NatDex OU Field Guide
⚔️ Top Threats · Raging Bolt
Raging Bolt ElectricDragon

22. Raging Bolt

Electric/Dragon · Protosynthesis (100%) · VR B+ · 2026-04 Usage 12.29% · base 125/73/91/137/89/75 · the format’s slow-but-monstrous special wallbreaker, swinging a 137 SpA STAB nuke off huge bulk while threatening Thunderclap priority off the back.

Format role

Raging Bolt is a special breaker that offsets its 75 base Speed with Thunderclap (Electric, +1 priority, only works if the target is queued to use a damaging move), letting it click a STAB priority move off 410 SpA into attackers. Its job is to walk into the format’s slow defensive pivots, fire a Choice Specs / Devastating-Drake nuke that craters many non-Ground targets, and pivot out on Volt Switch to keep momentum. With 125/91/89 bulk it stomachs neutral special hits well, which is why it doubles as a soft Electric/Dragon answer and a Volt Switch pivot on bulky-offense and balance. VR-vs-usage divergence: it sits at B+ on the council’s list but 12.29% usage (a top-12 mon) because the priority-Thunderclap breaker is matchup-reliant — it folds to Ground-types and special walls but can run away with games where the opponent lacks one. For an aggressive-offense builder it is the slow breaker that punishes the switch; see its home in common cores.

Sets

The block is item-driven: Choice Specs (27.3%) and Dragonium Z (26.9%) are the two headline breakers, Assault Vest (16.9%) is the bulky pivot, and the move spread is Thunderclap (94.3%) + Draco Meteor (86.7%) + Thunderbolt (77.2%) + Volt Switch (55.7%), then a near-tie between Calm Mind (31.4%) and Weather Ball (30.9%) for the flex slot.

Choice Specs — the #1 item, the raw nuke

Raging Bolt @ Choice Specs          (27.3%)
Ability: Protosynthesis             (100%)
Modest Nature
EVs: 0 HP / 0 Def / 252 SpA / 4 SpD / 252 Spe   (Modest:0/0/0/252/4/252 13.9%)
- Draco Meteor       (86.7%)
- Thunderbolt        (77.2%)
- Volt Switch        (55.7%)
- Thunderclap        (94.3%)

Modest 0/0/0/252/4/252 is the single most-used spread (13.9%; the Timid mirror is 12.8%). Specs makes Draco Meteor a true OHKO on most neutral targets and lets Volt Switch hit hard on the way out — the Choice lock is the only downside, and Thunderclap (priority, usable as the chosen Choice-locked move when revenging) plus Volt Switch keep it from being dead weight.

Dragonium Z (Devastating Drake) — nearly tied for #1

Raging Bolt @ Dragonium Z           (26.9%)
Ability: Protosynthesis             (100%)
Modest Nature
EVs: 0 HP / 0 Def / 252 SpA / 4 SpD / 252 Spe
- Draco Meteor       (86.7%)   → Devastating Drake (Z, 195 BP, no SpA drop)
- Thunderbolt        (77.2%)
- Calm Mind          (31.4%)
- Thunderclap        (94.3%)

The Z-crystal converts one Draco Meteor into a 195-BP Devastating Drake that skips the -2 SpA drop — a one-time nuke that OHKOs even the bulky Grounds it can’t normally touch if they’re not immune, and removes the post-Draco speed-control window. Costs your team’s single Z-slot. Often paired with Calm Mind to snowball after the Z is spent. (Note: Z-Move is legal, max 1/team.)

