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Shadow Tornadus (Incarnate) counters

#0641
flyingShadow Tier 3
Lobby CP
23,777
Attack
213
Defense
136
HP
4,000
Raid timer
3 min
180s

Caught CP range 1,762 - 1,911.

Tornadus (Incarnate) 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.

Tornadus (Incarnate) is weak to rock1.6xelectric1.6xice1.6x

  • Weak (3)
  • Neutral (11)
  • Resists (4)

It resists ground0.39xfighting0.625xbug0.625xgrass0.625xβ€” bringing one of those is throwing damage away.

Best Tornadus (Incarnate) counters

Beating Tornadus (Incarnate) should take 2 trainers with Pokemon of this strength. Difficulty rating 1.51 with the best counter, 4:24 to win.

Trainers2duo
#AttackerMoveset
1Magnezoneelectricsteeljoint top pickelectricSparkelectricWild Charge3,2054:241.515.488.8%
2Glimmorarockpoisonjoint top pickrockRock ThrowrockMeteor Beam3,2734:161.466.091.8%
3Baxcaliburdragonicejoint top pickiceIce FangiceAvalanche3,5504:191.486.090.6%
4TyrantrumrockdragonrockRock ThrowrockMeteor Beam3,1284:241.506.088.8%
5RhyperiorgroundrockrockSmack DownrockRock Wrecker3,7334:251.515.288.5%
6TyranitarrockdarkrockSmack DownrockStone Edge3,8344:421.604.983.3%
7GigalithrocknormalLock-OnrockMeteor Beam3,2284:361.575.885.0%
8ElectivireelectricelectricThunder ShockelectricWild Charge3,0794:271.526.088.0%
9MamoswineicegroundicePowder SnowiceAvalanche3,3284:361.576.084.9%
10CetitaniceiceIce ShardiceAvalanche3,1134:511.666.080.7%
11LuxrayelectricelectricSparkelectricWild Charge2,8884:411.606.083.5%
12Alolan GolemrockelectricrockRock ThrowelectricWild Charge2,9494:551.685.579.6%

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 Tornadus (Incarnate).

Estimator is how many trainers of this strength the fight needs. Power is the share of Tornadus (Incarnate)'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 8 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1darkBite+grassGrass Knothardest4:371.586.0100%
2flyingAir Slash+grassGrass Knot4:371.586.0100%
3flyingAir Slash+normalHyper Beam4:251.515.6100%
4darkBite+darkDark Pulse4:231.505.7100%
5darkBite+normalHyper Beam4:231.505.4100%
6flyingAir Slash+darkDark Pulse4:211.485.7100%
7darkBite+flyingHurricane4:201.485.1100%
8flyingAir Slash+flyingHurricane4:191.475.1100%

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 Tornadus (Incarnate) throws at you

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

Fast moves

MovePowerEnergyDurationHits at
flyingAir SlashSTAB12+81.0s0.80s
darkBite6+40.5s0.30s

Charged moves

MovePowerEnergyDurationHits at
flyingHurricaneSTAB105-1002.5s1.00s
normalHyper Beam150-1004.0s3.50s
grassGrass Knot90-502.5s1.60s
darkDark Pulse80-503.0s1.40s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor1,7622,203
7/7/71,7792,224
8/8/81,7952,244
9/9/91,8112,264
10/10/101,8282,285
11/11/111,8442,306
12/12/121,8612,326
13/13/131,8782,347
14/14/141,8942,368
15/15/15hundo1,9112,389

Caught CP range 1,762 - 1,911, or 2,203 - 2,389 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 1,762, not at the 1,828 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 66 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 2026-10-05.

Tornadus (Incarnate) 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
266
Game Master
Base Defense
164
Game Master
Base Stamina
188
ignored by a raid boss
Tier CPM
0.76
4,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((266 + 15) x 0.76)213Game Master base Attack, tier CPM
Defensefloor((164 + 15) x 0.76)136Game Master base Defense, tier CPM
HP4,000 β€” fixed by tier, base Stamina 188 unused4,000tier HP pool
Lobby CPfloor((266 + 15) x sqrt(164 + 15) x sqrt(4,000) / 10) β€” no CPM term23,777Game 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.

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