Pokémon Minior

What core color is best? (Personal interest; unrelated to competitive analysis)

  • Red

    Votes: 71 11.4%
  • Orange

    Votes: 43 6.9%
  • Yellow

    Votes: 38 6.1%
  • Green

    Votes: 86 13.8%
  • Blue

    Votes: 162 25.9%
  • Indigo

    Votes: 116 18.6%
  • Violet

    Votes: 109 17.4%

  • Total voters
    625
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Minior

*Many more core colors exist than just these two

No. 774—the Meteor Pokémon
Type: Rock/Flying
Meteor Form stats: 60 HP/60 Atk/100 Def/60 SpA/100 SpD/60 Spe (440 Total)
Core Form stats: 60 HP/100 Atk/60 Def/100 SpA/60 SpD/120 Spe (500 Total)

Ability: Shields Down—This Pokémon is in Meteor Form above 50% HP, and immune to status; when this Pokémon's HP drops below 50%, this Pokémon goes into Core Form.

Level Up:
Start: Tackle
L3: Defense Curl
L8: Rollout
L10: Confuse Ray
L15: Swift
L17: Ancient Power
L22: Self-Destruct
L24: Stealth Rock
L29: Take Down
L31: Autotomize
L36: Cosmic Power
L38: Power Gem
L43: Double-Edge
L45: Shell Smash
L50: Explosion

Technical Machine:
TM04: Calm Mind
TM06: Toxic
TM10: Hidden Power
TM15: Hyper Beam
TM16: Light Screen
TM17: Protect
TM20: Safeguard
TM21: Frustration
TM22: Solar Beam
TM26: Earthquake
TM27: Return
TM29: Psychic
TM32: Double Team
TM33: Reflect
TM37: Sandstorm
TM39: Rock Tomb
TM42: Facade
TM44: Rest
TM45: Attract
TM48: Round
TM57: Charge Beam
TM62: Acrobatics
TM64: Explosion
TM68: Giga Impact
TM69: Rock Polish
TM71: Stone Edge
TM74: Gyro Ball
TM77: Psych Up
TM78: Bulldoze
TM80: Rock Slide
TM87: Swagger
TM88: Sleep Talk
TM89: U-turn
TM90: Substitute
TM99: Dazzling Gleam
TM100: Confide

Highest Z-move Power and Category:
Breakneck Blitz: 200 Physical/200 Special
Supersonic Skystrike: 100 Physical
Tectonic Rage: 180 Physical
Continental Crush: 180 Physical/160 Special
Savage Spin-Out: 140 Physical
Corkscrew Crash: 160 Physical
Bloom Doom: 190 Special
Gigavolt Havoc: 100 Special
Shattered Psyche: 175 Special
Twinkle Tackle: 160 Special


Overview:
Minior is not your average Pokémon; for starters, it is a fragment of a celestial body that fell through the Earth's atmosphere, and its internal structure has emission lines of various wavelengths in the visible spectrum. Second of all, its ability makes it comparable to Aegislash, another Pokémon with two forms, each suited for either offense or defense. However, there are a few things differentiating the two that Minior an entirely new Pokémon. First, its current form is not based on what move it will use, but rather how much HP it has left, meaning once it gets below 50% HP, it will be even easier to knock it out. Second, Minior gets access to Shell Smash, an incredible move that is instrumental to unleashing the full power of its Core Form. And, in its defensive form, Minior is immune to status conditions, and so it is nigh on impossible to hinder Minior while it is setting up for a sweep. These factors combined make Minior a very effective Shell Smash sweeper and late-game cleaner.

Potential Sets:
Shell Smash
Minior @ White Herb
Ability: Shields Down
252 Atk / 148 SpA / 108 Spe
Naive / Jolly Nature
- Shell Smash
- Acrobatics
- Power Gem / Stone Edge
- Earthquake / Explosion / Substitute

This set aims to maximize the utility and power that Shell Smash brings. After one Shell Smash, Acrobatics and Power Gem provide enough mixed coverage to put a large dent in almost everything in the tier. For example, after one Shell Smash, Power Gem will 2HKO Skarmoty, and Acrobatics will 2HKO all Slowbro, even those with maximum investment in Defense and leftovers recovery. Earthquake is the main option in the last moveslot to provide the famed EdgeQuake coverage; however, Explosion is also an option if you want to go out with a bang. As a sample, while Acrobatics will 2HKO standard bulky Garchomp, Explosion is guaranteed to OHKO after Stealth Rock damage.
Substitute is also a safer option to get a Shell Smash boost, but you do lose out on coverage.

