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Miltank (Update)

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http://www.smogon.com/dp/pokemon/miltank

[SET]
name: Mootility
move 1: Heal Bell
move 2: Milk Drink
move 3: Body Slam
move 4: Stealth Rock / Fire Punch
item: Leftovers
nature: Impish
evs: 240 HP / 212 Def / 56 Spe

[SET COMMENTS]
<p>This set attempts to take all of Miltank's best attributes and join them together. With Heal Bell to cure status, Milk Drink to heal, and access to several status-inducing moves, Miltank is reliable both as a physical wall and a team supporter. </p>

<p>Heal Bell is a great move, especially when Miltank is facing off against teams that rely heavily on paralysis or poison. It is extremely frustrating for a team to face an insurmountable amount of status, so it is extremely helpful to keep Miltank around to remedy any status ailments. Milk Drink, Miltank's signature move, is what separates Miltank from many other Pokemon such as Vileplume or Meganium. Instead of having to use moves such as Synthesis, Moonlight, or Rest to heal HP, Milk Drink is a reliable move that doesn't have any drawbacks, such as being asleep for two turns or only healing half as much during some weather. Body Slam works in conjunction with Heal Bell, inflicting status while healing your own. The last slot depends more on your actual team than Miltank. If you don't have a Pokemon with Stealth Rock, it's a great move that once again, supports the team. However, if you already have Stealth Rock elsewhere, Fire Punch makes a great choice, being able to at least somewhat damage Steel- and, depending on your ability, Ghost-types.</p>

<p>Miltank has to worry about other Fighting-types such as Primeape and Hariyama, the latter especially, as it does not mind paralysis, actually enjoying it if Hariyama has the ability Guts. Other Pokemon to watch out for include strong Steel-types such as Steelix and Registeel, who will constantly attempt to status Miltank while taking Miltank's attacks without much problem.</p>

<p>A great Pokemon to pair up with this Miltank would be Slowbro or Milotic, both of whom can eliminate the strong Fighting and Steel-types that are annoying to Miltank without much effort. If Milotic or Slowbro are inflicted by status while helping Miltank, Miltank can simply Heal Bell to keep them healthy.</p>

[SET]
name: Curse
move 1: Heal Bell
move 2: Milk Drink
move 3: Curse
move 4: Body Slam
item: Leftovers
ability: Scrappy
nature: Careful
evs: 240 HP / 60 Def / 208 SpD

[SET COMMENTS]
<p>If you are interested in a more offensive approach to Miltank, then you may wish to try Curse. Although this set looks very similar to the Mootility set, there are subtle differences, as well as some not so subtle, like the inclusion of Curse.</p>

<p>Heal Bell and Milk Drink give Miltank some survivability and don't necessarily limit Miltank as Rest would. With these two moves, Miltank can heal any of its status ailments, slowly taking its time to Curse. Heal Bell still has the added benefit of healing the entire team, however, it should be more generally focused on Miltank herself in this set. Body Slam is once again the prefered attack, being able to hit all Pokemon with the ability Scrappy.</p>

<p>A Careful nature and 208 Special Defense EVs gives Miltank some much needed survivability on the special side, as Curse only raises Defense. With Curse boosting Attack anyway, it's more beneficial to simply input the remaining EVs into Defense, allowing Miltank just a bit more durability so it can successfully Curse a few times.</p>

<p>Much like the last set, Miltank can fit into any team; however, for Curse Miltank to be used properly, you may want to include some good counters to Steel- and Fighting-types, who will give Miltank a real pain while trying to set up. Some good Pokemon to choose from are Moltres and Magneton. Moltres can eliminate both Steel- and Fighting-types with Fire Blast and Air Slash, respectively, while Magneton can actually trap the Steel-types and kill them.</p>

<p>If you want to use this set, you must realize how dangerous Close Combat is. Don't expect to just send Miltank in and sweep teams. It usually requires a bit of strategy and thinking before you can successfully set up Miltank.</p>

