Show All
General Info
Locations
Level-Up Attacks
Breeding Info
Tutored Moves
TM/HM Moves
Stats
SideDex
Picdex
Learnsets
Movesets
Deck Dex
-------- Psydex Search Unown Dex Game Sprites TechDex TechDex Search -------- Tools Attack Type Analyzer Damage Calculator IV Calculator DV Calculator Hidden Power Pokemon Comparer Stat Calculator Type Analyzer -------- Training Guides Double Battles EV Training Movesets Pokemon Battle Roles Trainer's Guide --------
Psylab Psylab Index Abilities List -Pick Up- Attacks List Attack Priority Breeding Hidden Numbers -Deter Values- -Effort Values- -Experience- -Gender Values- -Happiness- Natures Guide Pokerus Shiny Pokemon Stats Guide Status Effects Guide Types Explanation --------
Pearl Diamond Platinum
FireRed LeafGreen
Ruby Sapphire Emerald
Gold Silver Crystal
Red Blue Yellow
Other Games
Anime
Trading Card Game

Barboach   

General Information
Regular Form Shiny Form
National Dex Number:
339
Sinnoh Dex Number:
080 
Hoenn Dex Number:
127 
Johto Dex Number:
English Name:
Barboach
Japanese Name:
Dojocchi
Species:
Whiskers
Footprint
Cry
Body Style
Gender Ratio:
Male: 50%Female: 50%
Type:
Water/Ground
Habitat:
Water's-edge
Height:
1ft 4in0.4 m
Weight:
4.2 lbs1.9 kg
Colour:
Grey

Abilities:
RSE & FRLGOblivious:
Negates attraction against this Pokemon.
Diamond & PearlOblivious:
Negates attraction against this Pokemon.
Diamond & PearlAnticipation:
A warning is displayed if the opponent has Selfdestruct, Explosion or a move that is Super Effective against this Pokemon.

Weaknesses:
Grass (x4)
Resistances:
Fire (x0.5)
Poison (x0.5)
Rock (x0.5)
Steel (x0.5)
Immunities:
Electric (x0)

Evolution Line:

Barboach
lv30

Whiscash

Pokedex Entries:
RubyBARBOACH's sensitive whiskers are used as a superb radar system. This POKéMON hides in mud, leaving only its two whiskers exposed while it searches for pray.
SapphireBARBOACH's body is covered with a slimy film. If a foe grabs it, this POKéMON just slips out of the enemy's grip. This POKéMON grows weak if the slimy coating dries up.
EmeraldIts body is covered with a slimy film. The film acts as a barrier to prevent germs in muddy water from entering the BARBOACH's body.
FireRedIt probes muddy riverbeds with its two long whiskers. A slimy film protects its body.
LeafGreen
DiamondIt coats its entire body with a slimy fluid so it can squirm and slip away if grabbed.
PearlIts whiskers make a superb radar. They are used to locate prey, even in the murkiest of water.

