Competitive Information for Minior [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Minior minior
Base Stats for Minior

Rock / Flying

Abilities:
Shields DownShields Down: If Minior, switch-in/end of turn it changes to Core at 1/2 max HP or less, else Meteor.


Evolutions / Family:
Minior
Minior-Meteor

Weakness Chart for Rock/Flying-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
0.5x
  
  
2x
  
  
0.5x
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
0x
2x
0.5x
0.5x
  
2x
2x
2x
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MiniorVisit Serebii's Pokedex for location, breeding, and other game details about MiniorVisit Bulbapedia for more information about MiniorVisit Pikalytics for competitive usage stats on Minior

Movesets for Singles


What is a good competitive moveset for Minior? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Minior in Pokemon Sun/Moon:

ManaphyExcadrillAzelfPinsir-MegaDragoniteNinetales-AlolaSerperiorGyarados-MegaCharizard-Mega-YYanmegaTogekissScyther


Minior is a remarkable Rock and Flying-typed Pokemon. It's almost common to see Minior show up as a Sun/Moon opponent. Minior is weak to Electric, Ice, Rock, Steel, and Water-typed attacks.


Species: Minior
Item: White Herb / Focus Sash
Ability: Shields Down
Nature: Adamant (+Atk, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Earthquake
- Stone Edge / Rock Slide
- Acrobatics
- Shell Smash

Physical Sweeper Minior (Popular/Trending)

Minior is an astounding Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Focus Sash helps protect Minior from being one-shotted and allowing it to atleast use a crucial move when brought out (usually Shell Smash to boost Minior for the following turns). With Shields Down, if minior switch-in/end of turn it changes to core at 1/2 max hp or less else meteor.

Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Stone Edge is a physical STAB-boosted 100-base power Rock-type move (high critical hit ratio).
Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Minior has no held item).
Shell Smash is a status move (lowers def, spd by 1 stage; raises atk, spa, spe by 2 stages).




Species: Minior
Item: Normalium Z / Life Orb
Ability: Shields Down
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Double-Edge / Return
- Rock Slide / Rock Tomb
- Earthquake
- Acrobatics

Physical Sweeper Minior (Shields Down)

Minior is a wonderful Physical Sweeper. It is meant to take down the opponent's team with brute physical power. Focus Sash helps protect Minior from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Minior's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Shields Down, if minior switch-in/end of turn it changes to core at 1/2 max hp or less else meteor.

Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Rock Tomb is a physical STAB-boosted 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Minior has no held item).




Species: Minior
Item: Rockium Z / Life Orb
Ability: Shields Down
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Power Gem / Ancient Power
- Psychic
- Dazzling Gleam
- Hyper Beam

Special Sweeper Minior (Shields Down)

Minior is a notable Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Minior from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Minior's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Shields Down, if minior switch-in/end of turn it changes to core at 1/2 max hp or less else meteor.

Power Gem is a special STAB-boosted 80-base power Rock-type move that deals a good amount of damage.
Ancient Power is a special STAB-boosted 60-base power Rock-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Hyper Beam is a special 150-base power Normal-type move (Minior cannot move next turn).



Movesets for Doubles


What is a good doubles moveset for Minior? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Minior in Pokemon Sun/Moon:

ManaphyExcadrillAzelfPinsir-MegaDragoniteNinetales-AlolaSerperiorGyarados-MegaCharizard-Mega-YYanmegaTogekissScyther


Species: Minior
Item: Rockium Z / Life Orb
Ability: Shields Down
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Rock Slide / Rock Tomb
- Earthquake / Bulldoze
- Double-Edge / Return
- Acrobatics

Doubles Physical Sweeper Minior (Shields Down)

Minior is a stupendous Physical Sweeper. It is primarily designed to take down the opponent's team with brute physical power. Focus Sash helps protect Minior from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Minior's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Shields Down, if minior switch-in/end of turn it changes to core at 1/2 max hp or less else meteor.

Rock Slide is a physical STAB-boosted 75-base power Rock-type move (30% chance to flinch the foes).
Rock Tomb is a physical STAB-boosted 60-base power Rock-type move (100% chance to lower the target's speed by 1 stage).
Earthquake is a physical 100-base power Ground-type move (hits adjacent pokemon; Note: Earthquake does double damage on Pokemon using dig).
Bulldoze is a physical 60-base power Ground-type move (100% chance lower adjacent pkmn speed by 1 stage).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Acrobatics is a physical STAB-boosted 55-base power Flying-type move (power doubles if your Minior has no held item).




Species: Minior
Item: Fairium Z / Life Orb
Ability: Shields Down
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Power Gem / Ancient Power
- Psychic
- Hyper Beam

Doubles Special Sweeper Minior (Shields Down)

Minior is a wonderful Special Sweeper. It's meant to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Minior from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Minior's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Shields Down, if minior switch-in/end of turn it changes to core at 1/2 max hp or less else meteor.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Power Gem is a special STAB-boosted 80-base power Rock-type move that deals a decent amount of damage.
Ancient Power is a special STAB-boosted 60-base power Rock-type move (10% chance to raise all stats by 1 stage (not acc/eva)).
Psychic is a special 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Hyper Beam is a special 150-base power Normal-type move (Minior cannot move next turn).



Movepool


Wondering what moves can Minior learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Ancient Power
60
100%
5
10% chance to raise all stats by 1 (not acc/eva).
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Hyper Beam
150
90%
5
User cannot move next turn.
Power Gem
80
100%
20
No additional effect.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Solar Beam
120
100%
10
Charges turn 1. Hits turn 2. No charge in sunlight.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Acrobatics
55
100%
15
Power doubles if the user has no held item.
Bulldoze
60
100%
20
100% chance lower adjacent Pkmn Speed by 1.
Double-Edge
120
100%
15
Has 33% recoil.
Earthquake
100
100%
10
Hits adjacent Pokemon. Double damage on Dig.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Explosion
250
100%
5
Hits adjacent Pokemon. The user faints.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Gyro Ball
--
100%
5
More power the slower the user than the target.
Iron Head
80
100%
15
30% chance to flinch the target.
Last Resort
140
100%
5
Fails unless each known move has been used.
Return
--
100%
20
Max 102 power at maximum Happiness.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Rock Tomb
60
95%
15
100% chance to lower the target's Speed by 1.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Self-Destruct
200
100%
5
Hits adjacent Pokemon. The user faints.
Stone Edge
100
80%
5
High critical hit ratio.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
U-turn
70
100%
20
User switches out after damaging the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Autotomize
--
--
15
Raises the user's Speed by 2; user loses 100 kg.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Confuse Ray
--
100%
10
Confuses the target.
Cosmic Power
--
--
20
Raises the user's Defense and Sp. Def by 1.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Rock Polish
--
--
20
Raises the user's Speed by 2.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sandstorm
--
--
10
For 5 turns, a sandstorm rages.
Shell Smash
--
--
15
Lowers Def, SpD by 1; raises Atk, SpA, Spe by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Stealth Rock
--
--
20
Hurts foes on switch-in. Factors Rock weakness.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Minior can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Minior

Create a build


Have an idea in mind for Minior that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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