Raids & Legendaries

A boss is a super-buffed legendary that appears in short windows throughout the day. Parties of 4 players (1 pokémon each) each fight their own version of the boss, with no interference between different parties. Like the rest of the game, the fight's result is calculated on the spot, with no live battle: you join, send your pokémon, and see the outcome.

The boss pool

The pool holds 74 bosses: 48 legendaries and 26 Mega forms.

The 48 legendaries are all the Gen 1 to 5 legendaries that have a sprite and stats in the game's roster. The first 21 are Gen 1 to 3 (the last 7 joined in Phase A):

# Boss # Boss # Boss
1 Articuno 8 Suicune 15 Regirock
2 Zapdos 9 Lugia 16 Regice
3 Moltres 10 Ho-oh 17 Registeel
4 Mewtwo 11 Celebi 18 Latias
5 Mew 12 Kyogre 19 Latios
6 Raikou 13 Groudon 20 Jirachi
7 Entei 14 Rayquaza 21 Deoxys

The 14 Sinnoh legendaries joined in Phase B and follow exactly the same rule:

# Boss # Boss # Boss
22 Uxie 27 Giratina 32 Manaphy
23 Mesprit 28 Heatran 33 Darkrai
24 Azelf 29 Regigigas 34 Shaymin
25 Dialga 30 Cresselia 35 Arceus
26 Palkia 31 Phione

The 13 Unova legendaries joined in Phase C, under the same rule:

# Boss # Boss # Boss
36 Victini 41 Thundurus 46 Keldeo
37 Cobalion 42 Landorus 47 Meloetta
38 Terrakion 43 Reshiram 48 Genesect
39 Virizion 44 Zekrom
40 Tornadus 45 Kyurem

The 26 Megas arrived with the new content base and use the same pipeline as the legendaries (their own sprite and stats, same matchup and catch maths):

Boss Boss Boss
Mega Absol Mega Glalie Mega Scizor
Mega Aerodactyl Mega Gyarados Mega Slowbro
Mega Alakazam Mega Houndoom Mega Steelix
Mega Ampharos Mega Kangaskhan Mega Swampert
Mega Blastoise Mega Lucario Mega Tyranitar
Mega Blaziken Mega Manectric Mega Venusaur
Mega Charizard X Mega Metagross Mega Wobbuffet
Mega Charizard Y Mega Pinsir
Mega Gengar Mega Raichu
Mega Sceptile

Full stat line for each (level, HP and reward) in the bosses catalog.

Party & requirements

Rule Value
Party size 4 players
Minimum trainer level to join per tier (5+ to 45+, table below)
Attempts per spawn 1 per player
Pokémon sent any you own (lead, team or box)

The 4th member to join triggers the fight resolution immediately, the moment they join. If you leave a party that is still open, your slot is freed and the attempt is not spent.

Public and private rooms

Each boss can have several parties at the same time, each fighting its own copy of him. When creating yours, you choose:

  • Public: it shows up unlocked in the boss's open room list, and any player can join.
  • Private: it shows up locked in the list (with a padlock). You can see the room exists and who's already in it, but only players with the room's code or an invite can join.

Every room, public or private, gets a 6-character code. You can see it once you're in (on the "My party" card, with a copy button). Share it however you like (voice chat, WhatsApp, Discord), and whoever gets it can type it into Join with code to land straight in your room, even if they're not your in-game friend.

Inviting friends

Any member of a still-open party can invite friends through the Invite friends button. The invitee gets a bell notification, and tapping it lands straight on the Raids tab with the party (even a private one) already visible to join. You can only invite players who are your in-game friends and haven't spent their attempt on that boss yet.

Swapping your pokémon after joining

Changed your mind about the pokémon you sent? While the party is still open (not yet full 4/4), the Swap my pokémon button lets you pick another one, including reconsidering whether to bring the Astral Ball. The swap fully replaces the pick: whatever pokémon is on your slot is the one that fights once the party fills up.

