Milotic [QC: 0/2]

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[OVERVIEW]

* Milotic’s access to Competitive, reasonable bulk of 95 / 79 / 125 and reliable recovery make it one of the best counters to prevalent Intimidators such as Landorus-Therian and Incineroar

* After one or two Competitive boosts Milotic becomes a prominent offensive threat offering both high STAB damage output and speed control

* Sole Water typing results in only two weaknesses - to Electric and Grass - and four excellent resistances

* Unfortunately, both of Milotic's weaknesses pose significant threats in the current metagame, most notably Tapu Koko and Tapu Bulu, as well as Kartana

* Milotic suffers from sub-optimal Defence however careful EV distribution can allow it to meet significant defensive benchmarks, and it's high base Special Defense stat compliments a bulky build

* Its STAB coverage is resisted by some popular choices, notably Tapu Fini, Tapu Bulu, Ferrothorn and Kartana

* To operate as an effective offensive threat Milotic is reliant on speed control, through it's own Icy Wind or a partner's Tailwind, due to its middling speed

[SET]
name: Bulky Offense
move 1: Scald / Hydro Pump
move 2: Icy Wind / Ice Beam
move 3: Recover
move 4: Protect
item: Wiki Berry
ability: Competitive
nature: Calm
evs: 252 HP / 0 Atk / 156 Def / 92 SpA / 4 SpD / 6 Spe

[SET COMMENTS]

* Scald is an accurate and strong STAB attack with the added bonus of a burn chance, particularly useful against physical threats such as Mega Tyrannitar and Mega Metagross. This is Milotic's 'go-to' offensive move

* Some trainers may opt for Hydro Pump over Scald in order to pick up KOs that Milotic would otherwise miss, however the better accuracy of Scald and the burn chance generally make it the favourable option

* Icy Wind is the move of choice for Milotic offering mostly reliable speed control and chip damage. Super Effective coverage against Mega Salamence and Landorus-Therian allow Milotic to provide useful damage output too, particularly after a Competitive boost

* Ice Beam is a sound alternative to Icy Wind offering more damage output and the chance to OHKO opposing Landorus-Therian, however Milotic's lower speed tier means that most of the time Icy Wind is preferable

* Recover allows Milotic to stay on the field longer and potentially preserve Competitive boosts gained earlier. This can be stacked with a Pinch Berry, Grassy Terrain and Intimidate support so that Milotic can either endure through matches or setup win conditions through repeat Icy Wind support

* Protect enables Milotic scout for threats or to limit damage from a Z-move without giving up its boosts - particularly Tapu Koko’s Gigavolt Havok or Tapu Bulu’s Bloom Doom. A staple in VGC, this moves also gives Milotic's partner the opportunity to remove a threat or to punish double-targets. This is particularly relevant in Milotic's case given its access to reliable recovery and its potential threat after Competitive boosts

* The given EV spread augments Milotic's mediocre Defence stat whilst still putting some investment into Special Attack

* 252 HP / 156 Def makes Landorus-Therian's Earthquake into a 4HKO, Tapu Bulu's Horn Leech into a 2HKO at -1 in Terrain and Wood Hammer a 2HKO outside of Terrain, an 87.5% survival chance in Terrain at -2, and Kartana's Leaf Blade into a 2HKO at -1. The 252 HP / 4 SpD allows Milotic to survive Timid Tapu Koko's Thunderbolt in Terrain 100% of the time, and to survive Z-Thunderbolt 62.3% of the time outside of Electric Terrain. Milotic will also always survive Z-Wild Charge outside of Electric Terrain. Other notable Benchmarks include 43.7% chance to survive Psychic-Z from Tapu Lele in Psychic Terrain, and guaranteed survival outside of Terrain

* In practice, 92 SpA enables Milotic to usually 2HKO Assault Vest Incineroar after a Competitive boost, or alternately to 2HKO Incineroar without triggering a Pinch Berry; however outcomes can vary depending on the opposing nature and EV spread. Notably, this EV investment also guarantees a 2HKO with Icy Wind on 4HP Landorus-Therian

* 6 Speed investment allows Milotic to outspeed uninested base 101 Pokémon, and also fully invested base 69 and under; this nominal investment can also be advantageous in mirror matches

* A more basic 252 HP / 252 Def / 4 SpD spread can also be used to maximise Milotic's Defensive bulk, however this is at the expense of further Special Defensive durability and some damage output. This set was piloted with great success by Wolfe Glick to regional victory at Charlottesville in this format

