019 - Rattata
Type | Ability | |
---|---|---|
(1) Hustle (2) Guts (HA) Run Away | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Rattata | Level 20 | Raticate |
Stats
HP 30 | ATK 56 | DEF 35 | SPA 25 | SPD 35 | SPE 72 | BST 253 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Bite | 60 | 100 | 20 | Priority: 0. Has a 30% chance to make the target flinch. | ||
1 | Me First | None | None | 20 | Priority: 0. If the target has selected a damaging move this turn, the user will copy that move and use it against the target, with a 50% increase in power. If the target moves before the user, this move will fail. | ||
1 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
1 | Tail Whip | None | 100 | 30 | Priority: 0. Lowers the target's Defense by one stage. | ||
4 | Focus Energy | None | None | 20 | Priority: 0. User's critical hit rate is two levels higher until it leaves the field. If the user has already used focus energy since entering the field, this move will fail. This effect is passed on by baton pass. | ||
7 | Screech | None | 85 | 40 | Priority: 0. Lowers the target's Defense by two stages. | ||
10 | Quick Attack | 40 | 100 | 20 | Priority: 1. Inflicts regular damage. | ||
13 | Pursuit | 40 | 100 | 20 | Priority: 0. If the target attempts to switch out this turn before the user acts, this move hits the target before it leaves and has double power. This effect can still hit a Pokémon that switches out when it has a substitute up or when an ally has used follow me. | ||
16 | Assurance | 60 | 100 | 10 | Priority: 0. If the target takes damage this turn for any reason before this move is used, this move has double power. | ||
19 | Fury Swipes | 18 | 80 | 15 | Priority: 0. Hits 2–5 times in one turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. | ||
22 | Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
25 | Fire Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch. | ||
25 | Ice Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch. | ||
25 | Thunder Fang | 65 | 95 | 15 | Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch. | ||
28 | Hyper Fang | 80 | 90 | 15 | Priority: 0. Has a 10% chance to make the target flinch. | ||
31 | Crunch | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Defense by one stage. | ||
34 | Flame Wheel | 75 | 100 | 20 | Priority: 0. Has a 10% chance to burn the target. Frozen Pokémon may use this move, in which case they will thaw. | ||
38 | Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. | ||
42 | Reversal | None | 100 | 15 | Priority: 0. Power varies inversely with the user's proportional remaining HP. 64 * current HP / max HP | Power -----------------------: | ----: 0– 1 | 200 2– 5 | 150 6–12 | 100 13–21 | 80 22–42 | 40 43–64 | 20 | ||
46 | Sucker Punch | 70 | 100 | 5 | Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail. This move is not affected by iron fist. | ||
50 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
54 | Last Resort | 140 | 100 | 5 | Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail. | ||
58 | Final Gambit | None | 100 | 5 | Priority: 0. Inflicts damage equal to the user's remaining HP. User faints. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM1 | Hone Claws | None | None | 15 | Priority: 0. Raises the user's Attack and accuracy by one stage. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM11 | Sunny Day | None | None | 5 | Priority: 0. Changes the weather to sunshine for five turns. | ||
TM12 | Taunt | None | 100 | 20 | Priority: 0. Target is forced to only use damaging moves for the next 3–5 turns, selected at random. | ||
TM13 | Ice Beam | 90 | 100 | 10 | Priority: 0. Has a 10% chance to freeze the target. | ||
TM14 | Blizzard | 110 | 70 | 5 | Priority: 0. Has a 10% chance to freeze the target. During hail, this move has 100% accuracy. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM28 | Dig | 80 | 100 | 10 | Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn. During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate. The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard. This move cannot be selected by sleep talk. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM60 | Quash | None | 100 | 15 | Priority: 0. Forces the target to act last this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
TM67 | Retaliate | 70 | 100 | 5 | Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM83 | Work Up | None | None | 30 | Priority: 0. Raises the user's Attack and Special Attack by one stage each. | ||
TM86 | Grass Knot | None | 100 | 20 | Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120. | ||
TM88 | Pluck | 60 | 100 | 20 | Priority: 0. If the target is holding a berry, this move has double power, and the user takes the berry and uses it immediately. If the target is holding a jaboca berry or rowap berry, the berry is still removed, but has no effect. If this move is super effective and the target is holding a berry that can reduce this move's damage, it will do so, and will not be stolen. | ||
TM89 | U-turn | 70 | 100 | 20 | Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out. The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used. This move may be used even if the user is under the effect of ingrain. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM93 | Wild Charge | 90 | 100 | 10 | Priority: 0. Inflicts regular damage without recoil. | ||
TM94 | Rock Smash | 55 | 100 | 15 | Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist | ||
HM1 | Cut | 50 | 95 | 30 | Priority: 0. High Critical Ratio |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
Covet | 60 | 100 | 20 | Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken. Pokémon with sticky hold or multitype are immune to the item theft effect. The target cannot recover its item with recycle. | ||
Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
Icy Wind | 55 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Last Resort | 140 | 100 | 5 | Priority: 0. This move can only be used if each of the user's other moves has been used at least once since the user entered the field. If this is the user's only move, this move will fail. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Super Fang | None | 90 | 10 | Priority: 0. Inflicts typeless damage equal to half the target's remaining HP. | ||
Uproar | 90 | 100 | 10 | Priority: 0. User is forced to use this move for 2–5 turns, selected at random. No Pokemon can sleep during the effect of this move. | ||
Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Castelia Sewers | Sewer | 19-20 | 10.0 |