Minccino artwork
#572

Minccino

Normal
All data Standard/Form Gen 5

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFlexible pick

Minccino reads as a mixed attacker from its current stats.

Speed readMedium speed

May need Tailwind, priority, or careful switching.

Watch outFighting

These attack types are the first danger check before adding it to a team.

Battle Stats

HP55Atk50Def40Sp.Atk40Sp.Def40Speed75total300
HP 55
Atk 50
Def 40
Sp.Atk 40
Sp.Def 40
Speed 75
Type Check

What scares Minccino?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Fighting
Resists
None
Immune to
Ghost

Abilities / Passives

Punish / protect

Cute Charm

The Pokémon may infatuate attackers that make direct contact with it.

This passive makes attacking or disrupting the Pokemon more dangerous.
Passive effect

Technician

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Passive effect

Skill Link

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Rain Dance
Status · Water Pow - · Acc - · PP 8

The user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.

Sunny Day
Field control

Changes the field so some Pokemon become stronger.

Calm Mind
Status · Psychic Pow - · Acc - · PP 20

The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.

Hyper Voice
Special · Normal PP 12

The user attacks by letting loose a horribly loud, resounding cry.

Encore
Status · Normal Acc - · PP 8

The user compels the target to keep using the move it encored for three turns.

Dazzling Gleam
Special · Fairy PP 12

The user damages opposing Pokémon by emitting a powerful flash.

Knock Off
Physical · Dark PP 20

The user slaps down the target's held item, making it unusable for that battle. This move does more damage if the target has a held item.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

After You
Damage

Used to take knockouts or put enemies into finishing range.

Alluring Voice
Damage

Used to take knockouts or put enemies into finishing range.

Aqua Tail
Damage

Used to take knockouts or put enemies into finishing range.

Attract
Damage

Used to take knockouts or put enemies into finishing range.

Baby-Doll Eyes
Damage

Used to take knockouts or put enemies into finishing range.

Baton Pass
Damage

Used to take knockouts or put enemies into finishing range.

Bullet Seed
Damage

Used to take knockouts or put enemies into finishing range.

Captivate
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (73 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources