Simulation-backed rankings
Raid counters
Find the strongest attackers for one specific raid boss.
Build a raid team →Tier 5 raid
Choose a boss
Simulation result
Ready to simulate
Results are based on a full team of six identical attackers.
- Best counter
- —
- Battle DPS
- —
- Boss HP dealt
- —
- Faints
- —
Find counters
Every listed result comes from complete raid simulations.
Leave both on “All” to average movesets. Choose one or both to narrow the simulation.
Battle settings No weather · No friendship · No dodging
Include attackers
Move availability
Each result uses six identical 15/15/15 attackers. Catch-tank is unavailable because every team slot is the same Pokémon.
Counter rankings
Choose a boss to begin
The calculation runs entirely in your browser.
Preparing candidates…
Boss moveset difficulty
Hardest first, measured against the same displayed top counters and their listed attacker moves. Lower mean battle DPS means harder. Easiest tested moveset = 100. This comparison depends on your settings and is not an intrinsic boss rating.
- Select a boss and generate its top counters.
Raid-counter methodology
- Each counter is represented by six identical attackers at the selected level with 15/15/15 IVs.
- Up to 12 evenly sampled ordinary boss fast/charged combinations are simulated three times; bosses with 12 or fewer use every combination.
- Boss move selectors restrict those combinations. Unselected moves are equally weighted across the tested combinations, including in counter breakdowns.
- Open a counter to run 32 detailed trials per tested boss moveset. Time on field and boss hits survived are averaged over Pokémon that actually fainted; a Pokémon still alive when the raid ends is not treated as if it fainted.
- Average on-field DPS is damage divided by active field time and excludes time spent on the bench after a hot swap. Peak DPS starts at zero energy immediately before an undodged boss charged hit. The attacker keeps using fast moves while that boss move repeats back-to-back; total damage and elapsed time are measured through the attacker’s first charged move. If it faints first, the scenario is unavailable.
- The displayed full-HP fast-only and charged-only limits are simple no-dodge comparisons. The typical mixed hit counts come from full simulations using the selected dodge and player strategies. Hidden Power is tested across its 16 possible types.
- Battle DPS includes fainting, switching, relobby downtime, and the selected dodge and player strategies.
- The selected weather, friendship bonus, and Party Power party size apply to every simulated battle. One-player Party Power means off. Adventure Effects and Purified Gems remain off.
- Exclude legacy removes fast and charged moves marked Elite or legacy; currently available signature and special-form moves remain eligible.
- A fast analytical pass retains the strongest candidate movesets for full simulations; all displayed scores come from the raid simulator.
- Mega rows show standardized per-attacker potential. Six copies of the same Mega are a ranking abstraction, not a legal raid party.
- An asterisk (*) marks an Elite or legacy move.