Crimson Core Guides: Meloetta - Raid Den Strat

Raid Guide 19 September 2026

Meloetta Raid Guide - Raid Den

🎼Meloetta 6★Permanent raid encounter
📍Anville TownUnova raid location
👥4 PlayersFull group strategy
🎲RNG-heavyAdjust moves as needed
🚫No HM'sNo HM moves needed
🎼 What is the Meloetta Raid?

Meloetta is the third permanent raid in PokeMMO. This guide covers the strategy used to clear Meloetta with players from within the Raid Den. Phase 2 has been adapted from the world's first team to work with this guide's phase 1 approach.

The first 50% focuses on hitting one mechanic per turn. Phase 2 relies on Slowbro and Rocky Helmet to slowly wear the boss down while surviving long enough to finish the fight, since phase 1 has already taken fourteen Pokémon away.

This is an RNG-heavy strategy. It is not recommended for a quick clear. Expect multiple attempts to pass phase 1 with the right add, then adjust on the fly through the final 50%.

Lower-RNG strategy: Star Fall · Video: Soon · Discord: Server, Raid Info Channel
📍 Location
🚂

Unova, Anville Town

No HM's are needed. A fly location was added with the Christmas 2025 update. If you have not unlocked it, take the train from Nimbasa City underground at Gear Station.

Meloetta raid location
⚙️ Encounter Mechanics
🎤

Concert · 85.9%

Meloetta locks attacks until one unused Pokémon species successfully uses a sound-based move. A successful performance grants that Pokémon +1 SpA and +1 SpDef.

🎵

Tempo · 75.9%

Tempo raises Meloetta to +2 Speed, or 558, and leaves it at -6 Speed, or 69, under Trick Room. Tailwind pushes it even further.

🔄

Trick Room · 66.9%

The first forced Trick Room breakpoint comes during the phase 1 transition. Quash on turn 3 helps the team finish its actions before the mechanic activates.

🌙

Relic Song · 50.9%

Relic Song deals a massive area attack, puts surviving Pokémon to sleep, and changes Meloetta into Pirouette Form. The strategy aims to trigger it through poison and sand damage.

⏱️

Trick Room · 33.9%

Meloetta triggers another Trick Room regardless of the current field state. Keep this breakpoint in mind when adjusting the phase 2 cadence.

Encounter Initial weather: none Ability: Serene Grace Held item: Sitrus Berry 100% alternate damage type: Dark / Bug
Base Form Speed: 279 Speed under Trick Room: 69 Focus Blast, Charge Beam, Shadow Ball, Psychic
Pirouette Form Speed: 355 Speed under Trick Room: 88 Shadow Claw, Drain Punch, Stone Edge, Zen Headbutt
Adds: Chimecho with Bug Gem, Exploud with Life Orb, Seismitoad, Audino, Altaria, and Chatot with Metronome. Their listed moves are Heal Pulse / Signal Beam / Psywave / Thunder Wave; Flamethrower / Hammer Arm / Ice Beam / Crunch; Earthquake / Low Kick / Hydro Pump; Heal Pulse; Brave Bird; and Chatter respectively.
Concert: A sound move from a new Pokémon species impresses Meloetta and grants that Pokémon +1 SpA and +1 SpDef. Two Pokémon of the same species on the same turn fail the performance. The mechanic lasts two turns if the team does not complete it.
Relic Song: The intended line is to have the active Pokémon die before the cast, letting poison and sand damage trigger the mechanic. This creates more opportunities for Charge Beam boosts and avoids Drain Punch targeting Tyranitar.
Trick Room: Reversing the field on the 33.9% turn can be undone if the boss hits a Rocky Helmet target. Using Trick Room after the forced mechanic can also cancel the current field.
👥 Team Composition and Manual Stats

The supplied build sheet includes a full manual-stat block for P1 and turn assignments for all four players. The remaining player tabs preserve the supplied party order and move assignments where individual stat details were not included.

Dark damage, setup, and Slowbro anchor

P1 starts the run with Krookodile, then brings in Suicune, Escavalier, Reuniclus, Slowbro, and Medicham as the mechanics progress.

