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Meltan counters

#0808
steelElite
Lobby CP
20,082
Attack
131
Defense
112
HP
20,000
Raid timer
5 min
300s

Caught CP range 564 - 610.

Meltan 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.

Meltan is weak to fighting1.6xground1.6xfire1.6x

  • Weak (3)
  • Neutral (4)
  • Resists (11)

It resists poison0.39xnormal0.625xflying0.625xrock0.625xbug0.625xsteel0.625xgrass0.625xpsychic0.625xice0.625xdragon0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Meltan counters

Beating Meltan should take 2 trainers with Pokemon of this strength. Difficulty rating 1.76 with the best counter, 8:05 to win.

Trainers2duo
#AttackerMoveset
1Lucariofightingsteeljoint top pickfightingForce PalmfightingAura Sphere2,7038:051.766.062.7%
2BlazikenfirefightingfightingCounterfightingAura Sphere2,8488:381.886.058.7%
3CinderacefirefireFire SpinfirePyroball3,0189:091.996.055.4%
4VolcaronabugfirefireFire SpinfireOverheat3,6329:302.076.053.3%
5ConkeldurrfightingfightingForce PalmfightingDynamic Punch3,3379:272.056.053.6%
6ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,2449:582.164.750.9%
7GarchompdragongroundgroundMud ShotgroundEarth Power3,96210:112.213.649.7%
8DelphoxfirepsychicfireFire SpinfireBlast Burn3,0599:502.146.051.5%
9EmboarfirefightingfightingLow KickfireBlast Burn2,9829:482.136.051.7%
10ChandelureghostfirefireFire SpinfireOverheat3,2689:422.116.052.3%
11Darmanitan (Standard)firefireFire FangfireOverheat3,1059:422.116.052.2%
12IncineroarfiredarkfireFire FangfireBlast Burn2,99610:192.246.049.1%

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 Meltan.

Estimator is how many trainers of this strength the fight needs. Power is the share of Meltan'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 2 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1electricThunder Shock+steelFlash Cannonhardest9:081.986.0100%
2electricThunder Shock+electricThunderbolt9:071.985.6100%

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 Meltan throws at you

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

Fast moves

MovePowerEnergyDurationHits at
electricThunder Shock4+70.5s0.20s

Charged moves

MovePowerEnergyDurationHits at
steelFlash CannonSTAB100-1002.5s1.40s
electricThunderbolt80-502.5s1.80s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor564705
11/11/11573716
12/12/12582728
13/13/13591739
14/14/14600751
15/15/15hundo610762

Caught CP range 564 - 610, or 705 - 762 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.

Meltan 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
118
Game Master
Base Defense
99
Game Master
Base Stamina
130
ignored by a raid boss
Tier CPM
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((118 + 15) x 0.985)131Game Master base Attack, tier CPM
Defensefloor((99 + 15) x 0.985)112Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 130 unused20,000tier HP pool
Lobby CPfloor((118 + 15) x sqrt(99 + 15) x sqrt(20,000) / 10) β€” no CPM term20,082Game 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 0.985, 20,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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