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Scorbunny counters

#0813
fireElite
Lobby CP
20,155
Attack
144
Defense
92
HP
20,000
Raid timer
5 min
300s

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

Beating Scorbunny should take 2 trainers with Pokemon of this strength. Difficulty rating 1.59 with the best counter, 7:20 to win.

Trainers2duo
#AttackerMoveset
1Inteleonwaterjoint top pickwaterWater GunwaterHydro Cannon2,9647:201.596.069.1%
2RampardosrockrockSmack DownrockRock Slide3,2987:351.656.066.9%
3GlimmorarockpoisonrockRock ThrowrockMeteor Beam3,2737:481.705.665.0%
4GigalithrocknormalLock-OnrockMeteor Beam3,2288:001.745.163.3%
5TyrantrumrockdragonrockRock ThrowrockMeteor Beam3,1288:171.803.561.1%
6RhyperiorgroundrockgroundMud-SlaprockRock Wrecker3,7338:091.774.262.2%
7QuaquavalwaterfightingwaterWater GunwaterHydro Cannon3,0187:551.725.764.0%
8PrimarinawaterfairywaterWaterfallwaterHydro Cannon3,2008:091.775.462.2%
9GarchompdragongroundgroundMud ShotgroundEarth Power3,9628:181.814.561.0%
10GreninjawaterdarkwaterWater ShurikenwaterHydro Cannon2,6548:001.746.063.4%
11KinglerwaterwaterBubblewaterCrabhammer2,8298:041.756.062.9%
12SwampertwatergroundwaterWater GunwaterHydro Cannon2,9748:441.905.158.0%

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 %
1fireFire Spin+fireFlamethrowerhardest7:541.725.3100%
2normalTackle+fireFlamethrower7:521.715.3100%
3fireEmber+fireFlamethrower7:521.715.3100%
4fireFire Spin+fireFlame Charge7:511.704.9100%
5fireEmber+fireFlame Charge7:501.704.7100%
6normalTackle+fireFlame Charge7:501.704.7100%

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
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((132 + 15) x 0.985)144Game Master base Attack, tier CPM
Defensefloor((79 + 15) x 0.985)92Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 137 unused20,000tier HP pool
Lobby CPfloor((132 + 15) x sqrt(79 + 15) x sqrt(20,000) / 10) β€” no CPM term20,155Game 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.

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