Slot 1
Krookodile
Krookodile
@ Choice Band
Speed: 283Nature: AdamantIVs: 31 Atk / 31 SpeEVs: 252 Atk / 252 Spe
Assurance ★
Turn 1 opener. Finish the opening damage sequence on Dark.
Slot 2
Suicune
Suicune
@ Dark Gem
Speed: 288Nature: NaiveIVs: 31 SpA / 31 SpeEVs: 252 SpA / 224 Spe
Snarl ★Quash
Snarl on turn 2, then Quash on turn 3 to control the Tempo breakpoint.
Slot 3
Escavalier
Escavalier
@ Bug Gem
Speed: 58Nature: BraveIVs: 31 Atk / below 20 SpeEVs: 252 Atk
X-Scissor ★Megahorn
Turn 4 damage choice depends on the boss HP and add. Use the appendix rolls to decide whether to gamble on Megahorn.
Slot 4
Reuniclus
Reuniclus
@ Rocky Helmet
Ability: OvercoatNature: RelaxedIVs: 31 HP / 31 Def / 31 SpDEVs: 252 HP / 252 Def
CharmEndureRestHeal Block
Charm on turn 5, Rest on turn 6, then use Heal Block when Drain Punch or a random add makes it necessary.
Slot 5
Slowbro
Slowbro
@ Aguav Berry
Ability: Own TempoNature: RelaxedSpeed: 59, 0 Spe IVIVs: 31 HP / 31 Def / 31 SpA / 31 SpDEVs: 230 HP / 252 Def / 4 Spe
BrinePsych UpTrick RoomPsychic
Main phase 2 anchor. Copy Charge Beam boosts with Psych Up and keep the Trick Room cadence in mind.
Slot 6
Medicham
Medicham
@ Iron Ball
Nature: BraveSpeed: 74IVs: 31 Atk / below 30 SpeEVs: 252 Atk
Close CombatVacuum Wave
Use Close Combat under Trick Room. Use Vacuum Wave if Trick Room has expired and Medicham will faint before moving again.
Sound move, Reflect, and Brine

P2 opens the Concert sequence with Heracross and Hydreigon, then transitions through Scizor and Crawdaunt into the Slowbro phase. Keep the listed speed values and partial IV requirements intact.

Slot 1
Heracross
Heracross
@ Choice Band
Nature: JollySpeed: 284IVs: 31 Atk / 31 SpeEVs: 252 Atk / 212 Spe
Megahorn ★
Turn 1 sound move. Preserve the listed Speed investment.
Slot 2
Hydreigon
Hydreigon
@ Choice Specs
Nature: ModestSpeed: 285IVs: 31 SpA / 31 SpeEVs: 252 SpA / 212 Spe
Snarl ★
Turn 2 sound move. Double Snarl helps lower the boss's SpA.
Slot 3
Scizor
Scizor
@ Bug Gem
Ability: TechnicianNature: Brave / Adamant / LonelySpeed: 166IVs: 31 Atk / <20 SpeEVs: 252 Atk
Bug Bite ★
Turn 3 damage. All Pokémon should faint this turn to trigger Trick Room.
Slot 4
Crawdaunt
Crawdaunt
@ Iron Ball
Ability: AdaptabilityNature: BraveSpeed: 59IVs: 31 Atk / <3 SpeEVs: 252 Atk
Fling ★
Turn 4 Fling. End the turn around 51% to 51.4% so poison can trigger the next mechanic after the boss acts.
Slot 5
Slowbro
Slowbro
@ Aguav Berry
Ability: Own TempoNature: RelaxedSpeed: 58IVs: 31 HP / 31 Def / 31 SpA / 31 SpD / 0 SpeEVs: 230 HP / 252 Def
ReflectPsych UpBrinePsychic
Reflect on turn 5, Psych Up on turn 6, then Brine or Psychic through phase 2.
Slot 6
Reuniclus
Reuniclus
@ Rocky Helmet
Nature: RelaxedIVs: 31 HP / 31 Def / 31 SpDEVs: 252 HP / 252 Def
Heal BlockEndureCharm
Adjust the final slot to the active field state. Heal Block is important when Audino, Chimecho, or Drain Punch becomes a problem.
Poison setup, Bug damage, and healing

P3 applies poison with Weavile, supplies a sound move with Volcarona, then uses Escavalier and Cofagrigus before transitioning into Slowbro support.

