Totodile (Pokémon)/Generation VII learnset

← Totodile Totodile

By leveling up

Generation VII
Other generations:
II - III - IV - V - VI - VIII - IX
 Level   Move   Type   Cat.   Pwr.   Acc.   PP
011 Scratch Normal Physical 04040 100100% 35
011 Leer Normal Status 0000 100100% 30
066 Water Gun Water Special 04040 100100% 25
088 Rage Normal Physical 02020 100100% 20
1313 Bite Dark Physical 06060 100100% 25
1515 Scary Face Normal Status 0000 100100% 10
2020 Ice Fang Ice Physical 06565 09595% 15
2222 Flail Normal Physical 0000 100100% 15
2727 Crunch Dark Physical 08080 100100% 15
2929 Chip Away Normal Physical 07070 100100% 20
3434 Slash Normal Physical 07070 100100% 20
3636 Screech Normal Status 0000 08585% 40
4141 Thrash Normal Physical 120120 100100% 10
4343 Aqua Tail Water Physical 09090 09090% 10
4848 Superpower Fighting Physical 120120 100100% 5
5050 Hydro Pump Water Special 110110 08080% 5
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • 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
TM02  TM02 Dragon Claw Dragon Physical 08080 100}}100% 15
TM06  TM06 Toxic Poison Status 0000 090}}90% 10
TM07  TM07 Hail Ice Status 0000 00—}}—% 10
TM10  TM10 Hidden Power Normal Special 06060 100}}100% 15
TM13  TM13 Ice Beam Ice Special 09090 100}}100% 10
TM14  TM14 Blizzard Ice Special 110110 070}}70% 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
TM27  TM27 Return Normal Physical 0000 100}}100% 20
TM31  TM31 Brick Break Fighting Physical 07575 100}}100% 15
TM32  TM32 Double Team Normal Status 0000 00—}}—% 15
TM39  TM39 Rock Tomb Rock Physical 06060 095}}95% 15
TM40  TM40 Aerial Ace Flying Physical 06060 00—}}—% 20
TM42  TM42 Facade Normal Physical 07070 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 06060 100}}100% 15
TM55  TM55 Scald Water Special 08080 100}}100% 15
TM56  TM56 Fling Dark Physical 0000 100}}100% 10
TM65  TM65 Shadow Claw Ghost Physical 07070 100}}100% 15
TM75  TM75 Swords Dance Normal Status 0000 00—}}—% 20
TM80  TM80 Rock Slide Rock Physical 07575 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 09090 100}}100% 15
TM98  TM98 Waterfall Water Physical 08080 100}}100% 15
XTM100  TM100 Confide Normal Status 0000 00—}}—% 20
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • 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 
Ancient Power Rock Special 60 100% 5
Aqua Jet Water Physical 40 100% 20
Block Normal Status —% 5
Crunch Dark Physical 80 100% 15
Dragon Dance Dragon Status —% 20
Fake Tears* Dark Status 100% 20
Flatter Dark Status 100% 15
Hydro Pump Water Special 110 80% 5
Ice Punch Ice Physical 75 100% 15
Metal Claw Steel Physical 50 95% 35
Mud Sport Ground Status —% 15
Thrash Normal Physical 120 100% 10
Water Pulse Water Special 60 100% 20
Water Sport Water Status —% 15
  • Moves marked with an asterisk (*) must be chain bred onto Totodile 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 Totodile in that game.
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • 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 Block Normal Status —% 5
S M US UM Focus Punch Fighting Physical 150 100% 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 Tail Steel Physical 100 75% 15
S M US UM Low Kick Fighting Physical 100% 20
S M US UM Snore Normal Special 50 100% 15
S M US UM Spite Ghost Status 100% 10
S M US UM Superpower Fighting Physical 120 100% 5
S M US UM Uproar Normal Special 90 100% 10
S M US UM Water Pledge Water Special 80 100% 10
S M US UM Water Pulse Water Special 60 100% 20
  • A black or white abbreviation in a colored box indicates that Totodile can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Totodile cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • Click on the generation numbers at the top to see Move Tutor moves from other generations

Special moves

Generation VII
Other generations:
II - III - IV - V - VI - VIII - IX
 Event   Move   Type   Cat.   Pwr.   Acc.   PP 
Island ScanSM Metal Claw Steel Physical 50 95% 35
  • A superscript level indicates that Totodile can learn this move normally in Generation VII
  • Bold indicates a move that gets STAB when used by Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • 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 Body Slam Normal Physical 08585 100}}100% 15
II III IV V VI Captivate Normal Status 0000 100}}100% 20
II III IV V VI Counter Fighting Physical 0000 100}}100% 20
II III IV V VI Curse Ghost Status 0000 00—}}—% 10
II III IV V VI Cut Normal Physical 05050 095}}95% 30
II III IV V VI Detect Fighting Status 0000 00—}}—% 5
II III IV V VI Dig Ground Physical 08080 100}}100% 10
II III IV V VI Dive Water Physical 08080 100}}100% 10
II III IV V VI Double-Edge Normal Physical 120120 100}}100% 15
II III IV V VI Dynamic Punch Fighting Physical 100100 050}}50% 5
II III IV V VI Endure Normal Status 0000 00—}}—% 10
II III IV V VI Headbutt Normal Physical 07070 100}}100% 15
II III IV V VI Hone Claws Dark Status 0000 00—}}—% 15
II III IV V VI Hydro Cannon Water Special 150150 090}}90% 5
II III IV V VI Mega Kick Normal Physical 120120 075}}75% 5
II III IV V VI Mega Punch Normal Physical 08080 085}}85% 20
II III IV V VI Mimic Normal Status 0000 00—}}—% 10
II III IV V VI Mud-Slap Ground Special 02020 100}}100% 10
II III IV V VI Natural Gift Normal Physical 0000 100}}100% 15
II III IV V VI Power-Up Punch Fighting Physical 04040 100}}100% 20
II III IV V VI Razor Wind Normal Special 08080 100}}100% 10
II III IV V VI Secret Power Normal Physical 07070 100}}100% 20
II III IV V VI Seismic Toss Fighting Physical 0000 100}}100% 20
II III IV V VI Whirlpool Water Special 03535 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 Totodile
  • Italic indicates a move that gets STAB only when used by an evolution of Totodile
  • Click on the generation numbers at the top to see transfer-only moves for other generations