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Rattata   

Level-Up AttacksAll | DPP | RSE/FRLG | GSC | RBY
DPP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1 1 Tackle Damages the target. Physical Damage Normal 35 95%
1 1 Tail Whip Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
4 4 Quick Attack Usually goes first. Physical Damage Normal 40 100%
7 7 Focus Energy Raises the user's chance for a Critical Hit by two domains. Other Damage Normal N/A N/A
10 10 Bite Has a 30% chance to make the target flinch. Physical Damage Dark 60 100%
13 13 Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
16 16 Hyper Fang Has a 10% chance to make the target flinch. Physical Damage Normal 80 90%
19 19 Sucker Punch Almost always goes first, but fails if the target doesn't select a move that will damage the user. The move also fails if the target uses an attack with higher priority or if the target is faster and uses an attack with the same priority. Physical Damage Dark 80 100%
22 22 Crunch Has a 20% chance to lower the target's Defense by 1 stage. Physical Damage Dark 80 100%
25 25 Assurance Base power doubles if, since the beginning of the current turn, the target has taken residual damage from any factors such as recoil, Spikes, Stealth Rock or the effects of holding Life Orb. Physical Damage Dark 50 100%
28 28 Super Fang This move halves the target's current HP. Physical Damage Normal Var Dmg 90%
31 31 Double-edge The user receives 1/3 recoil damage. Physical Damage Normal 120 100%
34 34 Endeavor Inflicts damage equal to the target's current HP - the user's current HP. Physical Damage Normal Var Dmg 100%

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