Raid counter ranking methodology
How Hundo Hunter ranks the top 12 counters for every raid boss.
Counters are ranked by a composite score combining tier weight (from PvPoke + Silph Arena), STAB and type-effectiveness multipliers, and moveset DPS — not just by raw stats.
Pure DPS rankings (like PokeBattler's simulator output) miss two important factors: how often the attacker is meta-relevant across many bosses, and how reliably it survives the boss's charged moves.
A glass cannon with 350 DPS that faints in 6 seconds is worse in practice than a balanced attacker with 280 DPS that survives 18 seconds. Both matter, and the ranking combines them.
score = tier_weight × STAB × type_effectiveness × moveset_dps × bulk tier_weight = lookup(tier) // S=100, A+=80, A=60, B=40, C=20 STAB = 1.2 if move type ∈ attacker types else 1.0 type_eff = product over boss types // 1.6 SE, 0.625 res, 0.39 imm moveset_dps = published top-moveset DPS for the attacker bulk = (HP × Def)^0.5 / 10000 // normalized survival proxy
Tier weight comes from PvPoke's PvE rankings + Silph Arena tournament usage. We re-snapshot quarterly.
Bulk uses a square-root product instead of HP × Def because diminishing returns matter: a high-HP, low-Def mons is more fragile than the raw product suggests.
PokeBattler runs a full Markov-chain simulation of the raid fight, which is more accurate but takes ~100ms per attacker × moveset. We can't do that for 1 200 mons × 5 movesets each at request time on a static site.
Instead we use a closed-form score that captures 90% of the ranking accuracy in 1ms per attacker. PokeBattler is the ground truth — we benchmark against it quarterly and adjust weights if the rankings drift.
Each boss page shows the top 12 attackers by score. We pick 12 because:
- ▸You bring 6 attackers per raid (3 mons × 2 trainer slots in a duo).
- ▸Top 12 = enough variety to handle most movesets the boss can throw at you.
- ▸Beyond 12, score drop-off is steep — #13 is usually <80% of the #1 score.
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