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Minccino counters

#0572
normalTier 5
Lobby CP
13,489
Attack
89
Defense
75
HP
15,000
Raid timer
5 min
300s

Caught CP range 456 - 498.

Minccino weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Minccino is weak to fighting1.6x

  • Weak (1)
  • Neutral (16)
  • Resists (1)

It resists ghost0.39xβ€” bringing one of those is throwing damage away.

Best Minccino counters

One trainer with counters this good beats Minccino alone. Difficulty rating 0.85 with the best counter, 3:54 to win.

Trainers1soloable
#AttackerMoveset
1Lucariofightingsteeljoint top pickfightingForce PalmfightingAura Sphere2,7033:540.854.6130.2%
2BlazikenfirefightingfightingCounterfightingAura Sphere2,8484:170.935.9118.2%
3ConkeldurrfightingfightingForce PalmfightingDynamic Punch3,3374:391.015.0108.8%
4BreloomgrassfightingfightingForce PalmfightingDynamic Punch2,6284:531.065.7103.8%
5GalladepsychicfightingfightingLow KickfightingSacred Sword3,0935:001.095.5101.4%
6Hisuian DecidueyegrassfightingpsychicPsycho CutfightingAura Sphere2,8975:091.124.598.4%
7MachampfightingfightingKarate ChopfightingDynamic Punch3,0565:101.125.698.0%
8HariyamafightingfightingForce PalmfightingDynamic Punch2,8295:191.155.495.4%
9HawluchafightingflyingfightingLow KickfightingFlying Press2,4105:201.165.894.9%
10Sirfetch'dfightingfightingCounterfightingClose Combat2,9855:271.185.993.0%
11AnnihilapefightingghostfightingCounterfightingClose Combat3,2685:521.273.486.4%
12HaxorusdragonfightingCounterdragonBreaking Swipe3,5935:421.245.088.9%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Minccino.

Estimator is how many trainers of this strength the fight needs. Power is the share of Minccino's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1fairyCharm+normalSwifthardest4:411.025.597%
2fairyCharm+electricThunderbolt4:401.025.8100%
3normalPound+electricThunderbolt4:391.015.3100%
4normalPound+normalSwift4:381.015.192%
5fairyCharm+waterAqua Tail4:381.015.292%
6normalPound+waterAqua Tail4:371.004.2100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Minccino throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
normalPoundSTAB6+50.5s0.24s
fairyCharm20+111.5s0.90s

Charged moves

MovePowerEnergyDurationHits at
electricThunderbolt80-502.5s1.80s
normalSwiftSTAB65-503.0s2.20s
waterAqua Tail50-332.0s1.30s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor456570
11/11/11464581
12/12/12473591
13/13/13481602
14/14/14490612
15/15/15hundo498623

Caught CP range 456 - 498, or 570 - 623 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Minccino is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
98
Game Master
Base Defense
80
Game Master
Base Stamina
146
ignored by a raid boss
Tier CPM
0.79
15,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((98 + 15) x 0.79)89Game Master base Attack, tier CPM
Defensefloor((80 + 15) x 0.79)75Game Master base Defense, tier CPM
HP15,000 β€” fixed by tier, base Stamina 146 unused15,000tier HP pool
Lobby CPfloor((98 + 15) x sqrt(80 + 15) x sqrt(15,000) / 10) β€” no CPM term13,489Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.79, 15,000 HP, 300s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Minccino's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.