[AAA] Minior [QC 2/2] [GP 2/2]

Apparently I'm dumb and missed the part where it say blatantly says "QC can skip this step"
QC [2/2] GP [2/2]

Overview
Minior's excellent Speed stat makes it one of the fastest Pokemon in the metagame after a Shell Smash boost, and its solid offensive stats allow it to function as a powerful mixed sweeper, particularly with boosts. Minior's decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams. Its rare Rock / Flying typing allows Minior to freely switch into Ground-type attacks and Spikes while not giving many resistances that prevent Focus Sash from triggering. However, a reliance on Focus Sash activation leaves Minior vulnerable to chip damage and weak attacks. Minior falls short of KOing bulky attackers or walls such as Tapu Fini and Unaware Skarmory, giving it issues with defeating bulky offense and stall.

Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

Set Comments
Moves

Shell Smash boosts Minior’s Attack, Special Attack, and Speed by two stages, turning it into a fearsome sweeper. Acrobatics is the chief STAB move, hitting 110 Base Power with no side effects after Focus Sash is broken. Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-types and Pokemon with Levitate; in particular, it allows Minior to defeat the common Magearna. Power Gem rounds out Minior's all-but-perfect coverage and allows it to function as a mixed attacker, particularly against Intimidate users and Pokemon such as Skarmory and Zapdos. Stone Edge is another slightly more powerful option for a physical attack that isn't crippled by Focus Sash failing to activate and allows Minior to invest more in Speed, but it is generally inferior to Power Gem.

Set Details

Dazzling protects Minior from priority, preventing it from being revenge killed after a Shell Smash drop and allowing it to clean slightly weakened offensive teams. Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power. 252 EVs are placed into Attack alongside a Lonely nature to maximize Minior's damage output. 252 Special Attack EVs are used to increase Power Gem's damage output. Should Stone Edge be run, 252 EVs should instead be placed in Speed.

Usage Tips

Whenever possible, keep Stealth Rock off your side of the field so that Minior remains as healthy as possible in order to sweep in the late-game. Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean. If facing a bulky team, freely use Minior to scout sets or as switch fodder, as it can contribute little to breaking them. Post-Shell Smash Minior is one of the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and KO them before they can move. Avoid setting up until checks such as Tapu Fini and Unaware Skarmory are weakened or KOed, as Minior is forced out or KOed for little gain. Stealth Rock and Spikes should be kept on the opposing side of the field when possible to let Minior beat Pokemon like Tapu Fini.

Team Options

Wallbreakers and stallbreakers such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them. Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela. Entry hazard clearers such as Zapdos and Tapu Fini are neccesary to allow Minior's Focus Sash to stay intact, and Magic Bounce from Pokemon such as Zygarde proactively prevents Stealth Rock from being set and prevents momentum drom being lost. Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade. Entry hazard support from Pokemon like Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, but Minior is too frail to effectively run such a set reliably. Maximum Speed investment allows Minior to clean versus weather offense teams and function before a Shell Smash. An Aerilate set with Return over Acrobatics may be used for a more powerful and reliable Flying-type STAB move, but this allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes. A Special Attack-boosting nature may be run to increase the damage output of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory without Stealth Rock damage.

Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini's Scald.

Stealth Rock: Acrobatics is Minior's main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities and leaves it prey to being OHKOed before accomplishing anything.

Status: All status conditions cripple Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, paralysis ruins its Speed tier, and burn cripples its damage output—particularly on Acrobatics—while also removing many setup opportunities. While less dangerous than a burn, poison is still a threat since it breaks Focus Sash.
 
Last edited:

david0895

Mercy Main Btw
You are wrong. When minior is sent into battle it's always in its fast form, only then does shield ability activate and it transforms to its slow form. If you don't have the ability then you have fast minior.
Oh sorry, i confused the forms
 

Laxpras

One small yeet for man, one giant yeet for mankind
Apparently I'm dumb and missed the part where it say blatantly says "QC can skip this step"
QC [0/2] GP [0/2]

Overview
* Minior's excellent speed stat allows it to outpace most Pokemon no. see set adjustment, and makes it the fastest Pokemon in the metagame at +2.
* Its solid offensive stats allow Minior to function as a powerful mixed sweeper, particularly with boosts.
* Minior’s decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams.
* A decent Rock / Flying typing allows Minior to freely switch into Ground-type attacks, while not giving many resistances that prevent Focus Sash from triggering.
* Reliance on Focus Sash activation leaves Minior weak to chip damage and weak attacks.
* Minior falls short of KOing bulky attackers or walls such as Tapu Fini or unaware anything, giving it issues with defeating bulky offense or stall.


Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

the main thing is avoiding having your sweep ruined by intimidate. Also I'm not aware of anything it loses out on from that speed?

Set Comments
Moves
* Shell Smash boosts Minior’s Attack, Special Attack, and Speed by 2 stages, turning it into a fearsome sweeper.
* Acrobatics is the chief STAB move, hitting 110 base power with no side effects after Focus Sash is broken.
* Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-type and Levitating Pokemon; in particular, it allows Minior to defeat the everpresent Magearna.
* Power Gem rounds out Minior’s all-but perfect coverage and allows it to function as a mixed attacker, particularly against Pokemon such as Unaware Skarmory. intimidate users, phys walls in general.
* Stone Edge is another, slightly more powerful option to gain a physical attack not crippled by Focus Sash failing to activate, but is generally inferior to Power Gem.

Set Details

* Dazzling protects Minior from priority, preventing it from being picked off after a Shell Smash and allowing it to clean slightly-weakened offensive teams.
* Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power.
* 252 Speed EVs and a Hasty nature allow Minior to tie other variants of itself and outpace anything slower before boosting, such as Choice Band Victini and Manaphy.
* 252 EVs are placed into attack to maximize Minior’s damage output. fix EVs to match
* An Attack boosting nature is an option to increase Minior's power, particularly should it run Stone Edge, but the loss of Speed pre-Shell Smash makes it generally not worth it.

Usage Tips

keeping SR off the field is kinda the most important part of minior so mention it
* Versus offensive teams, keep Minior at full HP so it can sweep in the late game.
* Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean.
* If facing a bulky team, freely use Minior to scout sets or as switch fodder, as it can contribute little to breaking them.
* Post Shell Smash Minior is the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and then KO them before they can move.
* Avoid setting up until checks such as Tapu Fini and Unaware Skarory are KOed, as Minior is forced out or KOed for little gain.
hazards can help it KO its threats like Tapu

Team Options

* Wall- and stallbreakers such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them.
* Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela.
magic bounce - zyg
* Hazard clearers such as Zapdos and Tapu Fini are useful to allow Minior’s Focus Sash to stay intact.
* Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade.
* Entry hazard support from pokemon such as Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

* White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, Minior is too frail to effectively run such a set reliably.
* An Aerilate set with Return over Acrobatics may be used for greater power and reliability for its Flying STAB move, but allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes.
* More investment may be run in Special Attack to increase the damage of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory.
i mean
252 SpA Minior Power Gem vs. 252 HP / 4 SpD Skarmory: 145-172 (43.4 - 51.4%) -- 98.8% chance to 2HKO after Stealth Rock


Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini’s Scald.

Stealth Rock: Acrobatics is Minior’s main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities, and leaves it prey to being OHKOed before accomplishing anything.

Status: All status cripples Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, while Paralysis ruins its speed tier and Burn cripples it's damage output &ndash particularly on Acrobatics &ndash while also removing many setup opportunities. While less dangerous than a burn, Toxic is still a threat since it breaks Focus Sash.
bolded, pretty good and easy analysis
 
Apparently I'm dumb and missed the part where it say blatantly says "QC can skip this step"
QC [1/2] GP [0/2]

Overview
Minior's excellent speed stat makes it one of the fastest Pokemon in the metagame after a Shell Smash, while its solid offensive stats allow Minior to function as a powerful mixed sweeper, particularly with boosts. Minior’s decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams. Its rare Rock / Flying typing allows Minior to freely switch into Ground-type attacksand spikes, while not giving many resistances that prevent Focus Sash from triggering. However, a reliance on Focus Sash activation leaves Minior weak to chip damage and weak attacks. Minior falls short of KOing bulky attackers or walls such as Tapu Fini or Unaware Skarmory, giving it issues with defeating bulky offense or stall.

Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

Set Comments
Moves

Shell Smash boosts Minior’s Attack, Special Attack, and Speed by 2 stages, turning it into a fearsome sweeper. Acrobatics is the chief STAB move, hitting 110 base power with no side effects after Focus Sash is broken. Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-type and Levitating Pokemon; in particular, it allows Minior to defeat the everpresent Magearna. Power Gem rounds out Minior’s all-but perfect coverage and allows it to function as a mixed attacker, mention zapdos too somewhere in there particularly against Intimidate users and Pokemon such as Skarmory.Stone Edge is another, slightly more powerful option to gain a physical attack not crippled by Focus Sash failing to activate and would allow minior to invest more speed, but is generally inferior to Power Gem.

Set Details

Dazzling protects Minior from priority, preventing it from being picked off after a Shell Smash and allowing it to clean slightly-weakened offensive teams. Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power. 252 EVs are placed into Attack alongside a Lonely nature to maximize Minior’s damage output. 252 Special Attack EVs are used to increase Power Gem's damage output. Should stone edge be run, 252 EVs should instead be placed in Speed.

Usage Tips

Whenever possible, keep Stealth Rock off the feild so that Minior can do its job properly. Versus offensive teams, keep Minior at full HP so it can sweep in the late game. Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean. If facing a bulky team, freely use Minior to scout sets or as switch fodder, as it can contribute little to breaking them. Post Shell Smash Minior is one of the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and then KO them before they can move. Avoid setting up until checks such as Tapu Fini and Unaware Skarory are KOedor weakened, as Minior is forced out or KOed for little gain. Stealth Rock and Spikes should be kept on the opposing side of the feild when possible to let Minior beat Pokemon like Tapu Fini.

Team Options

Wall- and stall-breakers such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them. Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela. Hazard clearers such as Zapdos and Tapu Fini are useful necessary to allow Minior’s Focus Sash to stay intact, while Magic Bounce from Pokemon such as Zygarde proactively prevent Stealth Rock from being set and does not lose momentum. Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade. Entry hazard support from pokemon such as Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, Minior is too frail to effectively run such a set reliably. Maximum speed investment allows Minior to clean versus weather offense teams and function before a Shell Smash. An Aerilate set with Return over Acrobatics may be used for greater power and reliability for its Flying STAB move, but allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes. A Special Attack boosting nature may be run to increase the damage of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory without Stealth Rock.

Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini’s Scald.

Stealth Rock: Acrobatics is Minior’s main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities, and leaves it prey to being OHKOed before accomplishing anything.

Status: All status cripples Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, while Paralysis ruins its speed tier and Burn cripples it's damage output &ndash particularly on Acrobatics &ndash while also removing many setup opportunities. While less dangerous than a burn, Toxic is still a threat since it breaks Focus Sash.
Seems like you got everything tbh, qc2/2.
 

Sobi

Banned deucer.
Overview
Minior's excellent Speed stat makes it one of the fastest Pokemon in the metagame after a Shell Smash boost, while and its solid offensive stats allow Minior to function as a powerful mixed sweeper, particularly with boosts. Minior's decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams. Its rare Rock / Flying typing allows Minior to freely switch into Ground-type attacks moves, especially and Spikes, while not giving many resistances that prevent Focus Sash from triggering. However, a reliance on Focus Sash activation leaves Minior weak vulnerable to chip damage and weak attacks. Minior falls short of KOing bulky attackers or walls such as Tapu Fini or Unaware Skarmory, giving it issues with defeating bulky offense or stall.

Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

Set Comments
Moves

Shell Smash boosts Minior's Attack, Special Attack, and Speed by 2 two stages, turning it into a fearsome sweeper. Acrobatics is the chief STAB move, hitting 110 Base Power with no side effects after Focus Sash is broken. Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-type and Levitating Pokemon; in particular, it allows Minior to defeat the everpresent common Magearna. Power Gem rounds out Minior's all-but-perfect (AH) coverage and allows it to function as a mixed attacker, particularly against Intimidate users and Pokemon such as Skarmory and Zapdos. Stone Edge is another, (RC) slightly more powerful option to gain a physical attack not that isn't crippled by Focus Sash failing to activate and would allow Minior to invest more in Speed, but it is generally inferior to Power Gem.

