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Demo data accounts are live, the database isn't. Every run below is seeded and nothing saves. Add your Supabase keys to .env.local to make it real (see SETUP.md § Supabase).

Rattata sprite

#0019

Rattata

normal0.3 m · 3.5 kg

Base stats 253 total

HP
30
Atk
56
Def
35
SpA
25
SpD
35
Spe
72

Abilities

  • Run Away
  • Guts
  • Hustle hidden

Learnset

What Rattata learns in Ultra Sun / Ultra Moon. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level13

  • 1TacklenormalPhysical40 BP100% acc35 PPInflicts regular damage with no additional effect.
  • 1Tail WhipnormalStatus100% acc30 PPLowers the target’s Defense by one stage.
  • 4Quick AttacknormalPhysical40 BP100% acc30 PPInflicts regular damage with no additional effect.
  • 7Focus EnergynormalStatus30 PPIncreases the user’s chance to score a critical hit.
  • 10BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • 13PursuitdarkPhysical40 BP100% acc20 PPHas double power against, and can hit, Pokémon attempting to switch out.
  • 16Hyper FangnormalPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
  • 19AssurancedarkPhysical60 BP100% acc10 PPPower is doubled if the target has already received damage this turn.
  • 22CrunchdarkPhysical80 BP100% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • 25Sucker PunchdarkPhysical70 BP100% acc5 PPOnly works if the target is about to use a damaging move.
  • 28Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • 31Double EdgenormalPhysical120 BP100% acc15 PPUser receives 1/3 the damage inflicted in recoil.
  • 34EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.

Egg11

  • BitedarkPhysical60 BP100% acc25 PPHas a chance to make the target flinch.
  • CounterfightingPhysical100% acc20 PPInflicts twice the damage the user received from the last physical hit it took.
  • Final GambitfightingSpecial100% acc5 PPInflicts damage equal to the user’s remaining HP. User faints.
  • Flame WheelfirePhysical60 BP100% acc25 PPHas a chance to burn the target. Lets frozen Pokémon thaw themselves.
  • Fury SwipesnormalPhysical18 BP80% acc15 PPHits 2-5 times in one turn.
  • Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • Me FirstnormalStatus20 PPUses the target’s move against it before it attacks, with power increased by half.
  • RevengefightingPhysical60 BP100% acc10 PPInflicts double damage if the user takes damage before attacking this turn.
  • ReversalfightingPhysical100% acc15 PPInflicts more damage when the user has less HP remaining, with a maximum of 200 power.
  • ScreechnormalStatus85% acc40 PPLowers the target’s Defense by two stages.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.

TM/HM29

  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • BlizzardiceSpecial110 BP70% acc5 PPHas a chance to freeze the target.
  • Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
  • ConfidenormalStatus20 PPLowers the target’s Special Attack by one stage.
  • Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Hidden PowernormalSpecial60 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
  • Ice BeamiceSpecial90 BP100% acc10 PPHas a chance to freeze the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
  • SwaggernormalStatus85% acc15 PPRaises the target’s Attack by two stages and confuses the target.
  • TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
  • ThiefdarkPhysical60 BP100% acc25 PPTakes the target’s item.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • ThunderboltelectricSpecial90 BP100% acc15 PPHas a chance to paralyze the target.
  • ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
  • U TurnbugPhysical70 BP100% acc20 PPUser must switch out after attacking.
  • Wild ChargeelectricPhysical90 BP100% acc15 PPUser receives 1/4 the damage it inflicts in recoil.
  • Work UpnormalStatus30 PPRaises the user’s Attack and Special Attack by one stage each.

Tutor10

  • CovetnormalPhysical60 BP100% acc25 PPTakes the target’s item.
  • EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • Icy WindiceSpecial55 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
  • Last ResortnormalPhysical140 BP100% acc5 PPCan only be used after all of the user’s other moves have been used.
  • Shock WaveelectricSpecial60 BP20 PPNever misses.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Super FangnormalPhysical90% acc10 PPInflicts damage equal to half the target’s HP.
  • UproarnormalSpecial90 BP100% acc10 PPForced to use this move for several turns. Pokémon cannot fall asleep in that time.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Appears in 22 games

  • red green japan
  • blue japan
  • Red / Blue
  • Yellow
  • Gold / Silver
  • Crystal
  • Ruby / Sapphire
  • Emerald
  • Colosseum
  • XD
  • FireRed / LeafGreen
  • Diamond / Pearl
  • Platinum
  • HeartGold / SoulSilver
  • Black / White
  • Black 2 / White 2
  • X / Y
  • Omega Ruby / Alpha Sapphire
  • Sun / Moon
  • Ultra Sun / Ultra Moon
  • Let's Go Pikachu / Eevee
  • Brilliant Diamond / Shining Pearl