Remoraid
Water
Best attacking moveset: Mud Shot and Water Pulse, worth 5.8 damage per second against a neutral target.
Best moveset
Remoraid can learn 6 combinations. Mud Shot with Water Pulse does the most damage per second of them, at level 40 with a perfect attack stat. Same-type moves get the 1.2× bonus, and the cycle assumes the charged attack fires the moment it has the energy.
Stats and moves come straight from the game's own data files. Every number on this page is a raid and gym number, not a PvP one.
Type matchups
| Fast attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Mud Shot | Ground | 4 | 0.5s | +6 |
| Water Gun | Water | 5 | 0.5s | +5 |
| Charged attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Aurora Beam | Ice | 80 | 3.5s | -50 |
| Rock Blast | Rock | 50 | 2.0s | -33 |
| Water Pulse | Water | 65 | 3.0s | -50 |
Shiny


Yes. Shiny Remoraid has been released. Players have found it from: wild, research, photobomb.
Evolution family
Numbers
| Max CP | 1,031 at level 50, 912 at level 40 |
|---|---|
| Raid catch | 521 CP at level 20, or 651 if weather boosted (perfect IVs) |
| Lowest possible raid catch | 478 CP. Raid encounters can't roll below 10/10/10 |
| Base stats | 127 attack · 69 defense · 111 stamina |
What it costs
| Candy to evolve | 50 Candy |
|---|---|
| Second charged move | 10,000 Stardust and 25 Candy |
| Buddy distance | 1 km per Candy |
| Size | 0.61 m and 12 kg |
Best moveset against each type
Remoraid does not have one best moveset, it has 6. Which one wins depends on what you are attacking, because a move only gets its bonus against something weak to it. Best against Ground, Rock, Fire.
| Against | Best moveset | DPS |
|---|---|---|
| Ground | Water Gun + Water Pulse | 8.6 |
| Rock | Water Gun + Water Pulse | 8.6 |
| Fire | Water Gun + Water Pulse | 8.6 |
| Ice | Mud Shot + Rock Blast | 7.6 |
| Dragon | Mud Shot + Aurora Beam | 7.4 |
| Water Gun + Rock Blast | 7.2 | |
| Bug | Water Gun + Rock Blast | 7.2 |
| Grass | Water Gun + Aurora Beam | 7.1 |
| Normal | Mud Shot + Water Pulse | 5.8 |
| Fighting | Mud Shot + Water Pulse | 5.8 |
| Poison | Mud Shot + Water Pulse | 5.8 |
| Ghost | Mud Shot + Water Pulse | 5.8 |
| Steel | Mud Shot + Water Pulse | 5.8 |
| Electric | Mud Shot + Water Pulse | 5.8 |
| Psychic | Mud Shot + Water Pulse | 5.8 |
| Dark | Mud Shot + Water Pulse | 5.8 |
| Fairy | Mud Shot + Water Pulse | 5.8 |
| Water | Mud Shot + Rock Blast | 5.7 |
Same maths as the headline number, run once per defending type: level 40, perfect attack IV, and the target's own type taken into account. Sorted by damage, so the top of this table is what Remoraid is actually for.
Counters: what beats Remoraid
| Attacker | Type | Moveset | DPS |
|---|---|---|---|
| Electric | Lock On + Thunder Cage Legacy | 82.1 | |
| Electric | Volt Switch + Plasma Fists | 70.5 | |
| GrassSteel | Razor Leaf + Leaf Blade | 70.3 | |
| DragonElectric | Charge Beam + Fusion Bolt Legacy | 68.9 | |
| Electric | Thunder Shock + Discharge | 68.1 | |
| GrassPoison | Magical Leaf + Leaf Storm | 59.9 | |
| PoisonDragon | Poison Jab + Dynamax Cannon Legacy | 59.6 | |
| Psychic | Charge Beam + Thunderbolt | 59.3 | |
| Electric | Thunder Shock + Wild Charge | 58.9 | |
| DarkGrass | Vine Whip + Power Whip | 58.7 |
Ranked by damage per second against Remoraid's own defense, at level 40 with a 15 attack IV, one per evolution family.

