Pokédex › Milotic
Milotic — Stats & Moves (Pokémon Champions)
Water Abilities: Marvel Scale, Competitive, Cute Charm
Pokémon Champions data at Lv50 with the game's fixed 32 IVs. Best counters to Milotic / Calculate damage with Milotic / Calculate damage against Milotic
Base stats and actual values (Lv50)
| Stat | Base | 0 pts | 32 pts | 32 pts, +nature |
|---|---|---|---|---|
| HP | 170 | 202 | — | |
| Attack | 80 | 112 | 123 | |
| Defense | 99 | 131 | 144 | |
| Sp. Atk | 120 | 152 | 167 | |
| Sp. Def | 145 | 177 | 194 | |
| Speed | 101 | 133 | 146 |
Champions uses stat points instead of EVs: each point adds +1, max 32 per stat, 66 total. Nature multiplies after points are added (verified in-game).
Type matchups (defense)
| 2x weak | ElectricGrass |
|---|---|
| resists (1/2) | FireWaterIceSteel |
Learnset (61 moves)
| Move | Type | Cat. | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| Giga Impact | Normal | Physical | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Double-Edge | Normal | Physical | 120 | 100 | 16 | User receives 1/3 the damage inflicted in recoil. |
| Body Slam | Normal | Physical | 85 | 100 | 16 | Has a chance to paralyze the target. |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burned, paralyzed, or poisoned. |
| Wrap | Normal | Physical | 15 | 90 | 20 | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
| Flail | Normal | Physical | — | 100 | 16 | Inflicts more damage when the user has less HP remaining, with a maximum of 200 power. |
| Hyper Beam | Normal | Special | 150 | 90 | 8 | User foregoes its next turn to recharge. |
| Round | Normal | Special | 60 | 100 | 16 | Has double power if it’s used more than once per turn. |
| Weather Ball | Normal | Special | 50 | 100 | 12 | If there be weather, this move has doubled power and the weather’s type. |
| Snore | Normal | Special | 50 | 100 | 16 | Has a chance to make the target flinch. Only works if the user is sleeping. |
| Tickle | Normal | Status | — | 100 | 20 | Lowers the target’s Attack and Defense by one stage. |
| Helping Hand | Normal | Status | — | — | 20 | Ally’s next move inflicts half more damage. |
| Psych Up | Normal | Status | — | — | 12 | Discards the user’s stat changes and copies the target’s. |
| Safeguard | Normal | Status | — | — | 20 | Protects the user’s field from major status ailments and confusion for five turns. |
| Sleep Talk | Normal | Status | — | — | 12 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. |
| Attract | Normal | Status | — | 100 | 16 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. |
| Endure | Normal | Status | — | — | 12 | Prevents the user’s HP from lowering below 1 this turn. |
| Protect | Normal | Status | — | — | 8 | Prevents any moves from hitting the user this turn. |
| Substitute | Normal | Status | — | — | 12 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. |
| Recover | Normal | Status | — | — | 8 | Heals the user by half its max HP. |
| Aqua Tail | Water | Physical | 90 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Dive | Water | Physical | 80 | 100 | 12 | User dives underwater, dodging all attacks, and hits next turn. |
| Waterfall | Water | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Flip Turn | Water | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Hydro Pump | Water | Special | 110 | 80 | 8 | Inflicts regular damage with no additional effect. |
| Muddy Water | Water | Special | 90 | 85 | 12 | Has a chance to lower the target’s accuracy by one stage. |
| Surf | Water | Special | 90 | 100 | 16 | Inflicts regular damage and can hit Dive users. |
| Scald | Water | Special | 80 | 100 | 16 | Has a chance to burn the target. |
| Water Pulse | Water | Special | 60 | 100 | 20 | Has a chance to confuse the target. |
| Chilling Water | Water | Special | 50 | 100 | 20 | |
| Whirlpool | Water | Special | 35 | 85 | 16 | Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns. |
| Life Dew | Water | Status | — | — | 12 | |
| Aqua Ring | Water | Status | — | — | 20 | Restores 1/16 of the user’s max HP each turn. |
| Rain Dance | Water | Status | — | — | 8 | Changes the weather to rain for five turns. |
| Skitter Smack | Bug | Physical | 70 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Coil | Poison | Status | — | — | 20 | Raises the user’s Attack, Defense, and accuracy by one stage each. |
| Bulldoze | Ground | Physical | 60 | 100 | 20 | Has a chance to lower the target’s Speed by one stage. |
| Mud Shot | Ground | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Avalanche | Ice | Physical | 60 | 100 | 12 | Inflicts double damage if the user takes damage before attacking this turn. |
| Triple Axel | Ice | Physical | 20 | 90 | 12 | Inflicts regular damage with no additional effect. |
| Blizzard | Ice | Special | 110 | 70 | 8 | Has a chance to freeze the target. |
| Ice Beam | Ice | Special | 90 | 100 | 12 | Has a chance to freeze the target. |
| Icy Wind | Ice | Special | 55 | 95 | 16 | Has a chance to lower the target’s Speed by one stage. |
| Haze | Ice | Status | — | — | 20 | Resets all Pokémon’s stats, accuracy, and evasion. |
| Mirror Coat | Psychic | Special | — | 100 | 20 | Inflicts twice the damage the user received from the last special hit it took. |
| Imprison | Psychic | Status | — | — | 12 | Prevents the target from using any moves that the user also knows. |
| Rest | Psychic | Status | — | — | 8 | User sleeps for two turns, completely healing itself. |
| Light Screen | Psychic | Status | — | — | 20 | Reduces damage from special attacks by 50% for five turns. |
| Hypnosis | Psychic | Status | — | 60 | 20 | Puts the target to sleep. |
| Confuse Ray | Ghost | Status | — | 100 | 12 | Confuses the target. |
| Breaking Swipe | Dragon | Physical | 60 | 100 | 16 | Lowers the target’s Attack by one stage after inflicting damage. |
| Dragon Tail | Dragon | Physical | 60 | 90 | 12 | Ends wild battles. Forces trainers to switch Pokémon. |
| Scale Shot | Dragon | Physical | 25 | 90 | 20 | Boosts the user’s Speed and lowers their Defense by one stage after inflicting damage two to five times in a row. |
| Dragon Pulse | Dragon | Special | 85 | 100 | 12 | Inflicts regular damage with no additional effect. |
| Dragon Cheer | Dragon | Status | — | — | 16 | |
| Dragon Dance | Dragon | Status | — | — | 20 | Raises the user’s Attack and Speed by one stage. |
| Brutal Swing | Dark | Physical | 60 | 100 | 20 | Inflicts regular damage with no additional effect. |
| Iron Tail | Steel | Physical | 100 | 75 | 16 | Has a chance to lower the target’s Defense by one stage. |
| Iron Head | Steel | Physical | 80 | 100 | 16 | Has a chance to make the target flinch. |
| Alluring Voice | Fairy | Special | 80 | 100 | 12 | |
| Draining Kiss | Fairy | Special | 50 | 100 | 12 | Drains 75% of the damage inflicted to heal the user. |