Minior [QC 0/3]

[OVERVIEW]

  • Minior is best on Hyper Offense
    • Shield's Down provides a great opporturnity to set up Shell smash as it is comparatively bulkier in Meteor-forme
    • White Herb allows it to regain its defenses, allowing it to last longer on the field and reduce the chances of being knocked out in Meteor-forme
    • When Shield's Down activates, Minior becomes an extremely fast and powerful attacker
  • Minior also has a great STAB combination that deals with the prominent Fighting and Flying-types of the tier, including Mienshao, Infernape, Mega Pidgeot, Togekiss, and Crobat
  • However, this set is extremely predictable
    • This allows foes to taunt it before it can set up, as it has base 60 speed in Meteor-forme
    • The foe could also just opt to just knock it out with a powerful enough move, as Minior-Meteor only has base 60 HP and base 100 each in both of its defenses
      • It also can't afford to invest in those stats, as it focuses solely on attack and speed
  • When Shield's Down is active, it can be picked off easily by priority, such as Scizor's Bullet Punch

[SET]
name: Shell Smash Sweeper
move 1: Shell Smash
move 2: Acrobatics
move 3: Stone Edge / Substitute
move 4: Earthquake
item: White Herb
ability: Shields Down
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is mandatory for Minior to do anything useful, due to it doubling its speed and attack
  • Acrobatics is the best Flying STAB as Minior has no better move available, and it will lose its item; it is used to hit a plethora of fighting types such as Mienshao, Buzzwole, and Infernape
  • Stone Edge is run as Rock STAB, taking out current UU threats like Mega Pidgeot and Mega Beedrill
  • Substitute can be run instead to make it easier to set up
  • Earthquake is to best handle the Electric-types in the tier, those being Raikou, Magneton, and the new addition of Xurkitree

Set Details
========

  • White Herb is run to remove the defense drops acquired from Shell Smash
  • The EVs are meant to maximize Minior's sweeping potential
  • Jolly nature is run to outspeed Cobalion and Terrakion even when they are at +2, because both of them have STABs that are supereffective against Minior

Usage Tips
========

  • Don't set up Minior until the hurdles stopping it are gone
  • Set up Minior on passive Pokemon, as more offensively inclined teams can pressure it and knock it out
  • Take out anything that can knock out Minior before it can set up to secure the sweep
  • If it doesn't get a chance to sweep, use it to at least punch a hole into the opposing team, preferably by taking down a wall
    • If not even that is a possibility, pivot out into something that can handle what is currently on the field

Team Options
========

  • Mega Absol is a great teammate, as its ability Magic Bounce reflects Taunt, which threatens Minior
    • Furthermore, Superpower takes out Steel-types that Minior somewhat struggles with, like Mega Steelix
  • Infernape is another good choice, as it handles Scizor, the best user of priority in the tier
    • Infernape also appreciates Rock-types to handle Flying-types
    • Furthermore, it fits really well on Hyper Offense, which is where Minior performs best
  • Starmie is a good option to handle hazards, as it easily can run an offensive Rapid Spin set
    • Mega Blastoise is an alternative to Starmie as it is bulkier and makes a good wallbreaker, aiding Minior with dealing with bulkier teams

[STRATEGY COMMENTS]
Other Options
=============

  • A special Shell Smash set seems appealing, as it has a higher Special Attack stat
    • However, it doesn't have access to any special Flying-type moves aside from Hidden Power Flying
    • It also has no viable coverage outside of Hidden Power that easily deals with its weaknesses
      • The closest thing to coverage outside of Hidden Power is Charge Beam, which is base 50 power

Checks and Counters
===================

**Taunt**:
  • Taunt users like Gliscor shut down attempts to set up Shell Smash, rendering Minior useless and easy to pick off
    • Gliscor in paticular is tough to handle as it resists Acrobatics, is neutral to Stone Edge, and is immune to Earthquake, forcing Minior out

**Stealth Rock**:
  • Stealth Rock takes out a quarter of its health, making it much easier to take it out of its bulkier forme
  • As such, it can be taken out quite easily by even powerful neutral hits
  • Major users include Gliscor and Hippowdon
    • Gliscor is hard to stop from setting up hazards as it is incredibly bulky and runs Poison Heal with Steath Rock
    • Hippowdon is also rather troublesome as it has reliable recovery that doesn't remove a type like Roost does
      • It also has a possibility of pivoting into Sand Rush Stoutland, which can 2HKO in Sand before Minior can
**Bulky Steel-types**:
  • Steel-types wall both STAB moves of Minior and only have to worry about Earthquake
  • However, there are some that even Earthquake can't stop, such as Scizor and Mega Steelix
    • Scizor is neutral to Earthquake and lives a +2 no item Arcrobatics
    • It meanwhile OHKOs with Bullet Punch
    • Mega Steelix has the highest Defense in the game and is so bulky, not even Earthquake can kill it in two hits, OHKOing with Heavy Slam in return

**Strong Priority**:
  • Priority negates the boosted Speed and can really cripple if not kill Minior
  • Strong and super effective priority users like Crawdaunt and Scizor can quickly end Minior's run
    • Choice Band Crawdaunt has a two in three chance to OHKO with Aqua Jet, meaning if Minior hasn't set up yet, it either is switching out or dying
    • Scizor and Bullet Punch are even tougher to handle than Crawdaunt, as nothing in Minior's viable movepool can do much to Scizor
 
Last edited:

GMars

It's ya boy GEEEEEEEEMARS
is a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Top CAP Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
[OVERVIEW]