White Herb is the main item to use on such a set; it not only negates the defense drops of Shell Smash, but also allows Acrobatics to hit for its full 110 BP. 156 Speed EVs allow Minior to outspeed Pheromosa, and the rest of the EVs not invested in Attack go to HP to contribute to its durability. Alternatively, Minior can go a bulkier, physical route with maximum HP and Attack investment, an Adamant nature, and Stone Edge instead of Power Gem, but it does miss out on some notable special KOs it would have otherwise achieved.

For more Speed investments, GMars has been kind enough to do calculations as to what investments outspeed which threats. A Naughty nature is used in all of the calculations, so if you want to invest more in bulk, you can opt to use a Naive nature to save some EVs.

Suicide Lead
Minior @ Focus Sash
Ability: Shields Down
252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Stone Edge
- Explosion
- U-turn

A less conventional option, this set aims to take advantage of Meteor Form's status immunity to reliably set up Stealth Rock. Acrobatics is not used because its base power depends upon whether the opponent can successfully break the Focus Sash or not; Stone Edge, although less accurate, is the preferred option due to consistent damage output. After the Rocks are set up and Minior has to leave the field, it can either use its final ounces of strength to deal some damage to the opponent in its faster, more powerful form, it can pitch a quick U-turn to a teammate, or it can go out with a powerful bang.

The EVs are optimized toward speed and Attack; as Minior has a Focus sash to survive hits, the EVs are tailored toward its Core Form's strengths. A Jolly nature is used to ensure Minior will outspeed as much as it can as it sets up Rocks or goes for its final strike.

My Thoughts/Comments:
Minior is one of, if not, my favorite Pokémon introduced in Generation VII. Aesthetically, this Pokémon is cute, merciless, and, to an extent, customizable. Competitively, this Pokémon has a very well-defined role, and a strong one at that. With the strength of its Shell Smash set and the utility its Meteor Form provides, I think Minior is well-suited for the OU metagame, but if not, I do not see this Pokémon dropping any further than UU.
One last thing to note: this Pokémon has little means to deal with priority attacks, as Flying-types are not affected by any Psychic terrain that may be in play. Therefore, suitable teammates should be able to dispatch of faster and/or priority attackers and get rid of otherwise problematic Pokémon so that Minior can come in and successfully execute an unhindered sweep.

PokeaimMD's video analysis of Minior:
 
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I've been trying this out and I'm not really sure how to play it right. What do you think is a good way to get Minior down to his core form? Mostly my opponents have just been witlessly trying to status me as I shell smash, but then after I smash, they bring something in that is able to tank a hit from meteor form's less-than-stellar attacks and OHKO back. I've been using the first set pretty much exactly.
 
I've been trying this out and I'm not really sure how to play it right. What do you think is a good way to get Minior down to his core form? Mostly my opponents have just been witlessly trying to status me as I shell smash, but then after I smash, they bring something in that is able to tank a hit from meteor form's less-than-stellar attacks and OHKO back. I've been using the first set pretty much exactly.
There are two possible remedies that I see:
1. Don't bring in Minior until everything that can KO him is gone. As mentioned, Minior is meant to be a late-game Shell Smash sweeper, and he functions best when there is nothing that will disrupt the sweep.
2. Consider investing some EVs into Minior's HP. 60/100/100, while decent, is not enough to bank on for survivability. Therefore, even though you lose out on some offensive power, beefing up Minior's defenses will help Minior get into Core Form more reliably and more often.
 
I feel like substitute should be used on this pokemon. It will mean less coverage, but otherwise you are relying heavily on your opponents mistakes to have any chance of sweeping in the first place
 
Also, on the Standard set, running 100 Speed EV's lets you outspeed Mega Manectric after a Shell Smash in Shields Up form, so that you aren't a complete sitting duck above 50% HP. The rest can be dumped into attack, and any extra into HP (if running Stone Edge > Power Gem) to survive a couple things that would normally OHKO. Perhaps even running uninvested SpAtk with Gem, or just simply running Stone Edge could be worth it, depending on what those extra 156 HP EV's let it survive. I don't have time to run specific calcs right now though.
 
The only advantage I see behind running 252 Spe with a positive nature is outrunning scarfed base 95s after a Shell Smash while still in Shield forme, but that's quite a specific and uncommon scenario; especially since Genesect is by far the most relevant scarfer atm and always outruns Minior in Shield forme. A spread of 76 HP / 252 Atk / 180 Spe is more reasonable, since this is enough to let Minior outrun Pheromosa in Shield forme after a boost, while giving it a little extra bulk.
 

