Bibarel
Black/WhiteBlack 2/White 2

A river dammed by Bibarel will never overflow its banks, which is appreciated by people nearby.

Evolution Chain

bidoof
Bidoof
Level 15
bibarel
Bibarel

Pokédex Data

Classification Beaver Pokémon
Height 1.0 m (3'03")
Weight 31.5 kg (69.4 lbs)
Abilities

Held Items

Game Locations

  • Village Bridge Area

Training

EV Yield +2 attack
Catch Rate 127
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Water1, Ground

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
5 Growl
100% 40 Lowers the target's Attack by one stage.
9 Defense Curl
40 Raises user's Defense by one stage.
13 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
15 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
18 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
23 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
28 Yawn
10 Target sleeps at the end of the next turn.
33 Amnesia
20 Raises the user's Special Defense by two stages.
38 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
43 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
48 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
53 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
5 Growl
100% 40 Lowers the target's Attack by one stage.
9 Defense Curl
40 Raises user's Defense by one stage.
13 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
15 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
18 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
23 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
28 Yawn
10 Target sleeps at the end of the next turn.
33 Amnesia
20 Raises the user's Special Defense by two stages.
38 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
43 Super Fang
90% 10 Inflicts damage equal to half the target's HP.
48 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
53 Curse
10 Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM05 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day
5 Changes the weather to sunny for five turns.
TM12 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target's item.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target's Speed by one stage.
TM83 Work Up
30 Raises the user's Attack and Special Attack by one stage each.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Pluck
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Covet
60 100% 25 Takes the target's item.
Icy Wind
55 95% 15 Has a 100% chance to lower the target's Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user's other moves have been used.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Stealth Rock
20 Causes damage when opposing Pokémon switch in.
Super Fang
90% 10 Inflicts damage equal to half the target's HP.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.

Base Stats

Hp 79
Attack 85
Defense 60
Sp. Atk 55
Sp. Def 60
Speed 71
Total 410

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
2x
0x
0.5x