[SET]
name: Choice Band
move 1: Return / Body Slam
move 2: Earthquake
move 3: Fire Punch
move 4: Zen Headbutt
item: Choice Band
ability: Scrappy
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]
<p>Miltank suffers from a low Base Attack with a wide variety of attacks. This Choice Band set attempts to remedy this, giving Miltank some much needed power to use alongside its Base 100 Speed.</p>

<p>This is one of the rare scenarios where Miltank would much rather have Return than Body Slam. Return has more Base Power than Body Slam, and in a set that is looking for immediate power, it's the prefered choice. Body Slam is still a feasible option if you would like to spread some paralysis while still dealing damage. Earthquake can actually muster some decent damage against Steel-types with Choice Band backing it up. Earthquake is also great as a second power attack, having a neutral 100 Base Power. Miltank should be somewhat wary in using it though, as many sweepers can set up on a locked in Ground-type attack. To still beat Steel-types, but not give sweepers as much time to set up on you, Miltank can use Fire Punch. It won't do as much damage as Body Slam or Earthquake, but it will still give a nice attack if you fear a Steel-type will come in on Body Slam or a Flying-type will come in on Earthquake. The final attack, Zen Headbutt, helps defeat Hariyama, Toxicroak, Blaziken, and any other Fighting-type that can usually counter Miltank.</p>

<p>Using max Speed gives Miltank a Speed stat of 328, much higher than Kangaskhan's max Speed of 306. This Speed stat is one of Miltank's only advantages of the Choice Band set over Kangaskhans.</p>

<p>Priority and alternate healing methods can be very useful if you plan on using Choice Band Miltank. With no priority attacks of her own, Miltank can fall very easily to attacks such as Sucker Punch or Mach Punch. With your own priority, you can hopefully eliminate the Pokemon that use these attacks early. You could also take the route of bulkiness, luring in the opponent's strongest Pokemon and eliminating them. Weezing would be an excellent choice, uncaring of Fighting-type attacks, as well as taking many powerful hits. Weezing can then Flamethrower, Will-o-Wisp, Thunderbolt, or even Explode.</p>

[Team Options]
<p>Miltank works on all sorts of teams, but it is extremely helpful to keep the defensive sets, (Curse and Mootility), geared towards more bulky play. If you want to keep a faster team alive long enough to sweep, you can still use the defensive sets, as they can eliminate many Pokemon as well as heal status. With all defensive Pokemon, Miltank would enjoy Spikes and Stealth Rock, as well as Wish. This extra support just keeps Miltank alive longer, which is exactly what you need. Stealth Rock and Spikes is equally as helpful on the Choice Band set, giving Miltank a much easier time breaking through defensive Pokemon. It is also helpful to have a sleep absorber alongside Miltank. Since Heal Bell can't wake Miltank up while she is sleeping, it's much more appropiate to have a Pokemon in reserve to absorb sleep, and use Heal Bell at a later stage. With all of this constant switching, Hitmontop might be a good choice, Rapid Spinning any entry hazards, as well as providing some useful priority.</p>

<p>More specific choices for Miltank include strong special attackers who can eliminate the Fighting- and Steel-type Pokemon that will continually harass Miltank. Some examples include Moltres, Magneton, and Espeon, all of whom can severely wallop the said Fighting- and Steel-types.</p>

[Other Options]
<p>Miltank has a few other options, although none of them truly shine in UU. A set featuring Counter can be used as Miltank can survive many physical Fighting-type attacks. However, Counter will generally have only one use in the game, unless you are given time to Milk Drink. Thunder Wave and Seismic Toss are decent options, unfortunately, Miltank is outclassed by Chansey if it attempts to use them.</p>

