A Shadow Machamp using Counter against a Rock-type raid boss deals 2.304 times the damage of a neutral attacker at the same level and IVs. That number is not random: Shadow bonus (1.2×) × STAB (1.2×) × type advantage (1.6×) = 2.304. Once you understand how the multiplier stack works, every counter decision becomes a deliberate calculation rather than a guess based on a tier list screenshot.
This guide covers every system that determines raid performance in 2026: the five-tier structure, the type effectiveness math behind counter selection, Shadow Pokémon bonuses, Mega Evolution lobby-wide boosts, weather effects, raid pass mechanics, Premier Ball strategy, and how Shadow Raids differ from standard encounters. For boss-specific breakdowns see our Mewtwo raid counters, Latias counters, and the full best raid attackers by type guide.
Verified against Pokémon GO mechanics as of April 2026. Counter rankings shift with new Community Day moves and seasonal rotations — check individual boss guides for the current meta.
Quick Start: 8 Steps to Win Any Raid
- Check the boss type and look up its weaknesses using the type chart below.
- Assemble six Pokémon of the strongest countering type — don’t dilute with neutral attackers.
- Check the weather. A 20% damage boost on your counters can close a player-count gap in smaller groups.
- If you have a Mega, bring one that matches your team’s attacking type to boost the whole lobby by 30%.
- For 5-star raids, confirm at least 3–5 trainers before entering the lobby.
- Enter, wait for the two-minute countdown, and deal as much damage as possible in the battle window.
- Use Golden Razz Berries on every throw against Legendary and 5-star bosses.
- Maximize Premier Balls by dealing maximum damage, holding the gym with your team, and raiding with friends.
The Raid Tier System: What Each Star Means
Raids run on five distinct difficulty brackets. The tier determines the boss’s HP, the time limit, how many players you need, and what rewards you receive. Shadow Raids use the same HP values as their regular counterparts but introduce enrage mechanics that change the whole encounter.
| Tier | Boss HP | Battle Time | Recommended Players | Pass Types |
|---|---|---|---|---|
| 1-Star | 600 | 3 minutes | 1 (easy solo) | Free / Premium / Remote |
| 3-Star | 3,600 | 3 minutes | 1–3 (strong solo possible) | Free / Premium / Remote |
| 5-Star Legendary | 15,000 | 5 minutes | 3–8 (up to 20) | Free / Premium / Remote |
| Mega Raid | 9,000 | 5 minutes | 2–5 | Free / Premium / Remote |
| Elite Raid | 20,000 | 5 minutes | 10–20 (local only) | Elite Raid Pass only |
| Shadow 1-Star | 600 | 3 minutes | 1–2 | Free / Premium (no Remote) |
| Shadow 3-Star | 3,600 | 3 minutes | 2–5 (enrage complicates solo) | Free / Premium (no Remote) |
| Shadow 5-Star | 15,000 | 5 minutes | 5–20 (local only) | Free / Premium (no Remote) |
Key timing facts (from Bulbapedia): Raid Eggs appear on Gym rooftops one hour before the battle begins. Once the boss hatches, trainers have 45 minutes to enter. After the first player enters the lobby, a two-minute countdown starts before the battle timer begins. Use that window to coordinate via Discord or in-person before committing to battle.
Elite Raids are a category apart. They appear for a 30-minute window at specific Gyms, require physical presence, and are capped at 20,000 HP — the highest in the game. Treat them like a local community event: plan in advance, gather a group, and show up at the scheduled time. No Remote Raid Passes work for Elite Raids.
The 20-player cap applies per lobby. When a Gym fills to 20, a second lobby opens automatically for additional trainers. During major Raid Hour events with popular Legendary bosses, multiple simultaneous lobbies at the same Gym are normal.
Type Effectiveness: The Math Behind Counter Selection
Type matchups in Pokémon GO use different multipliers than the main series. Instead of 2× super effective and 0.5× not very effective, GO uses a compressed scale — but the differences remain decisive at the level of raid performance. According to Dexerto’s confirmed type chart, the four multipliers that govern every raid interaction are:
- Super effective (1.6×): One type advantage. Ice against a Dragon-type boss, for example. Substantial, but not the ceiling.
- Not very effective (0.625×): One type disadvantage. Fire against a Water-type boss. This is the threshold below which a counter actively wastes your timer — avoid these matchups entirely.