GMars

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Let’s talk about rock coverage on Minior. It’s got three viable options: Power Gem, Stone Edge, and Rock Slide. On a shell smash sweeper set, acrobatics + earthquake provides perfect coverage versus all but the following:

Zapdos, Skarmory, Aerodactyl-Mega, Thundurus, Archeops, Rotom-Fan, Rotom-Wash, Rotom-Heat, Pom-Pom Oriocorio, Minior, and Celesteela.

I’ve run Shell Smash Shields-Down calcs on all of these mons using a 252+ Atk/0 SpA minior, included below.


+2 252+ Atk Minior-Down Stone Edge vs. 248 HP / 176+ Def Zapdos: 512-606 (133.6 - 158.2%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 248 HP / 0 SpD Zapdos: 374-444 (97.6 - 115.9%) -- 87.5% chance to OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 248 HP / 176+ Def Zapdos: 386-456 (100.7 - 119%) -- guaranteed OHKO


SpDef

+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 4 Def Skarmory: 222-262 (66.4 - 78.4%) -- guaranteed 2HKO after Leftovers recovery

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 252+ SpD Skarmory: 156-184 (46.7 - 55%) -- 13.7% chance to 2HKO after Leftovers recovery

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 4 Def Skarmory: 168-198 (50.2 - 59.2%) -- 80.1% chance to 2HKO after Leftovers recovery

PhysDef

+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 252+ Def Skarmory: 169-201 (50.5 - 60.1%) -- 86.7% chance to 2HKO after Leftovers recovery

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 4 SpD Skarmory: 229-271 (68.5 - 81.1%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 252+ Def Skarmory: 127-151 (38 - 45.2%) -- guaranteed 3HKO after Leftovers recovery


+2 252+ Atk Minior-Down Stone Edge vs. 0 HP / 0 Def Mega Aerodactyl: 684-806 (227.2 - 267.7%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 0 HP / 4 SpD Mega Aerodactyl: 356-422 (118.2 - 140.1%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 0 HP / 0 Def Mega Aerodactyl: 512-606 (170 - 201.3%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 0 HP / 4 Def Thundurus: 798-938 (266.8 - 313.7%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 0 HP / 0 SpD Thundurus: 414-488 (138.4 - 163.2%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 0 HP / 4 Def Thundurus: 596-704 (199.3 - 235.4%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 4 Def Archeops: 842-992 (237.8 - 280.2%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 0 SpD Archeops: 492-578 (138.9 - 163.2%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 4 Def Archeops: 632-746 (178.5 - 210.7%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 0 HP / 0 Def Rotom-S: 564-666 (234 - 276.3%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 248 HP / 0 SpD Rotom-S: 324-384 (106.9 - 126.7%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 0 HP / 0 Def Rotom-S: 422-500 (175.1 - 207.4%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 248 HP / 252+ Def Rotom-W: 205-243 (67.6 - 80.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

+2 0 SpA Minior-Down Power Gem vs. 248 HP / 0 SpD Rotom-W: 162-192 (53.4 - 63.3%) -- guaranteed 2HKO after Leftovers recovery

+2 252+ Atk Minior-Down Rock Slide vs. 248 HP / 252+ Def Rotom-W: 154-183 (50.8 - 60.3%) -- 89.8% chance to 2HKO after Leftovers recovery


+2 252+ Atk Minior-Down Stone Edge vs. 248 HP / 52 Def Rotom-H: 536-632 (176.8 - 208.5%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 248 HP / 0 SpD Rotom-H: 324-384 (106.9 - 126.7%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 248 HP / 52 Def Rotom-H: 404-476 (133.3 - 157%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 0 Def Oricorio-Electric: 800-944 (225.9 - 266.6%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 0 SpD Oricorio-Electric: 462-546 (130.5 - 154.2%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 0 Def Oricorio-Electric: 600-708 (169.4 - 200%) -- guaranteed OHKO


+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 4 Def Minior-Up: 594-702 (183.3 - 216.6%) -- guaranteed OHKO

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 0 SpD Minior-Up: 344-408 (106.1 - 125.9%) -- guaranteed OHKO

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 4 Def Minior-Up: 446-528 (137.6 - 162.9%) -- guaranteed OHKO