<p>Ice Punch and Thunderpunch can take down Altaria and Mantine, respectively. However, they are outclassed by most of Miltank's other attacks and should generally be avoided. Punishment can be used to punish any Pokemon who has gotten a significant amount of stat boosts, although at that point, Miltank probably isn't going to be coming out on top. It can be useful if Miltank is locked in a bout with Calm Mind Slowbro though. Focus Punch can surprise many Pokemon such as Registeel or Steelix switching in. In the first set, it is important to note that Hammer Arm can be used in the last slot for perfect coverage with Body Slam, assuming that the ability is Scrappy.</p>

[EVs]
<p>Miltank is always just going to maximize its bulk, rarely trying to obtain extra Attack, except on the Choice Band sets. 136 Speed EVs can be useful for outspeeding Toxicroak, however this only applies for the first set, and Cross Chop will usually not OHKO anyway.</p>

[Opinion]
<p>Miltank is well deserving of the name. She is extremely hard to take down, especially when she is constantly healing herself with Heal Bell and Milk Drink. If you are fighting a Miltank, you may very well need to pull out all the stops to take it down. Miltank does come with a weakness though, and that is a low Attack stat. The only hope is to raise it with Curse, which may end up taking a while. However, don't let this stop you from trying out Miltank. With her bulkiness, she will have plenty of time to set up, support, attack, or even just sit around.</p>

[Counters]
<p>Miltank with Thick Fat are extremely weak to Ghost-types, however be warned; it isn't exactly smart to just throw a Ghost-type at Miltank and see what happens. Instead, you may want to attack Miltank with an Ice- or Fire-type attack and see what happens. If the damage is less than it should be, feel free to send out your Ghost-type and wreck havoc.</p>

<p>Steel-types such as Registeel and Steelix can set up fairly easy on Miltank, getting up Stealth Rock and slowly damaging her. Steelix is especially effective, being able to not only use Explosion but also Roar, getting rid of any boosts Curse may give Miltank. Magneton, while not able to set up Stealth Rock or Roar away Miltank, can still be viable as a counter, being able to Thunderbolt Miltank. Unfortunately, Magneton's HP and Defense is somewhat low compared to his fellow Steel-types so he must be wary of Earthquake and Fire Punch. Rock-types can be equally effective as Steel-types, and can take the time to set up Spikes or Stealth Rock.</p>

<p>Strong Fighting-type attacks from Primeape or Poliwrath can be threatening, although they usually won't OHKO Miltank, giving her a chance to hit back with a strong Body Slam. If you want to try and defeat Miltank this way, be sure it has received some prior damage, otherwise you may be asking for a death sentence.</p>

---


sets should include:

Utility: Complete
Curse + Heal Bell: Complete
Choice Band: Complete


so yeah ill be working on this a lot
 
gah, choice band posted but i agree with this:

<~chrisisme> don't even bother with cb kd
<~chrisisme> it's pretty awful as you can see


i wrote it up which is why i posted it but im really agreeing with chris, its low base attack makes this somewhat unplayable. Ill keep it for now but if anyone really disagrees with it, please post, as ill probably just eliminate it and mention in other options.

am not doing counter set, will finish all bonus stuff shortly
 
[SET]
name: Mootility
move 1: Heal Bell
move 2: Milk Drink
move 3: Body Slam
move 4: Stealth Rock / Fire Punch
item: Leftovers
nature: Impish
evs: 240 HP / 132 Def / 136 Spe

[SET COMMENTS]
<p>This set attempts to take all of Miltank's best attributes and join them together. Miltank, being one of the few rare users of Heal Bell in UU, as well as having access to an instant recovery move, can be a real pain to take down while she supports her teammates.</p>

<p>Heal Bell is a great move, especially when Miltank is facing off against teams that rely heavily on paralysis or poison. It is extremely frustrating for a team to face an insurmountable amount of status, so it is extremely helpful to keep Miltank around to remedy any status ailments. Heal Bell is also extremely handy for Miltank herself, allowing her to avoid moves such as Toxic, that would eventually take off too much health for Milk Drink to recover. Milk Drink, Miltank's signature move, is what separates Miltank from many other Pokemon such as Vileplume or Meganium. Instead of having to use moves such as Synthesis, Moonlight, or Rest to heal HP, Milk Drink is a reliable move that doesn't have any drawbacks, such as being asleep for two turns or only healing half as much during some weather.</p>