Assault Vest — the bulky pivot

Raging Bolt @ Assault Vest          (16.9%)
Ability: Protosynthesis
Modest Nature
EVs: 124 HP / 24 Def / 228 SpA / 132 Spe   (Modest:124/0/24/228/0/132 13.2%)
- Thunderclap        (94.3%)
- Draco Meteor       (86.7%)
- Thunderbolt        (77.2%)
- Volt Switch        (55.7%)

AV (×1.5 SpD on 89 base + 125 HP) turns RB into a special wall that also hits like a truck and pivots out — the most-used bulky spread (124/0/24/228/0/132, 13.2%) creeps a speed benchmark while keeping the AV bulk. This is the balance/BO version: it checks special attackers, fires unboosted nukes, and Volt Switches. Less relevant to your gameplan but you will face it constantly.

The remaining flex move worth knowing is Weather Ball (30.9%, almost tied with Calm Mind): base 50 Normal that becomes a 100-BP Fire move in sun — the same sun also activates Protosynthesis, and alongside Charizard-Mega-Y’s Drought it gives RB a real answer to the Steel walls (Ferrothorn, Corviknight, Scizor) and Grass-types that otherwise eat its STABs, which is exactly why it shows up on sun builds. Without sun it’s a dead 50-BP Normal move, so it’s a sun-team tech, not a default.

Magnet (7.8%, +20% Electric), Booster Energy (5.1%, consumes to activate a Protosynthesis SpA boost on entry — note Booster boosts the highest stat, SpA, so it does not add speed), Heavy-Duty Boots (5.8%), Choice Scarf (3.4%), and Leftovers (3.3%) are all fringe. As a builder, treat Specs and Dragonium-Z as the real threats.

What it does

The play pattern: bring it in on a sack or a forced switch — it eats most special hits thanks to 125/89 bulk — and the opponent immediately respects two things, the Specs/Z nuke and Thunderclap. Against anything that isn’t a dedicated Ground-type or special wall, the first Draco Meteor is an OHKO or a clean 2HKO, and Volt Switch lets it leave with momentum instead of getting trapped by the Choice lock.

Thunderclap is the engine of its safety. It is +1 priority, but it only works if the target is queued to use a damaging move, so it behaves like special Electric Sucker Punch rather than generic speed control. RB can sit at 75 Speed and still punish faster Electric/Dragon-weak attackers that try to revenge it — chip them into range and they may have to attack through Thunderclap first. It is not a free OHKO button (70 BP), so it’s a finisher and an anti-offense tax, not a sweeping tool. Critically, Thunderclap is Electric, so it does nothing to Ground-types (Garchomp, Lando-T, Tusk are all immune) — RB leans on Draco Meteor / Devastating Drake against those, and Draco’s -2 SpA drop is its one real cost (the Z set exists precisely to dodge that drop).

The three sets diverge on the 3rd/4th slot. Specs maximizes immediate power and keeps Volt Switch for momentum but eats the Choice lock. Dragonium-Z trades the item for a one-time drop-less 195-BP Drake (and usually Calm Mind to snowball after). AV trades raw power for the bulk to pivot in repeatedly and check special threats. Calm Mind (31.4%) appears mostly on the Z/Lefties variants as a snowball tool, and Weather Ball (30.9%) is the sun-team alternative for that same flex slot — neither is the default, but together they account for the bulk of the non-STAB coverage.

Key interactions: it pairs with Slowking-Galar’s Future Sight + Regenerator to break shared checks (Future Sight + Draco overlaps on Ground/Dragon walls), and with Gholdengo’s Good as Gold to block targeted status moves/Defog that would otherwise wear it down. Stealth Rock matters: non-Boots variants (almost all of them) lose 25% on entry, so on your side keeping rocks up makes its repeated pivots costly.

Load-bearing calcs

RB at Modest 252 SpA (410 SpA; Choice Specs = 615). Z-output Devastating Drake = 195 BP (no SpA drop). Hand-checked against dmgcalc.py.

