Patrat in depth
A Cheek-Pouched Patrol
Patrat is built around the idea of an explorer Pokémon that lives in a group. Its silhouette resembles a small rodent, with visual references to the chipmunk, prairie dog and meerkat. The cheek pouches explain its connection with stored food, while the raised tail serves as a signal to the rest of the group. Pokédex entries insist on this organisation: some Pokémon keep watch while others rest, although the system fails if the enemy approaches from behind.
The English name combines “patrol” and “rat”, while also evoking the expression “pack rat”, associated with collecting objects. The Japanese name, Minezumi (ミネズミ), combines mi, “to look”, with nezumi, “mouse”. The Scout Pokémon category sums up the same idea without resorting to a complex transformation: Patrat stores, watches and warns.
The Debut of a Route Pokémon Line
It first appeared in the fifth generation as one of Unova's early species. Its role in the adventure is that of a simple early encounter to catch and train, similar to other rodents found on the first routes. It later also appeared in games from the sixth and seventh generations, but was left out of Sword and Shield and Scarlet and Violet.
The evolution keeps the concept, although Watchog changes the shy, compact look for a more upright stance and much more theatrical vigilance. The condition is straightforward: Patrat only needs to reach level 20. There are no stones, friendship or specific moves involved.
What It Can Do in Little Cup
The only competitive format where it has a specific reference is Little Cup. There, it tries to stand out with Hypnosis and Swords Dance. The former can take an opponent out of action for several turns, although its accuracy is 60; the latter raises Attack by two stages and sets up a physical offence. Analytic adds power when Patrat moves afterwards, which fits its Speed of 42.
A set like this can combine Swords Dance with a Normal-type move, Crunch or Zen Headbutt. Super Fang offers another option: it does not depend on Attack and reduces the target's current HP by half, although its accuracy is 90. Baton Pass can pass on the boosts it has gained, but Patrat needs to find a safe turn to set up.
The problem is that its 45 HP, 39 Defense and 39 Special Defense do not handle strong hits well. Its 42 Speed also leaves it behind many Little Cup opponents. The Normal type lets it switch into Ghost-type moves, but its weakness to Fighting is easy to exploit and it gains no offensive type advantage. Run Away only works outside trainer battles, and Keen Eye has less impact than Analytic.
A Species for Measuring Resources
In a regular playthrough, Patrat works best during the early stretch, when the team is still defining its roles and access to coverage moves is limited. It learns Bite at level 6, Crunch at level 16 and Hypnosis at level 18, so its movepool improves gradually. Even so, evolving at level 20 comes quickly and leaves little reason to keep it unevolved.
It is also useful for seeing the difference between having plenty of tools and having the stats needed to use them. It learns Nasty Plot, Work Up, Mean Look, Baton Pass and moves such as Thunderbolt and Shadow Ball, but its offensive stats do not favour a special approach. Its design suggests a patient explorer; its numbers force you to play more quickly and avoid giving the opponent free setup turns.