Raticate

Alternate Forms

Sun

Its hind feet are webbed, so it’s a strong swimmer. It can cross rivers and sometimes even oceans.

Moon

Its disposition is far more violent than its looks would suggest. Don’t let your hand get too close to its face, as it could bite your hand clean off.

Ultra Sun

People say that it fled from its enemies by using its small webbed hind feet to swim from island to island in Alola.

Ultra Moon

Its whiskers are essential for maintaining its balance. No matter how friendly you are, it will get angry and bite you if you touch its whiskers.

Lets Go Pikachu/Lets Go Eevee

Its hind feet are webbed. They act as flippers, so it can swim in rivers and hunt for prey.

Evolution Chain

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

Pokédex & Training Data

Classification Mouse Pokémon
Height 0.7 m (2'04")
Weight 25.5 kg (56.2 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

Game Locations

Akala Outskirts Area
Alola Route 10 Area
Alola Route 11 Area
Alola Route 14 Area
Alola Route 15 Main
Alola Route 16 East
Alola Route 16 Main
Alola Route 16 West
Alola Route 17 Northeast
Alola Route 17 West
Alola Route 8 Main
Ancient Poni Path Area
Malie City Outer Cape
Mount Lanakila Base
Poni Gauntlet Area
Poni Grove Area
Poni Plains Center
Poni Plains East
Poni Plains North
Poni Plains West
Poni Wilds Area
Tapu Village Area

Learned Moves

Level Up Moves

Sun/Moon
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.
1 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
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.
24 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
29 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
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.
Ultra Sun/Ultra Moon
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.
1 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
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.
24 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
29 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
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.
Let's Go
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 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
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.
1 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
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.
26 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
34 Sucker Punch
70 100% 5 Only works if the target is about to use a damaging move.
42 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
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.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM09 Venoshock
65 100% 10 Inflicts double damage if the target is Poisoned.
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.
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.
TM34 Sludge Wave
95 100% 10 Has a 10% chance to poison the target.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
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.
TM30 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
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.
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.
Stomping Tantrum
75 100% 10 Has double power if the user’s last move failed.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
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 75
Attack 71
Defense 70
Sp. Atk 40
Sp. Def 80
Speed 77
Total 413

Type Defenses

(vs. Gen 6+ rules)

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