Attacker → move vs defenderRange (pct)KO
Specs Draco Meteor vs 0/0 Landorus-T438-516 (137.3-161.8%)OHKO — no hazards needed
Z Devastating Drake (195) vs 0/0 Garchomp [2x]1250-1472 (350.1-412.3%)OHKO, drop-less
Specs Draco Meteor vs 0/0 Zapdos397-468 (123.7-145.8%)OHKO (16/16) — Dragon hits Zapdos neutral
Specs Thunderbolt vs 252/252+ Toxapex [2x]284-336 (93.4-110.5%)rolls OHKO (9/16), else 2HKO
Specs Draco Meteor vs 252/252+ Ting-Lu303-357 (58.9-69.5%)Ting-Lu hard-walls (2HKO at best)
Thunderclap (priority) vs 0/0 Gholdengo211-250 (67.0-79.4%)revenge chip / finisher (Electric neutral)

Reading: Specs RB outright OHKOs Landorus-T (the format’s #4 mon) on the switch with no hazard help — that is the single most important number on this page. It also cleanly OHKOs offensive Zapdos with Draco Meteor while bulky Zapdos is heavily chunked, and rolls an OHKO on a fully-invested Toxapex with Thunderbolt. Zapdos takes Electric neutrally, not as a resist; Draco is still the cleaner nuke in this calc. The only things that genuinely stop it are special-Ground walls (Ting-Lu) and Electric-immune Ground-types that can switch into Draco — which is exactly the wall list below.

Checks & counters

The block’s own Checks & Counters list is dominated by special walls, pivots, and offensive checks: Tapu Lele (61.2 / 25% KOed), Ferrothorn (53.5 / only 1% KOed — pure pivot), Chansey (52.5), Charizard-Mega-X (52.5 / 36% KOed).

HARD (true counters)

  • Chansey / Blissey — Eviolite Chansey eats any single Specs hit and Twaves/Seismic-Tosses back; the cleanest special wall in the block. RB cannot break it without Calm Mind + many turns.
  • Ferrothorn — resists both Electric and Dragon, walls most standard lines and Leech Seeds / Knocks the item off; 76.7% switch-out rate reflects how often it forces Bolt out, though it still has to respect repeated Draco chip. (Watch repeated Draco Meteor chip, but it is the cleanest resist.)
  • Ting-Lu — Dark/Ground: Electric is immunity, Draco is only a ~59-70% 2HKO into 514 HP; Whirlwinds the boost and Spikes you up. The cleanest offensive-side answer.

SOFT (checks / revenge)

  • Tapu Lele (its #1 listed answer) — Psychic Terrain blocks Thunderclap into grounded targets, and Specs/Scarf Lele OHKOs back; but it does NOT switch into a Specs Draco safely (it gets 2HKO’d), so it’s a revenge piece, not a wall.
  • Ground-types: Garchomp, Landorus-T, Great Tusk, Iron Treads — all immune to Thunderbolt/Thunderclap and OHKO with Ground STAB, BUT Lando-T is OHKO’d by Specs Draco and Garchomp is OHKO’d by Devastating Drake, so they must come in on the right move. They revenge a locked or weakened RB; they do not hard-switch into Draco.
  • Charizard-Mega-X — Tough Claws DD breaker that switches in on Electric/Dragon and KOs back; takes Draco poorly but pressures the AV set.

The asymmetry to internalize: RB’s “checks” split into (a) special walls it genuinely can’t break (Chansey/Ferro/Ting-Lu) and (b) Ground-types that revenge but die to the wrong prediction.

★ Offense angle

On your team. Raging Bolt is the slow breaker that punishes the switch — the one passive-looking slot on aggressive offense that still tilts games, because the priority Thunderclap means it never feels like dead weight against faster teams. Run Choice Specs (0/0/0/252/4/252 Modest) as the default: it OHKOs Landorus-T outright with no hazard setup, OHKOs offensive Zapdos with Draco while bulky Zapdos is heavily chunked, rolls the OHKO on Toxapex with Thunderbolt, and Volt Switch turns a forced switch into momentum + chip. Its job is to walk into the slow Lando-T / Zapdos / Slowking pivots your physical breakers hate and delete them, then leave Thunderclap as a permanent tax on the opponent’s offense. If your team already spends its Z-slot elsewhere, Specs; if not, Dragonium-Z gives you a one-time drop-less 195-BP Drake that even cracks a Garchomp switch-in (350%+ overkill) — useful as a lure to delete a presumed counter. Because Thunderclap is +1 priority, RB also serves as your emergency answer to chipped sweepers and Booster-Speed cleaners — chip-then-Thunderclap is real revenge math, though remember it whiffs entirely on Ground-types (they’re Electric-immune).

