Skip to content

339 - Barboach

  Type Ability


(1) Simple
(2) Anticipation
(HA) Hydration

Evolutions


Barboach
Level 30
Whiscash

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak

 















 

Stats

HPATKDEFSPASPDSPEBST
504843464160288

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Mud-Slap 30 100 20 Priority: 0. Has a 100% chance to lower the target's accuracy by one stage.
16 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
1 Flail None 100 15 Priority: 0. Power varies inversely with the user's proportional remaining HP.

64 * current HP / max HP
4 Curse None None 10 Priority: 0. If the user is a ghost: user pays half its max HP to place a curse on the target, damaging it for 1/4 its max HP every turn.
Otherwise: Lowers the user's Speed by one stage, and raises its Attack and Defense by one stage each.

The curse effect is passed on by baton pass.

This move cannot be copied by mirror move.
7 Whirlpool 35 85 15 Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.

If the target is in the first turn of dive, this move will hit with double power.
10 Amnesia None None 20 Priority: 0. Raises the user's Special Defense by two stages.
13 Mud Bomb 65 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
16 Water Gun 40 100 25 Priority: 0. Inflicts regular damage.
19 Headbutt 70 100 15 Priority: 0. Has a 30% chance to make the target flinch.
22 Magnitude None 100 30 Priority: 0. Power is selected at random between 10 and 150, with an average of 71:

Magnitude
25 Spark 65 100 20 Priority: 0. Has a 30% chance to paralyze the target.
28 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
31 Future Sight 120 100 10 Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted.
34 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
37 Breaking Swipe 60 100 15 Priority: 0. Lowers the target's Attack by one stage.
40 Zen Headbutt 80 90 10 Priority: 0. Has a 20% chance to make the target flinch.
43 Muddy Water 90 85 10 Priority: 0. Has a 30% chance to lower the target's accuracy by one stage.
46 Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
49 Dragon Dance None None 20 Priority: 0. Raises the user's Attack and Speed by one stage each.
52 Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
55 Fissure None 30 5 Priority: 0. OHKO Move. Ignores accuracy and evasion modifiers. This move's accuracy is 30% plus 1% for each level the user is higher than the target. If the user is a lower level than the target, this move will fail.

Endure still prevents the target from fainting.

The effects of lock on, mind reader, and no guard still apply, as long as the user is equal or higher level than the target.
58 Hydro Pump 110 80 5 Priority: 0. Inflicts regular damage.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM13 Ice Beam 90 100 10 Priority: 0. Has a 10% chance to freeze the target.
TM14 Blizzard 110 70 5 Priority: 0. Has a 10% chance to freeze the target.

During hail, this move has 100% accuracy.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM26 Earthquake 100 100 10 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM37 Sandstorm None None 10 Priority: 0. Changes the weather to a sandstorm for five turns. Pokémon that are not ground, rock, or steel take 1/16 their max HP at the end of every turn. Every rock Pokémon's original Special Defense is raised by 50% for the duration of this effect.
TM39 Rock Tomb 60 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM51 Wave Crash 110 100 5 Priority: 0. Damages user 1/3 recoil damage
TM55 Scald 80 100 10 Priority: 0. Has a 30% chance to burn the target.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM7 Hail None None 10 Priority: 0. Changes the weather to hail for five turns, during which non-ice Pokémon are damaged for 1/16 their max HP at the end of every turn.
TM78 Bulldoze 60 100 20 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM5 Waterfall 80 100 10 Priority: 0. Has a 20% chance to make the target flinch.
HM6 Dive 100 100 10 Priority: 0. User dives underwater for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, surf, and whirlpool still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Bounce 85 85 5 Priority: 0. User bounces high into the air for one turn, becoming immune to attack, and hits on the second turn. Has a 30% chance to paralyze the target.

During the immune turn, gust, hurricane, sky uppercut, smack down, thunder, and twister still hit the user normally. gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.
Tutor Earth Power 90 100 10 Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
Tutor Icy Wind 55 95 15 Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
Tutor Aqua Tail 100 85 10 Priority: 0. Inflicts regular damage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Encounter Locations

Location     Level Spawn Percent
Clay Tunnel Fish   35-40 30.0
Clay Tunnel Fish, Rippling Water   35-40 30.0
Icirrus City Fish   35-55 60.0
Icirrus City Fish, Rippling Water   50-60 60.0
Relic Passage Center Fish 25-35 100.0
Relic Passage Center Fish, Rippling Water 25-35 90.0
Route 6 Spring, Summer, Autumn Fish 25 10.0
Route 6 Spring, Summer, Autumn Fish, Rippling Water 30 10.0
Route 6 Winter Fish 25 10.0
Route 6 Winter Fish, Rippling Water 30 10.0
Route 8, Moor of Icirrus Fish   35-55 60.0
Route 8, Moor of Icirrus Fish, Rippling Water   45-65 60.0
Wellspring Cave Fish   50-60 60.0