1. Level 30 trainer
Suggested six · 30% of the lobby's damage- Alone, wins
- 0%
- Alone, time
- 22:05
- Estimator
- 4.80
- 1
Metagross L30 · Bullet Punch + Meteor Mash22% - 2

Simulating every trainer in the lobby...
Who is in the lobby? Add each trainer by level (they bring the best six counters for the boss, in the best order) or by one of your saved team builder parties. Every trainer is simulated on the same party engine as the team builder, and their damage is added up on one boss bar.
0% win chance: invite 2 more level-40 trainers to reach 90%
Scroll sideways for every column.
| Every trainer is level | One alone takes | Estimator | Players for 50% win | Players for 90% win |
|---|---|---|---|---|
| Level 30 | 22:05 | 4.80 | 5 | 5 |
| Level 40 | 19:44 | 4.29 | 5 | 5 |
| Level 50 | 18:36 | 4.04 | 5 | 5 |
Each row is a lobby of identical trainers who all bring the suggested six at that level. The same Estimator the group size tool prints, turned into a win chance.
Why this Estimator can differ from /raids: /raids prints the best single counter fought six times over (Metagross: 3.82 trainers at level 40 with these filters), and hides Legendary attackers unless you tick them. This page runs a party of six different Pokemon in the best order with relobbies, with Legendaries excluded as on /raids. Both come from the same engine; they answer different questions, so the figures are close but not identical.
Each trainer's six is run through the team builder's party simulator (24 runs with the boss's own movesets; faint swaps and relobbies included). Trainers fight at the same time, so their damage rates add: the lobby's time to win is the boss bar divided by the sum of those rates, and the lobby wins when that fits the 276-second usable timer (the same effective timer the Estimator divides by). Each trainer's damage rate is their average over the whole fight, relobbies included, so a lobby of N identical trainers wins exactly when N reaches their Estimator, and a one-trainer lobby shows that trainer's own time. The numbers are fixed by the URL (seed), so reloading gives the same answer. All trainers in one run face the same boss moveset, as in a real raid. This assumes steady damage and that trainers do not get in each other's way. Share this exact lobby: link · /api/raids/lobby returns the same numbers as JSON.
5.8 faints and 4.8 relobbies per fight on average. Open in the team builder
5.6 faints and 3.7 relobbies per fight on average. Open in the team builder
5.3 faints and 2.9 relobbies per fight on average. Open in the team builder