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Patrat Moves & Learnsetin Pokémon Heart & Soul

normal42 total moves

Complete moveset and learnset for Patrat in Pokémon Heart & Soul. Learn which moves Patrat can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

15
Level Up
27
TM/HM
0
Move Tutor
0
Egg Moves
42
Total

Level Up Moves (15)

Moves that Patrat learns naturally as it levels up.

TackleLevel: 1normal
35035
Charges the foe with a full- body tackle.
LeerLevel: 3normal
010030
Frightens the foes with a leer to lower Defense.
BiteLevel: 6normal
6010025
Bites with vicious fangs. May cause flinching.
BideLevel: 8normal
1010
Endures attack for 2 turns to retaliate double.
DetectLevel: 11fighting
005
Evades attack, but may fail if used in succession.
Sand AttackLevel: 13normal
010015
Reduces the foe's accuracy by hurling sand in its face.
CrunchLevel: 16dark
8010015
Crunches with sharp fangs. May lower Defense.May lower Sp. Def.
HypnosisLevel: 18psychic
06020
A hypnotizing move that may induce sleep.
Super FangLevel: 21normal
19010
Attacks with sharp fangs and cuts half the foe's HP.
After YouLevel: 23normal
0015
Helps out the target, letting it move next.
Work UpLevel: 26normal
0030
The user is roused. Ups Attack and Sp. Atk.
Hyper FangLevel: 28normal
809015
Attacks with sharp fangs. May cause flinching.
Mean LookLevel: 31normal
005
Fixes the foe with a mean look that prevents escape.
Baton PassLevel: 33normal
0040
Switches out the user while keeping effects in play.
SlamLevel: 36normal
807520
Slams the foe with a long tail, vine, etc.

TM/HM Moves (27)

Moves that Patrat can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Bullet Seedgrass
010030TM09
Shoots 2 to 5 seeds in a row to strike the foe.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Digground
10010010TM28
Digs underground the first turn and strikes next turn.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Flingdark
110010TM56
The effectiveness varies with the held item.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Swords Dancenormal
000TM75
A fighting dance that sharply raises Attack.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Cutnormal
509530HM01
Cuts the foe with sharp scythes, claws, etc.