Minior
Rock
Best attacking moveset: Rollout and Acrobatics, worth 6.7 damage per second against a neutral target.
Best moveset
Minior can learn 6 combinations. Rollout with Acrobatics does the most damage per second of them, at level 40 with a perfect attack stat. Same-type moves get the 1.2× bonus, and the cycle assumes the charged attack fires the moment it has the energy.
Stats and moves come straight from the game's own data files. Every number on this page is a raid and gym number, not a PvP one.
Type matchups
| Fast attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Rollout | Rock | 15 | 1.5s | +19 |
| Take Down | Normal | 7 | 1.0s | +8 |
| Charged attack | Type | Power | Duration | Energy |
|---|---|---|---|---|
| Acrobatics | 100 | 2.0s | -100 | |
| Ancient Power | Rock | 70 | 3.5s | -33 |
| Power Gem | Rock | 80 | 3.0s | -50 |
Shiny
No shiny yet. New shiny releases show up in the news.
Numbers
| Max CP | 1,743 at level 50, 1,542 at level 40 |
|---|---|
| Raid catch | 881 CP at level 20, or 1,101 if weather boosted (perfect IVs) |
| Lowest possible raid catch | 825 CP. Raid encounters can't roll below 10/10/10 |
| Base stats | 116 attack · 194 defense · 155 stamina |
What it costs
| Second charged move | 50,000 Stardust and 50 Candy |
|---|---|
| Buddy distance | 3 km per Candy |
| Size | 0.3 m and 40 kg |
Best moveset against each type
Minior does not have one best moveset, it has 2. Which one wins depends on what you are attacking, because a move only gets its bonus against something weak to it. Best against Bug, Flying, Fire.
| Against | Best moveset | DPS |
|---|---|---|
| Bug | Rollout + Acrobatics | 10.4 |
| Rollout + Power Gem | 9.9 | |
| Fire | Rollout + Power Gem | 9.9 |
| Ice | Rollout + Power Gem | 9.9 |
| Grass | Rollout + Acrobatics | 8.9 |
| Fighting | Rollout + Acrobatics | 7.8 |
| Normal | Rollout + Acrobatics | 6.7 |
| Poison | Rollout + Acrobatics | 6.7 |
| Ghost | Rollout + Acrobatics | 6.7 |
| Water | Rollout + Acrobatics | 6.7 |
| Psychic | Rollout + Acrobatics | 6.7 |
| Dragon | Rollout + Acrobatics | 6.7 |
| Dark | Rollout + Acrobatics | 6.7 |
| Fairy | Rollout + Acrobatics | 6.7 |
| Rock | Rollout + Power Gem | 6.3 |
| Electric | Rollout + Power Gem | 6.3 |
| Ground | Rollout + Acrobatics | 5.7 |
| Steel | Rollout + Acrobatics | 4.4 |
Same maths as the headline number, run once per defending type: level 40, perfect attack IV, and the target's own type taken into account. Sorted by damage, so the top of this table is what Minior is actually for.
Counters: what beats Minior
| Attacker | Type | Moveset | DPS |
|---|---|---|---|
| Electric | Lock On + Thunder Cage Legacy | 32.4 | |
| Electric | Volt Switch + Plasma Fists | 28.3 | |
| DragonElectric | Charge Beam + Fusion Bolt Legacy | 27.7 | |
| Electric | Thunder Shock + Discharge | 27.4 | |
| SteelPsychic | Bullet Punch + Meteor Mash Legacy | 25.8 | |
| Water | Water Gun + Hydro Cannon Legacy | 25.4 | |
| Water | Waterfall + Origin Pulse Legacy | 25.4 | |
| FairySteel | Fairy Wind + Gigaton Hammer Legacy | 25.1 | |
| RockPoison | Rock Throw + Meteor Beam | 25.0 | |
| Rock | Smack Down + Rock Slide | 24.8 |
Ranked by damage per second against Minior's own defense, at level 40 with a 15 attack IV, one per evolution family.