Watchog
Black

When they see an enemy, their tails stand high, and they spit the seeds of berries stored in their cheek pouches.

White

They make the patterns on their bodies shine in order to threaten predators. Keen eyesight lets them see in the dark.

Black 2/White 2

Using luminescent matter, it makes its eyes and body glow and stuns attacking opponents.

Evolution Chain

patrat
Patrat
Level 20
watchog
Watchog

Pokédex Data

Classification Lookout Pokémon
Height 1.1 m (3'07")
Weight 27.0 kg (59.5 lbs)
Abilities

Game Locations

  • Dreamyard Area
  • Dreamyard B1f
  • P2 Laboratory Area
  • Unova Route 1 Area
  • Unova Route 15 Area
  • Unova Route 18 Area
  • Unova Route 2 Area
  • Unova Route 3 Area
  • Unova Route 7 Area

Training

EV Yield +2 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.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
20 Confuse Ray
100% 10 Confuses the target.
22 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
25 After You
15 Makes the target act next this turn.
29 Psych Up
10 Discards the user's stat changes and copies the target's.
32 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
36 Mean Look
5 Prevents the target from leaving battle.
39 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
43 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.
1 Leer
100% 30 Lowers the target's Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
20 Confuse Ray
100% 10 Confuses the target.
22 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
25 After You
15 Makes the target act next this turn.
29 Psych Up
10 Discards the user's stat changes and copies the target's.
32 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
36 Mean Look
5 Prevents the target from leaving battle.
39 Baton Pass
40 Allows the trainer to switch out the user and pass effects along to its replacement.
43 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.
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
30 Reduces damage from special attacks by 50% 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.
TM25 Thunder
110 70% 10 Has a 30% 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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
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.
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.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM75 Swords Dance
20 Raises the user's Attack by two stages.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM83 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
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.
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.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
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.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
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.

Base Stats

Hp 60
Attack 85
Defense 69
Sp. Atk 60
Sp. Def 69
Speed 77
Total 420

Type Defenses

(vs. Gen 6+ rules)

2x
0x