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Miltank

In-battle formes

HP:95
Attack:80
Defense:105
Sp. Atk:40
Sp. Def:70
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
UnderUsed
Curse236
Mootility310
MooFensive (Life Orb)319

Strategies

  • en
Formats:
  • UU
Written by kd24 and Thund91

Overview

Miltank is an excellent Pokemon, boasting base 100 Speed and above-average defenses. Its ability Scrappy allows it to even hit Ghost-types with its STAB Normal-type attacks. Miltank can do a wide variety of things, whether it be slowly powering up with Curse or going for the all-out attack. Although it has a weakness to the best attacking type in UU (Fighting), this should not deter you from using Miltank on your team. Bolstering your team with teammates that can support it can be very much worthwhile, as a properly used Miltank can easily sweep entire teams.

Curse

Move 1
Move 2
Move 3
  • Curse
    Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
    TypeNormal
Move 4
  • Body Slam
    30% chance to paralyze the target.
    TypeNormal
    CategoryPhysical
    Power85 BP
    Accuracy100%
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%

This is the most well-known Miltank set and one of the best pure sweepers of all UU. Although it seems as though Miltank would be slow to set up, access to both HP and status recovery moves, an attack with no immunities and only two resists, and above-average defenses give it all the time in the world to set up a few Curses and start cleaning up teams.

Milk Drink and Heal Bell give Miltank a reliable recovery engine that allows it to stand up to most Toxic stallers and physical attackers. With a few Curses under its belt (or udder), Miltank can begin to take even STAB Fighting-type attacks with ease and recover with Milk Drink. Body Slam becomes a much more powerful attack when Curse-boosted and has enough PP and an excellent secondary effect to allow Miltank to sweep with it. If Body Slam seems too weak on Miltank, Return is a very good substitution, reaching 48 more Base Power after STAB is factored in. Return gives no chance of paralysis, but the extra Base Power make it a fair price to pay.

Miltank's Defense is boosted through Curse, so it is important to focus on boosting your Special Defense with the EVs. This allows it to set up on Pokemon such as Rotom or Milotic. It also allows it to serve as a counter to many specially-based threats, since the rest of your team should be dedicated to fending off many of Miltank's physical counters.

Hammer Arm can be used over Heal Bell, allowing Miltank to KO Registeel and Steelix much more easily than with Body Slam after Curse. Rest is another option to consider, providing both status removal and full health recovery in one move. In order to not waste turns, Sleep Talk can be used in the other free slot, or alternatively, you can use both Milk Drink and Rest.

This Miltank is meant to clean up the opponent's team, so it should be used in conjunction with Pokemon that benefit it, not the other way around (although it can be a mutually beneficial relationship). Spiritomb can be a very valuable partner, switching in on Fighting-types and using Pursuit on them for small amounts of damage. Although this minor damage won't seem important at first, it will eventually add up and let Miltank set up more easily. Toxic Spikes support can wear down any potential counters as Miltank sets up, and also allow it to set up on Pokemon such as Milotic while poison slowly whittles down their health. It also allows Miltank to continuously Curse up and Milk Drink against Fighting-types while Toxic Spikes damage eventually kills them off.

Mootility

Move 1
Move 2
Move 3
  • Body Slam
    30% chance to paralyze the target.
    TypeNormal
    CategoryPhysical
    Power85 BP
    Accuracy100%
Move 4
  • Stealth Rock
    Hurts foes on switch-in. Factors Rock weakness.
    TypeRock
  • Rock Slide
    30% chance to make the foe(s) flinch.
    TypeRock
    CategoryPhysical
    Power75 BP
    Accuracy90%

Miltank is a very bulky Pokemon that has access to Stealth Rock. That alone should make it a Pokemon to consider adding to your team. What separates Miltank from Chansey, however, is its base 100 Speed, as well as a more-than-decent Attack stat. This allows it to not only support your team, but to also deal consistent damage to opponents.

The main reason to use this set is the reliability of Miltank's Stealth Rock. With base 100 Speed, only one weakness, and good defensive stats, Miltank has almost no issue with setting it up. Its second trick is Heal Bell, which gives any statused sweeper on your team a chance to sweep again. Milk Drink gives Miltank durability, and Body Slam allows it to spread paralysis through the opponent's team. Miltank's useful Thick Fat ability also allows it to counter common UU Pokemon such as Moltres and Arcanine.

184 Speed EVs allow Miltank to outspeed max Speed Moltres and Rotom, two huge threats that it may encounter. Since most opponents would expect Curse Miltank, you can very easily surprise and sometimes kill these weakened Pokemon. The rest of the EVs can be put into HP and Defense, allowing it to take attacks such as Scyther's U-turn much more handily. These EVs can also be transferred to Special Defense to create a makeshift Rotom or even Mismagius counter, although Rock Slide is required over Stealth Rock in order to hit them. Rotom cannot even rely on burning Miltank as it can just Heal Bell to cure the status.

As with any Pokemon using Stealth Rock, partnering Miltank with a sweeper that abuses entry hazards is recommended. Slower Pokemon that also benefit from paralysis would be ideal, as they are generally less frail than faster Pokemon. Pokemon that rely on Rest and Sleep Talk also benefit as partners, as they can sponge hits and have Miltank rid them of their sleep next time it comes out.

