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Wooloo counters

#0831
normalTier 3
Lobby CP
5,778
Attack
66
Defense
81
HP
3,600
Raid timer
3 min
180s

Caught CP range 366 - 403.

Wooloo 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.

Wooloo is weak to fighting1.6x

  • Weak (1)
  • Neutral (16)
  • Resists (1)

It resists ghost0.39xβ€” bringing one of those is throwing damage away.

Best Wooloo counters

One trainer with counters this good beats Wooloo alone. Difficulty rating 0.34 with the best counter, 0:59 to win.

Trainers1soloable
#AttackerMoveset
1Lucariofightingsteeljoint top pickfightingForce PalmfightingAura Sphere2,7030:590.340.3394.8%
2BlazikenfirefightingfightingCounterfightingAura Sphere2,8481:070.380.8348.9%
3ConkeldurrfightingfightingForce PalmfightingDynamic Punch3,3371:140.420.5316.9%
4BreloomgrassfightingfightingForce PalmfightingDynamic Punch2,6281:160.431.0310.3%
5Hisuian DecidueyegrassfightingpsychicPsycho CutfightingAura Sphere2,8971:200.460.5293.0%
6MachampfightingfightingKarate ChopfightingDynamic Punch3,0561:190.450.8295.9%
7GalladepsychicfightingfightingLow KickfightingSacred Sword3,0931:180.441.0301.6%
8HariyamafightingfightingForce PalmfightingDynamic Punch2,8291:240.480.8277.8%
9Sirfetch'dfightingfightingCounterfightingClose Combat2,9851:240.481.0279.7%
10AnnihilapefightingghostfightingCounterfightingClose Combat3,2681:310.520.5257.5%
11HeracrossbugfightingfightingCounterfightingClose Combat3,1011:260.490.8271.4%
12HawluchafightingflyingfightingLow KickfightingFlying Press2,4101:240.481.2279.2%

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 Wooloo.

Estimator is how many trainers of this strength the fight needs. Power is the share of Wooloo'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+electricWild Chargehardest1:130.420.8100%
2normalTake Down+electricWild Charge1:130.410.7100%
3normalTake Down+normalStomp1:130.410.6100%
4normalTackle+normalStomp1:130.410.7100%
5normalTackle+darkPayback1:120.410.4100%
6normalTake Down+darkPayback1:120.410.3100%

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 Wooloo throws at you

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

Fast moves

MovePowerEnergyDurationHits at
normalTackleSTAB5+50.5s0.30s
normalTake DownSTAB7+81.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
darkPayback95-1002.0s0.90s
normalStompSTAB50-501.5s0.90s
electricWild Charge90-502.5s1.60s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor366457
11/11/11373466
12/12/12380476
13/13/13388485
14/14/14396495
15/15/15hundo403504

Caught CP range 366 - 403, or 457 - 504 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.

Wooloo 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
76
Game Master
Base Defense
97
Game Master
Base Stamina
123
ignored by a raid boss
Tier CPM
0.73
3,600 fixed HP
Header numberWorked outValueInputs from
Attackfloor((76 + 15) x 0.73)66Game Master base Attack, tier CPM
Defensefloor((97 + 15) x 0.73)81Game Master base Defense, tier CPM
HP3,600 β€” fixed by tier, base Stamina 123 unused3,600tier HP pool
Lobby CPfloor((76 + 15) x sqrt(97 + 15) x sqrt(3,600) / 10) β€” no CPM term5,778Game 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 0.73, 3,600 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

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