Patrat
Black

Using food stored in cheek pouches, they can keep watch for days. They use their tails to communicate with others.

White

Extremely cautious, they take shifts to maintain a constant watch of their nest. They feel insecure without a lookout.

Black 2/White 2

Extremely cautious, one of them will always be on the lookout, but it won’t notice a foe coming from behind.

Evolution Chain

patrat
Patrat
Level 20
watchog
Watchog

Pokédex & Training Data

Classification Scout Pokémon
Height 0.5 m (1'08")
Weight 11.6 kg (25.6 lbs)
Abilities
EV Yield +1 attack
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #010
Unova (B2/W2) #010
Kalos (Mountain) #046
National #504

Game Locations

Dreamyard Area
Floccesy Ranch Inner
Unova Route 1 Area
Unova Route 19 Area
Unova Route 2 Area
Unova Route 20 Area
Unova Route 3 Area
Virbank Complex Inner
Virbank Complex Outer

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 Leer
— 100% 30 Lowers the target’s Defense by one stage.
6 Bite
60 100% 25 Has a 30% chance to make the target flinch.
8 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
11 Detect
— — 5 Prevents any moves from hitting the user this turn.
13 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
16 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
18 Hypnosis
— 60% 20 Puts the target to sleep.
21 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
23 After You
— — 15 Makes the target act next this turn.
26 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
28 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
31 Mean Look
— — 5 Prevents the target from leaving battle.
33 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
36 Slam
80 75% 20 Inflicts regular damage with no additional effect.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Leer
— 100% 30 Lowers the target’s Defense by one stage.
6 Bite
60 100% 25 Has a 30% chance to make the target flinch.
8 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
11 Detect
— — 5 Prevents any moves from hitting the user this turn.
13 Sand Attack
— 100% 15 Lowers the target’s accuracy by one stage.
16 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
18 Hypnosis
— 60% 20 Puts the target to sleep.
21 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
23 After You
— — 15 Makes the target act next this turn.
26 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
28 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
31 Mean Look
— — 5 Prevents the target from leaving battle.
33 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
36 Slam
80 75% 20 Inflicts regular damage with no additional effect.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 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.
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.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion 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.
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.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
— — 15 Makes the target act next this turn.
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Covet
60 100% 25 Takes the target’s item.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
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.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
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
Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
Screech
— 85% 40 Lowers the target’s Defense by two stages.

Base Stats

Hp 45
Attack 55
Defense 39
Sp. Atk 35
Sp. Def 39
Speed 42
Total 255

Type Defenses

(vs. Gen 6+ rules)

2x
0x