Miltank is a very effective wall, capable of taking hits from both physical and special attackers, but unfortunately, it doesn't have the special bulk of Chansey or the physical bulk of Regirock. Repeated hits from Pokemon such as Scyther or Venusaur will take it down and will force Miltank to keep relying on Milk Drink. Other walls, such as Milotic or Registeel, can make things very difficult for Miltank, as it has no way to boost its own Attack with this set. It is best to use this Miltank only as a pivot, switching in to Heal Bell or Stealth Rock and then trying to spread status a few times with Body Slam.

MooFensive (Life Orb)

Move 1
  • Double-Edge
    Has 1/3 recoil.
    TypeNormal
    CategoryPhysical
    Power120 BP
    Accuracy100%
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 2
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
  • Toxic
    Badly poisons the target.
    TypePoison
    Accuracy85%
Move 3
Move 4

Although Miltank prefers to play more defensively with its sets, it still has offensive assets in its base 100 Speed, its respectable Attack, and a STAB attack with a Base Power of 120. It becomes a very powerful sweeper with a Life Orb, outspeeding and OHKOing many common threats.

Double-Edge is Miltank's strongest physical attack (with the exception of Giga Impact), and it can easily 2HKO even the most bulkiest of threats. Earthquake provides coverage versus Steelix and Registeel, while Heal Bell can relieve Miltank of any status ailments it receives. Its base 100 Speed lets it outpace almost every Fire-type in UU, almost all of which can be OHKOed by Earthquake. With constant recoil from Life Orb as well as Double-Edge, Milk Drink is needed to keep Miltank healthy and able to sweep longer.

Return can be used over Double-Edge if recoil is too worrisome. However, the lack of power will make Pokemon such as Milotic and Venusaur much more daunting to face. Toxic can be used instead of Earthquake as a scouting device, allowing Miltank to scout for any common counters; however, Earthquake is the preferred option to do substantial damage to Pokemon such as Arcanine and Drapion.

Entry hazards are very important for Miltank, letting it 2HKO some variants of Milotic as well as OHKO many more possible threats. Moltres is an excellent partner to Miltank, as it can easily wear down potential counters such as Milotic and Chansey and switch in on Fighting-type attacks directed at Miltank. Mismagius makes another good partner, as Miltank can often lure in and OHKO opposing Mismagius, as well as lure in counters to other sets such as Registeel. Although Miltank may not be able to KO Registeel, it will often force Registeel into either using Explosion or taking a loss of 70% HP.

The best counter to this Miltank is just keeping a faster pace. Miltank will slowly wear itself out with recoil from Life Orb or Double-Edge, allowing other Pokemon to simply pick it off later. Hitmontop can Intimidate Miltank, cutting its Attack, and use Mach Punch to deal plenty of damage. Rhyperior is not 2HKOed by Earthquake and can use the opportunity to set up a Rock Polish, or abuse Choice Banded attacks. Scarf Fighting-types will force Miltank out and slowly wear down teammates with Close Combat.

Other Options

Miltank doesn't really have any other sets worth using. A Choice Band set can hit somewhat hard and has some unique options with the elemental punches and Zen Headbutt, but Kangaskhan outclasses it with Sucker Punch and a higher base Attack. Miltank's only other viable option is Counter, which it can use as is or alongside Curse. Chople Berry and Counter can help Miltank lure in Fighting-types and OHKO them back.

Checks and Counters

Fighting-type attacks are generally the strongest type of attack in UU, and they happen to be Miltank's only weakness. Hitmontop, Primeape, Hitmonlee, Poliwrath, Toxicroak, and Hariyama all present huge problems for Miltank. Steel-types and bulky Rock-types are all big threats for Miltank as well, resisting its STAB attacks and usually dealing significant damage back to Miltank.

Encore and Taunt can stop any set-up or healing that Miltank might try and will generally force Miltank out. Haze Milotic can easily remove any Curses that Miltank might have gotten, and with Haze's massive PP, Miltank cannot hope to stall it out. Venusaur can be a serious obstacle for Miltank, using Sleep Powder on it and then proceeding to heavily damage it with Leaf Storm or set up Swords Dance or Leech Seed.

Credits

Moves

 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
Waits 2 turns; deals double the damage taken.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
70
Accuracy
100%
PP
10
20% chance to confuse the target.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
40
Lowers the foe(s) Attack by 1.
 
Power
Accuracy
100%
PP
5
More power the slower the user than the target.
 
Power
100
Accuracy
90%
PP
10
Lowers the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
PP
5
Cures the user's party of all status conditions.
 
Power
Accuracy
PP
20
One adjacent ally's move power is 1.5x this turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
80
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
100%
PP
5
60 power +20 for each of the target's stat boosts.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
100%
PP
15
More power the less HP the user has left.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
65
Accuracy
100%
PP
20
30% chance to make the target flinch.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Power doubles on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
60
Accuracy
100%
PP
10
Power doubles if target is asleep, and wakes it.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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