Raids
Raids
As of 9 Oct 2026, 2 trainers beat Shadow Landorus (Incarnate) (Shadow Tier 5) with Kyurem (White), Mega Mewtwo Y, Shadow Mewtwo, Shadow Kyogre, Shadow Articuno and Mewtwo; weak to Ice and Water; caught at CP 1,897-2,050.
No gems: 3 trainers
| IV spread | CP at L20 | L25 boosted |
|---|---|---|
| 6/6/6floor | 1,897 | 2,372 |
| 7/7/7 | 1,914 | 2,393 |
| 8/8/8 | 1,931 | 2,414 |
| 9/9/9 | 1,948 | 2,435 |
| 10/10/10 | 1,965 | 2,456 |
| 11/11/11 | 1,982 | 2,477 |
| 12/12/12 | 1,999 |
| Move | Power | Energy | Duration | Hits at |
|---|---|---|---|---|
| 13 | +8 | 1.0s | 0.60s | |
| 4 | +6 | 0.5s | 0.25s |
| Move | Power | Energy | Duration | Hits at |
|---|
A Shadow boss hits harder (Shadow Frenzy) and you catch a Shadow.
Type a name, then Enter or click a result
Simulating each boss moveset…
50 Monte Carlo runs per attacker, seed 1. Method · pokebattler.com · JSON
† Legacy move (Elite TM) · Mega-only move
All 30 counters| 2,498 |
| 13/13/13 | 2,016 | 2,520 |
| 14/14/14 | 2,033 | 2,541 |
| 15/15/15hundo | 2,050 | 2,563 |
Caught CP range 1,897 - 2,050, or 2,372 - 2,563 when the weather boosts it.
A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 — a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.
The raid schedule lists 1,897 - 2,050 normal and 2,372 - 2,563 boosted for this boss — both match the table above exactly, computed from base stats rather than copied from it.
Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 1,897, not at the 1,965 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 — it is applying the standard-raid rule — so expect its range to start 68 CP higher than this one.
| 140 | -100 | 3.5s | 3.00s | |
| 100 | -50 | 3.5s | 2.60s | |
| 75 | -50 | 2.5s | 1.30s | |
| 110 | -50 | 4.0s | 2.60s |
The same boss is a different fight depending on what it knows. Each row re-simulates the top 6 counters above against one specific moveset; the list is ordered hardest first, and clicking a row filters the whole page to that moveset — the ranking, the estimator and the share link all follow.
| Boss moveset | Win % (2) | Overall | Power | Time to win | Faints | Estimator |
|---|---|---|---|---|---|---|
| Mixed (any moveset) | 100% | 68% | 72.6% | 7:21 | 6.0 | 1.55 |
| Rock Throw / Rock Slide | 89% | 67% | 70.7% | 7:32 | 6.0 | 1.60 |
| Mud Shot / Outrage | 100% | 69% | 71.8% | 7:26 | 6.0 | 1.57 |
| Rock Throw / Outrage | 100% | 66% | 72.2% | 7:23 | 6.0 | 1.56 |
| Mud Shot / Earth Power | 100% | 77% | 72.2% | 7:23 | 6.0 | 1.56 |
| Rock Throw / Focus Blast | 100% | 70% | 72.4% | 7:22 | 6.0 | 1.56 |
| Rock Throw / Earth Power | 100% | 69% | 72.5% | 7:21 | 6.0 | 1.56 |
| Mud Shot / Focus Blastshowing | 100% | 74% | 73.5% | 7:15 | 6.0 | 1.54 |
| Mud Shot / Rock Slide | 100% | 73% | 73.8% | 7:13 | 6.0 | 1.53 |
Measured over the top 6 attackers on the list above rather than by re-ranking the whole roster once per moveset — the ordering is what the table is for, and a full re-rank per moveset would cost ten times the page's whole simulation budget. Win % is the share of runs 2 trainers of those attackers finish inside the raid timer. Overall is Pokebattler's published blend on its own absolute scale (higher is easier), not a percentage of the best row the way the ranked table's Overall column is — which is why an easy boss reads well above 100% here.