Slot 1
Weavile
Weavile
@ Poison Barb
Nature: Adamant
Speed: 286IVs: 31 Atk / 31 SpeEVs: 252 Atk / 0 Spe
Fling ★
Turn 1 Fling applies poison for later mechanic timing.
Slot 2
Volcarona
Volcarona
@ Choice Specs
Nature: ModestSpeed: 287IVs: 31 HP / 31 SpD / 31 SpA / 31 SpeEVs: 252 SpA / 54 SpD / 204 Spe
Bug Buzz ★
Bug Buzz on turns 2 and 3. It is one of the sound moves used for Concert.
Slot 3
Escavalier
Escavalier
@ Bug Gem / Choice Band
Nature: BraveSpeed: 60IVs: 31 Atk / <20 SpeEVs: 252 Atk / 8 Spe
X-ScissorMegahorn
Turn 4 damage choice. Follow the HP and add thresholds in the turn guide and appendix.
Slot 4
Cofagrigus
Cofagrigus
@ Flame Orb
Nature: LonelyIVs: 3+ HP / 0 Def / <22 SpeEVs: 252 HP
Trick ★
Turn 5 Trick passes Flame Orb to the boss after the final poison tick and poison cleanse.
Slot 5
Slowbro
Slowbro
@ Aguav Berry
Ability: Own TempoNature: RelaxedSpeed: 58IVs: 31 HP / 31 Def / 31 SpA / 31 SpD / 0 SpeEVs: 230 HP / 252 Def
Seismic TossHeal PulseReflect
Seismic Toss on turn 6, then Heal Pulse to keep P4's Rocky Helmet user healthy. Adjust in phase 2.
Slot 6
Reuniclus
Reuniclus
@ Rocky Helmet
Nature: RelaxedIVs: 31 HP / 31 Def / 31 SpDEVs: 252 HP / 252 Def
CharmEndureReflectHeal Block
Use according to the field state after turn 9. Coordinate Reflect and Charm if a Slowbro has already fainted.
Sound move, Charge Beam bait, and Rocky Helmet

P4 supplies the second Heracross opener, baits Charge Beam with Yanmega, uses Tyranitar's Iron Ball Fling, then anchors the late game with Musharna and Slowbro.

Slot 1
Heracross
Heracross
@ Choice Band
Nature: JollySpeed: 295IVs: 31 Atk / 31 SpeEVs: 252 Atk / 252 Spe
Megahorn ★
Turn 1 sound move. End the opening sequence on Dark.
Slot 2
Yanmega
Yanmega
@ Choice Specs
Nature: ModestSpeed: 289IVs: 20+ HP / 31 SpA / 10+ SpD / 31 SpeEVs: 252 SpA / 252 Spe / 6 SpD
Bug Buzz ★
The supplied extract calls this Mega Yanma. It baits Charge Beam to build SpA stages for later turns.
Slot 3
Weavile
Weavile
@ Dark Gem
Nature: AdamantSpeed: 286IVs: 31 Atk / 31 SpeEVs: 252 Atk / 0 Spe
Assurance
Turn 3 Assurance. The turn 3 order is Suicune, Volcarona, Weavile, then Scizor.
Slot 4
Tyranitar
Tyranitar
@ Iron Ball
Ability: Sand StreamNature: BraveSpeed: 114IVs: 31 Atk / 0 SpeEVs: 252 Atk
Fling ★
Turn 4 Fling. Sand damage helps move Meloetta into the Relic Song breakpoint.
Slot 5
Musharna
Musharna
@ Rocky Helmet
Nature: RelaxedSpeed: 56IVs: 31 HP / 31 Def / 31 SpA / 31 SpD / 0 SpeEVs: 252 HP / 224 Def
Lucky ChantPsych UpPsychic
Lucky Chant protects against critical Shadow Claw. Psych Up copies the earlier Charge Beam boosts, then Psychic applies damage.
Slot 6
Slowbro
Slowbro
@ Aguav Berry
Ability: Own TempoNature: RelaxedSpeed: 60IVs: 31 HP / 31 Def / 31 SpA / 31 SpD / 0 SpeEVs: 230 HP / 252 Def / 8 Spe
PsychicBrineScald
Late-game damage. Keep the Rocky Helmet and Trick Room cadence aligned with the other Slowbro users.
📋 Party Order Cheat Sheet
TurnP1P2P3P4
1KrookodileHeracrossWeavileHeracross
2SuicuneHydreigonVolcaronaYanmega
3SuicuneScizorVolcaronaWeavile
4EscavalierCrawdauntEscavalierTyranitar
5ReuniclusSlowbroCofagrigusMusharna
6ReuniclusSlowbroSlowbroMusharna
7SlowbroSlowbroSlowbroMusharna
8+Slowbro / Medicham / ReuniclusSlowbro / ReuniclusSlowbro / ReuniclusSlowbro
⏱️ Turn-by-Turn Guide

