunder ShockelectricWild Charge2,1820:170.100.02533.1%

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 Mantine.

Estimator is how many trainers of this strength the fight needs. Power is the share of Mantine'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 15 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1waterBubble+waterWater Pulsehardest0:170.100.0100%
2grassBullet Seed+iceIce Beam0:170.100.0100%
3flyingWing Attack+waterWater Pulse0:170.100.0100%
4grassBullet Seed+waterWater Pulse0:170.090.0100%
5waterBubble+dragonTwister0:170.090.0100%
6waterBubble+iceIce Beam0:170.090.0100%
7waterBubble+flyingAerial Ace0:170.090.0100%
8waterBubble+waterBubble Beam0:170.090.0100%
9flyingWing Attack+iceIce Beam0:170.090.0100%
10flyingWing Attack+waterBubble Beam0:170.090.0100%
11flyingWing Attack+flyingAerial Ace0:170.090.0100%
12grassBullet Seed+dragonTwister0:170.090.0100%
13grassBullet Seed+waterBubble Beam0:170.090.0100%
14flyingWing Attack+dragonTwister0:170.090.0100%
15grassBullet Seed+flyingAerial Ace0:170.090.0100%

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 Mantine throws at you

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

Fast moves

MovePowerEnergyDurationHits at
waterBubbleSTAB10+121.0s0.55s
flyingWing AttackSTAB10+111.0s0.75s
grassBullet Seed7+131.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
iceIce Beam95-503.5s1.50s
waterBubble BeamSTAB45-332.0s1.55s
flyingAerial AceSTAB55-332.5s2.00s
waterWater PulseSTAB65-503.0s2.00s
dragonTwister50-333.0s1.15s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor1,1391,424
11/11/111,1521,440
12/12/121,1651,456
13/13/131,1781,473
14/14/141,1911,489
15/15/15hundo1,2041,506

Caught CP range 1,139 - 1,204, or 1,424 - 1,506 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.

Mantine 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
148
Game Master
Base Defense
226
Game Master
Base Stamina
163
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((148 + 15) x 0.5974)97Game Master base Attack, tier CPM
Defensefloor((226 + 15) x 0.5974)143Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 163 unused600tier HP pool
Lobby CPfloor((148 + 15) x sqrt(226 + 15) x sqrt(600) / 10) β€” no CPM term6,198Game 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.

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