Shadow Cranidos counters
rockRock-type Male Grunt · slot 2Grunt
CP
3,900
Attack
397.8
x1.2 Shadow
Defense
87.4
x0.83 Shadow
HP
109
You 2 shields, Rocket 0. Grunts never shield.
Best counters against Zen Headbutt / Ancient Power
Level 50, 15/15/15, no Megas; each counter on its best moveset.
| # | Pokemon | Moves | Power | Wins | Time | Result |
|---|---|---|---|---|---|---|
| 1 | grassRazor Leaf grassLeaf BladegrassLeaf Tornado | 10.000 | 100% | 4.0 s 0.0 charged | 90% HP left on average | |
| 2 | steelBullet Punch steelMeteor MashsteelFlash Cannon | 10.000 | 100% | 4.0 s 0.0 charged | 94% HP left on average | |
| 3 | steelBullet Punch steelMeteor MashsteelFlash Cannon | 10.000 | 100% | 4.0 s 0.0 charged | 93% HP left on average | |
| 4 | fightingCounter fightingClose CombatfightingDynamic Punch | 10.000 | 100% | 4.0 s 0.0 charged | 90% HP left on average | |
| 5 | steelMetal Claw steelSunsteel StrikesteelIron Head | 10.000 | 100% | 5.0 s 0.0 charged | 92% HP left on average | |
| 6 | steelMetal Sound steelIron HeadfightingFocus Blast | 10.000 | 100% | 6.0 s 0.0 charged | 92% HP left on average | |
| 7 | electricThunder Shock steelDouble Iron BashfightingSuperpower | 10.000 | 100% | 4.5 s 1.0 charged | 91% HP left on average | |
| 8 | dragonDragon Tail dragonDragon ClawdarkBrutal Swing | 10.000 | 100% | 5.0 s 1.0 charged | 91% HP left on average | |
| 9 | psychicPsywave fightingSuperpowerdarkFoul Play | 10.000 | 100% | 5.5 s 1.0 charged | 92% HP left on average | |
| 10 | psychicPsywave fightingSuperpowerdarkFoul Play | 10.000 | 100% | 5.5 s 1.0 charged | 92% HP left on average | |
| 11 | psychicConfusion darkDark PulseghostShadow Ball | 9.813 | 100% | 6.0 s 0.0 charged | 90% HP left on average | |
| 12 | fireFire Spin steelIron HeadpsychicPsychic Fangs | 9.750 | 100% | 6.5 s 1.0 charged | 90% HP left on average | |
| 13 | darkSnarl darkDark PulsedarkFoul Play | 9.700 | 100% | 6.5 s 1.0 charged | 90% HP left on average | |
| 14 | fightingCounter fightingFocus BlastpsychicPsystrike | 9.600 | 100% | 4.0 s 0.0 charged | 90% HP left on average | |
| 15 | steelIron Tail rockStone EdgedarkBrutal Swing | 9.571 | 100% | 4.5 s 0.0 charged | 90% HP left on average | |
| 16 | steelMetal Claw steelIron HeadfightingFocus Blast | 9.313 | 100% | 7.0 s 0.0 charged | 89% HP left on average | |
| 17 | darkSucker Punch darkPaybackflyingBrave Bird | 9.300 | 100% | 7.0 s 0.0 charged | 89% HP left on average | |
| 18 | groundMud-Slap groundEarthquakegroundSand Tomb | 9.238 | 100% | 4.5 s 0.0 charged | 89% HP left on average | |
| 19 | darkSucker Punch fightingFocus BlastdarkDark Pulse | 9.125 | 100% | 6.0 s 0.0 charged | 89% HP left on average | |
| 20 | fightingCounter fightingCross ChopdarkNight Slash | 9.048 | 100% | 5.0 s 0.0 charged | 89% 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.