- Double super effective (2.56×): Both of a dual-type boss’s types are weak to your attack. Ice against Rayquaza (Dragon/Flying) triggers this because Ice beats both types simultaneously. This is the single biggest lever in raid damage math — exploit it whenever the matchup exists.
- Near-immunity (0.391×): True type immunity doesn’t exist in GO. Matchups that would be immune in the main series instead deal 0.391× damage. Normal-type moves against a Ghost-type boss still connect — but at roughly one-third effectiveness. Never deliberately use these move types.
On top of type effectiveness, the STAB bonus (Same Type Attack Bonus) applies a 1.2× multiplier when a Pokémon uses a move that matches its own type. A Machamp using Counter (Fighting) gets STAB. A Machamp using Rock Throw (Rock) does not.
The combined multiplier for an optimized counter — Shadow + STAB + double super effective — reaches 1.2 × 1.2 × 2.56 = 3.686×. That is nearly four times the damage of a neutral attacker. The gap between an optimized and an improvised team in a small-group 5-star raid determines whether you clear before the timer or wipe.
Here is a reference table for the most commonly raided boss types and their primary weaknesses in 2026:
| Boss Type | Primary Weaknesses | Double Weakness (2.56×) | Near-Immune To |
|---|---|---|---|
| Dragon | Dragon, Fairy, Ice | Ice (vs. Dragon/Flying like Rayquaza) | — |
| Flying | Electric, Ice, Rock | Ice (vs. Dragon/Flying dual-types) | Ground |
| Psychic | Bug, Dark, Ghost | — | — |
| Water | Electric, Grass | — | — |
| Fire | Ground, Rock, Water | — | — |
| Electric | Ground | — | — |
| Steel | Fighting, Fire, Ground | — | Poison (0.391×) |
| Rock | Fighting, Grass, Ground, Steel, Water | Fighting (vs. Rock/Dark like Tyranitar) | — |
| Ghost | Dark, Ghost | — | Normal, Fighting (0.391× each) |
| Dark | Bug, Fairy, Fighting | — | Psychic (0.391×) |
| Ice | Fighting, Fire, Rock, Steel | — | — |
| Normal | Fighting | — | Ghost (0.391×) |
| Fairy | Poison, Steel | — | Dragon (0.391×) |
| Fighting | Fairy, Flying, Psychic | — | — |
| Ground | Grass, Ice, Water | — | Electric (0.391×) |
| Poison | Ground, Psychic | — | — |
The near-immunity column tells you which move types to avoid entirely — not just deprioritize. Using Ground-type moves against a Flying-type boss wastes both your time and a raid pass.
Shadow Pokémon: The 20% Attack Advantage
Shadow Pokémon deal 20% more damage and take 20% more damage than their standard counterparts. In the context of a 5-star raid with a full or near-full lobby, the attack boost almost always outweighs the defense penalty. Boss HP is fixed and doesn’t scale with how many times your team faints — you just need to deal enough damage before the five-minute timer expires. Shadows get there faster.
The math is straightforward: in a lobby of ten trainers clearing a Legendary in 90 seconds, the boss never gets enough attacks in for your Shadow Pokémon’s extra damage intake to matter. The defense nerf becomes theoretical when the raid is over before the glass cannon would have died anyway.
When shadows become a liability: small-group raids (two or three trainers), where survival matters because you’re close to the timer and every faint costs seconds. A Shadow Machamp dying halfway through a tight duo raid is worse than a bulkier regular Machamp surviving the full fight. In duo and trio attempts, weigh the DPS gain against the real risk of having to re-lobby.
Top shadow attackers for raids in 2026:
| Shadow Pokémon | Type Role | Best Moveset | Why It’s Top Tier |
|---|---|---|---|
| Shadow Mewtwo | Psychic | Confusion / Psystrike | Highest Attack stat in the game — shadow bonus amplified at this level |
| Shadow Raikou | Electric | Thunder Shock / Wild Charge | Best Electric DPS in the game — beats Zekrom in raw output thanks to shadow bonus |
| Shadow Machamp | Fighting | Counter / Dynamic Punch | Accessible budget option, excellent Fighting DPS for Rock/Dark/Ice/Normal bosses |
| Shadow Mamoswine | Ice/Ground | Powder Snow / Avalanche | Best Ice DPS — critical for Dragon-type Legendaries including Rayquaza and Kyurem forms |
| Shadow Salamence | Dragon/Flying | Dragon Tail / Outrage | Dragon DPS rival to Rayquaza at a fraction of the Legendary candy cost |
| Shadow Garchomp | Dragon/Ground | Mud Shot / Earth Power | Top Ground DPS for Electric and Steel bosses; also a strong Dragon attacker |
Recruiting shadows requires defeating Team GO Rocket Leaders and Giovanni. For the full current Rocket lineup, frustration removal requirements, and which shadows are worth the Stardust investment, see our Shadow Pokémon guide.
