Raids
Raids
As of 9 Oct 2026, 1 trainer beat Shadow Primeape (Shadow Tier 3) with Mega Mewtwo Y, Shadow Mewtwo, Shadow Moltres, Shadow Toucannon, Shadow Salamence and Rayquaza; weak to Flying, Psychic and Fairy; caught at CP 1,185-1,307.
† Legacy move (Elite TM) · Mega-only move
All 30 counters| IV spread | CP at L20 | L25 boosted |
|---|---|---|
| 6/6/6floor | 1,185 | 1,482 |
| 7/7/7 | 1,199 | 1,498 |
| 8/8/8 | 1,212 | 1,515 |
| 9/9/9 | 1,225 | 1,532 |
| 10/10/10 | 1,239 | 1,549 |
| 11/11/11 | 1,252 | 1,565 |
| 12/12/12 | 1,266 |
| Move | Power | Energy | Duration | Hits at |
|---|---|---|---|---|
| 13 | +9 | 1.0s | 0.80s | |
| 5 | +5 | 0.5s | 0.20s |
| Move | Power | Energy | Duration |
|---|
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
No gems: 1 trainer
| 1,582 |
| 13/13/13 | 1,279 | 1,600 |
| 14/14/14 | 1,293 | 1,617 |
| 15/15/15hundo | 1,307 | 1,634 |
Caught CP range 1,185 - 1,307, or 1,482 - 1,634 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 1,185 - 1,307 normal and 1,482 - 1,634 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 1,185, not at the 1,239 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 54 CP higher than this one.
| Hits at |
|---|
| 105 | -100 | 2.5s | 1.20s | |
| 50 | -33 | 2.0s | 1.40s | |
| 40 | -33 | 2.0s | 1.40s | |
| 45 | -33 | 2.0s | 1.10s |
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 % (1) | Overall | Power | Time to win | Faints | Estimator |
|---|---|---|---|---|---|---|
| Mixed (any moveset) | 100% | 172% | 271.9% | 1:26 | 2.6 | 0.49 |
| Low Kick / Ice Punch | 100% | 157% | 258.5% | 1:31 | 3.7 | 0.52 |
| Counter / Ice Punch | 100% | 148% | 259.2% | 1:31 | 3.8 | 0.52 |
| Counter / Close Combat | 100% | 162% | 268.1% | 1:28 | 3.0 | 0.50 |
| Low Kick / Close Combatshowing | 100% | 180% | 275.4% | 1:25 | 2.7 | 0.49 |
| Low Kick / Night Slash | 100% | 173% | 278.9% | 1:24 | 2.2 | 0.48 |
| Counter / Night Slash | 100% | 164% | 279.1% | 1:24 | 2.5 | 0.48 |
| Low Kick / Low Sweep | 100% | 245% | 279.5% | 1:24 | 1.5 | 0.48 |
| Counter / Low Sweep | 100% | 222% | 281.6% | 1:23 | 1.7 | 0.47 |
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 1 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.