Set Details

Dazzling protects Minior from priority, preventing it from being picked off after a Shell Smash boost and allowing it to clean slightly-weakened (RH) offensive teams. Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power. 252 EVs are placed into Attack alongside a Lonely nature to maximize Minior's damage output. 252 Special Attack EVs are used to increase Power Gem's damage output. Should Stone Edge be run, 252 EVs should instead be placed in Speed.

Usage Tips

Whenever possible, keep Stealth Rock off the feild field so that Minior remains as healthy as possible can do its job properly. (RP) in order to Versus offensive teams, keep Minior at full HP so it can sweep in the late-game (AH), especially against offensive teams. Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean. If facing a bulky team, freely use Minior to scout for sets or as switch fodder, as it can contribute little to breaking them. Post-Shell (AH) Smash Minior is one of the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and then KO them before they can move. Avoid setting up until checks such as Tapu Fini and Unaware Skarory are weakened or KOed, as Minior is forced out or KOed for little gain. Stealth Rock and Spikes should be kept on the opposing side of the feild field when possible to let Minior beat Pokemon like Tapu Fini.

Team Options

Wall-breakers (RH) and stall-breakers (RH) such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them. Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela. Entry hazard clearers such as Zapdos and Tapu Fini are neccesary to allow Minior's Focus Sash to stay intact, while and Magic Bounce from Pokemon such as Zygarde proactively prevent Stealth Rock from being set and does don't not lose momentum. Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade. Entry hazard support from Pokemon such as like Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, but Minior is too frail to effectively run such a set reliably. Maximum Speed investment allows Minior to clean versus weather offense teams and function before a Shell Smash. An Aerilate set with Return over Acrobatics may be used for a greater more powerful and reliability reliable for its Flying-type STAB move, but this allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes. A Special Attack-boosting (AH) nature may be run to increase the damage of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory without Stealth Rock.

Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini's Scald.

Stealth Rock: Acrobatics is Minior's main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities, (RC) and leaves it prey to being OHKOed before accomplishing anything.

Status: All status cripples cripple Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, while paralysis ruins its Speed tier, (AC) and burn cripples it's its damage output—particularly on Acrobatics—while also removing many setup opportunities. While less dangerous than a burn, Toxic is still a threat, (AC) since it breaks Focus Sash.

GP 1/2


e: also change title
 
Last edited:
Overview
Minior's excellent Speed stat makes it one of the fastest Pokemon in the metagame after a Shell Smash boost, while and its solid offensive stats allow Minior to function as a powerful mixed sweeper, particularly with boosts. Minior's decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams. Its rare Rock / Flying typing allows Minior to freely switch into Ground-type attacks moves, especially and Spikes, while not giving many resistances that prevent Focus Sash from triggering. However, a reliance on Focus Sash activation leaves Minior weak vulnerable to chip damage and weak attacks. Minior falls short of KOing bulky attackers or walls such as Tapu Fini or Unaware Skarmory, giving it issues with defeating bulky offense or stall.

Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

Set Comments
Moves

Shell Smash boosts Minior's Attack, Special Attack, and Speed by 2 two stages, turning it into a fearsome sweeper. Acrobatics is the chief STAB move, hitting 110 Base Power with no side effects after Focus Sash is broken. Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-type and Levitating Pokemon; in particular, it allows Minior to defeat the everpresent common Magearna. Power Gem rounds out Minior's all-but-perfect (AH) coverage and allows it to function as a mixed attacker, particularly against Intimidate users and Pokemon such as Skarmory and Zapdos. Stone Edge is another, (RC) slightly more powerful option to gain a physical attack not that isn't crippled by Focus Sash failing to activate and would allow Minior to invest more in Speed, but it is generally inferior to Power Gem.

Set Details

Dazzling protects Minior from priority, preventing it from being picked off after a Shell Smash boost and allowing it to clean slightly-weakened (RH) offensive teams. Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power. 252 EVs are placed into Attack alongside a Lonely nature to maximize Minior's damage output. 252 Special Attack EVs are used to increase Power Gem's damage output. Should Stone Edge be run, 252 EVs should instead be placed in Speed.