PhysDef

+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 252+ Def Celesteela: 211-249 (53 - 62.5%) -- guaranteed 2HKO

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 0 SpD Celesteela: 171-202 (42.9 - 50.7%) -- 2.3% chance to 2HKO

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 252+ Def Celesteela: 159-187 (39.9 - 46.9%) -- guaranteed 3HKO

SpDef

+2 252+ Atk Minior-Down Stone Edge vs. 252 HP / 0 Def Celesteela: 291-343 (73.1 - 86.1%) -- guaranteed 2HKO

+2 0 SpA Minior-Down Power Gem vs. 252 HP / 252+ SpD Celesteela: 123-145 (30.9 - 36.4%) -- 63.9% chance to 3HKO

+2 252+ Atk Minior-Down Rock Slide vs. 252 HP / 0 Def Celesteela: 219-258 (55 - 64.8%) -- guaranteed 2HKO



The choice between coverage has no effect on OHKOs for Aerodactyl-Mega, Thundurus, Archeops, Rotom-Fan, Rotom-Heat, Pom-Pom Oricorio, or Minior. PhysDef Zapdos is ohko’d by either stone edge or rock slide, and uninvested power gem has an 87.5% chance to ohko.

That leaves Skarmory, Rotom-Wash, and Celesteela to analyze. (From here we can already see that Magnezone is going to be a great partner for Minior!)

Let’s start with Rotom-Wash. Physdef wash takes the following damage:

Max Atk stone edge: 67.6-80.1 (guaranteed 2hko)

Uninvested power gem: 53.4-53.3 (guaranteed 2hko)

Max Atk rock slide: 50.8-60.3 (89.8% chance to 2hko)

PhysDef skarmory

Max Atk stone edge: 50.5-60.1 (86.7% chance to 2hko)

Uninvested power gem: 68.5-81.1 (guaranteed 2hko)

Max Atk rock slide: 38.0-45.2 (guaranteed 3hko)

SpDef skarm

Max Atk stone edge: 66.4-78.4 (guaranteed 2hko)

Uninvested power gem: 46.7-55.0 (13.7% chance to 2hko) [72 Evs required for guaranteed]

Max Atk rock slide: 50.2-59.2 (80.1% chance to 2hko)

PhysDef Celesteela

Max Atk stone edge: 53.0-62.5 (guaranteed 2hko)

Uninvested power gem: 42.9-50.7 (2.3% chance to 2hko) [220 Evs required for guaranteed]

Max Atk rock slide: 39.9-46.9 (guaranteed 3hko)

SpDef Celesteela

Max Atk stone edge: 73.1-86.1 (guaranteed 2hko)

Uninvested power gem: 30.9-36.4 (63.9% chance to 3hko)

Max Atk rock slide: 55.0-64.8 (guaranteed 2hko)


Stone edge nearly always picks up the 2hko, power-gem does more to physdef skarm, while rock slide seems to be underwhelming.

However, we’ve neglected accuracy. All the OHKOs for stone edge are only 80% chances to ohko, rockslide is a 90% chance to ohko, and power gem should hit (unless bright powder makes a comeback this gen). For 2hkos that don’t knock the opponent into acro range, you’ve only got a 64% chance to 2hko with stone edge.

With team support for celesteela and skarm (and levitate bronzong), probably in the form of magnezone or some good volt-turn pressure, I would recommend power gem the majority of the time, followed by rock slide for the higher accuracy and flinch chance should you need it versus air balloon drill or tran. In the lack of this team support, you’re going to have trouble with a late game minior sweep, and stone edge isn’t reliable enough to take down skarm or celesteela without a crit + prior and lacks consistency in taking down thundurus and the like.


tl;dr: power gem > rock slide > stone edge for consistency


As for speed tiers, here are some threats you can outspeed in shield-up and shield down-form:

0 EVs: 312

Outspeeds +spe garchomp

12: 318

Outspeeds +spe kyurem-black

160: 392

Outpseeds neutral gyara at +1

168: 396

Outspeeds +spe tapu koko

198: 406

Outspeeds mega lopunny, mega mane

202: 408

Outspeed 128 spe Pheromosa

252: 438

Speed-tie with mega zam, mega aero


0: 552

Speed tie with the adamant 232 spe rock polish lando-t

108: 606

Outspeed jolly sand rush drill

140: 620

Outspeed +2 adamant mega sharpedo


All of those investments are for a neutral nature. 12 speed lets you outspeed jolly kyurem-black in shields-up, 168 lets you outspeed timid tapu koko, and 198 lets you outspeed mega mane in shields-up. 108 lets you outspeed jolly drill in the sand in shields-down (you naturally outspeed adamant).