* Calm boosts Milotic's already high Special Defence further helping it to survive even Super Effective hits well. The drop in Attack power does not bother Milotic

* Wiki Berry gives Milotic additional recovery, this is particularly useful if EV'd to survive a specific threat whilst Milotic's partner KOs in return. This very will also confuse Adamant Scizor / Mega Scizor if using Bug Bite

* Other item options include Choice Scarf to surprise outspeed some threats, most notably Assault Vested Landorus-Therian. If running this approach then Ice Beam and maximum Special Attack is generally advisable. Another advantage of Choice Scarf variants is the opportunity to understand opponent item choices based on the order that abilities trigger upon entering the field

* Milotic can pair well with Pokemon which carry the Drizzle ability, as rain boosts Milotic’s primary STAB move. Pelipper deserves a mention in this role as it can both Tailwind and hit Grass-types with Super Effective 100% accurate Hurricanes in the rain

* Given its Defensive stat, Milotic appreciates Intimidate support to lower opposition Attack. Manectric deserves a special mention as it can offer support from both of it's abilities - Lightning Rod to redirect Super Effective Electric attacks - and Intimidate. Access to a fast Volt Switch also enables Manectric to cycle Intimidates. Their synergy is further cemented by Milotic's ability to threaten or outright ward off Landorus-Therian that would otherwise threaten Manectric with STAB Earthquake or Groundium Z

* Incineroar is another good partner as it can both provide Intimidate support, Fake Out to enable an Icy Wind for speed control and also heavily threaten Grass-types

* Tapu Bulu also works well as Grassy Terrain provides additional recovery to Milotic, however the Grassy Terrain can work against you by powering-up opposing Grass-type moves

* Milotic can be used together with the above two Pokémon to form a solid Fire-Grass-Water team core

* If your opponent doesn’t have a reliable answer to Milotic, and especially if they have multiple Intimidators, then Milotic can often hit the field on turn 1, receive a boost and stay in place throughout the match
 
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Adamant Zoroark

catchy catchphrase
is a Contributor Alumnus
Ctrl+F "Adrenaline Orb"

> 0 results

:thinking:

Adrenaline Orb is the one of the most used items on Milotic acording to PGL stats, and for good reason, too; getting +2 Special Attack and a boost in Speed? Yes, please!

I wouldn't just make it an item slash on the existing set, though, mainly because if you're using Adrenaline Orb, you 100% want to be investing in Speed to hit a certain benchmark your team may want or need. Examples:

Timid not required:

-84 Speed EVs outspeeds Timid Mega Charizard Y at +1
-140 Speed EVs outspeeds Kartana at +1
-204 Speed EVs outspeeds Mega Salamence at +1 (though if you're at this point, it's probably more efficient to run Timid)

Timid required:

-164 Speed EVs outspeeds Tapu Koko at +1
-236 Speed EVs outspeeds Adamant Scarf Landorus-T at +1 (undoubtedly the most extreme case, but undoubtedly noteworthy nonetheless)


Also, I should point out that you do not need to list the stat under EVs if nothing is invested in it, and listing the two leftover EVs is not required. So the EV spread should look like: 252 HP / 156 Def / 92 SpA / 4 SpD / 4 Spe

Also, I personally wouldn't slash Hydro Pump, but a mention is probably fine. Sure, it has more power, but its 80% accuracy makes it unreliable for VGC. This would explain why Toxic is more used than Hydro Pump.

Note that I'm not on the QC team, so take this with a grain of salt.

Edit: my statement is updated to keep it from being only technically accurate. Even so, I’d like to mention a couple more points in defense of Adrenaline Orb, namely “The opponent can switch out of an Icy Wind Speed drop” and “Maybe Milotic wants to use Ice Beam”
 
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Adamant Zoroark
PS item usage
Iapapa Berry 20.631%
Wiki Berry 17.306%
Adrenaline Orb 16.693%
Choice Scarf 15.214%
Wacan Berry 6.689%
Mago Berry 5.088%
Aguav Berry 4.658%
Leftovers 3.302%
Maranga Berry 3.162%
Sitrus Berry 2.241%
Psychic Seed 1.279%
Other 3.736%

Iapapa+Wiki+Mago+Aquav = 47.683%
PGL item usage (Season9, >1%)
Adrenaline Orb 34.13493653974616%
Wiki Berry 25.71810287241149%
Aguav Berry 12.758851035404142%
Wacan Berry 6.880427521710087%
Iapapa Berry 6.813627254509018%
Mago Berry 5.477621910487642%
Maranga Berry 2.8724114896459585%
Sitrus Berry 1.068804275217101%

Iapapa+Wiki+Mago+Aquav ≈ 50.7681%
So 50% berries are still the most common item (I wish they would pool them in the published stats).
I'm not strictly opposed to Adrenaline Orb, but it is more OO to me than having it's own set. And the difference in speed tiering you mention will likely want mention in set comments anyway since it's relevant to Icy Wind. So it could slide in nicely around there.