Breaking it with your offense. Bring a Ground-type and you flip the matchup: Great Tusk, Landorus-T, and Iron Treads are all immune to its Electric STAB and OHKO back with Ground moves (Tusk Headlong Rush 120-142%, Lando-T EQ 108-127% on the offensive 0-HP RB spread) — just don’t let them eat a Draco/Drake on the switch. Tapu Lele under Psychic Terrain blocks Thunderclap into grounded targets, removing RB’s revenge line against Lele itself and other grounded attackers, and OHKOs back. Pressure-wise: keep Stealth Rock up against the near-universal non-Boots variants (it loses 25% per entry, killing its repeated-pivot game), and exploit the post-Draco -2 window — after a non-Z Draco, your special wall or Ground pivot can enter much more safely with RB’s biggest button dulled for a turn. Don’t try to out-bulk it; race it with a Ground or revenge it with a faster special threat.

Top teammates & cores

From the block’s top-10 teammates:

Teammate%Why
Kingambit30.2%Mops up the faster offense RB softens; Sucker Punch + RB Thunderclap give a dual-priority backbone, and Kingambit punishes the Psychic/Fairy walls (Lele, Hatterene) that wall RB.
Charizard-Mega-Y29.8%Sun nuke that breaks the special walls (Chansey/Ferro) RB can’t, while RB handles the Waters/Dragons that wall Char-Y — a dual-breaker pair sharing no checks. Char-Y’s Drought also turns RB’s Weather Ball into a 100-BP Fire move, giving it its own Steel/Grass-wall answer.
Great Tusk27.7%Rapid Spin keeps RB’s non-Boots set healthy; Ground STAB covers the Heatran/Toxapex/Ting-Lu that wall RB, and it answers the Ground-types that wall it back.
Alomomola25.9%Wish/pivot glue that keeps RB topped off between breaking attempts on bulkier builds.

The two strongest cores: Raging Bolt + Charizard-Mega-Y — a twin-wallbreaker pair that shares almost no checks (Char-Y melts the special walls and Ferrothorn that hard-stop RB; RB melts the Waters, Dragons, and bulky Grounds-via-Drake that Char-Y struggles with), the textbook “two breakers, no shared answer” structure from common cores. And Raging Bolt + Kingambit — RB’s Thunderclap and Kingambit’s Sucker Punch form a dual-priority cleanup backbone while Kingambit deletes the Psychic/Fairy/Steel answers (Tapu Lele, Hatterene, Gholdengo) that can absorb RB’s Dragon/Electric pressure or disrupt its priority plan. For an aggressive build, lean the Char-Y dual-breaker pairing and bring your own Ground (Tusk/Treads) so the few mons that wall RB get punished from the other side. See also building offense and the matchup matrix.

🛡️ Raging Bolt — Defensive Profile

Pre-loaded for Raging Bolt; switch species to compare.

Raging BoltElectricDragon
ElectricDragon
Normal
Fire½×
Water½×
Electric¼×
Grass½×
Ice
Fighting
Poison
Ground
Flying½×
Psychic
Bug
Rock
Ghost
Dragon
Dark
Steel½×
Fairy

2× weak: Ice, Ground, Dragon, Fairy

resists (½×): Fire, Water, Grass, Flying, Steel

strongly resists (¼×): Electric

STAB coverage

Electric super-effective vs: Water, Flying

Dragon super-effective vs: Dragon