Subject: A brief primer in how Minior works:
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Posted on: 2017-03-06 15:05:00 UTC

Minior switches into an offensively oriented forme when it goes below 50% HP. You can tell the difference because it turns from the Malteser Of The Damned to one of the Lumas from Super Mario Galaxy. Anyway, it's therefore worth investing hugely into your Attack and Speed stats, since that way you can hit harder and go first against more stuff - Minior's attacking forme has a base Speed stat of 120, which means you can outspeed a lot of other attacking Pokémon even if they're equipped with a Choice Scarf.

As for a set, Smogon has very much the right idea, and it has a fairly specific game plan. Your Minior should be given a White Herb to hold and know the moves Shell Smash, Stone Edge, Acrobatics, and Earthquake - EdgeQuake coverage, as it is known among the collective nerd hive of the internet, is very good indeed, hitting a lot of stuff for super-effective damage. First turn out? Boost with Shell Smash, whatever the opponent does. This will grant a 2x bonus to your Attack, Special Attack, and Speed, at the cost of a penalty to your Defence and Special Defence. However, this is where White Herb comes in: the item removes stat penalties like the ones you get from Shell Smash! Useful, n'est-ce pas?

After that, it's just a question of having your Death Malteser beat things unconscious with your other three moves. Acrobatics is a fantastic move on this set, because it does double damage if the user isn't holding an item - and since White Herb is a one-use-only item that disappears after its use, Acrobatics will get the boost! Between that and EdgeQuake, you're basically set. Go get 'em, tiger! =]

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