How to play
Use Recover to stay healthy in a favorable matchup. Haze resets stat changes on the field; Marvel Scale raises Defense while Milotic has a status condition.
Choose six Pokémon. See your score. Find your next teammate.
Trade while holding Prism Scale (Scarlet/Violet)To Milotic
MiloticLast stage shown
#0350 · GENERATION 3
Bulky Water support with recovery
Build a Milotic team ↓Hover or tap the cards.
Custom Pokédex collection.
Generation 9 · casual singles · base form
Use Recover to stay healthy in a favorable matchup. Haze resets stat changes on the field; Marvel Scale raises Defense while Milotic has a status condition.
Key risk. Electric and Grass attacks are super effective. This set does not activate Marvel Scale by itself, and Haze also removes your own boosts.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Use Recover to stay healthy in a favorable matchup. Haze resets stat changes on the field; Marvel Scale raises Defense while Milotic has a status condition.
Haze clears the field, including your own boosts. This set has no stat-raising move, so Milotic rarely has anything to lose from the reset.
Use Recover in a favourable matchup. Grass is the threat that Ice Beam answers, since a Water move alone cannot deal with it.
A teammate uses a switching move to bring Milotic in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Marvel Scale raises Defense while Milotic has a status condition, and this set does not give itself one, so the boost is situational rather than guaranteed. Recover is the dependable form of healing.
Watch the tradeoff. Electric and Grass attacks are super effective. This set does not activate Marvel Scale by itself, and Haze also removes your own boosts.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Slowbro offers physical defense and Regenerator with an additional Psychic typing.
| Stat | Milotic | Slowbro |
|---|---|---|
| HP | 95 | 95 |
| Attack | 60 | 75 |
| Defense | 79 | 110 |
| Sp. Attack | 100 | 100 |
| Sp. Defense | 125 | 80 |
| Speed | 81 | 30 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Ground teammate covers Electric attacks. A Grass-resistant teammate helps with its other weakness.
Immune to Electric; Milotic resists Ice attacks.
Resists Grass; both still need an Electric answer.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Slowbro offers physical defense and Regenerator with an additional Psychic typing.
Try Slowbro →Typing only. Abilities, items and battle effects can change these matchups.
Trade while holding Prism Scale (Scarlet/Violet)
Milotic#350Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Milotic. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
Keep up to 20 teams in this browser. Clearing browser data removes saved teams.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 46 → 75
Team score 46 → 74
Team score 46 → 73
Team score 46 → 72
Team score 46 → 72
Team score 46 → 72
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Milotic | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | ½× | 0 | 1 |
| Water | ½× | 0 | 1 |
| Electric | 2× | 1 | 0 |
| Grass | 2× | 1 | 0 |
| Ice | ½× | 0 | 1 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 1× | 0 | 0 |
| Flying | 1× | 0 | 0 |
| Psychic | 1× | 0 | 0 |
| Bug | 1× | 0 | 0 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | 1× | 0 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 16, 2026. Suggest a correction.