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Miltank (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Miltank
By
leveling up
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Tackle
Normal
Physical
040
40
100
100%
35
03
3
Growl
Normal
Status
0000
—
100
100%
40
05
5
Defense Curl
Normal
Status
0000
—
00—
—%
40
08
8
Stomp
Normal
Physical
065
65
100
100%
20
11
11
Milk Drink
Normal
Status
0000
—
00—
—%
10
15
15
Bide
Normal
Physical
0000
—
00—
—%
10
19
19
Rollout
Rock
Physical
030
30
090
90%
20
24
24
Body Slam
Normal
Physical
085
85
100
100%
15
29
29
Zen Headbutt
Psychic
Physical
080
80
090
90%
15
35
35
Captivate
Normal
Status
0000
—
100
100%
20
41
41
Gyro Ball
Steel
Physical
0000
—
100
100%
5
48
48
Heal Bell
Normal
Status
0000
—
00—
—%
5
50
50
Wake-Up Slap
Fighting
Physical
070
70
100
100%
10
Bold
indicates a move that gets
STAB
when used by Miltank
Italic
indicates a move that gets STAB only when used by an evolution of Miltank
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
TM01
TM01
Work Up
Normal
Status
0000
—
00—}}
—%
30
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM11
TM11
Sunny Day
Fire
Status
0000
—
00—}}
—%
5
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
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM22
TM22
Solar Beam
Grass
Special
120
120
100}}
100%
10
TM24
TM24
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TM25
TM25
Thunder
Electric
Special
110
110
070}}
70%
10
TM26
TM26
Earthquake
Ground
Physical
100
100
100}}
100%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM30
TM30
Shadow Ball
Ghost
Special
080
80
100}}
100%
15
TM31
TM31
Brick Break
Fighting
Physical
075
75
100}}
100%
15
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM37
TM37
Sandstorm
Rock
Status
0000
—
00—}}
—%
10
TM39
TM39
Rock Tomb
Rock
Physical
060
60
095}}
95%
15
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
TM49
TM49
Echoed Voice
Normal
Special
040
40
100}}
100%
15
TM52
TM52
Focus Blast
Fighting
Special
120
120
070}}
70%
5
TM56
TM56
Fling
Dark
Physical
0000
—
100}}
100%
10
TM68
TM68
Giga Impact
Normal
Physical
150
150
090}}
90%
5
TM73
TM73
Thunder Wave
Electric
Status
0000
—
090}}
90%
20
TM74
TM74
Gyro Ball
Steel
Physical
0000
—
100}}
100%
5
TM77
TM77
Psych Up
Normal
Status
0000
—
00—}}
—%
10
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
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Miltank
Italic
indicates a move that gets STAB only when used by an evolution of Miltank
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
Belch
Poison
Special
120
90%
10
Curse
Ghost
Status
—
—%
10
Dizzy Punch
Normal
Physical
70
100%
10
Double-Edge
Normal
Physical
120
100%
15
Endure
Normal
Status
—
—%
10
Hammer Arm
Fighting
Physical
100
90%
10
Heart Stamp
Psychic
Physical
60
100%
25
Helping Hand
Normal
Status
—
—%
20
Natural Gift
Normal
Physical
—
100%
15
Present
Normal
Physical
—
90%
15
Punishment
Dark
Physical
—
100%
5
Reversal
Fighting
Physical
—
100%
15
Seismic Toss
Fighting
Physical
—
100%
20
Sleep Talk
Normal
Status
—
—%
10
Moves marked with an asterisk (*) must be
chain bred
onto Miltank in Generation VII
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 Miltank in that game.
Bold
indicates a move that gets
STAB
when used by Miltank
Italic
indicates a move that gets STAB only when used by an evolution of Miltank
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
After You
Normal
Status
—
—%
15
S
M
US
UM
Block
Normal
Status
—
—%
5
S
M
US
UM
Fire Punch
Fire
Physical
75
100%
15
S
M
US
UM
Focus Punch
Fighting
Physical
150
100%
20
S
M
US
UM
Heal Bell
Normal
Status
—
—%
5
S
M
US
UM
Helping Hand
Normal
Status
—
—%
20
S
M
US
UM
Ice Punch
Ice
Physical
75
100%
15
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
Iron Tail
Steel
Physical
100
75%
15
S
M
US
UM
Shock Wave
Electric
Special
60
—%
20
S
M
US
UM
Snore
Normal
Special
50
100%
15
S
M
US
UM
Stealth Rock
Rock
Status
—
—%
20
S
M
US
UM
Stomping Tantrum
Ground
Physical
75
100%
10
S
M
US
UM
Thunder Punch
Electric
Physical
75
100%
15
S
M
US
UM
Water Pulse
Water
Special
60
100%
20
S
M
US
UM
Zen Headbutt
Psychic
Physical
80
90%
15
A black or white abbreviation in a colored box indicates that Miltank can be tutored the move in that game
A colored abbreviation in a white box indicates that Miltank cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Miltank
Italic
indicates a move that gets STAB only when used by an evolution of Miltank
Click on the generation numbers at the top to see Move Tutor 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
Counter
Fighting
Physical
0000
—
100}}
100%
20
II
III
IV
V
VI
Dynamic Punch
Fighting
Physical
100
100
050}}
50%
5
II
III
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
II
III
IV
V
VI
Mega Kick
Normal
Physical
120
120
075}}
75%
5
II
III
IV
V
VI
Mega Punch
Normal
Physical
080
80
085}}
85%
20
II
III
IV
V
VI
Metronome
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
Power-Up Punch
Fighting
Physical
040
40
100}}
100%
20
II
III
IV
V
VI
Retaliate
Normal
Physical
070
70
100}}
100%
5
II
III
IV
V
VI
Rock Smash
Fighting
Physical
040
40
100}}
100%
15
II
III
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
II
III
IV
V
VI
Strength
Normal
Physical
080
80
100}}
100%
15
II
III
IV
V
VI
Sweet Scent
Normal
Status
0000
—
100}}
100%
20
II
III
IV
V
VI
Whirlpool
Water
Special
035
35
085}}
85%
15
II
III
IV
V
VI
Zap Cannon
Electric
Special
120
120
050}}
50%
5
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 Miltank
Italic
indicates a move that gets STAB only when used by an evolution of Miltank
Click on the generation numbers at the top to see transfer-only moves for other generations