Mega Evolution: The Lobby-Wide Multiplier
Bringing a Mega-Evolved Pokémon into a raid multiplies every other trainer’s matching-type moves by 1.3× and all non-matching ally moves by 1.1×. In a lobby of ten trainers all running Ice-type counters against Rayquaza, that 1.3× applies to every Ice attack in the entire battle from every trainer’s Pokémon. This is the most impactful single decision a well-prepared trainer can make before entering a raid.
Two mechanics that most players get wrong:
- The Mega user doesn’t receive their own boost. The ally bonus applies only to other trainers’ Pokémon, confirmed by Bulbapedia’s Mega Evolution mechanics page. Your Mega is already enhanced by its Mega Evolution stat changes; the lobby multiplier is your gift to your teammates. To receive the boost yourself, you need another trainer in the lobby also running a Mega that matches your attacking type.
- Multiple Megas in the same lobby do not stack. If two trainers bring a Mega of the same or different types, only the highest applicable bonus applies once. Coordinate with your lobby to bring one Mega per boss matchup, not to pile up Megas hoping for cumulative effect.
Primal Reversion (Primal Kyogre, Primal Groudon) works differently from standard Mega Evolution in one key way: the lobby boost stays active as long as the Primal form is anywhere in the trainer’s party — not just when it is the active battler. Standard Mega Evolution only boosts allies while the Mega is actively fighting. Bring Primal forms in slot one so the boost is live from the first second of the raid.
Mega Rayquaza’s unique position: it boosts three types — Flying, Dragon, and Psychic — making it useful across a wider range of raid matchups than any other single Mega. It also has the highest base attack of any non-Primal Mega in the game. When in doubt about which Mega to bring, Mega Rayquaza is the safest choice.
| Mega / Primal | Types Boosted for Allies | Best Use Case | Skip If |
|---|---|---|---|
| Mega Rayquaza | Flying, Dragon, Psychic | Dragon, Psychic, or Flying boss — versatile pick | Your team isn’t running any boosted types |
| Mega Lucario | Fighting, Steel | Rock, Dark, Normal, or Ice boss | Boss resists Fighting or Steel |
| Mega Blaziken | Fire, Fighting | Steel, Ice, or Bug boss with Fire weakness | Boss is Water, Ground, or Rock type |
| Primal Kyogre | Water, Electric, Bug | Fire, Ground, or Rock boss — lobby-wide Water boost | Team isn’t running Water or Electric |
| Primal Groudon | Fire, Ground, Grass | Electric, Steel, or Poison boss | Boss resists Ground or Fire |
| Mega Gengar | Ghost, Poison | Psychic or Ghost boss — highest Ghost DPS Mega | Small group where bulk matters |
| Mega Garchomp | Dragon, Ground | Electric or Steel boss with Ground weakness | Dragon-type boss (resists Dragon moves) |
| Mega Gardevoir | Fairy, Psychic | Dragon, Fighting, or Dark boss | Boss resists Fairy or Psychic |
Mega Energy is earned primarily from completing Mega Raids quickly — faster clears award up to 250 energy per raid. As you Mega Evolve the same Pokémon repeatedly it levels from Base to High to Max, reducing the rest period between Megas down to three days at Max Level and cutting future energy costs. For the full Mega Energy farming strategy, see our Mega Energy guide and complete Mega Evolution guide. For the full list of available Mega Evolutions and their type coverage, see our Mega Evolution list.
Weather Boost: 20% Free Damage (and When It Backfires)
Weather boost applies a flat 20% damage increase to all attacks of the boosted type. That is equivalent to roughly two power-up levels of Stardust investment, applied for free as long as the weather condition holds. Weather-boosted catches from raid encounters also appear at five levels higher than normal, with a guaranteed minimum IV floor of 4/4/4.
