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 Data

Classification Scout Pokémon
Height 0.5 m (1'08")
Weight 11.6 kg (25.6 lbs)
Abilities

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

Training

EV Yield +1 attack
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground

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