Shadow Malamar counters
darkpsychicPsychic-type Male Grunt ยท slot 3Grunt
CP
5,062
Attack
327.9
x1.2 Shadow
Defense
184.0
x0.83 Shadow
HP
129
You 2 shields, Rocket 0. Grunts never shield.
Best counters against Psywave / Foul Play
Level 40, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | steelMetal Sound bugX-ScissordarkDark Pulse | 9.000 | 100% | 5.5 s 2.0 charged | 89% HP left on average | |
| 2 | darkBite grassPower WhipgrassEnergy Ball | 7.800 | 100% | 7.5 s 2.0 charged | 87% HP left on average | |
| 3 | bugFury Cutter steelMeteor MashsteelFlash Cannon | 7.043 | 100% | 7.0 s 2.0 charged | 86% HP left on average | |
| 4 | ghostShadow Claw steelSunsteel StrikesteelIron Head | 6.259 | 100% | 8.0 s 2.0 charged | 84% HP left on average | |
| 5 | steelMetal Claw bugX-ScissordarkDark Pulse | 6.087 | 100% | 7.0 s 2.0 charged | 84% HP left on average | |
| 6 | bugFury Cutter bugX-ScissordarkDark Pulse | 5.645 | 100% | 5.5 s 2.0 charged | 82% HP left on average | |
| 7 | dragonDragon Breath rockStone EdgedarkCrunch | 5.559 | 100% | 7.0 s 2.0 charged | 82% HP left on average | |
| 8 | dragonDragon Breath darkDark PulsedragonDragon Pulse | 5.235 | 100% | 7.0 s 2.0 charged | 81% HP left on average | |
| 9 | dragonDragon Breath darkDark PulsedragonDragon Pulse | 5.235 | 100% | 7.0 s 2.0 charged | 81% HP left on average | |
| 10 | darkSucker Punch flyingHurricanedarkDark Pulse | 5.150 | 100% | 8.0 s 2.0 charged | 81% HP left on average | |
| 11 | fireFire Spin steelIron HeadgrassSolar Beam | 5.116 | 100% | 8.5 s 2.0 charged | 80% HP left on average | |
| 12 | ghostAstonish darkDark PulseghostShadow Ball | 5.103 | 100% | 8.5 s 2.0 charged | 80% HP left on average | |
| 13 | dragonDragon Tail dragonDragon ClawdarkBrutal Swing | 4.918 | 100% | 11.0 s 3.0 charged | 80% HP left on average | |
| 14 | bugFury Cutter steelMeteor MashsteelFlash Cannon | 4.765 | 100% | 7.0 s 2.0 charged | 79% HP left on average | |
| 15 | psychicPsycho Cut fightingSuperpowerdarkFoul Play | 4.568 | 100% | 11.0 s 3.0 charged | 78% HP left on average | |
| 16 | darkSucker Punch fairyPlay RoughdarkDark Pulse | 4.550 | 100% | 8.0 s 2.0 charged | 78% HP left on average | |
| 17 | electricCharge Beam fairyDazzling GleamsteelDoom Desire | 4.395 | 100% | 8.5 s 2.0 charged | 77% HP left on average | |
| 18 | flyingPeck fightingSuperpowernormalHyper Beam | 4.333 | 100% | 11.0 s 2.0 charged | 77% HP left on average | |
| 19 | darkSucker Punch darkDark PulsedarkFoul Play | 4.324 | 100% | 7.0 s 2.0 charged | 77% HP left on average | |
| 20 | darkSucker Punch darkDark PulsedarkFoul Play | 4.324 | 100% | 7.0 s 2.0 charged | 77% HP left on average |
Power = share of the Rocket Pokemon's HP you remove per share of your own HP lost (2 = you win with half your HP left; under 1 = you faint first; capped at 10), to three decimals so near-ties show. Wins = share of fights won over every Pokemon and moveset counted. Time = fast-attack time (turns x 0.5 s) and the charged attacks thrown by both sides. Each charged attack also pauses the battle for its minigame, so a counter that needs three charged attacks takes longer in real time than one that wins on fast attacks alone, even when its seconds look similar.