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Project Next Best Thing (on pause until the metagame settled)

Hydration + Rest by Jaytop31 because it is solid and because Rest allows Goodra to get rid of the status while recharging its health.

AV was also nice and it was my second call.

and I break the tie!
 
With their Hydration+Rest-Set this Weeks winner is: Jaytop31 Congratulations. Your Goodra will be added to the Hall of Fame.

without any hiatus we go right to the next Pokemon:

:ss/Ninetales:

Ninetales dropped off in usage, due to natural enemies like Dragalge, Goodra, and Gigalith. But Ninetales is still a strong option on many teams, as its speed allows it to bypass a lot of threats. What else can we do with this FireFox and which new options can we give it? Any new ideas?

Ninetales @ Heavy-Duty Boots / @ Heat Rock
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Energy Ball / Solar Beam
- Toxic / Psyshock

Submission will end on next Sunday 10 PM GMT +2
 
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Ninetales @ Choice Specs
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Energy Ball / Solar Beam
- Scorching Sands
- Flamethrower

This set is your standard "immediate power" kind of thing. Sure, you can NP but that's the point. Your opponent usually expects that or the wrong move entirely. Specs, combined with Drought, give Fire Blast that massive damage without the wait that Nasty Plot does to it. While Ninetales's SpAtk is ok at best at base 81, the results will certainly speak for themselves. Let's just say, this can 2HKO Charizard:

252 SpA Choice Specs Ninetales Fire Blast vs. 0 HP / 4 SpD Charizard in Sun: 168-198 (56.5 - 66.6%) -- guaranteed 2HKO​
 
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Ninetales @ Heavy Duty-Boots
Ability: Drought
Timid Nature
EVs: 252 SpA / 4 SpD / 252 Spe
- Hypnosis
- Toxic / Will-O-Wisp
- Flamethrower / Mystical Fire
- Scorching Sands / Pain Split

Double Status Ninetales provides nice opportunities to catch the opponent off guard by sleeping crucial team members or cripple them with Toxic or Will-O-Wisp which will limit their longevity or their impact within the game while own team members can benefit from that. Therefore the first 2 slots should be a combination of Hypnosis and Toxic / Will-O-Wisp. It might be also possible to run Scorching Sands instead of Will-O-Wisp. Both moves have their advantages: While Scorching Sands is a nice coverage move that can hit Pokémon like Salazzle and Dragalge very effective, Will-O-Wisp might be the better option if you get out those burns more reliably. The third slot should be used for a fire stab move of your choice like Fire Blast, Flamethrower or even Mystical Fire. Depending on your team and Ninetales' tasks during the match, there are a lot of opportunity for the last attacking move slot. You can decide between useful coverage moves like Scorching Sand, Energy Ball or even Hex that would actually benefit from status and between non-attacking moves like Pain Split or Protect.
The EV spread can be converted into a more bulky variant depending what Pokémon Ninetales should outspeed as well as if it should live certain moves while striking back.
Example: EVs: 252 HP / 60 SpD / 196 Spe to outspeed max speed 80 base Pokémon like Goodra, Gardevoir or Passimian while also living a specs Draco Meteor from Modest Choice Specs Goodra.
252+ SpA Choice Specs Goodra Draco Meteor vs. 252 HP / 60 SpD Ninetales: 292-345 (83.4 - 98.5%) -- guaranteed 2HKO
 
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sub + disable
:ss/Ninetales:
Ninetales @ Heavy-Duty Boots
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Disable
- Fire Blast
- Solar Beam / Nasty Plot​
I think the combination of Substitute + Disable is something everyone has fought against at least once and is well known for its annoyance. The big benefit of these type of sets is that they can easily take advantage of more passive checks to Ninetales, that have only one move to actually hit Ninetales. Substitute takes care of status moves like Toxic that could otherwise be annoying for Ninetales to deal with. The last move can be whatever, depends on personal preference or the team.
 