You don’t want to take too much away from bulk, but I’d suggest mentioning a few of these potential investments in the write-up. I’d also recommend running 12 speed investment in the standard set.
 
This pokemon will eventually hate Aqua Jet or Bullet Punch after triggering Shields Down.
That's why you pair this monster with Tapu Lele/Top Lel and type in "lel" in chat after you Smash with Terrain still up for a few turns.

That, or you just kill the priority users early on.
 
What do you think about an Automize (actually makes Grass Knot easier to handle) + Weakness Policy set?

Minior @ Weakness Policy
Ability: Shields Down
148 HP / 252 Atk / 108 Spe
Adamant Nature
- Automize
- Acrobatics
- Stone Edge/Rock Slide
- Earthquake

The idea behind this is simple: take a supereffective hit (there are many possibilities), then WP activates while you manually boost you Spe, then you transform into your Core form and sweep.
This set is very simple to put into work, but it has the same problems: paralysis and burn ruin this thing despite the former status is nerfed.
 
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What do you think about an Automize (actually makes Grass Knot/Heavy Slam easier to handle) + Weakness Policy set?

Minior @ Weakness Policy
Ability: Shields Down
76 HP/252 Atk/156 Spe
Adamant Nature
- Automize
- Acrobatics
- Stone Edge/Rock Slide
- Earthquake

The idea behind this is simple: take a supereffective hit (there are many possibilities), then WP activates while you manually boost you Spe, then you transform into your Core form and sweep.
This set is very simple to put into work, but it has the same problems: paralysis and burn ruin this thing despite the former status is nerfed.
Reducing your weight can actually make Heavy Slam hit harder, you're thinking of Low Kick.
 
What do you think about an Automize (actually makes Grass Knot easier to handle) + Weakness Policy set?

Minior @ Weakness Policy
Ability: Shields Down
76 HP/252 Atk/156 Spe
Adamant Nature
- Automize
- Acrobatics
- Stone Edge/Rock Slide
- Earthquake

The idea behind this is simple: take a supereffective hit (there are many possibilities), then WP activates while you manually boost you Spe, then you transform into your Core form and sweep.
This set is very simple to put into work, but it has the same problems: paralysis and burn ruin this thing despite the former status is nerfed.
I think this is a bit less effective than a Shell Smash/White Herb set. Essentially it's doing the same thing, but SS/WH doesn't require a super effective hit to lose its item. The only benefit this set has over Shell Smash is the ability to take less damage from Grass Knot or Low Kick, but as those moves aren't really problematic and you're also taking more damage from Heavy Slam, I'm not sure it's worth it.
 
The only benefit this set has over Shell Smash is the ability to take less damage from Grass Knot or Low Kick, but as those moves aren't really problematic and you're also taking more damage from Heavy Slam, I'm not sure it's worth it.
You can even run Rock Polish to avoid the ubiquitous side effects of Automize.

I want to say that Weakness Policy isn't neutered by Intimidate users or random stats drops, but both set-up sets are roughly the same.
It is a shame that this thing doesn't get SD and Work-Up. I find that the special movepool is really harsh despite Calm Mind is there.
 
For some reason, while everyone else was getting hyped for the Ultra Beasts, Rowlett, and the Alolan formes, I was just really excited for this thing and Salazzle. I'm pretty excited it's actually usable in OU, and I hope it stays that way. It really is a fun mon to use, and I love the typing and design as well. Also, it keeps winning me games that I use it terribly in, like this one:

http://replay.pokemonshowdown.com/gen7ou-479539197
 
Potential Sets:
Shell Smash
Minior @ White Herb
Ability: Shields Down
76 HP/252 Atk/156 Spe
Naive Nature
Is this a typo?

76/252/156 is only 484 EVs total.
I think you meant 76/252/180 because it hits 508 and lets you outspeed neutral nature Pheromosa in shields up with a shell smash boost, but you only need 180 speed EVs with a Naughty nature. 108 is fine for Naive.

???

Also, what does 76 HP let it survive? I know it hits a number divisible by 4 for Stealth Rock twice to trigger Shields Down, but 76 special attack EVs would, as GMars has shown, let it 2HKO specially defensive Skarmory with Power Gem every time, as well as improving what it can do to switch-ins like Celesteela. What's the benefit of it over 12 EVs?
 
Is this a typo?

