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There have been a lot of focus on gym defense pokemon, but not a lot of attention to raid/attacking pokemon. I know it's early, but I think the attack pokemon will consume more resources (dust/candy).

From the early gym reports defensive pokemon will lose motivation per loss (gym defeat) at the same % regardless of cp. Still to be determined is cp loss over time based on species/cp/rate per cp/some rationale. This will probably stabalize to a static best 6 line up/move set which is optimal for gym/region. Of course due to 1 pokemon type defense requirement it will give more variation, but still easier for attackers.

In addition, gym rewards currently only indicate coins for short term awards which can be purchased. Hence, imo raiding pokemon will become end game player focus (unless long term gym rewards are really good).

Im not lvl 35, so I havent been to a raid. But, each player is competing against another for dmg contribution for individial and team rewards. Raids are lvl 35 and up, thus most players have really good pokemon and a cap of 20 players per raid. Raid rewards can't be purchased.

The above are reasons why I think raid pokemon will be more important. So the following imo will be important. Pokemon selection before or after raid boss is determined. I'm going go assume a limit on different pokemon raid bosses leading to a stagnant offensive line up. But it will impact if you have general line up versus multiple of the same attacking pokemon for the same raid boss.

Obviously pokemon moveset (which can be re-rollable). Pokemon IV, I'm eventually expecting a set grp of attaking pokemon, so IV will give the edge if all else is equal. Finally attacking skill timing.

With all that said and the raid pokemon speculation what attacking pokemon is viable. Also at a certain point do you expect raid bosses to drop fast enough everyone invests in glass cannons?

Asked by RubNPokeballs7 years 10 months ago