Anyway, I'll do a full check tomorrow.
 
Thanks. Really good feedback! I'll await the full check before implementing, but I think you're right on at least a mention for Adrenaline Orb (completely slipped my mind when writing); it's definitely a viable alternative to pinch berries, even if they do account for over 50% usage.
 
[SET]
name: Bulky Offense
move 1: Scald / Hydro Pump I agree with Adamant Zoroark about dropping Hydro Pump. Scald is by far the dominant choice. Accuracy worries are significant, and burns work with Milotic very well.
move 2: Icy Wind / Ice Beam
move 3: Recover
move 4: Protect
item: Wiki Berry
ability: Competitive
nature: Calm
evs: 252 HP / 0 Atk / 156 Def / 92 SpA / 4 SpD / 6 Spe change to ' 252 HP / 156 Def / 92 SpA / 4 SpD / 4 Spe ' we don't need to mention the uninvested stat or the 2 remainder.

[SET COMMENTS]

* Scald is an accurate and strong STAB attack with the added bonus of a burn chance, particularly useful against physical threats such as Mega Tyrannitar and Mega Metagross. This is Milotic's 'go-to' offensive move

* Some trainers may opt for Hydro Pump over Scald in order to pick up KOs that Milotic would otherwise miss, however the better accuracy of Scald and the burn chance generally make it the favourable option With hydro de-slashed from the set, this would go to.

* Icy Wind is the move of choice for Milotic offering mostly reliable speed control and chip damage. Super Effective coverage against Mega Salamence and Landorus-Therian allow Milotic to provide useful damage output too, particularly after a Competitive boost

* Ice Beam is a sound alternative to Icy Wind offering more damage output and the chance to OHKO opposing Landorus-Therian and Mega Salamence, however Milotic's lower speed tier means that most of the time Icy Wind is preferable

* Recover allows Milotic to stay on the field longer and potentially preserve Competitive boosts gained earlier. This can be stacked with a Pinch Berry, Grassy Terrain and Intimidate support so that Milotic can either endure through matches or setup win conditions through repeat Icy Wind support

* Protect enables Milotic scout for threats or to limit damage from a Z-move without giving up its boosts - particularly Tapu Koko’s Gigavolt Havok or Tapu Bulu’s Bloom Doom. A staple in VGC, this moves also gives Milotic's partner the opportunity to remove a threat or to punish double-targets. This is particularly relevant in Milotic's case given its access to reliable recovery and its potential threat after Competitive boosts

* The given EV spread augments Milotic's mediocre Defence stat whilst still putting some investment into Special Attack

* 252 HP / 156 Def makes Landorus-Therian's Earthquake into a 4HKO, Tapu Bulu's Horn Leech into a 2HKO at -1 in Terrain and Wood Hammer a 2HKO outside of Terrain, an 87.5% survival chance in Terrain at -2, and Kartana's Leaf Blade into a 2HKO at -1. The 252 HP / 4 SpD allows Milotic to survive Timid Tapu Koko's Thunderbolt in Terrain 100% of the time, and to survive Z-Thunderbolt 62.3% of the time outside of Electric Terrain. Milotic will also always survive Z-Wild Charge outside of Electric Terrain. Other notable Benchmarks include 43.7% chance to survive Psychic-Z from Tapu Lele in Psychic Terrain, and guaranteed survival outside of Terrain This is kind of a lenghty list, which we can probably cut down a little. I think we remove the -2 Wood Hammer mention, it's a little inpractical to get it down to -2. Wild Charge is super rare, so we can cut that. Modest 252 Lele z-Psychic does 100 on min-roll, so this isn't something I'd be willing to risk (modest v timid on lele) with Milo. So I'm not big on that one either. These damage calc style parts really don't need to be long though, just a few examples show the case.

