Barboach
#80 in the Platinum Pokédex • Whiskers Pokémon
Barboach
#80 in the Platinum Pokédex • Whiskers Pokémon
Stats
Min
Max
HP
50
210
304
Attack
48
90
214
Defense
43
81
203
Sp. Atk
46
87
210
Sp. Def
41
78
199
Speed
60
112
240
Total
288
Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Normal

Shiny
Barboach
Whiskers Pokémon


Growth
| Pokédexes | Extended Sinnoh #80 |
|---|---|
| EV yield | 1 HP |
| Catch rate | 190 |
| Base Exp. | 58 |
Eggs
| Egg Groups | |
|---|---|
| Gender | 50% male 50% female |
| Egg cycles | 20 (5,120 steps) |
Lore

Pokémon Platinum
Its slimy body is hard to grasp. In one region, it is said to have been born from hardened mud.
Evolution
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Barboach #80 | Level 30 | ![]() Whiscash #81 |
Encounters
| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Eterna City | Fishing with a Good Rod | 15-20 | 40% | - |
Eterna City | Fishing with a Good Rod | 10-25 | 4% | - |
Eterna City | Fishing with a Good Rod | 10-25 | 1% | - |
Mt. Coronet Mount Coronet (1F Road 207) | Fishing with a Good Rod | 15-20 | 40% | - |
Mt. Coronet Mount Coronet (1F Road 207) | Fishing with a Good Rod | 10-25 | 4% | - |
Mt. Coronet Mount Coronet (1F Road 207) | Fishing with a Good Rod | 10-25 | 1% | - |
Mt. Coronet Mount Coronet (4F) | Fishing with a Good Rod | 15-20 | 40% | - |
Mt. Coronet Mount Coronet (4F) | Fishing with a Good Rod | 10-25 | 4% | - |
Mt. Coronet Mount Coronet (4F) | Fishing with a Good Rod | 10-25 | 1% | - |
Mt. Coronet Mount Coronet (B1F) | Fishing with a Good Rod | 15-20 | 40% | - |
Mt. Coronet Mount Coronet (B1F) | Fishing with a Good Rod | 10-25 | 4% | - |
Mt. Coronet Mount Coronet (B1F) | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 1 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 1 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 1 | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 2 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 2 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 2 | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 3 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 3 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 3 | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 4 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 4 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 4 | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 5 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 5 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 5 | Fishing with a Good Rod | 10-25 | 1% | - |
Great Marsh Great Marsh Area 6 | Fishing with a Good Rod | 15-20 | 40% | - |
Great Marsh Great Marsh Area 6 | Fishing with a Good Rod | 10-25 | 4% | - |
Great Marsh Great Marsh Area 6 | Fishing with a Good Rod | 10-25 | 1% | - |
Ravaged Path | Fishing with a Good Rod | 15-20 | 40% | - |
Ravaged Path | Fishing with a Good Rod | 10-25 | 4% | - |
Ravaged Path | Fishing with a Good Rod | 10-25 | 1% | - |
Oreburgh Gate Oreburgh Gate (B1F) | Fishing with a Good Rod | 15-20 | 40% | - |
Oreburgh Gate Oreburgh Gate (B1F) | Fishing with a Good Rod | 10-25 | 4% | - |
Oreburgh Gate Oreburgh Gate (B1F) | Fishing with a Good Rod | 10-25 | 1% | - |
Route 205 Road 205 (east, towards Eterna City) | Fishing with a Good Rod | 15-20 | 40% | - |
Route 205 Road 205 (east, towards Eterna City) | Fishing with a Good Rod | 10-25 | 4% | - |
Route 205 Road 205 (east, towards Eterna City) | Fishing with a Good Rod | 10-25 | 1% | - |
Route 210 Road 210 (west, towards Celestic Town) | Fishing with a Good Rod | 15-20 | 40% | - |
Route 225 Road 225 | Fishing with a Good Rod | 15-20 | 40% | - |
Route 225 Road 225 | Fishing with a Good Rod | 10-25 | 4% | - |
Route 225 Road 225 | Fishing with a Good Rod | 10-25 | 1% | - |
Route 227 Road 227 | Fishing with a Good Rod | 15-20 | 40% | - |
Route 227 Road 227 | Fishing with a Good Rod | 10-25 | 4% | - |
Route 227 Road 227 | Fishing with a Good Rod | 10-25 | 1% | - |
Route 228 Road 228 | Fishing with a Good Rod | 15-20 | 40% | - |
Moves
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Mud-Slap | ![]() | Special | 20 | 100 | 10 | The user hurls mud in the foe’s face to inflict damage and lower its accuracy. |
| 6 | Mud Sport | ![]() | Status | - | - | 15 | The user covers itself with mud. It weakens Electric- type moves while the user is in the battle. |
| 6 | Water Sport | ![]() | Status | - | - | 15 | The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
| 10 | Water Gun | ![]() | Special | 40 | 100 | 25 | The foe is blasted with a forceful shot of water. |
| 14 | Mud Bomb | ![]() | Special | 65 | 85 | 10 | The user launches a hard-packed mud ball to attack. It may also lower the target’s accuracy. |
| 18 | Amnesia | ![]() | Status | - | - | 20 | The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat. |
| 22 | Water Pulse | ![]() | Special | 60 | 100 | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| 26 | Magnitude | ![]() | Physical | - | 100 | 30 | The user looses a ground-shaking quake affecting everyone in battle. Its power varies. |
| 31 | Rest | ![]() | Status | - | - | 5 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| 31 | Snore | ![]() | Special | 40 | 100 | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| 35 | Aqua Tail | ![]() | Physical | 90 | 90 | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