<p>Body Slam works in conjunction with Heal Bell, inflicting status while healing your own. Body Slam is also Miltank's best attack, receiving STAB to go along with a 30% rate of paralysis. The last slot depends more on your actual team than Miltank. If you don't have a Pokemon with Stealth Rock, it's a great move that once again, supports the team. However, if you already have Stealth Rock elsewhere, Fire Punch makes a great choice, being able to at least somewhat damage Steel- and, depending on your ability, Ghost-types.</p>

<p>As mentioned before, your last move will most likely decide your ability of choice. If you are using Stealth Rock, Scrappy is the best choice; otherwise, Miltank will be shut down by Ghost-type Pokemon such as Mismagius or Spiritomb. If you choose Fire Punch however, then Thick Fat becomes the preferred ability, as Miltank will be able to hit Ghost-types regardless. Don't be afraid to try out the other ability though, as both are extremely helpful. Even if you don't have Fire Punch in the last slot, Thick Fat is still a great ability, allowing Miltank to resist Ice- and Fire-type attacks.</p>

<p>136 Speed EVs allow Miltank to outpace Adamant Toxicroak. This is helpful as Miltank can lure in a Toxicroak and hit back with a strong Body Slam or Fire Punch. If you really want to lure in Toxicroak and eliminate it, possibly because you are using a Rain Dance team, Earthquake could work as the last option, although it still doesn't hit Mismagius. Earthquake also severely damages Blaziken.</p>

<p>Any team can use this Miltank effectively, however, very offensive teams that rely on speed may especially want to try it out. The reasoning for this is that Miltank can get rid of paralysis, as well as lure out Pokemon such as Toxicroak and Blaziken, and hopefully damage them enough to make them useless. Since Toxicroak and Blaziken are dangerous to offensive teams because of their strong attacks and powerful priority, luring them in and incapacitating them with Miltank can be a very good idea. If you just want more bulk for a team, Miltank works well, being able to Milk Drink and Heal Bell to stay alive.</p>

<p>If Blaziken and Toxicroak use more Speed than 269, Miltank could be in a lot of trouble. Miltank also has to worry about other Fighting-types such as Primeape and Hariyama, the latter especially, as it does not mind paralysis, actually enjoying it if Hariyama has the ability Guts. Other Pokemon to watch out for include strong Steel-types such as Steelix and Registeel, who will constantly attempt to status Miltank while taking Miltank's attacks without much problem.</p>

<p>A great Pokemon to pair up with this Miltank would be Slowbro or Milotic, both of whom can eliminate the strong Fighting- and Steel-types without much effort. If they are inflicted by status while helping Miltank, Miltank can simply Heal Bell to keep them healthy.</p>

[SET]
name: Curse
move 1: Heal Bell
move 2: Milk Drink
move 3: Curse
move 4: Body Slam
item: Leftovers
ability: Scrappy
nature: Careful
evs: 240 HP / 60 Def / 208 SpD

[SET COMMENTS]
<p>If you are interested in a more offensive approach to Miltank, then you may wish to try Curse. After a few uses of Curse, Miltank will become a legitimate threat that is almost impossible to take down. Although this set looks very similar to the Mootility set, there are subtle differences, as well as some not so subtle like the inclusion of Curse.</p>

<p>Heal Bell and Milk Drink give Miltank some survivability and don’t necessarily limit you like Rest would. With these two moves, Miltank can heal any of its status ailments, slowly taking its time to Curse. Heal Bell still has the added benefit of healing the entire team; however, it should be more generally focused on Miltank herself in this set. Body Slam is once again the preferred attack (removed “of choice” due to redundancy), being able to hit all Pokemon with the ability Scrappy.</p>