Usage Tips

Whenever possible, keep Stealth Rock off the feild field so that Minior remains as healthy as possible can do its job properly. (RP) in order to Versus offensive teams, keep Minior at full HP so it can sweep in the late-game (AH), especially against offensive teams. Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean. If facing a bulky team, freely use Minior to scout for sets or as switch fodder, as it can contribute little to breaking them. Post-Shell (AH) Smash Minior is one of the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and then KO them before they can move. Avoid setting up until checks such as Tapu Fini and Unaware Skarory are weakened or KOed, as Minior is forced out or KOed for little gain. Stealth Rock and Spikes should be kept on the opposing side of the feild field when possible to let Minior beat Pokemon like Tapu Fini.

Team Options

Wall-breakers (RH) and stall-breakers (RH) such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them. Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela. Entry hazard clearers such as Zapdos and Tapu Fini are neccesary to allow Minior's Focus Sash to stay intact, while and Magic Bounce from Pokemon such as Zygarde proactively prevent Stealth Rock from being set and does don't not lose momentum. Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade. Entry hazard support from Pokemon such as like Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, but Minior is too frail to effectively run such a set reliably. Maximum Speed investment allows Minior to clean versus weather offense teams and function before a Shell Smash. An Aerilate set with Return over Acrobatics may be used for a greater more powerful and reliability reliable for its Flying-type STAB move, but this allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes. A Special Attack-boosting (AH) nature may be run to increase the damage of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory without Stealth Rock.

Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini's Scald.

Stealth Rock: Acrobatics is Minior's main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities, (RC) and leaves it prey to being OHKOed before accomplishing anything.

Status: All status cripples cripple Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, while paralysis ruins its Speed tier, (AC) and burn cripples it's its damage output—particularly on Acrobatics—while also removing many setup opportunities. While less dangerous than a burn, Toxic is still a threat, (AC) since it breaks Focus Sash.

GP 1/2


e: also change title
Implemented, with one exception on the spikes part. The idea isn't that you switch into <the ground type move spikes> freely; the flying type doesn't help there. Rather, its that you are able to switch minior into Ground type attacks and switch it in when spikes are up. Maybe the current phrasing is also wrong for that, but as far as I can tell the new one changes the meaning from what is intended.
 
add remove comments
Overview
Minior's excellent Speed stat makes it one of the fastest Pokemon in the metagame after a Shell Smash boost, and its solid offensive stats allow Minior it to function as a powerful mixed sweeper, particularly with boosts. Minior's decent movepool gives it access to Shell Smash and near-perfect coverage, allowing it to sweep most offensive teams. Its rare Rock / Flying typing allows Minior to freely switch into Ground-type attacks and Spikes, (RC) while not giving many resistances that prevent Focus Sash from triggering. However, a reliance on Focus Sash activation leaves Minior vulnerable to chip damage and weak attacks. Minior falls short of KOing bulky attackers or walls such as Tapu Fini or and Unaware Skarmory, giving it issues with defeating bulky offense or and stall.

Shell Smash Sweeper
Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 252 SpA / 4 Spe
Lonely Nature
- Shell Smash
- Acrobatics
- Earthquake
- Power Gem

Set Comments
Moves

Shell Smash boosts Minior’s Attack, Special Attack, and Speed by two stages, turning it into a fearsome sweeper. Acrobatics is the chief STAB move, hitting 110 Base Power 110-Base Power with no side effects after Focus Sash is broken. Earthquake has nearly perfect coverage alongside Acrobatics, only missing out on a select few Flying-type Flying-types and Levitating Pokemon with Levitate; in particular, it allows Minior to defeat the common Magearna. Power Gem rounds out Minior's all-but-perfect coverage and allows it to function as a mixed attacker, particularly against Intimidate users and Pokemon such as Skarmory and Zapdos. Stone Edge is another slightly more powerful option to gain for a physical attack that isnt isn't crippled by Focus Sash failing to activate and would allow allows Minior to invest more in Speed, but it is generally inferior to Power Gem.