  • Minior is best on Hyper Offense
    • Shield's Down provides a great opporturnity to set up Shell smash as it is comparatively bulkier in Meteor-forme
    • White Herb allows it to regain its defenses, allowing it to last longer on the field and reduce the chances of being knocked out in Meteor-forme
    • When Shield's Down activates, Minior becomes an extremely fast and powerful attacker
  • Minior also has a great STAB combination that deals with the prominent Fighting and Flying-types of the tier, including Mienshao, Infernape, Mega Pidgeot, Togekiss, and Crobat
  • However, this set is extremely predictable
    • This allows foes to taunt it before it can set up, as it has base 60 speed in Meteor-forme
    • The foe could also just opt to just knock it out with a powerful enough move, as Minior-Meteor only has base 60 HP and base 100 each in both of its defenses
      • It also can't afford to invest in those stats, as it focuses solely on attack and speed
  • When Shield's Down is active, it can be picked off easily by priority, such as Scizor's Bullet Punch

[SET]
name: Shell Smash Sweeper
move 1: Shell Smash
move 2: Acrobatics
move 3: Stone Edge / Substitute
move 4: Earthquake
item: White Herb
ability: Shields Down
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

  • Shell Smash is mandatory for Minior to do anything useful, due to it doubling its speed and attack
  • Acrobatics is the best Flying STAB as Minior has no better move available, and it will lose its item; it is used to hit a plethora of fighting types such as Mienshao, Buzzwole, and Infernape
  • Stone Edge is run as Rock STAB, taking out current UU threats like Mega Pidgeot and Mega Beedrill
  • Substitute can be run instead to make it easier to set up
  • Earthquake is to best handle the Electric-types in the tier, those being Raikou, Magneton, and the new addition of Xurkitree

Set Details
========

  • White Herb is run to remove the defense drops acquired from Shell Smash
  • The EVs are meant to maximize Minior's sweeping potential
  • Jolly nature is run to outspeed Cobalion and Terrakion even when they are at +2, because both of them have STABs that are supereffective against Minior

Usage Tips
========

  • Don't set up Minior until the hurdles stopping it are gone
  • Set up Minior on passive Pokemon, as more offensively inclined teams can pressure it and knock it out
  • Take out anything that can knock out Minior before it can set up to secure the sweep
  • If it doesn't get a chance to sweep, use it to at least punch a hole into the opposing team, preferably by taking down a wall
    • If not even that is a possibility, pivot out into something that can handle what is currently on the field

Team Options
========

  • Mega Absol is a great teammate, as its ability Magic Bounce reflects Taunt, which threatens Minior
    • Furthermore, Superpower takes out Steel-types that Minior somewhat struggles with, like Mega Steelix
  • Infernape is another good choice, as it handles Scizor, the best user of priority in the tier
    • Infernape also appreciates Rock-types to handle Flying-types
    • Furthermore, it fits really well on Hyper Offense, which is where Minior performs best
  • Starmie is a good option to handle hazards, as it easily can run an offensive Rapid Spin set
    • Mega Blastoise is an alternative to Starmie as it is bulkier and makes a good wallbreaker, aiding Minior with dealing with bulkier teams

[STRATEGY COMMENTS]
Other Options
=============

  • A special Shell Smash set seems appealing, as it has a higher Special Attack stat
    • However, it doesn't have access to any special Flying-type moves aside from Hidden Power Flying
    • It also has no viable coverage outside of Hidden Power that easily deals with its weaknesses
      • The closest thing to coverage outside of Hidden Power is Charge Beam, which is base 50 power

Checks and Counters
===================

**Taunt**:
  • Taunt users like Gliscor shut down attempts to set up Shell Smash, rendering Minior useless and easy to pick off
    • Gliscor in paticular is tough to handle as it resists Acrobatics, is neutral to Stone Edge, and is immune to Earthquake, forcing Minior out

**Stealth Rock**:
  • Stealth Rock takes out a quarter of its health, making it much easier to take it out of its bulkier forme
  • As such, it can be taken out quite easily by even powerful neutral hits
  • Major users include Gliscor and Hippowdon
    • Gliscor is hard to stop from setting up hazards as it is incredibly bulky and runs Poison Heal with Steath Rock
    • Hippowdon is also rather troublesome as it has reliable recovery that doesn't remove a type like Roost does
      • It also has a possibility of pivoting into Sand Rush Stoutland, which can 2HKO in Sand before Minior can
**Bulky Steel-types**:
  • Steel-types wall both STAB moves of Minior and only have to worry about Earthquake
  • However, there are some that even Earthquake can't stop, such as Scizor and Mega Steelix
    • Scizor is neutral to Earthquake and lives a +2 no item Arcrobatics
    • It meanwhile OHKOs with Bullet Punch
    • Mega Steelix has the highest Defense in the game and is so bulky, not even Earthquake can kill it in two hits, OHKOing with Heavy Slam in return

**Strong Priority**:
  • Priority negates the boosted Speed and can really cripple if not kill Minior
  • Strong and super effective priority users like Crawdaunt and Scizor can quickly end Minior's run
    • Choice Band Crawdaunt has a two in three chance to OHKO with Aqua Jet, meaning if Minior hasn't set up yet, it either is switching out or dying
    • Scizor and Bullet Punch are even tougher to handle than Crawdaunt, as nothing in Minior's viable movepool can do much to Scizor
One thing in OO, minior's offensive stats are equivalent. The appeal of special or more preferably mixed (acro, power gen, eq) minior is that its special rock coverage is 100% accurate
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top