| 39 | Earthquake | ![]() | Physical | 100 | 100 | 10 | The user sets off an earthquake that hits all the Pokémon in the battle. |
| 43 | Future Sight | ![]() | Special | 80 | 90 | 15 | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. |
| 47 | Fissure | ![]() | Physical | - | 30 | 5 | The user opens up a fissure in the ground and drops the foe in. The target instantly faints if it hits. |
Machines
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| TM03 | Water Pulse | ![]() | Special | 60 | 100 | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| TM06 | Toxic | ![]() | Status | - | 85 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM07 | Hail | ![]() | Status | - | - | 10 | The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
| TM10 | Hidden Power | ![]() | Special | 1 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 | Ice Beam | ![]() | Special | 95 | 100 | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 | Blizzard | ![]() | Special | 120 | 70 | 5 | A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |
| TM17 | Protect | ![]() | Status | - | - | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance | ![]() | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water- type moves. |
| TM21 | Frustration | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM26 | Earthquake | ![]() | Physical | 100 | 100 | 10 | The user sets off an earthquake that hits all the Pokémon in the battle. |
| TM27 | Return | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM32 | Double Team | ![]() | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM37 | Sandstorm | ![]() | Status | - | - | 10 | A five-turn sand storm is summoned to hurt all combatant types except Rock, Ground, and Steel. |
| TM39 | Rock Tomb | ![]() | Physical | 50 | 80 | 10 | Boulders are hurled at the foe. It also lowers the foe’s Speed by preventing its movement. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power | ![]() | Physical | 70 | 100 | 20 | The user attacks with a secret power. Its added effects vary depending on the user’s environment. |
| TM44 | Rest | ![]() | Status | - | - | 5 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | ![]() | Status | - | 100 | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| TM58 | Endure | ![]() | Status | - | - | 10 | The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession. |
| TM78 | Captivate | ![]() | Status | - | 100 | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM82 | Sleep Talk | ![]() | Status | - | - | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift | ![]() | Physical | - | 100 | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat. |
| TM90 | Substitute | ![]() | Status | - | - | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| HM03 | Surf | ![]() | Special | 95 | 100 | 15 | It swamps the entire battlefield with a giant wave. It can also be used for crossing water. |
| HM07 | Waterfall | ![]() | Physical | 80 | 100 | 15 | The user charges the foe at an awesome speed. It can also be used to climb a waterfall. |
Tutors
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Aqua Tail | ![]() | Physical | 90 | 90 | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
| Bounce | ![]() | Physical | 85 | 85 | 5 | The user bounces up high, then drops on the foe on the second turn. It may also paralyze the foe. |
| Dive | ![]() | Physical | 80 | 100 | 10 | A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. |
| Earth Power | ![]() | Special | 90 | 100 | 10 | The user makes the ground under the foe erupt with power. It may also lower the target’s Sp. Def. |
| Icy Wind | ![]() | Special | 55 | 95 | 15 | The user attacks with a gust of chilled air. It also lowers the target’s Speed stat. |
| Mud-Slap | ![]() | Special | 20 | 100 | 10 | The user hurls mud in the foe’s face to inflict damage and lower its accuracy. |
| Snore | ![]() | Special | 40 | 100 | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
Breeding
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Flail | ![]() | Physical | - | 100 | 15 | The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
| Hydro Pump | ![]() | Special | 120 | 80 | 5 | The foe is blasted by a huge volume of water launched under great pressure. |
| Spark | ![]() | Physical | 65 | 100 | 20 | The user throws an electrically charged tackle at the foe. It may also leave the target paralyzed. |
| Take Down | ![]() | Physical | 90 | 85 | 20 | A reckless, full-body charge attack for slamming into the foe. It also damages the user a little. |
| Thrash | ![]() | Physical | 90 | 100 | 20 | The user rampages and attacks for two to three turns. It then becomes confused, however. |
| Whirlpool | ![]() | Special | 15 | 70 | 15 | The user traps the foe inside a fast, vicious whirlpool that lasts for two to five turns. |
Traits
Oblivious
Ability Slot 1
Prevents the Pokémon from becoming infatuated.
Prevents infatuation and protects against Captivate.
Anticipation
Ability Slot 2
Senses the foe’s dangerous moves.
Notifies all trainers upon entering battle if an opponent has a super-effective move, Self-Destruct, Explosion, or a one-hit KO move.




































Special
Status
Physical