76/252/156 is only 484 EVs total.
I think you meant 76/252/180 because it hits 508 and lets you outspeed neutral nature Pheromosa in shields up with a shell smash boost, but you only need 180 speed EVs with a Naughty nature. 108 is fine for Naive.

???

Also, what does 76 HP let it survive? I know it hits a number divisible by 4 for Stealth Rock twice to trigger Shields Down, but 76 special attack EVs would, as GMars has shown, let it 2HKO specially defensive Skarmory with Power Gem every time, as well as improving what it can do to switch-ins like Celesteela. What's the benefit of it over 12 EVs?
Yeah, that was my bad. I was thinking of which spreads to put in, and I combined two of them. I updated the OP with the proper spread that is meant to outspeed neutral-natured Pheromosa.
 
when this thing was revealed i was expecting something like good defenses, a good set-up move and good offenses in meteor form, everything that i ask was given to me, but.... after trying it, i realized it isn't that good and i don't think it's going to see the light of OU to soon(maybe it will be D rank at best), it's really hard to set-up cause you're not bulky if invest in atk, and if you invest in HP you can't outspeed some things, also it's weak to aqua jet, bullet punch, ice shard and accelrock. maybe paring it with tapu lele the priorty problem can be solved(but this means that tapu lele will be holding an shitty item and your own team will not be able to have priority), even tough it's really hard to set-up.
edit: psyschc terrain doesn't protect him, so i really can't see this as an OU threat
 
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when this thing was revealed i was expecting something like good defenses, a good set-up move and good offenses in meteor form, everything that i ask was given to me, but.... after trying it, i realized it isn't that good and i don't think it's going to see the light of OU to soon(maybe it will be D rank at best), it's really hard to set-up cause you're not bulky if invest in atk, and if you invest in HP you can't outspeed some things, also it's weak to aqua jet, bullet punch, ice shard and accelrock. maybe paring it with tapu lele the priorty problem can be solved(but this means that tapu lele will be holding an shitty item and your own team will not be able to have priority), even tough it's really hard to set-up.
edit: psyschc terrain doesn't protect him, so i really can't see this as an OU threat
Once again, he is your win condition, not early-game sweeper. Once the priority users are dead, you send him out and its GG. If a Pokemon was capable of easily setting up mid-game and killing a handful of Pokemon easily, then its probably due for a ban.
 
I've been experimenting with this set on offensive teams and it's actually really terrifying

Minior @ Focus Sash
Ability: Shields Down
EVs: 252 Atk / 252 Spe
Lonely Nature
IVs: 0 HP / 0 Def / 0 SpD
- Shell Smash
- Acrobatics/Stone Edge
- Earthquake
- Stealth Rock

Basically the idea is to set up rocks and immediately put a dent in the opponent's team, similar to SR + Swords Dance leads. I've swept teams just with this set alone, since after seeing stealth rock, people usually expect an explosion or something similar.
 
From my testing he's extremely high risk/high reward. He either does nothing and dies to a bullet punch, or you get that perfect game where you are able to remove their priority and then you easily sweep. The opponent usually makes sure their Scizors/Metagross doesn't do anything risky until Minior comes out so its harder than you'd think to get going. I think he'll be a lot easier to use after tutors come out and he (most likely) gets Earth Power and other special moves. Special Fire/Ground moves would make short work of his counters.

Also still need to figure out the perfect spread so he can survive one Bullet/Aqua Jet but still have the damage/speed to sweep.
 
Anyone know of some ways to counter the shell smash sash set? Priority is obvious, but I'm running a psychic terrain team, in which priority would be sub optimal.

I'm thinking doing a small hit to break the sash without triggering shields down should do the trick, so its hits are weak, and it fails to outspeed scarf Genesect. Seems like quite the dicking around though.
 
Sorry if I'm sounding dense, but why the +speed nature on this thing? Unless I'm doing my math wrong:

Minior (Down) Brave nature (0 IV speed, 0 EV): 112
Pheromosoa Naive nature (31 IV, 252 EV): 223

After shell smash, the sharply raised stat is doubled right? So that would mean Minior-down would reach:

Minior (Down) Brave nature (0 IV speed, 0 EV) : 112 (x 2) -> 224
Pheromosoa Naive nature (31 IV, 252 EV): 223

Still manages to outspeed Phermosa without any investment on -ve speed nature after shell smash.
That's my understanding, so I don't get why people run +ve speed natures and even invest in speed on this thing. What am I overlooking?
 
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