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Vibrava counters

#0329
Lobby CP
22,498
Attack
146
Defense
112
HP
20,000
Raid timer
5 min
300s

Caught CP range 650 - 699.

Vibrava 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.

Vibrava is weak to ice2.56xdragon1.6xfairy1.6x

  • Double weak (1)
  • Weak (2)
  • Neutral (11)
  • Resists (3)
  • Double resists (1)

It resists electric0.24xpoison0.625xrock0.625xfire0.625xβ€” bringing one of those is throwing damage away.

Best Vibrava counters

Beating Vibrava should take 2 trainers with Pokemon of this strength. Difficulty rating 1.39 with the best counter, 6:23 to win.

Trainers2duo
#AttackerMoveset
1Baxcaliburdragonicejoint top pickiceIce FangiceAvalanche3,5506:231.396.079.4%
2Galarian Darmanitan (Standard)icejoint top pickiceIce FangiceAvalanche3,1056:141.356.081.3%
3MamoswineicegroundicePowder SnowiceAvalanche3,3286:391.456.076.2%
4GlaceoniceiceFrost BreathiceAvalanche3,1267:021.536.072.1%
5CetitaniceiceIce ShardiceAvalanche3,1137:181.595.969.4%
6WeaviledarkiceiceIce ShardiceTriple Axel3,0057:121.576.070.4%
7VanilluxeiceiceFrost BreathiceAvalanche2,8227:371.666.066.5%
8AvaluggiceiceIce FangiceAvalanche3,1988:041.755.762.9%
9Mr. RimeicepsychiciceIce ShardiceTriple Axel2,8277:501.706.064.8%
10JynxicepsychiciceFrost BreathiceAvalanche2,5557:421.676.065.9%
11FrosmothicebugicePowder SnowiceIce Beam2,7288:021.755.963.1%
12SalamencedragonflyingdragonDragon TaildragonDraco Meteor3,7498:341.864.159.1%

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 Vibrava.

Estimator is how many trainers of this strength the fight needs. Power is the share of Vibrava'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 12 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1groundMud Shot+bugBug Buzzhardest6:531.506.0100%
2groundSand Attack+bugBug Buzz6:531.506.0100%
3dragonDragon Breath+bugBug Buzz6:521.496.0100%
4groundMud Shot+groundScorching Sands6:521.496.0100%
5groundSand Attack+groundScorching Sands6:521.496.0100%
6dragonDragon Breath+groundScorching Sands6:511.496.0100%
7groundMud Shot+groundBulldoze6:471.476.0100%
8groundSand Attack+groundBulldoze6:471.476.0100%
9dragonDragon Breath+groundBulldoze6:471.476.0100%
10dragonDragon Breath+groundSand Tomb6:431.466.0100%
11groundMud Shot+groundSand Tomb6:431.465.9100%
12groundSand Attack+groundSand Tomb6:431.465.9100%

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 Vibrava throws at you

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

Fast moves

MovePowerEnergyDurationHits at
dragonDragon BreathSTAB6+40.5s0.30s
groundMud ShotSTAB4+60.5s0.25s
groundSand AttackSTAB4+70.5s0.30s

Charged moves

MovePowerEnergyDurationHits at
groundScorching SandsSTAB90-503.0s1.40s
groundBulldozeSTAB80-503.5s2.60s
bugBug Buzz95-503.5s1.80s
groundSand TombSTAB60-334.0s1.70s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor650813
11/11/11660825
12/12/12670837
13/13/13679850
14/14/14689862
15/15/15hundo699875

Caught CP range 650 - 699, or 813 - 875 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.

Vibrava 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
134
Game Master
Base Defense
99
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.985
20,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((134 + 15) x 0.985)146Game Master base Attack, tier CPM
Defensefloor((99 + 15) x 0.985)112Game Master base Defense, tier CPM
HP20,000 β€” fixed by tier, base Stamina 137 unused20,000tier HP pool
Lobby CPfloor((134 + 15) x sqrt(99 + 15) x sqrt(20,000) / 10) β€” no CPM term22,498Game 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.

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