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Mantine (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Mantine
By
leveling up
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Psybeam
Psychic
Special
065
65
100
100%
20
01
1
Bullet Seed
Grass
Physical
025
25
100
100%
30
01
1
Signal Beam
Bug
Special
075
75
100
100%
15
01
1
Tackle
Normal
Physical
040
40
100
100%
35
01
1
Bubble
Water
Special
040
40
100
100%
30
01
1
Supersonic
Normal
Status
0000
—
055
55%
20
01
1
Bubble Beam
Water
Special
065
65
100
100%
20
01
1
Roost
Flying
Status
0000
—
00—
—%
10
03
3
Supersonic
Normal
Status
0000
—
055
55%
20
07
7
Bubble Beam
Water
Special
065
65
100
100%
20
11
11
Confuse Ray
Ghost
Status
0000
—
100
100%
10
14
14
Wing Attack
Flying
Physical
060
60
100
100%
35
16
16
Headbutt
Normal
Physical
070
70
100
100%
15
19
19
Water Pulse
Water
Special
060
60
100
100%
20
23
23
Wide Guard
Rock
Status
0000
—
00—
—%
10
27
27
Take Down
Normal
Physical
090
90
085
85%
20
32
32
Agility
Psychic
Status
0000
—
00—
—%
30
36
36
Air Slash
Flying
Special
075
75
095
95%
15
39
39
Aqua Ring
Water
Status
0000
—
00—
—%
20
46
46
Bounce
Flying
Physical
085
85
085
85%
5
49
49
Hydro Pump
Water
Special
110
110
080
80%
5
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see level-up moves from other generations
By
TM
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM07
TM07
Hail
Ice
Status
0000
—
00—}}
—%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM13
TM13
Ice Beam
Ice
Special
090
90
100}}
100%
10
TM14
TM14
Blizzard
Ice
Special
110
110
070}}
70%
5
TM15
TM15
Hyper Beam
Normal
Special
150
150
090}}
90%
5
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM19
TM19
Roost
Flying
Status
0000
—
00—}}
—%
10
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM26
TM26
Earthquake
Ground
Physical
100
100
100}}
100%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM39
TM39
Rock Tomb
Rock
Physical
060
60
095}}
95%
15
TM40
TM40
Aerial Ace
Flying
Physical
060
60
00—}}
—%
20
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM55
TM55
Scald
Water
Special
080
80
100}}
100%
15
TM62
TM62
Acrobatics
Flying
Physical
055
55
100}}
100%
15
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM78
TM78
Bulldoze
Ground
Physical
060
60
100}}
100%
20
TM80
TM80
Rock Slide
Rock
Physical
075
75
090}}
90%
10
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM94
TM94
Surf
Water
Special
090
90
100}}
100%
15
TM98
TM98
Waterfall
Water
Physical
080
80
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see TM moves from other generations
By
breeding
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
Amnesia
Psychic
Status
—
—%
20
Haze
Ice
Status
—
—%
30
Hydro Pump
Water
Special
110
80%
5
Mirror Coat
Psychic
Special
—
100%
20
Mud Sport
Ground
Status
—
—%
15
Signal Beam
†
Bug
Special
75
100%
15
Slam
Normal
Physical
80
75%
20
Splash
Normal
Status
—
—%
40
Tailwind
†
Flying
Status
—
—%
15
Twister
Dragon
Special
40
100%
20
Water Sport
Water
Status
—
—%
15
Wide Guard
Rock
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Mantine in Generation VII
Moves marked with a dagger (†) can only be bred onto Mantine if it hatches as a
Mantyke
, and cannot be obtained otherwise.
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Mantine in that game.
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see Egg moves from other generations
By
tutoring
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
Aqua Tail
Water
Physical
90
90%
10
S
M
US
UM
Bounce
Flying
Physical
85
85%
5
S
M
US
UM
Defog
Flying
Status
—
—%
15
S
M
US
UM
Gunk Shot
Poison
Physical
120
80%
5
S
M
US
UM
Helping Hand
Normal
Status
—
—%
20
S
M
US
UM
Icy Wind
Ice
Special
55
95%
15
S
M
US
UM
Iron Head
Steel
Physical
80
100%
15
S
M
US
UM
Liquidation
Water
Physical
85
100%
10
S
M
US
UM
Seed Bomb
Grass
Physical
80
100%
15
S
M
US
UM
Signal Beam
Bug
Special
75
100%
15
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Tailwind
Flying
Status
—
—%
15
S
M
US
UM
Water Pulse
Water
Special
60
100%
20
A black or white abbreviation in a colored box indicates that Mantine can be tutored the move in that game
A colored abbreviation in a white box indicates that Mantine cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see Move Tutor moves from other generations
By a prior
evolution
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Stage
Move
Type
Cat.
Pwr.
Acc.
PP
This Pokémon has no moves exclusive to prior evolutions.
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see moves from other generations
By
transfer
from another generation
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
II
III
IV
V
VI
Air Cutter
Flying
Special
060
60
095}}
95%
25
II
III
IV
V
VI
Body Slam
Normal
Physical
085
85
100}}
100%
15
II
III
IV
V
VI
Brine
Water
Special
065
65
100}}
100%
10
II
III
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
II
III
IV
V
VI
Curse
Ghost
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Dive
Water
Physical
080
80
100}}
100%
10
II
III
IV
V
VI
Double-Edge
Normal
Physical
120
120
100}}
100%
15
II
III
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Mimic
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Mud-Slap
Ground
Special
020
20
100}}
100%
10
II
III
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
II
III
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
II
III
IV
V
VI
String Shot
Bug
Status
0000
—
095}}
95%
40
II
III
IV
V
VI
Swift
Normal
Special
060
60
00—}}
—%
20
II
III
IV
V
VI
Whirlpool
Water
Special
035
35
085}}
85%
15
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Mantine
Italic
indicates a move that gets STAB only when used by an evolution of Mantine
Click on the generation numbers at the top to see transfer-only moves for other generations