Rattata

Alternate Forms

Sun

Its incisors continue growing until its death. If its Trainer doesn’t offer it a file to gnaw on, it will gnaw on door frames, table legs, and so on.

Moon

With their strong capacity for survival, they can live in dirty places without concern. Left unchecked, their numbers multiply rapidly.

Ultra Sun

Its incisors grow continuously throughout its life. If its incisors get too long, this Pokémon becomes unable to eat, and it starves to death.

Ultra Moon

This Pokémon is common but hazardous. Its sharp incisors can easily cut right through hard wood.

Lets Go Pikachu/Lets Go Eevee

Will chew on anything with its fangs. If you see one, you can be certain that 40 more live in the area.

Evolution Chain

rattata-alola
Rattata
Level 20
at night
raticate-alola
Raticate

Pokédex Data

Classification Mouse Pokémon
Height 0.3 m (0'12")
Weight 3.8 kg (8.4 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 1 East
  • Alola Route 1 Hauoli Outskirts
  • Alola Route 1 South
  • Alola Route 1 West
  • Alola Route 2 North
  • Alola Route 2 South
  • Alola Route 3 North
  • Alola Route 3 South
  • Alola Route 4 Area
  • Alola Route 6 North
  • Alola Route 6 South
  • Alola Route 8 Main
  • Hauoli City Shopping District
  • Kalae Bay Area
  • Verdant Cavern Trial Site

Training

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

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
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.
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 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
22 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
25 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
28 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
31 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
34 Endeavor
100% 5 Lowers the target's HP to equal the user's.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
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.
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 Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
22 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
25 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
28 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
31 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
34 Endeavor
100% 5 Lowers the target's HP to equal the user's.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
3 Tail Whip
100% 30 Lowers the target's Defense by one stage.
6 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
9 Focus Energy
30 Increases the user's chance to score a critical hit.
12 Bite
60 100% 25 Has a 30% chance to make the target flinch.
15 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
18 Crunch
80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
21 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
24 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
27 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP 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.
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.
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.
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.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM36 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM41 Torment
100% 15 Prevents the target from using the same move twice in a row.
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.
TM60 Quash
100% 15 Makes the target act last this turn.
TM63 Embargo
100% 15 Target cannot use held items.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
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.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target's Special Attack by one stage.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM18 U Turn
70 100% 20 User must switch out after attacking.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM20 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM52 Sludge Bomb
90 100% 10 Has a 30% chance to poison the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Snatch
10 Steals the target's move, if it's self-targeted.
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.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Final Gambit
100% 5 Inflicts damage equal to the user's remaining HP. User faints.
Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
Me First
20 Uses the target's move against it before it attacks, with power increased by half.
Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Snatch
10 Steals the target's move, if it's self-targeted.
Stockpile
20 Stores energy up to three times for use with Spit Up and Swallow.
Swallow
10 Recovers 1/4 HP after one Stockpile, 1/2 HP after two Stockpiles, or full HP after three Stockpiles.
Switcheroo
100% 10 User and target swap items.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Base Stats

Hp 30
Attack 56
Defense 35
Sp. Atk 25
Sp. Def 35
Speed 72
Total 253

Type Defenses

(vs. Gen 6+ rules)

4x
0x
2x
0x
0.5x
2x