The backfire scenario: Weather that boosts your counters often also boosts the boss’s attacking moves if the boss uses moves of the same type. Rainy weather against a Water-type boss means the boss’s Water moves hit harder, while your Electric or Grass counters do get the 20% if they’re Electric or Grass. Read both sides of the matchup before deciding whether the weather helps or hurts your group.
| Weather | Types Boosted (20% Damage) | Best Raid Application |
|---|---|---|
| Sunny / Clear | Fire, Grass, Ground | Fire counters vs. Steel/Ice/Bug; Ground counters vs. Electric bosses |
| Rainy | Water, Electric, Bug | Electric counters vs. Flying bosses; Water counters vs. Fire bosses |
| Partly Cloudy | Normal, Rock | Rock counters (Rampardos, Tyranitar) vs. Flying or Ice bosses |
| Cloudy | Fairy, Fighting, Poison | Fighting counters (Machamp, Lucario) vs. Rock/Dark/Normal/Ice bosses |
| Windy | Dragon, Flying, Psychic | Dragon counters vs. Dragon bosses; Psychic counters vs. Fighting/Poison |
| Snowy | Ice, Steel | Best weather for Ice counters vs. Dragon bosses — significant clear-time advantage |
| Foggy | Dark, Ghost | Dark/Ghost attackers vs. Psychic and Ghost bosses (Mewtwo, Giratina) |
Decision rule: If the weather boosts your primary counters and does not boost the boss’s attacking type, raid with whatever group size you’d normally plan. If the weather boosts the boss but not your counters, add one or two extra trainers to your usual number. For the full weather type chart and Pokémon spawn effects, see our weather boost guide.
Best Raid Counters by Type: The 2026 Meta
The table below covers the strongest raid attackers for each offensive type as of April 2026. “Best” means highest sustained DPS in extended raid encounters factoring in move set, base stats, and available moves. “Budget” means accessible without Legendary candy, Elite TMs, or Mega investment. Shadow variants assume the Pokémon is left as shadow for maximum DPS, not purified. For the full ranked list of meta attackers across all scenarios, see our best raid attackers guide.
| Attack Type | Best Counter | Moveset | Budget Option | Shadow Upgrade | Mega Option |
|---|---|---|---|---|---|
| Fighting | Lucario | Counter / Aura Sphere | Conkeldurr | Shadow Machamp | Mega Lucario |
| Rock | Rampardos | Smack Down / Rock Slide | Tyranitar | Shadow Tyranitar | Mega Tyranitar |
| Ice | Mamoswine | Powder Snow / Avalanche | Glaceon | Shadow Mamoswine | Mega Abomasnow |
| Ground | Groudon | Mud Shot / Precipice Blades | Rhyperior | Shadow Garchomp | Primal Groudon |
| Electric | Zekrom | Charge Beam / Fusion Bolt | Electivire | Shadow Raikou | Mega Manectric |
| Dragon | Rayquaza | Dragon Tail / Outrage | Garchomp | Shadow Salamence | Mega Rayquaza |
| Fire | Reshiram | Fire Fang / Fusion Flare | Charizard (Blast Burn) | Shadow Entei | Mega Charizard Y |
| Water | Kyogre | Waterfall / Origin Pulse | Gyarados | Shadow Kyogre | Primal Kyogre |
| Psychic | Mewtwo | Confusion / Psystrike | Espeon | Shadow Mewtwo | Mega Alakazam |
| Ghost | Chandelure | Hex / Shadow Ball | Mismagius | Shadow Chandelure | Mega Gengar |
| Dark | Darkrai | Snarl / Shadow Ball | Weavile | Shadow Weavile | Mega Houndoom |
| Fairy | Togekiss | Charm / Dazzling Gleam | Granbull | Shadow Gardevoir | Mega Gardevoir |
| Grass | Kartana | Razor Leaf / Leaf Blade | Roserade | Shadow Roserade | Mega Venusaur |
| Poison | Nihilego | Poison Jab / Sludge Bomb | Roserade (Poison moves) | Shadow Nihilego | Mega Beedrill |
| Steel | Metagross | Bullet Punch / Meteor Mash | Jirachi | Shadow Metagross | Mega Steelix |
| Bug | Genesect | Fury Cutter / X-Scissor | Pinsir (Bug Bite / X-Scissor) | Shadow Pinsir | Mega Scizor |
Three strategic notes on this table:
- Ice counters are the highest-priority investment for most players. Dragon-type Legendary bosses — Rayquaza, the Kyurem forms, Palkia, Dragonite raids — are among the most frequently featured 5-star bosses. Mamoswine with Avalanche is accessible via Sinnoh Stones and Community Day candy; Shadow Mamoswine is even stronger. If you’re only powering up one dedicated raid counter, make it Mamoswine or Shadow Mamoswine.
