Raticate
X

It whittles its constantly growing fangs by gnawing on hard things. It can chew apart cinder walls.

Y

The webs on its hind legs enable it to cross rivers. It searches wide areas for food.

Omega Ruby/Alpha Sapphire

Raticate’s sturdy fangs grow steadily. To keep them ground down, it gnaws on rocks and logs. It may even chew on the walls of houses.

Evolution Chain

rattata
Rattata
Level 20
raticate
Raticate

Pokédex & Training Data

Classification Mouse Pokémon
Height 0.7 m (2'04")
Weight 18.5 kg (40.8 lbs)
Abilities
EV Yield +2 speed
Catch Rate 127
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Kanto (R/B/Y) #020
Johto (G/S/C) #018
Johto (HG/SS) #018
Unova (B2/W2) #060
Alola (S/M) #016
Alola (US/UM) #016
National #020

Held Items

None in this generation.

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Swords Dance
— — 20 Raises the user’s Attack by two stages.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
4 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
7 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
10 Bite
60 100% 25 Has a 30% chance to make the target flinch.
13 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
16 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
19 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
20 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
24 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
29 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
34 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
39 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
44 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Swords Dance
— — 20 Raises the user’s Attack by two stages.
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
4 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
7 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
10 Bite
60 100% 25 Has a 30% chance to make the target flinch.
13 Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
16 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
19 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
20 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
24 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
29 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
34 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
39 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
44 Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.

TM/HM Moves

X/Y
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.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
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.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
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.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
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.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
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.
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.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
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.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM89 U Turn
70 100% 20 User must switch out after attacking.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Endeavor
— 100% 5 Lowers the target’s HP to equal the user’s.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
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.
Shock Wave
60 — 20 Never misses.
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.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 55
Attack 81
Defense 60
Sp. Atk 50
Sp. Def 70
Speed 97
Total 413

Type Defenses

(vs. Gen 6+ rules)

2x
0x