Thursday, 8 January 2015

#19 + #20: Rattata and Raticate

Well, for the first time we only have two Pokemon in an evolutionary line.

Rattata is the first of the generic rat Pokemon, and as that description suggests, it kinda sucks. Despite being quick (72 base speed is really good for an early game Pokemon), it has abysmal defences (35 in each), no health (30) and no special attack (25) to go along with mediocre at best attack (56). There really is nothing that good about this Pokemon save for one gimmicky strategy.
Don't touch! Rabies!
Ability wise, you don't get much. I've given my views on run away, and I hate it. Guts isn't too bad since it ups attack when affected by a status, negating the attack reduction from a burn. Hustle gives a nice 50% boost to attack power, but does decrease accuracy by 20%, and isn't really worth it. Hustle also means wild Pokemon you find will be of a higher level, which is either great or terrible.

As far as moves go, you get a lot of physical ones by level up, which is kinda cool since you have NO special attack (seriously, the trainer could probably hit harder). Since you evolve at level 20, you'll get tackle and quick attack very early, and they along with hyper fang will probably be the main considerations as STAB moves (which is pathetic). Hyper fang has nice damage output and a 10% chance of a critical hit, so not too shabby with the STAB bonus, but it won't be super effective, doesn't hit ghosts and barely touches rock and steel. It is, however, the best option here. You get some nice coverage moves but only really in the guise of dark moves: bite (chance to flinch), pursuit (hammers those switching out) and sucker punch (80 base power but only hits if the foe is readying an attack, so if they're doing something like will-o-wisp or swords dance, you get nothing).

If you're looking for proper coverage, have a look at your TMs, where you can get a few OK moves (or HMs if you want it to be a grunt - cut and rock smash are moderately viable in battle, too, since most other options suck). By TM you can actually access some special moves, but there is NO POINT at all thanks to the disgraceful special attack stat. Ones that remain viable from the TM and breeding lists would be things like return/frustration (you may well faint a lot lowering friendliness, and making frustration rather powerful, and you get STAB), dig (can be used in the overworld and 80 power), thief, flame wheel (breeding), revenge and reversal (breeding), covet (maybe, and tutor based), endeavour (back to this in a little while, and it's tutor), zen headbutt and iron tail (tutor) as well as maybe rest and sleeptalk if you can take a hit or two.

Even with eviolite, Rattata is not worth using, so you'll evolve it ASAP at level 20 (unless you are Lizzie's brother who did a full playthrough using only Rattata). Raticate gets a disappointing boost to both speed and attack (up to a rather low 97 and 81 respectively), and though it makes sizeable gains to the defence and HP (every stat increases by 25, actually), it remains pretty much worthless. It still has the mediocre abilities, but at the higher levels you can go for crunch, assurance (which is great if the opponent has already been hurt (say through recoil, or you can use it as a finisher on a specific target in multi-battle)) and the signature super fang, which does a lovely 50% of the target's remaining HP (so hitting an HP built Blissey for hundreds of HP) and is only useless against ghosts. It, of course, cannot be a finisher of any worth.
Why does this exist? If you found that in your neighbourhood, move!
You do get access to strength and double edge, the former working for running around the overworld and a decent normal-type move, and double edge packs one hell of a physical hit, but does lead to heavy recoil. The issue is that with only 81 attack, you won't be hitting too hard, so you could pack a couple of setup moves (rain dance and sunny day, thunderwave and swagger) and then let it get cleaned out so a retaliate hitter comes in and cleans them out (imagine being hit by a physical ev'd Terrakion or Slaking with choice or anything that boosts output really, hitting at base of 140 power!).

Arguably the best choice for Rattata is the gimmick FEAR set, where you take a level one Rattata equipped with focus sash, and hope that they don't hit you with something like water shuriken or anything that hits 2 or more times and breaks the sash. Going in with endeavour (either from breeding or tutoring), you drag your opponent down to 1HP, and then quick attack the next turn for the kill, so long as they don't out priority, switch or have something like destiny bond/aftermath or whatever or you haven't been burned or poisoned from the previous move. If they protect against the quick attack, they can get a switch, and your level one Rattata will take virtually nothing off your opponent, unless you anticipate and go with super fang to halve your opponent's HP.

All in all, this evolutionary line is one to avoid unless you want to run the most famous/infamous gimmick (which gets ruined by level equalising in properly regulated battles), try your hand at basement level tiers, rely on super fang or just throw a rather easily dealt with curveball.

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

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