Daily schedule

Each day the game rolls 3 to 4 bosses and spreads them across the full 24 hours (Brasilia time), one per slice of the day. Bosses show up overnight too. Each spawn stays up for 45 minutes.

The lobby shows the next boss before it appears: which legendary, its level, its tier and the time. You can plan ahead and call your friends.

The 6 boss tiers

Every boss belongs to a tier. The tier sets the boss level, fight length, affixes and rewards. The higher the tier, the rarer the spawn and the harder the boss hits.

Tier Spawn chance Boss level Fight Affixes Trainer level to join
Errante 28% 10 to 14 5 min none 5+
Desperto 28% 24 to 30 4 min 1 light one 15+
Alfa 23% 55 to 68 3 min up to 3, rolled 25+
Ancião 11% 96 to 106 2 min up to 3, rolled 35+
Colosso 7% 130 to 145 1.75 min up to 3, rolled 40+
Titã 3% 188 to 204 1.5 min up to 3, rolled 45+

Notice the window gets shorter as the tier climbs. On the upper tiers what kills you is not the size of the boss, it is the clock: you get less time and it hits harder every second that passes.

The affixes (rolled per boss)

An affix is the trick the boss brings to the fight. They are not fixed per tier: every boss rolls its own when it spawns. Two Ancião bosses on the same day can ask very different things of your room — and the Raids panel shows which ones came up, with each number, next to the boss name.

The catalogue has seven, and each one means the SAME thing on any tier:

Affix What it does
Frenzy the boss hits +50%
Carapace your team deals 30% less damage
Momentum its damage grows +1% every second of the fight
Regeneration it recovers 0.7% of its health per second
Retaliation +25% damage per empty seat in the room (a missing trainer counts the same as a fallen one)
Frenzy Rush below 60% health, +90% damage until the end
Prey always aims at the most wounded, not whoever stands in front

Three per boss, maximum. And Carapace never shows up alongside Regeneration or Frenzy Rush: it is the one that buys the boss TIME, and paired with those two it produced bosses nobody could take down.

And here is what keeps the roll from being a lottery: every tier has a budget and every affix has a price. The roll buys until the budget runs out. That is why bosses on the same tier come out different from each other but cost the same effort:

Tier Budget What usually shows up
Errante none never has an affix — it is the learning step
Desperto small only the light ones: Prey, Frenzy Rush, Retaliation
Alfa medium any of them, one or two per boss
Ancião medium any of them, almost always three
Colosso medium any of them, almost always three
Titã large any of them, always three, and the heavy ones show up more

Two things worth remembering: Retaliation punishes a short room (going in with three against a boss that has it costs you from the first second, before anyone falls), and Frenzy Rush makes the end of the fight more dangerous than the start — once its bar drops past halfway, be careful.

Beyond the affixes, each tier has its own baseline: Errante is the only one whose boss hits LESS than normal (40% less), and from Ancião up the boss already starts stronger before any roll.

The fight really happens, and you get to watch

A raid is a full battle, the same one the rest of the game runs: your four pokemon walk up to the boss, pick moves, land more or less depending on their type against its type, and drop out when their health runs out. There are no revives inside a raid.

Once the party fills and the fight resolves, the watch button opens the battle turn by turn on your screen, with a summary and the option to skip to the end. It is the fight that actually happened, not a dressed-up animation.

Two practical consequences:

  • The boss picks among whoever is standing. With four of you the attacks spread out; alone, everything lands on you. Going in with an incomplete team is far more dangerous than it looks.
  • Type and moves decide it. A strong party can lose to a boss whose type is bad for them. It pays to check who the boss is before building the team.

Each tier has its own group of legendaries. The heaviest ones sit at the top of the ladder: Mewtwo and Rayquaza show up in Colosso and Titã, and Arceus only in Titã, the tier built to challenge whoever someday goes far beyond level 100.

Rewards climb with the tier too: more gold per level, better chests (tier 2 in Errante up to tier 7 in Titã), higher seals (Astral seals and the Echo Seal only drop from Ancião, Colosso and Titã) and a bigger capture chance (0.05% per win in Errante up to 0.75% in Titã, per member — the Astral Ball multiplies that by 1.5).

