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
Rattata
Level 20
raticate
Raticate

Pokédex Data

Classification Mouse Pokémon
Height 0.7 m (2'04")
Weight 18.5 kg (40.8 lbs)
Abilities

Held Items

None in this generation.

Game Locations

  • Heahea Beach Area

Training

EV Yield +2 speed
Catch Rate 127
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 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
TM01 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
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.
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.
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.
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.
TM16 Thunder Wave
90% 20 Paralyzes the target.
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.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
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.
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.
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 55
Attack 81
Defense 60
Sp. Atk 50
Sp. Def 70
Speed 97
Total 413

Type Defenses

(vs. Gen 6+ rules)

2x
0x