* In practice, 92 SpA enables Milotic to usually 2HKO Assault Vest Incineroar after a Competitive boost, or alternately to 2HKO Incineroar without triggering a Pinch Berry; however outcomes can vary depending on the opposing nature and EV spread. Notably, this EV investment also guarantees a 2HKO with Icy Wind on 4HP Landorus-Therian

* 6 Speed investment allows Milotic to outspeed uninested base 101 Pokémon, and also fully invested base 69 and under; this nominal investment can also be advantageous in mirror matches This point can be the transformed into the one where we mention speed tiers for Icy Wind. 4 Speed is the nominal investment, but also outspeeds neutral natured base 100s at -1. 92 Speed, is what's needed to outspeed everything up to positive base 102 at -1. 204 Speed is needed to outspeed base 120 at -1 (Mega Salamence) but is a serious commintment, that is likely to sacrifice too much bulk.

* A more basic 252 HP / 252 Def / 4 SpD spread can also be used to maximise Milotic's Defensive bulk, however this is at the expense of further Special Defensive durability and some damage output. This set was piloted with great success by Wolfe Glick to regional victory at Charlottesville in this format Wolfe's team used this spread: 252 HP / 92 Def / 4 SpA / 68 SpD / 92 Spe Calm. Not sure this point is needed though. With how common intimidate is (and you mention how nice intim partners are later on), the sets which have some spdef are much more appreciated.

* Calm boosts Milotic's already high Special Defence further helping it to survive even Super Effective hits well. The drop in Attack power does not bother Milotic I don't think we need this one.

* Wiki Berry gives Milotic additional recovery, this is particularly useful if EV'd to survive a specific threat whilst Milotic's partner KOs in return. This very will also confuse Adamant Scizor / Mega Scizor if using Bug Bite

* Other item options include Choice Scarf to surprise outspeed some threats, most notably Assault Vested Landorus-Therian. If running this approach then Ice Beam and maximum Special Attack is generally advisable. Another advantage of Choice Scarf variants is the opportunity to understand opponent item choices based on the order that abilities trigger upon entering the field Okay, so this is where we can mention Adrenaline Orb. Given Scarf's reletively low usage, we can make this point primarily about Adrenaline Orb. Which can be followed by another bullet point quickly comparing scarf as a similar option. Which should also mention that Scarf is likely after 4 attacks. Scald, Ice Beam, Icy Wind/Hydro Pump, HP Fire is going to be a decent example of a 4 attack set.
We should also mention in this point that these types of sets typically run more offensive spreads. Suggesting something such as 4 HP / 252 SpA / 252 Spe with a Modest or Timid nature, would not go amiss. Timid is needed to outspeed base 130s and Adamant Scarf Landorus.
Also, that last sentence doesn't ring quite true. Competitve only activates on reaction so you don't learn anything about the speed situation that you wouldn't get from non-Scarf sets.

* Milotic can pair well with Pokemon which carry the Drizzle ability, as rain boosts Milotic’s primary STAB move. Pelipper deserves a mention in this role as it can both Tailwind and hit Grass-types with Super Effective 100% accurate Hurricanes in the rain I think if people are going into using Drizzle they should probably be committing to rain and using Ludicolo/Swampert instead of Milotic. Milotic's primary thing being bulky play, which stacking weakness with Poli/Peli doesn't particularly play into. Even the offensive Milo sets would be outclassed by a Swift Swimmer. This point can go.

* Given its Defensive stat, Milotic appreciates Intimidate support to lower opposition Attack. Manectric deserves a special mention as it can offer support from both of it's abilities - Lightning Rod to redirect Super Effective Electric attacks - and Intimidate. Access to a fast Volt Switch also enables Manectric to cycle Intimidates. Their synergy is further cemented by Milotic's ability to threaten or outright ward off Landorus-Therian that would otherwise threaten Manectric with STAB Earthquake or Groundium Z

* Incineroar is another good partner as it can both provide Intimidate support, Fake Out to enable an Icy Wind for speed control and also heavily threaten Grass-types

* Tapu Bulu also works well as Grassy Terrain provides additional recovery to Milotic, however the Grassy Terrain can work against you by powering-up opposing Grass-type moves

* Milotic can be used together with the above two Pokémon to form a solid Fire-Grass-Water team core

* If your opponent doesn’t have a reliable answer to Milotic, and especially if they have multiple Intimidators, then Milotic can often hit the field on turn 1, receive a boost and stay in place throughout the match
Comments in bold-red, tag me if you need anything or want to discuss etc.
 
A shame given the work done on this, but I'm considering this dropped. You're welcome to pick it up again when you're free.
 
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