- Fighting counters are unusually versatile. Rock, Dark, Normal, Ice, and Steel bosses all take 1.6× from Fighting. Lucario with Counter/Aura Sphere covers the most Legendary ground of any single fighting attacker, and its Steel typing gives it added bulk against many raid boss move types.
- Budget doesn’t mean bad. Tyranitar’s Rock DPS is genuinely competitive with Rampardos in practice, closing further in partly cloudy weather. Gyarados as a Water attacker outperforms many Legendaries that players don’t have. Build your budget team first, then upgrade to Legendaries as you catch them.
Raid Passes: Free, Premium, and Remote
Three pass types grant entry to standard raids; a fourth covers Elite Raids only. Knowing the rules prevents burning coins on a Remote Pass when a free one works, and prevents the frustration of showing up to a Shadow 5-star Legendary expecting to join remotely.
| Pass Type | Cost | Daily Limit | Works On | Restrictions |
|---|---|---|---|---|
| Free Battle Pass | Free | 1 per day | All standard raids (local) | Must be physically at the Gym |
| Premium Battle Pass | ~100 PokéCoins | Unlimited | All standard raids (local) | Must be physically at the Gym |
| Remote Raid Pass | 195 coins each; 525 for 3 | 10 per day | 1★, 3★, 5★, Mega (invited) | No Shadow Raids; no Elite Raids |
| Elite Raid Pass | Event-distributed (free) | 1 per event | Elite Raids only | Physical presence required; 30-min window |
Remote Raid Passes received a significant update in May 2025: the daily limit increased from 5 to 10, and the inventory cap also raised to 10 passes. The price remains 195 coins per pass (525 for a bundle of three). Remote passes are the primary way to access Legendary raids without a local community, but they explicitly cannot be used for Shadow Raids or Elite Raids. Those encounters require you to be at the Gym in person.
For coordination strategies including how to invite remote players, timing lobbies with community groups, and using Party Play for lobby bonuses, see our Remote Raid Pass guide and Party Play guide.
Premier Balls: Maximizing Your Catch Window
After defeating a raid boss you enter a catch encounter using only Premier Balls — no standard Poké Balls allowed. The number of Premier Balls you receive determines how many throws you get before the boss flees. According to Bulbapedia’s raid mechanics data, you receive between 6 and 24 Premier Balls based on four factors:
- Damage contribution (0–4 balls): Based on the percentage of total damage you dealt. Contributing 20% or more of the boss’s HP earns the full 4 balls. In a lobby of ten trainers, 20% is a high bar — which is why individual DPS matters even in large groups. Build your counters for output, not just survival.
- Gym team bonus (+2 balls): If your team controls the Gym when the raid starts, you receive a 2-ball bonus. Worth coordinating if your team has players nearby who can flip the Gym beforehand.
- Friendship bonus (+0 to +4 balls): Great Friend = +1, Ultra Friend = +2, Best Friend = +4. Raiding regularly with the same group compounds this benefit over time. For details on reaching Best Friend status efficiently, see our friendship levels guide.
- Speed bonus (+2 to +8 balls): Defeating the boss faster awards more balls. Larger lobbies with optimized counters clear faster, creating a compounding benefit: more trainers means faster clear, which means more balls for everyone, which means better catch rates on the boss.
In an ideal scenario — Best Friend partner, gym control, maximum damage contribution, and a fast clear — you can approach 20 Premier Balls. Realistically, aim for 12–16 consistently by maximizing damage output and raiding with at least one Best Friend when possible.