Turns 1 through 7 are the planned phase 1 sequence. From turn 8 onward, the field state matters more than the table. Adjust for surviving adds, prior attacks, health, speed, and the active Trick Room.

Turn 1
Open on Dark and apply Poison
Straight damage to start Concert setup
P1KrookodileKrookodile→Assurance
P2HeracrossHeracross→Megahorn
P3WeavileWeavile→Fling (Poison Barb)
P4HeracrossHeracross→Megahorn
Reset condition: Any miss or any Pokémon surviving when the planned sequence should have fainted. Move order may change as long as the turn ends on Dark.
Turn 2
Four sound moves for Concert
End the turn on Dark
P1SuicuneSuicune→Snarl
P2HydreigonHydreigon→Snarl
P3VolcaronaVolcarona→Bug Buzz
P4YanmegaYanmega→Bug Buzz
Why: Double Snarl lowers the boss SpA and helps control which Pokémon faint at the end of the turn. Yanmega is used to bait Charge Beam and build later SpA stages. If Snarl misses or the new add is Audino or Chatot, reset.
Turn 3
Quash before Tempo takes over
The team should faint into Trick Room
P1SuicuneSuicune→Quash
P2ScizorScizor→Bug Bite
P3VolcaronaVolcarona→Bug Buzz
P4WeavileWeavile→Assurance
Critical: Quash ensures the team attacks before the boss while Tempo activates mid-turn. All Pokémon should faint and Trick Room should trigger. Otherwise, forfeit and try again. Use the order Suicune, Volcarona, Weavile, then Scizor.
Turn 4
Fling and damage into Relic Song
End between 51% and 51.4%
P1EscavalierEscavalier→X-Scissor / Megahorn
P2CrawdauntCrawdaunt→Fling (Iron Ball)
P3EscavalierEscavalier→X-Scissor / Megahorn
P4TyranitarTyranitar→Fling (Iron Ball)
RNG check: The target is 51% to 51.4% after the boss has acted, raised its SpA with Charge Beam, and poison and sand are ready to trigger the mechanic. At 66.5% with Seismitoad or 66.2% with Altaria, X-Scissor is safe. The order is Fling, X-Scissor, Fling, X-Scissor. Aim for at least +3 SpA on the boss, with +5 as the ideal result. If the line misses the target, reset.
Turn 5
Charm, Reflect, Trick, and Lucky Chant
Set up the phase 2 defensive line
P1ReuniclusReuniclus→Charm
P2SlowbroSlowbro→Reflect
P3CofagrigusCofagrigus→Trick (Flame Orb)
P4MusharnaMusharna→Lucky Chant
Setup: Reuniclus lowers the boss Attack. Cofagrigus passes Flame Orb after the final poison tick and poison cleanse, and is preferred to tank two hits. Musharna protects the team from critical Shadow Claw.
Turn 6
Rest, Psych Up, and Seismic Toss
Copy the Charge Beam boosts
P1ReuniclusReuniclus→Rest
P2SlowbroSlowbro→Psych Up
P3SlowbroSlowbro→Seismic Toss
P4MusharnaMusharna→Psych Up
Plan: Reuniclus rests to return to full HP and trigger three Rocky Helmet damage instances. P2 Slowbro and Musharna copy the earlier Charge Beam boosts. P3 Slowbro uses Seismic Toss to approach the 33.9% Trick Room breakpoint.
Turn 7
Trigger the second Trick Room
Heal Musharna and preserve the cadence
P1SlowbroSlowbro→Trick Room
P2SlowbroSlowbro→Brine
P3SlowbroSlowbro→Heal Pulse (P4)
P4MusharnaMusharna→Psychic
Adjustment point: Aim to reach 33.9% at the end of the turn. P1 Trick Room can happen before or after the forced mechanic, leaving another Trick Room for the next four or five turns. P3 heals Musharna to preserve Rocky Helmet procs. From here onward, adjust instead of following the table blindly.
Turn 8
Buff Slowbro and stabilize
Keep P1 and P2 alive for the next turn
P1SlowbroSlowbro→Psych Up
P2SlowbroSlowbro→Psychic
P3SlowbroSlowbro→Heal Pulse P1 / P2 or Seismic Toss
P4SlowbroSlowbro→Psych Up
Priority: Buff P1 and P4 Slowbro. Heal P1 or P2 so both reach the next turn. P2 will eventually die to the fifth-turn anti-stall mechanic, but healing it lets it take more attacks.
Turn 9
Psychic, Brine, and targeted healing
Adjust to the active field
P1SlowbroSlowbro→Psychic
P2SlowbroSlowbro→Brine
P3SlowbroSlowbro→Heal Pulse P1 / P2
P4SlowbroSlowbro→Brine
Anti-stall: P2 Slowbro dies on the fifth turn because of the anti-stall raid mechanic. If P2 has already fainted and Reuniclus is active and damaged, it becomes a valuable Heal Pulse target. Communicate based on the field state.
Turns 10 to 12
Finish by reading the field
The ideal table is no longer guaranteed
P1SlowbroSlowbro / Medicham / Reuniclus→Psychic / Close Combat / Vacuum Wave
P2MedichamMedicham / Reuniclus→Heal Block / Endure / Charm
P3SlowbroSlowbro / Reuniclus→Reflect / Charm / Psychic / Brine
P4SlowbroSlowbro→Brine / Psychic
Adjustments: On turn 10, coordinate Reflect and Charm if P3's Slowbro is dead. If P4 Slowbro is frozen, use Scald and hope for a burn. On turn 11, account for a random Pokémon if Exploud is dead. Audino or Chimecho requires Heal Block. On turn 12, Medicham uses Close Combat while Trick Room is active and Vacuum Wave after it expires. Reuniclus uses Heal Block to prevent Drain Punch from finishing the team. Keep watching speed, alternate moves, and the 33.9% Trick Room state.
📐 Appendix and Damage Reference

