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Oshawott counters

#0501
waterElite
Lobby CP
18,667
Attack
130
Defense
98
HP
20,000
Raid timer
5 min
300s

Caught CP range 551 - 597.

Oshawott 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.

Oshawott is weak to grass1.6xelectric1.6x

  • Weak (2)
  • Neutral (12)
  • Resists (4)

It resists steel0.625xfire0.625xwater0.625xice0.625xβ€” bringing one of those is throwing damage away.

Best Oshawott counters

Beating Oshawott should take 2 trainers with Pokemon of this strength. Difficulty rating 1.82 with the best counter, 8:23 to win.

Trainers2duo
#AttackerMoveset
1Rillaboomgrassjoint top pickgrassRazor LeafgrassFrenzy Plant3,3248:231.824.460.5%
2MeowscaradagrassdarkgrassLeafagegrassFrenzy Plant2,8258:351.875.259.0%
3RoseradegrasspoisongrassMagical LeafgrassGrass Knot2,9718:341.865.859.2%
4ElectivireelectricelectricThunder ShockelectricWild Charge3,0798:291.846.059.7%
5ChesnaughtgrassfightinggrassVine WhipgrassFrenzy Plant2,9549:232.043.754.0%
6TsareenagrassgrassMagical LeafgrassGrass Knot2,9649:091.995.055.4%
7DecidueyegrassghostgrassMagical LeafgrassFrenzy Plant2,7759:031.975.056.0%
8BreloomgrassfightingfightingForce PalmgrassGrass Knot2,6288:591.955.856.4%
9MagnezoneelectricsteelelectricVolt SwitchelectricWild Charge3,2059:011.965.856.2%
10SceptilegrassbugFury CuttergrassFrenzy Plant2,7579:112.005.655.2%
11TangrowthgrassgrassVine WhipgrassPower Whip3,0309:322.074.253.2%
12VenusaurgrasspoisongrassVine WhipgrassFrenzy Plant2,7209:322.074.953.2%

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 Oshawott.

Estimator is how many trainers of this strength the fight needs. Power is the share of Oshawott'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 %
1normalTackle+waterWater Pulsehardest8:471.915.3100%
2waterWater Gun+waterWater Pulse8:471.915.3100%
3waterWater Gun+waterAqua Tail8:461.914.9100%
4waterWater Gun+darkNight Slash8:461.904.9100%
5normalTackle+waterAqua Tail8:451.905.0100%
6normalTackle+darkNight Slash8:451.905.0100%

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 Oshawott throws at you

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

Fast moves

MovePowerEnergyDurationHits at
waterWater GunSTAB5+50.5s0.30s
normalTackle5+50.5s0.30s

Charged moves

MovePowerEnergyDurationHits at
waterAqua TailSTAB50-332.0s1.30s
waterWater PulseSTAB65-503.0s2.00s
darkNight Slash45-332.0s1.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor551689
11/11/11560701
12/12/12569712
13/13/13579723
14/14/14588735
15/15/15hundo597747

Caught CP range 551 - 597, or 689 - 747 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.

Oshawott 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
117
Game Master
Base Defense
85
Game Master
Base Stamina
146
ignored by a raid boss
Tier CPM
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((117 + 15) x 0.985)130Game Master base Attack, tier CPM
Defensefloor((85 + 15) x 0.985)98Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 146 unused20,000tier HP pool
Lobby CPfloor((117 + 15) x sqrt(85 + 15) x sqrt(20,000) / 10) β€” no CPM term18,667Game 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.

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