Tornadus Raid Counters Guide


Are you ready for a big green cloud riding genie? Tornadus is a Tier 5 Raid Boss in Pokémon GO, with a raid CP of 46044. Being the only pure Flying-type in legendary the game, Tornadus counters consist of strong Electric, Ice, and Rock-types, such as Raikou, Rampardos, Electavire, Zapdos, Mamoswine, and Smack Down/Stone Edge Tyranitar. 

Tornadus has two forms; the original Incarnate Forme, and Therian Forme. Your attack strategy between the two should not change all that much, as they both have the same move set, so I’m going to include both in the same guide.

Tornadus (Incarnate)


Tornadus (Therian)


Max CP 3345 Max CP 3215
ATK 266 DEF 164 HP 188 ATK 238 DEF 189 HP 188
Weak to
Strong Against
Electric Rock Ice Bug Fighting Grass

Both forms of Tornadus can be taken down with three trainers under ideal conditions, however, it is recommended that you use between 4-6 high-level trainers or 7-9 lower level trainers when taking on this legendary raid boss. Tornadus Incarnate Forme is a possible duo against most move sets with favorable weather boost and best friend bonus.

In this guide, we will cover what the best counters to take down Tornadus are, what the best strategy is, and what CPs you should watch out for after your successful battle.

Tornadus-Incarnate can be caught with the following Combat Power values:

  • 1828 – 1911 CP at Level 20, no weather boost
  • 2285 – 2389 CP at Level 25 with Windy weather boost

Tornadus-Therian can be caught with the following Combat Power values:

  • 1756 – 1837 CP at Level 20, no weather boost
  • 2196 – 2296 CP at Level 25 with Windy weather boost


Tornadus Counters
Tornadus Counters

Tornadus counters

Tornadus Counters
Tornadus (Incarnate) Tornadus (Therian)
WEAKNESS Electric Rock Ice BOOSTED BY Windy
Supreme Tornadus raid counters
Rampardos Smack Down Rock Rock Slide Rock
Rampardos is a great option here. The only thing you need to worry about is if Tornadus has Grass Knot, it will be super-effective against Rampardos, so keep that in mind when forming your team.
Raikou Thunder Shock Electric Wild Charge Electric
Super-effective, bulky and not afraid of anything that Tornadus has to offer. 
Magnezone Spark Electric Wild Charge Electric
Zapdos Thunder Shock Electric Thunderbolt Electric
Electivire Thunder Shock Electric Wild Charge Electric
Terrakion Smack Down Rock Rock Slide Rock
Mamoswine Powder Snow Ice Avalanche Ice
Flying is weak to ice, so Mamoswine gets another turn out of the stable.  Solid option as an anchor to your team, that said be careful as Mamoswine is also weak to Grass Knot.
Great Tornadus raid counters
Tyranitar Smack Down Rock Stone Edge Rock
Glaceon Frost Breath Ice Avalanche Ice
Weavile Ice Shard Ice Avalanche Ice
Luxray Spark Electric Wild Charge Electric

When picking Tornadus counters, Electric Pokémon are your best option, as they will deal super-effective damage and are not weak to any moves Tornadus can bring to the fight. There are several very good Electric options, and you can’t go wrong with any that I’ve listed above.

Rampardos is a great option as a Rock type attacker but is weak to Tornadus’ charge move Grass Knot. If the game doesn’t offer up Rampardos as an option in the recommended team, it is probably a good idea to leave them on the bench.

Mamoswine is a solid option as an Ice-type attacker to round out your team, delivering super-effective ice damage. However it’s dual ground-typing makes it weak to Grass Knot as well, so be wary when bringing Mamo along.


Tornadus Moveset Analysis

Tornadus can have the following moves in a raid battle and when captured:

Fast Moves Charge Moves
  • Bite Dark
  • Air Slash Flying
  • Grass Knot Grass
  • Hyper Beam Normal
  • Dark Pulse Dark
  • Hurricane Flying

As I’ve mentioned a couple of times, Grass Knot is the only move that will deal super effective damage against any of the solid counters that you’ll be using against Tornadus. Hyper Beam will deal solid amounts of neutral normal damage, so watch out for that as well, for a favorable match-up. Other than that, none of the other moves are overtly scary, and should not give you too much trouble.