What to throw at the boss:
- Golden Razz Berry: Use on every single throw against 5-star Legendary and Mythical bosses. Base catch rates for many Legendaries are 2–5%, making no throw safe without the full berry bonus. Do not save Golden Razz Berries for other encounters — this is what they are for.
- Silver Pinap Berry: Use on 1-star and 3-star bosses where you already have enough of that Pokémon and want extra candy more than catch-rate certainty.
- Excellent throw technique: Wait for the catch circle to reach its smallest size, then throw while the circle is still at that size. The Excellent bonus stacks multiplicatively with Golden Razz and Curve Ball bonuses. Consistent Excellent throws on Legendaries measurably improve your overall catch rate per session.
Shadow Raids: The Enrage Mechanic
Shadow Raids use the same HP values as their standard counterparts but add a mechanic that does not exist anywhere else in Pokémon GO: mid-battle enrage. According to Bulbapedia’s Shadow Raid page, Shadow bosses deal and receive 20% more damage from the start of the encounter — they hit harder and die faster than a regular boss at the same tier.
Enrage triggers when the boss drops to 60% HP. At that point, the boss’s stats jump according to these formulas:
- Enraged Attack: (1.81 × base Attack) + 15
- Enraged Defense: (3 × base Defense) + 15
In plain terms: the boss nearly doubles its attack output and triples its defense during enrage. Counters that were cleanly winning pre-enrage start struggling with both DPS (the boss now takes far less damage) and survival (your Pokémon are fainting faster). Glass-cannon attackers — including the Shadow Pokémon that were optimal before the 60% mark — are at serious risk of one-shots during enrage.
Purified Gems counter enrage. Using a Purified Gem during an enraged boss encounter partially subdues it, reducing those stat multipliers. Eight total Purified Gems across all players fully subdue the boss (maximum five per individual player, with a five-second cooldown between each gem use). The boss also becomes fully subdued automatically at 15% HP regardless of gem count.
Strategy for the enrage window: Save Purified Gems for the moment enrage triggers. Using them during the first 60% of the boss’s HP is wasted. Watch the HP bar and coordinate gem use with your team immediately after the 60% threshold. For Purified Gem farming, Rocket battle coordination, and the full Shadow Raid approach, see our Shadow Raid guide and Purified Gems guide.
Raid Strategy by Player Type
Counter selection and approach should match what you are actually trying to accomplish. A casual player joining a 5-star raid once a week has different priorities than a hardcore trainer doing every Raid Hour.
| Player Type | Priority | Counter Strategy | Pass Strategy | Catch Priority |
|---|---|---|---|---|
| New Player | Win raids, earn rewards, catch something new | Check the boss’s type weakness first. Any super-effective attacker at Level 20+ contributes in a full lobby. Don’t worry about Shadow or Mega yet — those come after your first successful clears. | Use the one free pass daily. Join large lobbies via Remote for 5-star access. | Golden Razz Berry on everything — you can’t afford to waste balls on risky throws. |
| Casual (raids weekly) | Catch new Legendaries and earn Rare Candy | Build one team of six max-level super-effective counters per major type. Lucario, Mamoswine, and Machamp cover the most Legendary bosses and are reusable across many raid rotations. | Spend one Remote Pass per interesting 5-star rotation. Save free passes for Raid Hour. | Golden Razz + Excellent throws. Hold the circle at smallest size and throw before it expands. |
| Hardcore / Optimizer | Min-max DPS, farm 100% IVs, collect shinies | Shadow counters whenever a strong shadow exists for the boss type. Bring a Mega to every raid. Track your damage contribution per battle to stay in the top Premier Ball tier. | Buy Remote Passes for high-value rotation bosses. Stack Best Friend raids for maximum ball count. | Golden Razz always, Excellent every throw, note weather-boosted catch CP range and reset lobby if needed. |
| Completionist | Every shiny, every form, full Pokédex | Raid every rotation boss regardless of team quality. DPS matters less than completing the encounter and getting the catch chance. | Use Remote Passes freely — every new rotation boss justifies a pass. Stock up during PokéCoin sales. | Prioritize catching over perfect throws. One caught is better than zero flawless misses. |
Frequently Asked Questions
How many players do I actually need for a 5-star Legendary raid?
