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Shadow Nidoking counters

#0034
poisongroundShadow Tier 3
Lobby CP
18,112
Attack
166
Defense
129
HP
4,000
Raid timer
3 min
180s

Caught CP range 1,338 - 1,466.

Nidoking 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.

Nidoking is weak to ground1.6xwater1.6xpsychic1.6xice1.6x

  • Weak (4)
  • Neutral (8)
  • Resists (6)

It resists poison0.39xelectric0.39xfighting0.625xrock0.625xbug0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Nidoking counters

Beating Nidoking should take 2 trainers with Pokemon of this strength. Difficulty rating 1.31 with the best counter, 3:51 to win.

Trainers2duo
#AttackerMoveset
1Quaquavalwaterfightingjoint top pickwaterWater GunwaterHydro Cannon3,0183:511.315.7101.7%
2Inteleonwaterjoint top pickwaterWater GunwaterHydro Cannon2,9643:461.296.0104.0%
3PrimarinawaterfairywaterWaterfallwaterHydro Cannon3,2004:061.405.595.5%
4MamoswineicegroundgroundMud-SlapiceAvalanche3,3284:061.405.795.4%
5MetagrosssteelpsychicpsychicZen HeadbuttpsychicPsychic3,7914:141.454.892.3%
6BaxcaliburdragoniceiceIce FangiceAvalanche3,5504:121.435.893.3%
7GarchompdragongroundgroundMud ShotgroundEarth Power3,9624:161.465.091.7%
8SwampertwatergroundwaterWater GunwaterHydro Cannon2,9744:211.495.289.8%
9KinglerwaterwaterBubblewaterCrabhammer2,8294:081.416.094.6%
10GolisopodbugwaterwaterWaterfallwaterRazor Shell3,1624:261.524.888.1%
11GreninjawaterdarkwaterWater ShurikenwaterHydro Cannon2,6544:081.416.094.5%
12Galarian Darmanitan (Standard)iceiceIce FangiceAvalanche3,1054:121.446.093.1%

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 Nidoking.

Estimator is how many trainers of this strength the fight needs. Power is the share of Nidoking'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 24 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1steelIron Tail+groundEarth Powerhardest4:121.436.0100%
2poisonPoison Jab+groundEarthquake4:111.436.0100%
3fightingDouble Kick+groundEarthquake4:101.426.0100%
4steelIron Tail+groundEarthquake4:091.426.0100%
5poisonPoison Jab+groundEarth Power4:091.426.0100%
6fightingDouble Kick+groundEarth Power4:081.416.0100%
7poisonPoison Sting+groundEarth Power4:071.416.0100%
8poisonPoison Sting+groundEarthquake4:071.416.0100%
9poisonPoison Jab+poisonSludge Wave4:031.385.2100%
10poisonPoison Sting+poisonSludge Wave4:011.375.1100%
11poisonPoison Jab+bugMegahorn3:591.365.7100%
12steelIron Tail+bugMegahorn3:591.365.3100%
13fightingDouble Kick+poisonSludge Wave3:591.365.4100%
14poisonPoison Sting+groundSand Tomb3:591.365.4100%
15fightingDouble Kick+bugMegahorn3:581.365.3100%
16poisonPoison Sting+iceAvalanche3:581.365.4100%
17poisonPoison Sting+bugMegahorn3:581.364.8100%
18steelIron Tail+groundSand Tomb3:581.365.8100%
19fightingDouble Kick+iceAvalanche3:581.365.4100%
20steelIron Tail+poisonSludge Wave3:581.355.5100%
21poisonPoison Jab+groundSand Tomb3:581.355.7100%
22steelIron Tail+iceAvalanche3:571.355.4100%
23fightingDouble Kick+groundSand Tomb3:571.355.5100%
24poisonPoison Jab+iceAvalanche3:571.355.6100%

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 Nidoking throws at you

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

Fast moves

MovePowerEnergyDurationHits at
poisonPoison JabSTAB13+91.0s0.40s
steelIron Tail14+61.0s0.75s
fightingDouble Kick10+131.0s0.30s
poisonPoison StingSTAB4+60.5s0.28s

Charged moves

MovePowerEnergyDurationHits at
bugMegahorn105-1002.0s1.50s
groundEarthquakeSTAB140-1003.5s2.60s
poisonSludge WaveSTAB105-1003.0s1.80s
groundEarth PowerSTAB100-503.5s2.60s
iceAvalanche85-502.5s1.50s
groundSand TombSTAB60-334.0s1.70s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,3381,673
7/7/71,3521,691
8/8/81,3661,708
9/9/91,3801,726
10/10/101,3951,743
11/11/111,4091,761
12/12/121,4231,779
13/13/131,4371,797
14/14/141,4521,815
15/15/15hundo1,4661,833

Caught CP range 1,338 - 1,466, or 1,673 - 1,833 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 1,338, not at the 1,395 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 57 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 2026-10-04.

Nidoking 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
204
Game Master
Base Defense
156
Game Master
Base Stamina
191
ignored by a raid boss
Tier CPM
0.76
4,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((204 + 15) x 0.76)166Game Master base Attack, tier CPM
Defensefloor((156 + 15) x 0.76)129Game Master base Defense, tier CPM
HP4,000 β€” fixed by tier, base Stamina 191 unused4,000tier HP pool
Lobby CPfloor((204 + 15) x sqrt(156 + 15) x sqrt(4,000) / 10) β€” no CPM term18,112Game 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 0.76, 4,000 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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