Miltank
Black/WhiteBlack 2/White 2

It is said that kids who drink Miltank’s milk grow up to become hearty, healthy adults.

Pokédex & Training Data

Classification Milk Cow Pokémon
Height 1.2 m (3'11")
Weight 75.5 kg (166.4 lbs)
Abilities
EV Yield +2 defense
Catch Rate 45
Base Friendship 70
Growth Rate slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Johto (G/S/C) #149
Johto (HG/SS) #151
Kalos (Coastal) #126
Alola (S/M) #138
Alola (US/UM) #171
National #241
Isle of Armor #117

Held Items

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Growl
— 100% 40 Lowers the target’s Attack by one stage.
5 Defense Curl
— — 40 Raises user’s Defense by one stage.
8 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
11 Milk Drink
— — 5 Heals the user by half its max HP.
15 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
19 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
24 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
35 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
41 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
48 Heal Bell
— — 5 Cures the entire party of major status effects.
55 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Growl
— 100% 40 Lowers the target’s Attack by one stage.
5 Defense Curl
— — 40 Raises user’s Defense by one stage.
8 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
11 Milk Drink
— — 5 Heals the user by half its max HP.
15 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
19 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
24 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
35 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
41 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
48 Heal Bell
— — 5 Cures the entire party of major status effects.
55 Wake Up Slap
70 100% 10 If the target is asleep, has double power and wakes it up.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Block
— — 5 Prevents the target from leaving battle.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Heal Bell
— — 5 Cures the entire party of major status effects.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
— — 20 Causes damage when opposing Pokémon switch in.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Curse
— — 10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Hammer Arm
100 90% 10 Lowers user’s Speed by one stage.
Heart Stamp
60 100% 25 Has a 30% chance to make the target flinch.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Natural Gift
— 100% 15 Power and type depend on the held berry.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Punishment
— 100% 5 Power increases against targets with more raised stats, up to a maximum of 200.
Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.

Base Stats

Hp 95
Attack 80
Defense 105
Sp. Atk 40
Sp. Def 70
Speed 100
Total 490

Type Defenses

(vs. Gen 6+ rules)

2x
0x