The victory chest also comes out rarer the stronger the boss is. The chance it rolls Legendary, per tier:

tier Legendary chest
Errante ~4%
Desperto ~7%
Alfa ~11%
Ancião ~16%
Colosso ~17%
Titã ~18%

Legendary Fragments and the Astral Ball

Every win also pays 1 Fragment of the boss's tier. Once you gather the tier's price, you choose any legendary from that tier to call your own (at the tier's capture level, never shiny, cannot be sold):

Tier Fragments to trade
Errante 180
Desperto 180
Alfa 150
Ancião 70
Colosso 47
Titã 17

The price drops as the tier climbs, and that is on purpose: a Titã spawn is rare and hard, so every win up there is worth far more toward the prize. The tracks run in parallel — the fragment is per tier, so winning different tiers fills several pots at once.

The Astral Ball is a rare item from good chests (Lendário and up) that you can bring when joining a party: if the party wins, your chance of catching the legendary is 1.5x higher. The ball is only consumed when you claim the victory (a loss costs nothing), it never guarantees the catch and it does not change shiny odds. It can be bought and sold on the Market.

The throw

When you claim a victory, you watch your attempt: the ball flies, the legendary vanishes inside it, and it wobbles three times. Either it clicks shut and the legendary is yours, or it breaks open and the legendary gets away. When it breaks, the screen tells you what your odds were on that throw (with the Astral Ball already counted, if you brought one).

On the party scoreboard, every trainer shows how it went: an open ball for those who tried and lost, and the catch badge for whoever took the legendary home. Everyone who wins gets a throw, each with their own luck.

What each tier asks of your team

A raid is a real fight: your 4 pokémon attack the boss and take its blows across the tier's window. You win by bringing the boss's health to zero before time runs out, without your whole team falling. What decides it is your team's level and how upgraded the moves are (high TM tier and offensive seals), which are worth several team levels each.

Reference guide for the team that beats each tier, on average:

Tier Upgraded team Team without upgrades
Errante from level 25 level 35+
Desperto level 40 level 55+
Alfa level 85 level 110+
Ancião level 100 with top-tier moves level 140+
Colosso level 100 maxed out: high identity, top moves and offensive seals out of reach
Titã level 100 maxed out with 5 Ascension stars — the star doubles your odds here very long-term goal

A party below these levels tends to fall against the tiers with affixes (Ancião, Colosso and Titã hit hard) or run out of time without zeroing the boss on the affix-free tiers. A full party of 4 is expected: fewer members split the same damage across fewer pokémon and stay standing for less time.

Each member fights with the same combat pipeline as hunting (the pokémon's stats, types and moves). General trainer bonuses (common talents, premium) do not count: the raid measures the pokémon you sent. The one exception is the Boss Hunter talent, built for this: each level adds +1% damage against bosses and raids (up to +5%).

The only part with luck is the capture and shiny roll, and each player gets their own roll: the order the party formed in changes no one's result, and claiming again always produces the same result for you.

Rewards & claiming

Rewards enter your save only at the moment of claiming, and claiming twice does not pay twice. Only winning parties can claim.

Reward Default Notes
Gold per member 1,200 to 2,000 × level (per tier) Errante ~14,400; Desperto ~32,400; Alfa ~93,000; Ancião ~151,500; Titã ~392,000
Victory chest tier 5 rarity rolled per player; bypasses the chest-hoard cap (an earned reward is never dropped)
Seal 25% per member on a win only; the tier ranges from Raro (II) up to a ceiling that scales with the boss level: only a max-level boss can drop Astral (VI). Raids are the only source of seals above tier I (chests cap at Incomum), and the only possible origin of the Echo Seal
Capture chance 0.4% per member on a win only; catching the legendary is intentionally very rare
Shiny chance 0.5% of captures ⇒ about 1 shiny per ~50,000 member-wins
Level of the caught legendary 80

See also

v6.9.1
Raids & Legendaries, Wiki · PokéHunt