<p>A Careful nature and 208 Special Defense EVs gives Miltank some much needed survivability on the special side, as Curse only raises Defense. With Curse boosting Attack anyway, it's more beneficial to simply input the remaining EVs into Defense, allowing Miltank just a bit more durability so it can successfully Curse a few times.</p>

<p>Much like the last set, Miltank can fit into any team; however, for Curse Miltank to be used properly, you may want to include some good counters to Steel- and Fighting-types, who will give Miltank a real pain while trying to set up. Some good Pokemon to choose from are Moltres and Magneton. Moltres can eliminate both Steel- and Fighting-types with Fire Blast and Air Slash, respectively, while Magneton can actually trap the Steel-types and kill them.</p>

<p>If you want to use this set, you must realize how dangerous Close Combat is. Don't expect to just send Miltank in and sweep teams. It usually requires a bit of strategy and thinking before you can successfully set up Miltank. However, once you do set it up properly, your opponent will be hard-pressed to take it down.</p>

[SET]
name: Choice Band
move 1: Return / Body Slam
move 2: Earthquake
move 3: Fire Punch
move 4: Zen Headbutt
item: Choice Band
ability: Scrappy
nature: Jolly
evs: 40 HP / 252 Atk / 216 Spe

[SET COMMENTS]
<p>Miltank suffers from a low Base Attack with a wide variety of attacks. This Choice Band set attempts to remedy this, giving Miltank some much needed power to use alongside its Base 100 Speed.</p>

<p>This is one of the rare scenarios where Miltank would much rather have Return than Body Slam. Return has 40 more Base Power than Body Slam, and in a set that is looking for immediate power, it's the preferred choice. Body Slam is still a feasible option if you would like to spread some paralysis while still dealing damage. Earthquake can actually muster some decent damage against Steel-types with Choice Band backing it up. Earthquake is also great as a second power attack, having a neutral 100 Base Power. Miltank should be somewhat wary in using it though, as many sweepers can set up on a locked-in Ground-type attack. To still beat Steel-types, but not give sweepers as much time to set up on you, Miltank can use Fire Punch. It won't do as much damage as Body Slam or Earthquake, but it will still give a nice attack for finishing off Pokemon without worry of Steel- (you mean Levitators?) or Flying-types coming out next. The final attack, Zen Headbutt, helps defeat Hariyama, Toxicroak, Blaziken, and any other Fighting-type that can usually counter Miltank.</p>

<p>216 Speed and a Jolly Nature allows Miltank to outpace any Pokemon with a Base Speed of 95. The rest can be poured into Attack and HP, as Miltank needs power, but still wants some of its initial bulk.</p>

<p>Priority and alternate healing methods can be very useful if you plan on using Choice Band Miltank. With no priority attacks of her own, Miltank can fall very easily to attacks such as Sucker Punch or Mach Punch. With your own priority, you can hopefully eliminate the Pokemon that use these attacks early. You could also take the route of bulkiness, luring in the opponent's strongest Pokemon and eliminating them. Weezing would be an excellent choice, uncaring of Fighting-type attacks, as well as taking many powerful hits. Weezing can then Flamethrower, Will-o-Wisp, Thunderbolt, or even Explode.</p>

<p>To make up for Miltank's ridiculously attack, Spikes and Stealth Rock are fairly helpful, especially since Miltank should usually be saved for later in the game. (not really sure what you mean here… if you mean ridiculously “low” Attack, I can see why you used “make up for”, while if you mean ridiculously “high” Attack, you may want to start it off with “To complement Miltank’s…” I think the use of “ridiculously” is debatable in either case.)</p>
 
thank you imp ^_^ all fixed were made

i actually did mean steel not levitators, as steel was refferring to the normal type attack. if there is a way to make this clearer that would be cool, i just dont currently know
 
I think I understand now. How about:

"It won't do as much damage as Body Slam or Earthquake, but it will still give a nice attack if you fear a Steel-type will come in on Body Slam or a Flying-type will come in on Earthquake."

