Competitive Information for Rattata [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Rattata rattata
Base Stats for Rattata

Normal

Abilities:
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
,
HustleHustle: This Pokemon's Attack is 1.5x and accuracy of its physical attacks is 0.8x.
,
Run AwayRun Away: No competitive use.

Weakness Chart for Normal-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
  
  
2x
  
  
0x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
  
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for RattataVisit Serebii's Pokedex for location, breeding, and other game details about RattataVisit Bulbapedia for more information about Rattata

Movesets for Singles


What is a good competitive moveset for Rattata? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Rattata is a decent Normal-typed Pokemon. Rattata is not a Pokemon anyone usually expects sees on the battlefield. Rattata's only type-related weakness is Fighting.


Species: Rattata
Item: Flame Orb / Normalium Z
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Wild Charge
- Crunch
- Zen Headbutt

Physical Sweeper Rattata (Guts)

Rattata is a sensational Physical Sweeper. It's goal is to take down the opponent's team with brute physical power. Focus Sash helps protect Rattata from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Rattata at the end of the turn which will activate Rattata's Guts ability. With Guts, if Rattata is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Rattata a sweet boost.

Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Rattata is burn/poison/paralyzed).
Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Crunch is a physical 80-base power Dark-type move (20% chance to lower the target's defense by 1 stage).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).




Species: Rattata
Item: Focus Sash
Ability: Guts
Nature: Serious
EVs: 112 Hp / 112 Atk / 60 Def / 112 SpD / 112 Spe
Moveset:
- Covet
- Endeavor
- Attract
- Quick Attack

Rattata Double Wall (Fear Me)

Rattata is a fabulous Double Wall. It was designed to have enough defenses and bulk to take both physical and special hits. Focus Sash helps protect Rattata from being one-shotted and allowing it to atleast use a crucial move when brought out. With Guts, if Rattata is statused its attack is 1.5x; ignores burn halving physical damage.

Covet is a physical STAB-boosted 60-base power Normal-type move (if your Rattata has no item, it steals the target's).
Endeavor is a physical STAB-boosted 0-base power Normal-type move (lowers the target's hp to your Rattata's hp).
Attract is a status move (a target of the opposite gender gets infatuated).
Quick Attack is a physical STAB-boosted priority-increased 40-base power Normal-type move (usually goes first).



Movesets for Doubles


What is a good doubles moveset for Rattata? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Rattata
Item: Flame Orb / Normalium Z
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Double-Edge
- Wild Charge
- Crunch
- Zen Headbutt

Doubles Physical Sweeper Rattata (Guts)

Rattata is a marvelous Physical Sweeper. It's designed to take down the opponent's team with brute physical power. Focus Sash helps protect Rattata from being one-shotted and allowing it to atleast use a crucial move when brought out. Flame Orb will burn Rattata at the end of the turn which will activate Rattata's Guts ability. With Guts, if Rattata is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Rattata a sweet boost.

Facade is a physical STAB-boosted 70-base power Normal-type move (power doubles if Rattata is burn/poison/paralyzed).
Double-Edge is a physical STAB-boosted 120-base power Normal-type move (has 33% recoil).
Wild Charge is a physical 90-base power Electric-type move (has 1/4 recoil).
Crunch is a physical 80-base power Dark-type move (20% chance to lower the target's defense by 1 stage).
Zen Headbutt is a physical 80-base power Psychic-type move (20% chance to flinch the target).



Movepool


Wondering what moves can Rattata learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Blizzard
110
70%
5
10% chance to freeze foe(s). Can't miss in hail.
Bubble Beam
65
100%
20
10% chance to lower the target's Speed by 1.
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Final Gambit
--
100%
5
Does damage equal to the user's HP. User faints.
Grass Knot
--
100%
20
More power the heavier the target.
Ice Beam
90
100%
10
10% chance to freeze the target.
Icy Wind
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Water Gun
40
100%
25
No additional effect.
Assurance
60
100%
10
Power doubles if target was damaged this turn.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Bite
60
100%
25
30% chance to flinch the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Cut
50
95%
30
No additional effect.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Flame Wheel
60
100%
25
10% chance to burn the target. Thaws user.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Fury Swipes
18
80%
15
Hits 2-5 times in one turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Hyper Fang
80
90%
15
10% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Last Resort
140
100%
5
Fails unless each known move has been used.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pluck
60
100%
20
User steals and eats the target's Berry.
Pursuit
40
100%
20
Power doubles if a foe is switching out.
Quick Attack
40
100%
30
Usually goes first.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Revenge
60
100%
10
Power doubles if user is damaged by the target.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Sucker Punch
70
100%
5
Usually goes first. Fails if target is not attacking.
Super Fang
--
90%
10
Does damage equal to 1/2 target's current HP.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
U-turn
70
100%
20
User switches out after damaging the target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Focus Energy
--
--
30
Raises the user's critical hit ratio by 2.
Me First
--
--
20
Copies a foe at 1.5x power. User must be faster.
Mimic
--
--
10
The last move the target used replaces this one.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Work Up
--
--
30
Raises the user's Attack and Sp. Atk by 1.

Combo List


These are a list of several common move combinations Rattata can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Rattata

Create a build


Have an idea in mind for Rattata that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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