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Patrat

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Patrat in Pokémon Black & White

#10 in the Unova Pokédex • Scout Pokémon

Patrat in the National Pokédex
Patrat sprite

Normal

Shiny Patrat sprite

Shiny

Pokédex entries

Pokémon Black

Using food stored in cheek pouches, they can keep watch for days. They use their tails to communicate with others.

Pokémon White

Extremely cautious, they take shifts to maintain a constant watch of their nest. They feel insecure without a lookout.

Pokémon details

Type

Normal

Category

Scout Pokémon

Height

0.5 m (1'08")

Weight

11.6 kg (25.6 lbs)

National Pokédex

#0504

Pokédex

#10

Patrat in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

45

200

294

Attack

55

103

229

Defense

39

74

194

Sp. Atk

35

67

185

Sp. Def

39

74

194

Speed

42

80

201

Total

255

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Patrat, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Patrat doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #10
EV yield
1 Atk
Catch rate
255
Base Exp.
51

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
15

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Patrat

Patrat

#10

Level 20

Watchog

Watchog

#11

Known encounter locations for this Pokémon in this game.
Black
LocationMethodLevelChanceConditions

Dreamyard

Walking in tall grass or a cave820%

-

Dreamyard

Walking in tall grass or a cave910%

-

Dreamyard

Walking in tall grass or a cave105%

-

Dreamyard

Walking in tall grass or a cave114%

-

Dreamyard

Walking in tall grass or a cave111%

-

Route 1

Road 1

Walking in tall grass or a cave220%

-

Route 1

Road 1

Walking in tall grass or a cave310%

-

Route 1

Road 1

Walking in tall grass or a cave410%

-

Route 1

Road 1

Walking in tall grass or a cave45%

-

Route 1

Road 1

Walking in tall grass or a cave44%

-

Route 1

Road 1

Walking in tall grass or a cave41%

-

Route 2

Road 2

Walking in tall grass or a cave420%

-

Route 2

Road 2

Walking in tall grass or a cave510%

-

Route 2

Road 2

Walking in tall grass or a cave65%

-

Route 2

Road 2

Walking in tall grass or a cave74%

-

Route 2

Road 2

Walking in tall grass or a cave71%

-

Route 3

Road 3

Walking in tall grass or a cave820%

-

Route 3

Road 3

Walking in dark grass1020%

-

White
LocationMethodLevelChanceConditions

Dreamyard

Walking in tall grass or a cave820%

-

Dreamyard

Walking in tall grass or a cave910%

-

Dreamyard

Walking in tall grass or a cave105%

-

Dreamyard

Walking in tall grass or a cave114%

-

Dreamyard

Walking in tall grass or a cave111%

-

Route 1

Road 1

Walking in tall grass or a cave220%

-

Route 1

Road 1

Walking in tall grass or a cave310%

-

Route 1

Road 1

Walking in tall grass or a cave410%

-

Route 1

Road 1

Walking in tall grass or a cave45%

-

Route 1

Road 1

Walking in tall grass or a cave44%

-

Route 1

Road 1

Walking in tall grass or a cave41%

-

Route 2

Road 2

Walking in tall grass or a cave420%

-

Route 2

Road 2

Walking in tall grass or a cave510%

-

Route 2

Road 2

Walking in tall grass or a cave65%

-

Route 2

Road 2

Walking in tall grass or a cave74%

-

Route 2

Road 2

Walking in tall grass or a cave71%

-

Route 3

Road 3

Walking in tall grass or a cave820%

-

Route 3

Road 3

Walking in dark grass1020%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal5010035
3Leer

The opposing team gains an intimidating leer with sharp eyes. The opposing team’s Defense stats are reduced.

Normal-10030
6Bite

The target is bitten with viciously sharp fangs. It may make the target flinch.

Dark6010025
8Bide

The user endures attacks for two turns, then strikes back to cause double the damage taken.

Normal--10
11Detect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Fighting--5
13Sand Attack

Sand is hurled in the target’s face, reducing its accuracy.

Ground-10015
16Crunch

The user crunches up the target with sharp fangs. It may also lower the target’s Defense stat.

Dark8010015
18Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
21Super Fang

The user chomps hard on the target with its sharp front fangs. It cuts the target’s HP to half.

Normal-9010
23After You

The user helps the target and makes it use its move right after the user.

Normal--15
26Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
28Hyper Fang

The user bites hard on the target with its sharp front fangs. It may also make the target flinch.

Normal809015
31Mean Look

The user pins the target with a dark, arresting look. The target becomes unable to flee.

Normal--5
33Baton Pass

The user switches places with a party Pokémon in waiting, passing along any stat changes.

Normal--40
36Slam

The target is slammed with a long tail, vines, etc., to inflict damage.

Normal807520

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves.

Fire--5
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM67Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack’s damage increases.

Normal701005
TM75Swords Dance

A frenetic dance to uplift the fighting spirit. It sharply raises the user’s Attack stat.

Normal--30
TM83Work Up

The user is roused, and its Attack and Sp. Atk stats increase.

Normal--30
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
HM01Cut

The target is cut with a scythe or a claw. It can also be used to cut down thin trees.

Normal509530

Moves this Pokémon can inherit through breeding or similar methods.
Class
Assurance

If the target has already taken some damage in the same turn, this attack’s power is doubled.

Dark5010010
Flail

The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.

Normal-10015
Foresight

Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit.

Normal--40
Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515
Pursuit

An attack move that inflicts double damage if used on a target that is switching out of battle.

Dark4010020
Revenge

An attack move that inflicts double the damage if the user has been hurt by the opponent in the same turn.

Fighting6010010
Screech

An earsplitting screech harshly reduces the target’s Defense stat.

Normal-8540

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

Trade from Black 2 or White 2

Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Trade from Black 2 or White 2

Endeavor

An attack move that cuts down the target’s HP to equal the user’s HP.

Normal-1005

Trade from Black 2 or White 2

Gunk Shot

The user shoots filthy garbage at the target to attack. It may also poison the target.

Poison120705

Trade from Black 2 or White 2

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

Trade from Black 2 or White 2

Last Resort

This move can be used only after the user has used all the other moves it knows in the battle.

Normal1401005

Trade from Black 2 or White 2

Low Kick

A powerful low kick that makes the target fall over. It inflicts greater damage on heavier targets.

Fighting-10020

Trade from Black 2 or White 2

Seed Bomb

The user slams a barrage of hard-shelled seeds down on the target from above.

Grass8010015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Run Away

Ability Slot 1

Enables a sure getaway from wild Pokémon.

Ensures success fleeing from wild battles.

Keen Eye

Ability Slot 2

Prevents other Pokémon from lowering accuracy.

Prevents accuracy from being lowered.

Analytic(Hidden Ability)

Boosts move power when the Pokémon moves last.

Strengthens moves to 1.3× their power when moving last.

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