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:ss/ninetales:
Ninetales @ Heavy-Duty Boots / Leftovers
Ability: Drought
EVs: 252 HP / 96 Def / 52 SpA / 108 Spe
Bold Nature
IVs: 0 Atk
- Substitute
- Toxic
- Nasty Plot / Curse
- Fire Blast / Foul Play / Iron Tail

So basically what I tried to do here is make a lure to Ninetales' most common switch in: Gigalith. This set acts as a lure to the standard SpDef set. It Subs when it predicts a switch in, Toxics on the next turn, and switches out having done its job. This might seem super complicated for no reason, but NP + Fire Blast were added to make sure it's not overly passive, and +2 Fire Blasts boosted by Sun hit HARD. There's also the option of a physical set with Curse and Foul Play or Iron Tail to specifically hit Gigalith, but generally loses to most other things. The bulk makes sure the Sub lasts a single Rock Blast hit, meaning the sub will fall after 2 hits barring crits. This means that Ninetales has around a third of a chance to take no damage from Rock Blast when behind a Sub. The Speed EVs outspeed max invested base 70s like Decidueye, and the rest is dumped into SpA in order to make Ninetales a bit stronger. Item depends on if you have consistent hazards control or not. If you want to play it safe, go HDB. It you're confident you can keep hazards off, go Leftovers.
 
Attacking WoW set

Ninetales @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Will-O-Wisp
- Fire Blast
- Energy Ball
- Scorching Sands

Burn is arguably one of the strongest status because it ruins the Atk stat of a threat forcing it to use a Swords Dance to make up for the halved attack.
It is also a good way to support your teammates if you decide to switch-out or, simply put, you still die from a following attack.
Also, 85% chance to burn with WoW is way better than Scorching Sands when you really need to inflict this detrimental status.

The opponent may think that you run a classic offensive attack, but you surprise him showing a WoW that ruins a physical threat that usually scares you out, thus making a classic Nast Plot . Toxic is more suited towards bulky pokèmons, but I think that WoW fits better in a fast and offensive set like this one.

252 Atk burned Gigalith Stone Edge vs. 0 HP / 0 Def Ninetales: 213-252 (74.2 - 87.8%) -- guaranteed 2HKO after sandstorm damage
 
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With their Choice Specs-Set this Weeks winner is: Oathkeepre Congratulations. Your Ninetales will be added to the Hall of Fame.

alright guys, let's move on directly to the next Pokemon in the RU tier:

:ss/Milotic:
Milotic is known for a good combination in solid bulk, great typing, and also the necessary recovery-options, which it offers. Therefore it can act as a solid check to Pokemon such as
Inteleon, Golurk as well as Seismitoad. What else can we do with the beautiful water-snake? Let's see this Week.

Milotic @ Leftovers / @ Heavy-Duty Boots
Ability: Marvel Scale
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Scald
- Recover
- Flip Turn / Haze
- Toxic

Submission will end on next Wednesday 10 PM GMT+2
 
:ss/milotic:

Milotic @ Choice Scarf
Ability: Competitive
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dragon Pulse / Surf / Toxic
- Flip Turn

There are two main reasons why Milotic makes a good Scarfer (apart from the surprise factor). The first one is Competitive, which makes it a great Defog deterrent due to not being weak to Flying (Passimian) or Rocks (Braviary). It also allows it to benefit from stray drops, like a Moonblast from Gardevoir. Secondly, it has base 81 speed, which means it outspeed all of the Base 80 Scarfs, like Passimian and Gardevoir, and will usually be the fastest thing in a match because of this. Moveset is pretty standard, you can run Toxic or Surf over Dragon Pulse because it doesn't really hit anything beyond bulky Waters.
 
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reserving good ol specs
:ss/Milotic:
Milotic @ Choice Specs
Ability: Marvel Scale
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Hydro Pump
- Recover / Toxic / Filler
Having a SpA-stat of 100 is a blessing and is mostly overlooked due to Milotic's defensive capabilities. Choice Specs-Milotic is supposed to surprise its normal switchins with a powerful Ice Beam / Hydro Pump. The last move is pretty much preference and can varry from Recover to Toxic over something else that might fit your team better. Toxic is helpful against pokemon like Mantine which could otherwise be problematic.
 
