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Necrozma (Dusk Mane) counters

#0800
Lobby CP
54,822
Attack
230
Defense
185
HP
15,000
Raid timer
5 min
300s

Caught CP range 2,251 - 2,342.

Necrozma (Dusk Mane) 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.

Necrozma (Dusk Mane) is weak to ground1.6xghost1.6xfire1.6xdark1.6x

  • Weak (4)
  • Neutral (4)
  • Resists (10)

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

Best Necrozma (Dusk Mane) counters

Beating Necrozma (Dusk Mane) should take 3 trainers with Pokemon of this strength β€” bring a group. Difficulty rating 2.66 with the best counter, 12:15 to win.

Trainers3small group
#AttackerMoveset
1Cinderacefirejoint top pickfireFire SpinfirePyroball3,01812:152.666.041.4%
2Kingambitdarksteeljoint top pickdarkSnarldarkFoul Play3,61412:502.795.739.5%
3Incineroarfiredarkjoint top pickdarkSnarlfireBlast Burn2,99612:392.756.040.1%
4VolcaronabugfirefireFire SpinfireOverheat3,63212:452.776.039.8%
5GholdengosteelghostghostHexghostShadow Ball3,51712:522.796.039.4%
6ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,24412:522.796.039.4%
7ChandelureghostfirefireFire SpinghostShadow Ball3,26812:402.756.040.0%
8DelphoxfirepsychicfireFire SpinfireBlast Burn3,05912:592.826.039.0%
9TyranitarrockdarkdarkBitedarkBrutal Swing3,83413:022.836.038.9%
10HydreigondarkdragondarkBitedarkBrutal Swing3,62513:042.846.038.8%
11CharizardfireflyingfireFire SpinfireBlast Burn2,88913:242.916.037.8%
12AbsoldarkdarkSnarldarkBrutal Swing2,52613:362.966.037.3%

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 Necrozma (Dusk Mane).

Estimator is how many trainers of this strength the fight needs. Power is the share of Necrozma (Dusk Mane)'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 %
1ghostShadow Claw+steelSunsteel Strikehardest13:142.886.0100%
2psychicPsycho Cut+steelSunsteel Strike13:092.866.0100%
3steelMetal Claw+steelSunsteel Strike13:062.856.0100%
4psychicPsycho Cut+darkDark Pulse12:452.776.0100%
5steelMetal Claw+darkDark Pulse12:452.776.0100%
6steelMetal Claw+dragonOutrage12:442.776.0100%
7ghostShadow Claw+psychicFuture Sight12:422.765.8100%
8psychicPsycho Cut+dragonOutrage12:412.766.0100%
9ghostShadow Claw+darkDark Pulse12:402.756.0100%
10ghostShadow Claw+dragonOutrage12:392.756.0100%
11steelMetal Claw+psychicFuture Sight12:382.745.8100%
12psychicPsycho Cut+psychicFuture Sight12:362.745.8100%
13psychicPsycho Cut+steelIron Head12:162.676.0100%
14steelMetal Claw+steelIron Head12:162.676.0100%
15ghostShadow Claw+steelIron Head12:142.666.0100%

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 Necrozma (Dusk Mane) throws at you

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

Fast moves

MovePowerEnergyDurationHits at
steelMetal ClawSTAB6+50.5s0.23s
ghostShadow Claw6+40.5s0.05s
psychicPsycho CutSTAB4+70.5s0.27s

Charged moves

MovePowerEnergyDurationHits at
steelSunsteel StrikeSTAB230-1003.0s2.20s
psychicFuture SightSTAB115-1002.5s1.20s
steelIron HeadSTAB60-502.0s1.40s
dragonOutrage110-504.0s2.60s
darkDark Pulse80-503.0s1.40s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor2,2512,813
11/11/112,2692,836
12/12/122,2872,859
13/13/132,3052,882
14/14/142,3242,905
15/15/15hundo2,3422,928

Caught CP range 2,251 - 2,342, or 2,813 - 2,928 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 2026-10-04.

Necrozma (Dusk Mane) 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
277
Game Master
Base Defense
220
Game Master
Base Stamina
200
ignored by a raid boss
Tier CPM
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((277 + 15) x 0.79)230Game Master base Attack, tier CPM
Defensefloor((220 + 15) x 0.79)185Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 200 unused15,000tier HP pool
Lobby CPfloor((277 + 15) x sqrt(220 + 15) x sqrt(15,000) / 10) β€” no CPM term54,822Game 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 0.79, 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.

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