LocationsAll | DP | RSE/FRLG
Options:Insertion
Time
DP Wild Locations:OPTIONS: (Morning)
VersionAreaMethodFrequency
Pearl Celestic Town Fish (Good Rod)
Fish (Good Rod)
35%
Eterna City Fish (Good Rod)
Fish (Good Rod)
35%
Great Marsh (Area 1) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 2) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 3) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 4) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 6) Fish (Good Rod)
Fish (Good Rod)
30%
Mt. Coronet (South) Fish (Good Rod)
Fish (Good Rod)
35%
Mt. Coronet 4F Fish (Good Rod)
Fish (Good Rod)
35%
Mt. Coronet B1 Fish (Good Rod)
Fish (Good Rod)
35%
Oreburgh Gate B1 Fish (Good Rod)
Fish (Good Rod)
35%
Ravaged Path Fish (Good Rod)
Fish (Good Rod)
35%
Route 205 (North) Fish (Good Rod)
Fish (Good Rod)
35%
Route 208 Fish (Good Rod)
Fish (Good Rod)
35%
Route 210 (Fog) Fish (Good Rod)
Fish (Good Rod)
35%
Route 212 (Rain) Fish (Good Rod)
Fish (Good Rod)
35%
Route 227 Fish (Good Rod)
Fish (Good Rod)
35%
Route 228 Fish (Good Rod)
Fish (Good Rod)
35%
Diamond Celestic Town Fish (Good Rod)
Fish (Good Rod)
35%
Eterna City Fish (Good Rod)
Fish (Good Rod)
35%
Great Marsh (Area 1) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 2) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 3) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 4) Fish (Good Rod)
Fish (Good Rod)
30%
Great Marsh (Area 6) Fish (Good Rod)
Fish (Good Rod)
30%
Mt. Coronet (South) Fish (Good Rod)
Fish (Good Rod)
35%
Mt. Coronet 4F Fish (Good Rod)
Fish (Good Rod)
35%
Mt. Coronet B1 Fish (Good Rod)
Fish (Good Rod)
35%
Oreburgh Gate B1 Fish (Good Rod)
Fish (Good Rod)
35%
Ravaged Path Fish (Good Rod)
Fish (Good Rod)
35%
Route 205 (North) Fish (Good Rod)
Fish (Good Rod)
35%
Route 208 Fish (Good Rod)
Fish (Good Rod)
35%
Route 210 (Fog) Fish (Good Rod)
Fish (Good Rod)
35%
Route 212 (Rain) Fish (Good Rod)
Fish (Good Rod)
35%
Route 227 Fish (Good Rod)
Fish (Good Rod)
35%
Route 228 Fish (Good Rod)
Fish (Good Rod)
35%

Level-Up AttacksAll | DP | RSE/FRLG
DP Level-Up Attacks:
DPPMoveEffectDamageTypePwrAcc
1   Mud-Slap Lowers the target's Accuracy by 1 stage. Special Damage Ground 20 100%
6   Mud Sport All Electric-type moves are 50% weaker until the user switches out. Other Damage Ground N/A N/A
6   Water Sport All Fire-type moves are 50% weaker until the user switches out. Other Damage Water N/A N/A
10   Water Gun Damages the target. Special Damage Water 40 100%
14   Mud Bomb Has a 30% chance to lower the target's Accuracy by 1 stage. Special Damage Ground 65 85%
18   Amnesia Raises the user's Special Defense by 2 stages. Other Damage Psychic N/A N/A
22   Water Pulse Has a 20% chance to confuse the target. Special Damage Water 60 100%
26   Magnitude Deals variable damage, between 10 base power and 130 base power, as well as double damage against Digging Pokemon. Physical Damage Ground Var BP 100%
31   Rest The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns. Pokemon who have Early Bird will wake up one turn early. Other Damage Psychic N/A N/A
31   Snore Has a 30% chance to make the target flinch; fails if user is awake. Special Damage Normal 40 100%
35   Aqua Tail Damages the target. Physical Damage Water 90 90%
39   Earthquake Power doubles when performed against Pokemon using Dig. Physical Damage Ground 100 100%
43   Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%
47   Fissure The target faints; doesn't work on higher-leveled Pokemon. Physical Damage Ground KO 30%

Breeding Information
Egg Group: Water 2
Steps to Hatch:5120 #
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]

Egg MovesAll | DP | RSE/FRLG
DP Egg Moves:
VersionMoveEffectDamageTypePwrAcc
DP Flail Base power increases as the user's HP decreases. Physical Damage Normal Var BP 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Hydro Pump Damages the target. Special Damage Water 120 80%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Spark Has a 30% chance to paralyze the target. Physical Damage Electric 65 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Take Down The user receives 1/4 recoil damage. Physical Damage Normal 90 85%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Thrash The user attacks uncontrollably for 2-3 turns and then gets confused. Physical Damage Normal 90 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Whirlpool Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Base power also doubles when performed against a Pokemon in the middle of using Dive. Special Damage Water 15 70%
Possible Chain | Level-Up Parents