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350 - Milotic

  Type Ability

(1) Marvel Scale
(2) Marvel Scale
(HA) Cute Charm

Evolutions


Feebas
Use Prism Scale
Milotic

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
95607910012581540

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Refresh None None 20 Priority: 0. Removes a burn, paralysis, or poison from the user.
1 Mirror Coat None 100 20 Priority: -5. Targets the last opposing Pokémon to hit the user with a special move this turn. Inflicts twice the damage that move did to the user. Type immunity applies.
1 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
1 Wrap 15 90 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times.
4 Whirlpool 35 85 15 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
7 Water Pulse 60 100 20 Priority: 0. Has a 20% chance to confuse the target.
11 Disarming Voice 40 None 15 Priority: 0. Ignores accuracy and evasion.
14 Twister 50 100 20 Priority: 0. Has a 20% chance to make each target flinch.

If the target is under the effect of bounce, fly, or sky drop, this move will hit with double power.
17 Aqua Ring None None 20 Priority: 0. Restores 1/16 of the user's max HP at the end of each turn. If the user leaves the field, this effect ends.

This effect is passed on by baton pass.
21 Captivate None 100 20 Priority: 0. Lowers the target's Special Attack by two stages. If the user and target are the same gender, or either is genderless, this move will fail.
24 Dragon Tail 60 95 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
27 Recover None None 10 Priority: 0. Heals the user for half its max HP.
31 Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
34 Dragon Breath 70 100 20 Priority: 0. Has a 30% chance to paralyze the target.
37 Safeguard None None 25 Priority: 0. Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments.
41 Confuse Ray None 100 10 Priority: 0. Confuses the target.
44 Brine 65 100 10 Priority: 0. If the target has less than half its max HP remaining, this move has double power.
47 Breaking Swipe 60 100 15 Priority: 0. Lowers the target's Attack by one stage.
50 Hypnosis None 60 20 Priority: 0. Puts the target to sleep.
53 Haze None None 30 Priority: 0. Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
56 Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
59 Coil None None 20 Priority: 0. Raises the user's Attack, Defense, and accuracy by one stage each.
62 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM15 Hyper Beam 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM56 Weather Ball 50 100 10 Priority: 0. If a weather move is active, this move has double power, and its type becomes the type of the weather move.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM63 Brutal Swing 60 100 20 Priority: 0. Inflicts regular damage.
TM68 Giga Impact 150 90 5 Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM77 Psych Up None None 10 Priority: 0. Discards the user's stat changes and copies the target's.

This move cannot be copied by mirror move.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM82 Dragon Tail 60 95 10 Priority: -6. Inflicts regular damage, then switches the target out for another of its trainer's Pokémon, selected at random.

If the target is under the effect of ingrain or suction cups, or it has a substitute, or its Trainer has no more usable Pokémon, it will not be switched out. If the target is a wild Pokémon, the battle ends instead.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Iron Head 80 100 15 Priority: 0. Has a 30% chance to make the target flinch.
Tutor Magic Coat None None 15 Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user.

defog, memento, and teeter dance are not reflected.

attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected.

This move cannot be copied by mirror move.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Dragon Pulse 90 None 10 Priority: 0. Bypasses accuracy checks
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Bind 15 85 20 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Feebas Lvl 1 Flail
Feebas Lvl 1 Splash
Feebas Lvl 1 Tackle

Encounter Locations

Location   Level Spawn Percent
Route 1 Fish, Rippling Water 65-75 5.0
The Nature Preserve Fish 1-100 5.0