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Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Haze / Toxic / Dragon Tail / Ice Beam
The combination of Rest and Sleep Talk was a quite popular set on Milotic back in the days and still is a very viable set to play. Due to its unique ability Marvel Scale, Milotic actually benefits while being asleep, since its defense stat will be increased by x1,5, which boosts it from 270 to incredible 405 defense. Also having a base special defense stat of 125 makes Milotic an overall bulky powerhouse with both defense stats being equally good at the same time.

Rest is a very reliable recovery move, synergizes with its ability and also improves Milotic longevity during the match without the fear of being poisoned, which limits Milotics impact within the match. Sleep Talk as well as Scald are obligatory moves on this set that need no further explanation. The last move on this set can be chosen by preferance. Depending on the rest of your team, possible options could be moves like Haze, Dragon Tail, Toxic or even Ice Beam to hit Pokémon like Toxicroak. Haze and Toxic seem to be the most useful options since Toxic could be helpful to hit other bulky waters like Mantine or help Milotic to stall other poisoned pokemon until their are defeated while Haze helps against Pokémon that try to set-up during the match.

You can also run 252 HP / 252 Def / 4 SpDef Bold Nature if your team has a solid answer to Golurk and if you want to invest the extra EVs more into defense, which e.g. can provide a very high chance to not get 2HKO by two Bravy Birds from Braviary:
252 Atk Braviary Brave Bird vs. 252 HP / 252+ Def Milotic: 159-187 (40.3 - 47.4%) -- 2% chance to 2HKO after Stealth Rock and Leftovers recovery.
 
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Flame Orb

:ss/Milotic:
Milotic @ Flame Orb
Ability: Marvel Scale
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Recover
- Toxic
- Haze / Aqua Ring

Pretty standard outside of the item choice. Flame Orb Milotic, akin to something like a Heracross (I know it's not RU, but the comparison stands), is able to ensure the activation of it's ability. In this case, to become a physically defensive beast. Scald is standard to not be completely passive; Recover is even more crucial on this set as HP recovery is not assisted by leftovers; Toxic is another standard option to hit bulkier mons who otherwise just sit and laugh in Milotic's face.

The fourth move should generally be Haze, allowing you to stop setup sweepers from having a good time. However, if you're like me, and really enjoy the benefits of lefties, then Aqua Ring is a potential option for you.

Even with this set, you still want to keep the 48 Spe EVs to outspeed Adamant Golurk, that thing is a menace and a half.
 
:ss/milotic:
Milotic @ Leftovers / Flame Orb
Ability: Marvel Scale
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Scald
- Recover
- Mirror Coat
- Toxic

Due to it's great bulk, Milotic is able to take at least one hit from some of strongest special wallbreakers in ru such as specs Indeedee-f and Exploud, but it fails to do anything meaningful in return. With mirror coat, Milotic can take an hit and destroy them with a huge mirror coat. It can then heal the damages with recover on a more defensive pokemon later in the game. This set also helps against Heliolisk since Milotic won't be completly walled by dry skin.

:indeedee-f: 252 SpA Choice Specs Indeedee-F Expanding Force (120 BP) vs. 252 HP / 0 SpD Milotic in Psychic Terrain: 255-300 (64.7 - 76.1%) -- guaranteed 2HKO after Leftovers recovery

:exploud: 252 SpA Choice Specs Exploud Boomburst vs. 252 HP / 0 SpD Milotic: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery

:heliolisk: 252 SpA Heliolisk Thunderbolt vs. 252 HP / 0 SpD Milotic: 216-254 (54.8 - 64.4%) -- guaranteed 2HKO after Leftovers recovery
 
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Defensive Sleeper Setter
milotic.gif.m.1532458525

Milotic @ Flame Orb
Ability: Marvel Scale
EVs: 252 Def/ 48 Spe/ 208 HP
Bold Nature
- Coil
-Hypnosis

- Recover
- Scald
I was scrolling through the move list for Milotic and saw Coil+Hypnosis and I thought that would be an ok idea. Coil gives +1 Atk(Irrelevant) +1 Def and +1 Accuracy. Hypnosis has a 60% accuracy, so the accuracy boost from coil improves that significantly. Hypnosis can shut down a sweeper that try's to setup on you. Milotic will usually survive a few hits from its natural bulk to get off Coil. It also becomes a very bulky Def tank. Boosts from Marvel Scale, Coil and lots of Def investment start stacking quickly. Scald is for not being completely passive, and Recover is necessary as this set has no other recovery. If something like a Heliolisk, Toxicroak, or Water Absorb Seis comes out to try and wall you, put it to sleep and switch out to a counter.
 