Turn 4 damage rolls

252+ Atk Iron Ball Adaptability Crawdaunt Fling (130 BP) vs. 0 HP / 0 Def Meloetta: 88-108 (4.1 - 5%) → 4% Lv. 100 252+ Atk Iron Ball Tyranitar Fling (130 BP) vs. Lv. 100 0 HP / 0 Def Meloetta: 72-86 (3.4 - 4%) → 3.4 - 4% Lv. 100 252+ Atk Choice Band Escavalier Megahorn vs. Lv. 100 0 HP / 0 Def Meloetta: 102-120 (4.8 - 5.6%) → 4% Lv. 100 252+ Atk Choice Band Escavalier X-Scissor vs. Lv. 100 0 HP / 0 Def Meloetta: 66-80 (3.1 - 3.7%) → 3.1 - 3.7%

Use these rolls to decide whether to gamble on Megahorn or stay with X-Scissor.

Minimum Slowbro IV damage reference

+4, 31 IV SpABrine: 3 to 3.5%Psychic: 4 to 4.9%
+3, 31 IV SpABrine: 2.4 to 2.9%Psychic: 3.5 to 4.2%
+4, 15 IV SpABrine: 2.7 to 3.3%Psychic: 3.9 to 4.6%
+3, 15 IV SpABrine: 2.4 to 2.8%Psychic: 3.2 to 3.9%

If your aim is only +4, which is most common, 31 SpA IVs are needed to guarantee maximum damage. Otherwise Meloetta can be left with 0.4%, or even 0.1%, while the team is defeated.

Strategy reminders: Phase 2 has substantial RNG. Adjust on the fly rather than following the table blindly. The source build sheet notes an initial version dated 30 December 2025 and updated pastes dated 6 January 2026.
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