Not sure.
 
<p>Any team could use this Miltank effectively, however, very offensive teams that rely on speed may especially want to try it out. The reasoning for this is that Miltank can get rid of Paralysis, as well as lure out Pokemon such as Toxicroak and Blaziken, and hopefully damage them enough to make them useless. Since Toxicroak and Blaziken are dangerous to offensive teams because of their strong attacks and powerful priority, luring them in and incapacitating them with Miltank can be a very good idea. If you just want more bulk for a team, Miltank works well, being able to Milk Drink and Heal Bell to stay alive.</p>

<p>If Blaziken and Toxicroak use more Speed than 269, Miltank could be in a lot of trouble. Miltank also has to worry about other Fighting-types such as Primeape and Hariyama, the latter especially, as it does not mind paralysis, actually enjoying it if Hariyama has the ability Guts. Other Pokemon to watch out for include strong Steel-types such as Steelix and Registeel, who will constantly attempt to status Miltank while taking Miltank's attacks without much problem.</p>

To start, I think you should lower Miltanks Speed to...well lower. It doesn't need to outspeed Anything at that speed really (well minus Toxicroak), because Blaziken can actually only beat Miltank when it goes last (and with a spread with very minimal Speed).

With Blaziken, you need to consider that when its Speed goes up, it's attack goes down, and when Blaziken fails to OHKO with Superpower, you can simply use a move like EQ to OHKO, or even Heal through it with Milk Drink. So if you lower Miltanks speed to about 250ish, you can easily beat the faster Blaziken (who only use 242 Spe).

72 Atk Blaziken LO Superpower vs (252 / 200+) Miltank: 76.65% - 90.36% (Never OHKOes)

And if you don't have Earthquake to OHKO Blaziken, you now have enough defense to heal through its second Superpower, or even 2HKO Blaziken with Body Slam:

-1 Atk vs 252 / 200 + Miltank: 51.78% - 60.91%

So even if Blaziken Rolls Maximum twice: 100-93.36 (first superpower)+6.25 (leftovers)+50 (Milk Drink)-60.91 (second Superpower)= 1.98. (add 56.25 to this because of Milk Drink) = 58.23

This means Miltank can actually always heal through the faster Blaziken's superpower EVEN if it rolls maximum damage twice.

If you aren't a fun of using Milk Drink to heal through this attack due to the possible crit chance, you can just Body Slam twice (Once before Blaziken's Superpower, and once after):

Body Slam vs min/min Mild Blaziken: 37.87% - 44.85%
Body Slam vs min/min -1 Mild Blaziken: 56.81% - 67.11%

So even if you roll min twice: 100 - 37.87 - 10 (LO recoil) - 56.81 = -4.68 (Fainted). You always 2HKO.

(However, the "slower" Blaziken (240 Atk / 16 Spe) still beats this Miltank, but it's not the main set in the analysis. )

This will also help vs Pokemon like Honchkrow, who you still outspeed.

Honchkrow can only do (67.01% - 79.19%) to this 252 / 200 + Miltank with superpower, allowing Miltank to also Milk Drink through this.

Hell, even Primape can't beat this Miltank without taking a ton of damage from Body Slam, or even being KOed by Return:

Max Atk + Primape vs 252/200+ Miltank: 68.53% - 81.22%.

In Short:

I think you should re-do the EVs, to this spread (or a variation of it):

252 HP / 200 Def / 56 Spe w/ an Impish Nature.

And I think you should fix the comments referring to Blaziken only being dangerous if it's slower than Miltank.

Also, try to clear up that line that I bolded. It seems like you are saying that Steelix uses Status.

