Watchog
No entry available for this game era.

Evolution Chain

patrat
Patrat
Level 20
watchog
Watchog

Pokédex & Training Data

Classification Lookout Pokémon
Height 1.1 m (3'07")
Weight 27.0 kg (59.5 lbs)
Abilities
EV Yield +2 attack
Catch Rate 255
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Unova (B/W) #011
Unova (B2/W2) #011
Kalos (Mountain) #047
National #505

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 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
1 Confuse Ray
— 100% 10 Confuses the target.
1 Rototiller
— — 10 Raises the Attack and Special Attack of all grass Pokémon in battle.
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.
22 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
25 After You
— — 15 Makes the target act next this turn.
29 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
32 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
36 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
39 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
43 Mean Look
— — 5 Prevents the target from leaving battle.
46 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
50 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.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
1 Confuse Ray
— 100% 10 Confuses the target.
1 Rototiller
— — 10 Raises the Attack and Special Attack of all grass Pokémon in battle.
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.
22 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
25 After You
— — 15 Makes the target act next this turn.
29 Focus Energy
— — 30 Increases the user’s chance to score a critical hit.
32 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
36 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
39 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
43 Mean Look
— — 5 Prevents the target from leaving battle.
46 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
50 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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% 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.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
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.
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.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 60
Attack 85
Defense 69
Sp. Atk 60
Sp. Def 69
Speed 77
Total 420

Type Defenses

(vs. Gen 6+ rules)

2x
0x