Defensive / Competitive Milotic

:sm/milotic:

Milotic @ Leftovers
Ability: Competitive / Marvel Scale
EVs: 168 HP / 200 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Mud Shot
- Recover
- Scald
- Substitute / Toxic

The one thing that may consider players to use this set is its access to Mud Shot. Similar to Keldeo and Icy Wind, Milo lures in would-be threats and uses Mud Shot to decrease their speed and slowly cripple them. The EVs allow Milo to outspeed and 3HKO Heli at -1 Spe, 2HKO Croak, and survive a Draco Meteor from Dragalge, all while remaining bulky and pressuring other physical attackers and passive mons.

Substitute mainly takes care of stalling on passive mons or its checks and chipping them down for another teammate. Furthermore, it helps alleviate the stress of any status condition. Recover maintains longevity, Scald gives offensive pressure and random burns to anything, and Toxic puts a time limit on bulky waters.

If using Substitute, Milo's MU with every other bulky water dwindles down to uselessness, but Milo was never going to stay in on them anyway. Physical grass mons might not even want to switch in because of the chance of getting burned. And depending on how you want to use Milo on a team, whether as a defensive behemoth or an offensive wall-breaker, each role comes with its own perks and downfalls. Personally, Comp Milo can work extremely well on hazard-stacking teams.
 
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Defensive Mono Screener Milotic

Milotic @ Light Clay
Ability: Competitive
EVs: 252 HP / 148 Def / 60 SpD / 48 Spe
Calm Nature
- Reflect
- Recover
- Flip Turn
- Ice Beam

Def points 231
SpD points 331

General idea
Here we have a different way to use Milotic thanks to the combination of Light Clay+Reflect and Recover in order to restore our health in order to accomplish this features:
  • 252+ Atk Choice Band Golurk Poltergeist (110 BP) vs. 252 HP / 148 Def Milotic through Reflect: 146-172 (37 - 43.6%) -- guaranteed 3HKO after Stealth Rock
  • 252 Atk Passimian Close Combat vs. 252 HP / 148 Def Milotic through Reflect: 94-111 (23.8 - 28.1%) -- guaranteed 4HKO after Stealth Rock
  • 252 Atk Bewear Double-Edge vs. 252 HP / 148 Def Milotic through Reflect: 97-115 (24.6 - 29.1%) -- 0% chance to 3HKO after Stealth Rock
  • 252 Atk Life Orb Virizion Leaf Blade vs. 252 HP / 148 Def Milotic through Reflect: 153-181 (38.8 - 45.9%) -- 19.9% chance to 2HKO after Stealth Rock
  • 0 Atk Copperajah Power Whip vs. 252 HP / 148 Def Milotic through Reflect: 111-131 (28.1 - 33.2%) -- 94.9% chance to 3HKO after Stealth Rock
  • 252+ Atk Dhelmise Power Whip vs. 252 HP / 148 Def Milotic through Reflect: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Stealth Rock
    and you can dish out some damage
    0 SpA Milotic Ice Beam vs. 172 HP / 0 SpD Dhelmise: 142-168 (43.8 - 51.8%) -- 11.7% chance to 2HKO
At the start I thought that having both screens + Recover on the same set was a good idea, but then Flip Turn would be an auto-include so you are Taunt bait and very passive. The use of only one of those is the solution, depending on what you need to check better.
The loss of Leftovers is huge, but not too big when we consider the physical side of the spectrum. Flip Turn is here to keep the momentum, whereas Ice Beam is the main offensive move that can be boosted via Competitive.


Team(mates) support
Something to get rid of poison through Heal Bell/Aromatheraphy is appreciated considering that Milotic still switches-out often. Also, partners that love having Reflect support in order to set-up with more ease (or, simply, to soften their switch-ins) towards physical threats will love this Milotic.
 
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