Patrat
No entry available for this game era.

Evolution Chain

patrat
Patrat
Level 20
watchog
Watchog

Pokédex & Training Data

Classification Scout Pokémon
Height 0.5 m (1'08")
Weight 11.6 kg (25.6 lbs)
Abilities
EV Yield +1 attack
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #010
Unova (B2/W2) #010
Kalos (Mountain) #046
National #504

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.
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.
21 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
23 After You
— — 15 Makes the target act next this turn.
26 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
28 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
31 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
33 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
36 Mean Look
— — 5 Prevents the target from leaving battle.
38 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
41 Slam
80 75% 20 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
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.
21 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
23 After You
— — 15 Makes the target act next this turn.
26 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
28 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
31 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
33 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
36 Mean Look
— — 5 Prevents the target from leaving battle.
38 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
41 Slam
80 75% 20 Inflicts regular damage with no additional effect.

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.
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.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
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.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
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.
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.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Sun/Moon
Name Class Power Acc. PP Effect
Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Assurance
60 100% 10 Power is doubled if the target has already received damage this turn.
Bullet Seed
25 100% 30 Hits 2-5 times in one turn.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Pursuit
40 100% 20 Has double power against, and can hit, Pokémon attempting to switch out.
Revenge
60 100% 10 Inflicts double damage if the user takes damage before attacking this turn.
Screech
— 85% 40 Lowers the target’s Defense by two stages.
Tearful Look
— — 20 Lowers the target’s Attack and Special Attack by one stage.

Base Stats

Hp 45
Attack 55
Defense 39
Sp. Atk 35
Sp. Def 39
Speed 42
Total 255

Type Defenses

(vs. Gen 6+ rules)

2x
0x