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Scorbunny counters

#0813
fireTier 1
Lobby CP
3,491
Attack
87
Defense
56
HP
600
Raid timer
3 min
180s

Caught CP range 579 - 627.

Scorbunny 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.

Scorbunny is weak to ground1.6xrock1.6xwater1.6x

  • Weak (3)
  • Neutral (9)
  • Resists (6)

It resists bug0.625xsteel0.625xfire0.625xgrass0.625xice0.625xfairy0.625xβ€” bringing one of those is throwing damage away.

Best Scorbunny counters

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

Trainers1soloable
#AttackerMoveset
1Rhyperiorgroundrockjoint top pickgroundMud-SlaprockRock Wrecker3,7330:090.050.04589.4%
2Primarinawaterfairyjoint top pickwaterWaterfallwaterHydro Cannon3,2000:090.050.04844.4%
3InteleonwaterwaterWater GunwaterHydro Cannon2,9640:090.050.04844.4%
4RampardosrockrockSmack DownrockRock Slide3,2980:090.050.04678.0%
5SamurottwaterbugFury CutterwaterHydro Cannon2,8260:100.060.04278.6%
6GlimmorarockpoisonrockRock ThrowrockPower Gem3,2730:100.060.04359.9%
7GarchompdragongrounddragonDragon TailgroundEarth Power3,9620:100.060.04152.2%
8KinglerwaterwaterBubblewaterRazor Shell2,8290:100.060.04359.9%
9ExcadrillgroundsteelgroundMud-SlapgroundScorching Sands3,2440:090.050.04844.4%
10CrawdauntwaterdarkwaterWaterfallwaterCrabhammer2,4740:100.060.04359.9%
11GreninjawaterdarkwaterWater ShurikenwaterHydro Pump2,6540:110.060.04120.8%
12FeraligatrwaterwaterWaterfallwaterHydro Cannon2,8570:110.060.03963.4%

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 Scorbunny.

Estimator is how many trainers of this strength the fight needs. Power is the share of Scorbunny'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+fireFlame Chargehardest0:100.050.0100%
2fireEmber+fireFlame Charge0:100.050.0100%
3normalTackle+fireFlamethrower0:090.050.0100%
4fireFire Spin+fireFlame Charge0:090.050.0100%
5fireEmber+fireFlamethrower0:090.050.0100%
6fireFire Spin+fireFlamethrower0:090.050.0100%

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 Scorbunny throws at you

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

Fast moves

MovePowerEnergyDurationHits at
fireFire SpinSTAB13+91.0s0.75s
fireEmberSTAB10+101.0s0.60s
normalTackle5+50.5s0.30s

Charged moves

MovePowerEnergyDurationHits at
fireFlamethrowerSTAB65-502.0s1.30s
fireFlame ChargeSTAB70-334.0s3.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor579724
11/11/11589736
12/12/12598748
13/13/13607759
14/14/14617771
15/15/15hundo627783

Caught CP range 579 - 627, or 724 - 783 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.

Scorbunny 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
132
Game Master
Base Defense
79
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.5974
600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((132 + 15) x 0.5974)87Game Master base Attack, tier CPM
Defensefloor((79 + 15) x 0.5974)56Game Master base Defense, tier CPM
HP600 β€” fixed by tier, base Stamina 137 unused600tier HP pool
Lobby CPfloor((132 + 15) x sqrt(79 + 15) x sqrt(600) / 10) β€” no CPM term3,491Game 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.

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