Anyway, I hope this helps.
 
steelix occasionally uses toxic (not as common as a lot of moves but its still viable)


edit: but yeah, ill change the ev spread for now, and mention 136 in set comments to outspeed toxicroak.
 
steelix occasionally uses toxic (not as common as a lot of moves but its still viable)


edit: but yeah, ill change the ev spread for now, and mention 136 in set comments to outspeed toxicroak.

I guess that's true, and that sounds like a good plan.
 
this is done twash, if anyone has grammar/spelling errors (imp did an excellent job with the sets but no one has done extra comments yet), try to post them asap so i can fix them.
 
And if you don't have Earthquake to OHKO Blaziken, you now have enough defense to heal through its second Superpower, or even 2HKO Blaziken with Body Slam:

-1 Atk vs 252 / 200 + Miltank: 51.78% - 60.91%

So even if Blaziken Rolls Maximum twice: 100-93.36 (first superpower)+6.25 (leftovers)+50 (Milk Drink)-60.91 (second Superpower)= 1.98. (add 56.25 to this because of Milk Drink) = 58.23

This means Miltank can actually always heal through the faster Blaziken's superpower EVEN if it rolls maximum damage twice.

C'mon HeYsUp, you of ALL people should know that mix Blaziken carries this move called Vacuum Wave that tears through the standard Miltank, making your entire argument pointless:

349 special attack LO Blaziken's Vacuum Wave vs. 240 / 0 Miltank: 56.78 - 67.52%

No need to risk it with Superpower unless you can OHKO and are definitely faster, which is unlikely. I agree that the 136 speed isn't that useful, but mix Blaziken is a very bad example. Honchkrow is the main thing that needs to be outrun really.

Anyway, 250 speed for Adamant Absol seems sufficient to me, so I agree there. Perhaps a mention of Hammer Arm for the fourth slot in Other Options? Gives perfect coverage with Scrappy and hits Steels harder, whilst the speed is only really needed for certain situations where you will rarely be using the move.

EDIT: the only use for more speed IMO is for more balanced Thick Fat defensive sets with special defense investment. I've run a 280 speed Miltank before with success and it makes an excellent counter to offensive Moltres. Don't think it's worth much of a mention though.
 
mentioned hammer arm in OO on the first set for right now, i will probably end up just including it and writing about it tommorow (maybe today?)

thanks for the help lemmi =]
 
C'mon HeYsUp, you of ALL people should know that mix Blaziken carries this move called Vacuum Wave that tears through the standard Miltank, making your entire argument pointless:

349 special attack LO Blaziken's Vacuum Wave vs. 240 / 0 Miltank: 56.78 - 67.52%

No need to risk it with Superpower unless you can OHKO and are definitely faster, which is unlikely. I agree that the 136 speed isn't that useful, but mix Blaziken is a very bad example. Honchkrow is the main thing that needs to be outrun really.

Thats a good call, I completely forgot about Vacuum Wave still being used on MixKen (my logic was "its faster, so its not using priority against something slower"). However, my point was that Mixken will lose if it's faster than Miltank, which it still does.

Perhaps some SpDefense should be added to the set?
 
i dunno, i mean, usually, you wont be switching miltank in on blaziken. what is more likely to happen is blaziken coming in on you and attacking with VW or Superpower and you hitting back with Body Slam or Earthquake. And if you don't OHKO, you just switch out to a different counter.

Unless I am missing something here, I don't really see why Miltank would ever come into Blaziken.

So for right now, I am content with keeping the spread as it is until I realize something obvious or hopefully lemmiwinks can agree/disagree with me and tell me why 0_0
 
No, I don't have any real problems with the set as it is now. I was just saying that mix Blaziken should have no bearing on how much speed Miltank should be running, for reasons given above. Honchkrow and Absol on the other hand do need to be taken into account, and the current set does so no qualms there.