Set Details

Dazzling protects Minior from priority, preventing it from being picked off revenge killed (subjective, but I think this is a better term because it actually tells the readers more about why Dazzling is important, up to you though) after a Shell Smash drop and allowing it to clean slightly weakened offensive teams. Focus Sash allows Minior to safely set up even with the defensive drops and gives Minior a reliable way to boost Acrobatics to full power. 252 EVs are placed into Attack alongside a Lonely nature to maximize Minior's damage output. 252 Special Attack EVs are used to increase Power Gem's damage output. Should Stone Edge be run, 252 EVs should instead be placed in Speed.

Usage Tips

Whenever possible, keep Stealth Rock off your side of the field so that Minior remains as healthy as possible in order to sweep in the late game late-game. Avoid setting up on passive Pokemon or resisted attacks, as Focus Sash must be activated for Minior to reliably clean. If facing a bulky team, freely use Minior to scout sets or as switch fodder, as it can contribute little to breaking them. Post-Shell Smash Minior is one of the fastest Pokemon in the AAA metagame, so it can set up on Choice Scarf users or boosted attackers and then KO them before they can move. Avoid setting up until checks such as Tapu Fini and Unaware Skarory Skarmory are weakened or KOed, as Minior is forced out or KOed for little gain. Stealth Rock and Spikes should be kept on the opposing side of the field when possible to let Minior beat Pokemon like Tapu Fini.

Team Options

Wallbreakers and stallbreakers such as Hoopa-U, Choice Band Terrakion, and Tapu Fini are handy to break down bulky cores for Minior, as it can do little to them. Magnet Pull Pokemon such as Victini are handy to trap Steel-type Pokemon like Skarmory and Celesteela. Entry hazard clearers such as Zapdos and Tapu Fini are neccesary to allow Minior's Focus Sash to stay intact, and Magic Bounce from Pokemon such as Zygarde proactively prevent prevents Stealth Rock from being set and don't lose prevents momentum from being lost. Other physical attackers such as Landorus-T, Golisopod, and Mega Metagross are useful for wearing down shared answers like Skarmory and Doublade. Entry hazard support from Pokemon like Ferrothorn and Landorus-T is useful to weaken switch-ins like Tapu Fini, as Minior falls short of many crucial KOs.

Strategy Comments

Other Options

White Herb may seem useful for removing an item versus passive threats such as Chansey and preventing Stealth Rock from entirely crippling Minior, but Minior is too frail to effectively run such a set reliably. Maximum Speed investment allows Minior to clean versus weather offense teams and function before a Shell Smash. An Aerilate set with Return over Acrobatics may be used for a more powerful and reliable Flying-type STAB move, but this (add space) allows opposing priority to pick off Minior and does not greatly increase the number of Pokemon it KOes. A Special Attack-boosting nature may be run to increase the damage output of Power Gem, but even maximum investment is not enough to guarantee a 2HKO on Unaware Skarmory without Stealth Rock damage.

Checks and Counters

Unaware Pokemon: Minior is extremely reliant on its boosts to sweep, as its damage output is low without them. While it can 2HKO some answers such as Skarmory, it has no such aid versus others, and even Skarmory may shuffle it with Whirlwind.

Physically Bulky Pokemon: While not as directly threatening as Unaware due to Power Gem, Minior is chiefly reliant on its physical attacks to deal reliable damage. It can take on a few physical walls such as Buzzwole by virtue of its typing, but even that doesn't save it from being phazed by the likes of Hippowdon or KOed by Tapu Fini's Scald.

Stealth Rock: Acrobatics is Minior's main attack, and Stealth Rock prevents it from utilizing it by denying Minior the ability to trigger Focus Sash. It also greatly reduces Minior's setup opportunities and leaves it prey to being OHKOed before accomplishing anything.

Status: All status conditions cripple Minior to varying degrees. Sleep prevents it from moving, allowing foes to KO it, Paralysis paralysis ruins its speed Speed tier, and Burn burn cripples its damage output&mdash;particularly on Acrobatics&mdash;while also removing many setup opportunities. While less dangerous than a burn, Toxic poison is still a threat, since it breaks Focus Sash.

GP 2/2
 

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