The realistic answer for most players is three to five trainers with optimized counters at Level 35 or above, or six to eight players with mixed teams. The “two players can duo Legendaries” claims you see online apply only to specific weather-boosted conditions with max-level shadow counters against bosses on the easier end of the 5-star range. For most 5-star Legendaries without a weather advantage, plan for four or more trainers. Check the specific boss’s counters rather than applying a general rule — the minimum player count varies significantly by boss defenses and moveset. Our raid strategy guide covers specific player count requirements by boss category.
Is it worth powering Shadow Pokémon up for raids?
Yes, for the top-tier shadows the investment is unambiguously worth it. Shadow Mewtwo, Shadow Raikou, Shadow Machamp, and Shadow Mamoswine all outperform their regular counterparts in raid DPS by enough that the extra Stardust cost for powering them up is justified if you raid regularly. The caveat: a powered-up regular Pokémon beats an underpowered shadow of the same species. A Level 20 Shadow Machamp will not outperform a Level 40 regular Machamp. The shadow bonus amplifies whatever level and IVs you already have — maximize the level before comparing output.
Does the Mega user themselves get the lobby boost?
No — this is one of the most common misconceptions in raid play. Bulbapedia’s Mega Evolution mechanics page explicitly states that the ally damage bonus does not apply to the trainer who brought the Mega. Your Mega is benefiting from its own Mega Evolution stat boosts; the lobby multiplier is exclusively for your teammates. To receive the 1.3× same-type bonus yourself, you need another trainer in your lobby also running a Mega whose types match your attacking type. In a coordinated duo, both trainers running complementary Megas can each receive the boost from the other’s Mega — but you cannot benefit from your own.
Can I rejoin a raid after all my Pokémon faint?
Yes. When your entire team faints during a raid you are returned to the lobby screen and can re-enter with a fresh team, as long as the battle timer has not expired. This is called re-lobbying. In large groups (ten or more trainers), re-lobbying is low-risk because the boss takes so much damage from others that the timer stays comfortable. In small groups (two to three players), a full re-lobby takes five to ten seconds and can turn a near-clear into a timer fail. Keep your second team healed and ready before entering any tight small-group attempt, and carry potions and revives to restore your primary team quickly between re-lobby attempts.
What makes Elite Raids different from standard 5-star raids?
Elite Raids feature the highest boss HP in the game (20,000 versus 15,000 for standard Legendaries), require physical presence at the Gym (no Remote Raid Passes), and appear for a fixed 30-minute window at a scheduled time. The Egg spawns one hour before the window, and unlike standard raids which allow 45 minutes of entry after hatching, Elite Raids expire at the end of the 30-minute window regardless of when you enter. They tend to debut new Pokémon or make rare Legendaries temporarily catchable. Plan them like community events: coordinate local groups, bring maximum counters, and arrive before the window opens. With fewer than ten optimized trainers, Elite Raid clears are not guaranteed.
Sources
- Raid Battle (GO) — Bulbapedia: Tier HP values (600/3,600/15,000/9,000/20,000), battle time limits, 20-player lobby cap, egg/boss/lobby timing, Premier Ball formula (damage 0–4, gym +2, friendship +0–4, speed +2–8), Mega boost multipliers (1.3×/1.1×)
- Mega Evolution (GO) — Bulbapedia: 1.3×/1.1× ally boost confirmed; Mega user excluded from own boost; no-stack rule; Primal Reversion stays active throughout the battle; Mega Rayquaza boosts Flying/Dragon/Psychic; Mega Energy 150–250 per raid by speed
- Shadow Raid — Bulbapedia: 20% damage increase/decrease for Shadow bosses; enrage trigger at 60% HP; enraged Attack formula (1.81×base+15) and Defense formula (3×base+15); 8 total Purified Gems to subdue (max 5 per player, 5s cooldown); full subdual at 15% HP
- Pokémon GO Type Chart — Dexerto: Confirmed multipliers: super effective 1.6×, not very effective 0.625×, double super effective 2.56×, near-immunity 0.391×; true immunities do not exist in GO
- A Guide to Mega Evolution in Pokémon GO — Pokemon.com: Official confirmation of type-based ally stat boost, non-stacking rule, Mega Level system (Base/High/Max with 3-day rest at Max), Max Level 25% Candy XL chance bonus
- Shadow Pokémon Attack and Defense modifiers (+20%/−20%) — Pokémon GO Hub (pokemongohub.net): Confirmed across PvP and PvE raid contexts
