Wiki Entry
Raid Operations Guide
How modern raids use phases, raid score, attempt caps, and rotation rules instead of pure damage spam.
Contents
Raids are cooperative server boss fights. The modern raid system is built around shared HP, phase objectives, raid score, and roster rotation so one tanky Pokemon cannot solve the whole event by stalling forever.
Core raid loop
| Rule | How it works |
|---|---|
| Shared boss HP | Every player attacks the same raid health bar. Each completed attempt chips away at the server-wide boss. |
| Fixed event timer | Scheduled raids run for one week or until the boss is defeated. |
| One active Pokemon per attempt | Your chosen Pokemon fights the boss in a normal battle attempt, then goes on raid cooldown. |
| Weekly automation | The current boss is reused for up to four weekly raids, then an admin must select the next boss. |
| Boss level scaling | Battle difficulty scales from the higher of the configured boss level or about 1.25x your selected Pokemon's level. |
| Cooldown | After attacking, that Pokemon has a 1-hour raid cooldown. Bring multiple prepared Pokemon if you want to keep contributing. |
| Quest progress | Raid fights, raid damage, raid score, and clears can feed quest board and world-operation progress. |
Raid phases
Mechanic raids move through phases based on the boss HP. The lobby and battle screen show the active phase and objective.
| Phase | What matters | Why it changes your play |
|---|---|---|
| Probe | Counter-type hits and early score setup | Use the listed counter types and learn what the boss wants you to answer. |
| Shield | Break score from counter hits and defense-lowering pressure | The boss takes reduced damage until the server earns enough Break points. |
| Charge | Guard and Control score | Defensive and disruption actions help stabilize the raid-wide danger window. |
| Burn | Counter damage and finish pressure | The boss is exposed, so clean damage earns extra value. |
Raid score
Modern raids reward raid score instead of only rewarding raw damage. Damage still matters, but the best contributors also handle mechanics.
| Score source | Examples |
|---|---|
| Damage | Reducing boss HP, especially with good counter damage. |
| Break | Helping crack the Shield phase with counter-type pressure and defense-lowering tools. |
| Guard | Using defensive actions during Charge windows. |
| Control | Using disruption-style actions during Charge windows. |
| Support | Useful recovery or sustain, within the support cap. |
| Objective | Bonus score for doing the current phase objective instead of ignoring mechanics. |
Leaderboards and rewards use raid score for mechanic raids. Damage is still tracked and remains useful as a tiebreaker and for older raid formats.
Why Blissey-style stall no longer maxes raids
The old best strategy was to bring a bulky Pokemon, stack boosts, heal with Softboiled, and slowly spam damage. Modern raids add several limits that stop that from being the only correct answer.
- A single battle attempt cannot earn the full top reward by itself. By default, one attempt can score up to 15% of the current top reward target.
- The opening turns have lower cumulative caps than the full attempt cap, so players need to survive long enough to actually play the encounter.
- Support score has its own cap inside each attempt. By default, support can only fill 25% of the attempt score cap.
- Attempts that faint in the first couple turns are capped to 5% of the top score target, so quick throwaway losses do not become the best way to farm raid score.
- Repeated self-healing such as Softboiled, Recover, Roost, Synthesis, Moonlight, and Slack Off quickly loses score value after the first free use.
- Repeated self-healing also raises raid pressure, so stalling makes later turns less efficient instead of safer.
- Reusing the same species has fatigue: the first attempt scores normally, the second same-species attempt scores at 60%, and later same-species attempts score at 30%.
- Repeating the same move pattern adds pressure and reduces efficiency, so one-button spam is worse than rotating useful actions.
A Blissey can still be useful as a support pick, but it cannot score the maximum tier in one attempt by surviving forever. To place well, you need multiple prepared Pokemon and a mix of damage, Break, Guard, Control, and objective play.
Restrictions
Raids still restrict a few effects because they can bypass the intended boss race.
| Restriction | Reason |
|---|---|
| Banned raid moves | Poison, burn, confusion, weather-percent damage, and similar percent-damage effects are blocked in raids. |
| Allowed control statuses | Paralysis, sleep, and freeze are allowed because they support control without replacing the raid scoring loop. |
| Held items | Normal held items are disabled in raid battles. Mega Fragment battle transforms are the intended exception. |
| Revives | Revive-style battle items are unavailable in raids so a single attempt cannot be extended forever. |
| Switching | You cannot switch Pokemon during a raid battle attempt. Team rotation happens between attempts. |
Rewards and prep
Reward tiers pay out when the boss falls. For modern mechanic raids, your total raid score across attempts decides your reward bracket; for legacy raids, damage percentage remains the reward metric. The default score ladder is 25, 75, 150, 250, and 400. Raid prize tiers roll forward week to week until an admin changes them.
Practical prep:
- Build at least two or three raid-ready Pokemon instead of one stall tank.
- Check the lobby objective before entering so you know whether the raid needs Break, Guard, Control, or Burn damage.
- Bring counter-type attackers for Shield and Burn phases.
- Bring utility only when it helps the current phase; support has a cap, so pure healing is not enough.
- Watch the leaderboard for raid score first and damage second.
- Coordinate with other players so the boss falls while contributors are online to claim rewards.