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Natu counters

#0177
Lobby CP
3,722
Attack
89
Defense
62
HP
600
Raid timer
3 min
180s

Caught CP range 583 - 630.

Natu 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.

Natu is weak to rock1.6xghost1.6xelectric1.6xice1.6xdark1.6x

  • Weak (5)
  • Neutral (9)
  • Resists (4)

It resists fighting0.39xground0.39xgrass0.625xpsychic0.625xβ€” bringing one of those is throwing damage away.

Best Natu counters

One trainer with counters this good beats Natu alone. Difficulty rating 0.05 with the best counter, 0:09 to win.

Trainers1soloable
#AttackerMoveset
1Rampardosrockjoint top pickrockSmack DownrockRock Slide3,2980:090.050.04589.4%
2RhyperiorgroundrockrockSmack DownrockRock Wrecker3,7330:100.060.04152.2%
3Hisuian ZoroarknormalghostghostShadow ClawghostShadow Ball2,6150:090.050.04589.4%
4MagnezoneelectricsteelelectricVolt SwitchelectricZap Cannon3,2050:110.060.03963.4%
5BaxcaliburdragoniceiceIce FangiceBlizzard3,5500:100.060.04152.2%
6KingambitdarksteeldarkSnarldarkFoul Play3,6140:120.070.03676.0%
7TyranitarrockdarkdarkBitedarkBrutal Swing3,8340:120.070.03719.9%
8GengarghostpoisonghostShadow ClawghostShadow Ball2,8780:090.050.04589.4%
9AbsoldarkdarkSnarldarkBrutal Swing2,5260:100.060.04359.9%
10JolteonelectricelectricThunder ShockelectricZap Cannon2,8880:100.060.04152.2%
11HydreigondarkdragondarkBitedarkBrutal Swing3,6250:110.060.03821.0%
12WeaviledarkiceiceIce ShardiceTriple Axel3,0050:110.060.03963.4%

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 Natu.

Estimator is how many trainers of this strength the fight needs. Power is the share of Natu'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 %
1flyingPeck+ghostNight Shadehardest0:100.060.0100%
2flyingPeck+psychicPsyshock0:100.060.0100%
3normalQuick Attack+ghostNight Shade0:100.060.0100%
4normalQuick Attack+psychicPsyshock0:100.060.0100%
5flyingPeck+flyingDrill Peck0:100.060.0100%
6normalQuick Attack+flyingDrill Peck0:100.060.0100%

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 Natu throws at you

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

Fast moves

MovePowerEnergyDurationHits at
flyingPeckSTAB10+101.0s0.45s
normalQuick Attack10+131.0s0.45s

Charged moves

MovePowerEnergyDurationHits at
flyingDrill PeckSTAB70-332.5s1.90s
psychicPsyshockSTAB60-332.5s1.80s
ghostNight Shade60-502.5s2.00s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor583728
11/11/11592740
12/12/12601752
13/13/13611763
14/14/14620775
15/15/15hundo630787

Caught CP range 583 - 630, or 728 - 787 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.

Natu 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
134
Game Master
Base Defense
89
Game Master
Base Stamina
120
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((134 + 15) x 0.5974)89Game Master base Attack, tier CPM
Defensefloor((89 + 15) x 0.5974)62Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 120 unused600tier HP pool
Lobby CPfloor((134 + 15) x sqrt(89 + 15) x sqrt(600) / 10) β€” no CPM term3,722Game 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.

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