Simulating Max Battles for every Dynamax Pokemon against this boss. The first time takes a few seconds.
Loading countersThe trio and every list use these. The full set of controls (level, IVs, boss attacks, who is allowed) is under All counters and settings > Custom Max Battle.
Win · 250.3s · 0 faints
Same rules as the Pokebox: shiny from the released-shiny list, backgrounds from the Pokebox background catalogue (built 2026-10-06). The shiny answer is for the form you catch: a Gigantamax boss uses the Gigantamax shiny release, a Dynamax boss the normal one.
1.6x![]()
Auto sized: 1 lobby size tried, stopped at the first that wins.
0.625x![]()
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GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.
G-Max Move: G-Max Hydrosnipe
Not on the Max Battle board and no event announced.
Our estimator says 3 trainers all attacking with Pokemon as strong as Gigantamax Rillaboom should beat Gigantamax Inteleon. A real lobby also brings a shielder and a healer, and they trade damage for survivability: the mixed lobby of the Lobby helper needs 4 trainers.
Assumes level 40, 15/15/15 IVs, friends: none, and Max Move level 3, with no dodging, as Pokebattler ranks (the dodge setting only changes the Lobby battle). Change any of these in Custom Max Battle.
Niantic publishes none of the numbers behind those lines. We calibrate them against Pokebattler's published counter lists one mechanic at a time and print the result, including where it says our guess is no better than the alternatives: what the model is least sure about.
On G-Max Tier 6 each team of four should run two attackers plus a shielder and a healer. Start on a tanky Pokemon and swap into your role at the first Max Phase.
We simulated 6,288 Max Battles in 5980 ms against Gigantamax Inteleon (109,756 CP, 100,000 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 ~7 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 (on a Gigantamax boss that is all of it) (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 62.5 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. The trio's win range is the lobby simulator run over every boss moveset with several seeds each: the share of battles that end in a win, worst boss moves to best.