One thing I'd like to point out though is, on the Choice Band set, I really think the speed should just be maxed out, the main reason being to allow for a speed tie with Shaymin. Given Shaymin's prevalence and the ability to do over 50% with Return or Fire Punch, I feel that the chance to outrun is far more important than the extra 10 HP, unless that helps survive anything specific. CB Miltank is already struggling for selling points over Kangaskhan as it is.
 
I dont know if this is the right place to put this but ive found Miltank works amazingly well as a lead in uu. Just running Mootillity with speed and a lum berry allows it to beat most of the top ten leads.
 
Actually ubers are awesome, abilities are only listed if onely one ability is usable with the given set.

EDIT: 500th post was correcting someone. -.-
 
final analysis i had left on my plate ^_^

concised it myself (first set had 8 or 9 set comments) and updated choice band set to include 252 speed evs, thanks to lemmiwinks.

i dont really think anything else has to be done except maybe another grammar check through? if anyone wants to help me with one that'd be awesome.

concerning hgss changes, did miltank really get anything important? whirlpool...?

i hope for this to be onsite very soon, and for me to have a clean plate (well i still have other stuff for ingame expansion to do =o)
 
I will have some other comments later, but this bit has me very curious:

If you want to use this set, you must realize how dangerous Close Combat is. Don't expect to just send Miltank in and sweep teams. It usually requires a bit of strategy and thinking before you can successfully set up Miltank.


So how dangerous is it?

How many curses, if any, are required to blunt the effects of Close Combat from a variety of threats? Or should you just get out of town?
 
So how dangerous is it?

How many curses, if any, are required to blunt the effects of Close Combat from a variety of threats? Or should you just get out of town?

Extremely. Fighting-type physical sweepers run wild in UU, so you are pretty much forced to assume your opponent has one if you haven't seen one already. Honchkrow fits the bill too, as it has Superpower. Even if you have 2 curses up you're in for a world of hurt against most threats, and you can be revenge killed relatively easily after that point. I've used Curse Cradily very effectively in UU, and you basically have to get rid of fighting types, since once they see you're running Curse, they switch in automatically if they know what's good for them. So I always made sure to identify and eliminate Fighting-types before attempting a sweep.

I'm sure KD could tackle this question in more detail if that's what you're looking for, but I think you get the idea.
 
@mingot: diesel said most of what i wanted to, and to answer your question, I'd get out of town unless I had a minimum of 2, maybe 3 curses. A lot of fighting-types can still get a sd, even if they are faced against a +1 body slam, and i don't want a cc or superpower taking me out early. another scenario is they don't have sd (or even bulk up), just close combat. sure, i could maybe stall out cc with milk drink but this depletes my pp quickly and leaves me much more open to a critical hit.

if mingot agrees, ill add that into the set comments.
 
Just a quick thing:
Miltank, being one of the few rare users of Heal Bell in UU, as well as having access to an instant recovery move, can be a real pain to take down while she supports her teammates.

Viable Heal Bell users in UU aren't really rare =|

Altaria
Chansey
Clefable
Gardevoir
Lanturn
Lapras
Leafeon
Lickilicky
Meganium
Miltank
Mismagius
Umbreon
Uxie
Viloplume

are all viable. Especially if you compare to OU which is pretty much just Blissey and Celebi (and maybe Vaporeon and Togekiss).

So maybe change to something like:
With Heal Bell to cure status, Milk Drink to heal, and access to several status-inducing moves, Miltank is reliable both as a physical wall and a team supporter.
Also there should probably be more mention of thick fat other than 'it makes miltank lose to ghosts' because thick fat is actually a pretty good ability =P
 
Return has 40 more Base Power than Body Slam, and in a set that is looking for immediate power, it's the prefered choice.

Return does not have 40 more Base Power, as Body Slam is 85 Base Power. It technically is 17, but you could just say Return is a stronger move to use.
 
It is extremely frustrating for a team to face an insurmountable amount of status, so it is extremely helpful to keep Miltank around to remedy any status ailments.

One of the "exremely"s should be changed.
 
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