Simulating Max Battles for every Dynamax Pokemon against this boss - this takes a few seconds the first time.
Simulating Max Battles for every Dynamax Pokemon against this boss - this takes a few seconds the first time.
Our estimator says 1 trainer all attacking with Pokemon as strong as Eternatus should beat Dynamax Drampa.
Dynamax Drampa is normal/dragon, so every attacking type is multiplied against both halves. That is why some types land on exactly 1x and appear in neither the Weak to nor the Resists list above.
Pokemon GO multipliers: 1.6x super effective, 0.625x not very effective, 0.390625x double resisted (GO has no true immunities). Each half of a dual type applies its own factor and the two multiply.
Pick an attacker, defender, charger, healer or shielder role below to see the top Pokemon for your team, or open the Lobby tab to watch a 4-trainer battle play out turn by turn.
We simulated 6,280 Max Battles in 1622 ms against Dynamax Drampa (32,912 CP, 10,000 HP) with level 40 attackers at 15/15/15 IVs, no dodging in the ranked lists (Pokebattler's never dodge; your dodge setting is on for the Lobby battle), and Max Attack level 3, Max Guard level 3, Max Spirit level 3. Every one of the 99 Dynamax capable Pokemon was tried with every fast move, every charged move and with no charged move at all, then the top 30 were run through a Monte Carlo over each pair of Charged Attacks the boss can draw.
Every row is fought the way Pokebattler fights its own lists (read off its API, wave 9): the row's trainer with three of the Pokemon, in a lobby with Pokebattler's helpers - a Blissey on Max Spirit and a random attacker for the Attackers and Chargers tabs (plus a Blissey on Max Guard on Tier 6), its own "Auto" lobby for Healers and Shielders. The Defenders tab keeps our wave-8 measurement (two trainers of the Pokemon, no enrage, rejoining after a wipe), which reproduces Pokebattler's Defender Rating column better. Its boss throws no Fast Attacks: one Charged Attack every ~10.5 s, the spread attack at 1x power and the targeted one at 2x, and Max Phases stop the battle clock. Time to Win is the boss's HP over the row's own damage per second on the field, and the x-badge its faints scaled to that time. Estimator is faints / 3 plus the share of Pokebattler's 480 s battle limit the win takes (how that was measured). Attack Rating orders the Attackers tab, as it orders Pokebattler's: one Max Attack's damage against an ordinary Max Attack (a 200-Attack Pokemon, neutral, no STAB = 100%), times the cube root of how fast the Pokemon fills the Max Meter relative to a 0.5 s Fast Attack - a shape fitted to Pokebattler's 28 published Articuno rows (correlation 0.94). Charger Rating is Max Meter points per second of attack phase a Pokemon adds - its own hits plus the energy orb its trainer swipes every ~15 s; Survives 2 Spreads is the share of the boss's Charged Attacks it can take twice as the spread attack. Chargers are ordered as Pokebattler orders them: Survives 2 Spreads, then Charger Rating to one decimal, then the fastest Time to Win. Defender Rating is 0.6 x Charger Rating x Survival squared, Survival being the share of the fight its trainer has a Pokemon on the field - the form Pokebattler's own columns follow. Shielders hold Max Guard; their Time is when that battle ended, Survives to Enrage the share of it their first Pokemon stands, and the x-badge the Pokemon the lobby lost. Shielders are ordered as Pokebattler orders them - Survives 2 Spreads, then their own Charger Rating to one decimal - and Shielder Rating (shield uptime x damage soaked per Pokemon lost, relative to the best shielder here) breaks ties. Total Heal is the HP the row's three healers restore across the lobby in that battle, and Heal Rating is HP restored per second times the share of the battle its first Pokemon stands, over 14.2 HP/s - the constant Pokebattler's own Heal Rating divides by on this tier. Lists show fully evolved Pokemon only and leave out Hidden Power, as Pokebattler's do.