Miltank indeed works amazingly well in the Pyramid, I've used it myself and it really works amazing. Heal Bell support is really handy, and Milk Drink support reduces your potion expenses by about half if not more, because you can heal your teammates with it as well outside of battle. Your moveset looks fine, Shadow ball is great, and Return does significant damage. I recommend Return over Body Slam for the Pyramid, it has more PP, and in the Pyramid you want to last.
As for EV's, Max HP is a given, it increases the amount that Milk Drink heals which benefits the rest of your team. The rest is a bit more subtle, but I think the set you have is fine. You can move a bit from Def to Atk if you want. Something like 252 HP, 136 Def, 120 Atk works. Lasting is really important, but having higher attack gives you a benefit against special attackers, especially those using Ice or Fire moves (due to Thick Fat), potentially allowing them one less hit on you. I think speed is less important for Miltank, it isn't particulary fast anyway.
The rest of your team, I recommend swapping Light Screen for Shadow Ball on Metagross. Metagross should attack, and Shadow Ball benefits against certain threats in the Pyramid, especially Slowbro, Slowking, and Starmie. It also hits Gengar and Dusclops slightly harder than Meteor Mash (and at 100% accuracy).
Milotic seems okay to me, Milotic is especially powerful in the 3rd run which is filled with fire types. She can handle burn with Recover and Marvel Scale and fight back with Surf.
You still need some more team members though. In the Pyramid you adapt your team depending on the wild pokémon in that run. The first 7 floors holds loads of electric pokémon and grass pokémon that try to paralyze you, floor 8-14 holds poison pokémon and skarmory, after that come fire and ghost pokémon that burn, and so on. For the first run, you want a fast Earthquaker that eliminates all the electric types with ease. Try using Salamence, it also carries Aerial Ace to eliminate grass types with Stun Spore:
252 Atk, 252 Speed, 4 HP
in the first run, Milotic isn't very useful, replace it with Salam for that run.
Another one that can be useful is Starmie
Trait: Natural Cure
252 Sp. Atk, 252 Speed, 4 HP
recover is less necessary when you have Miltank support, and Psychic is good STAB to kill poison types.
You also need a stat booster, one run has a particulary nasty set of loads of wild Wobbuffets and stat boosters can get past them. Salamence works, but you need a second one as well:
252 Sp.Atk, 252 Speed
Latios has great Sp.Atk, good Speed, good bulk, and a great movepool. Adapt its movepool to the run, in some runs it may be more beneficial to run Psychic/Dragon Claw/Surf/Thunderbolt.
Running something like:
1st run: Miltank, Salamence, Metagross (or some other filler, I used Linoone for pickup to get more items in the early runs)
2nd run: Miltank, Metagross (poison immunity rules here, they keep on trying to use Toxic over and over on you), Latios with four attacks (it destroys poison types with Psychic and Skarmory dies to Thunderbolt)
3rd run: Miltank, Milotic, Salamence. These three all resist fire and can destroy the foes with ease.
and so on. You'll get a run with pokémon that have levitate, a run against loads of ice pokémon, one with rock pokémon, one with pokémon that have abilities to trap you (loads of Wobbuffet and Wynaut), and so on. Adapt your team to have a very good advantage against the wild pokémon, it benefits you greatly.
Last edited by Sceptile Leaf Blade; 3rd October 2012 at 1:06 PM.
Master balls are the cheapest thing ever invented. It's more fun catching everything with balls that can fail. 'caught Latios in the wild without master ball ftw'