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Barboach Line
Barboach
Barboach RSE
Type Water/Ground
Abilities Oblivious
Gender Ratio 50% Male, 50% Female
Catch Rate 190 (24.8%)
Evolution Level 30
Whiscash
Whiscash RSE
Type Water/Ground
Abilities Oblivious
Gender Ratio 50% Male, 50% Female
Catch Rate 75 (9.8%)

Barboach can be found by fishing with the Good or Super Rod on Routes 111, 114, 120, Meteor Falls and Victory Road. Whiscash can be found by fishing with the Super Rod in Meteor Falls and Victory Road.

Hoenn's other Water/Ground type! Whiscash may not be as game-breaking as Swampert, but hey, having only a single rare weakness is a sweet deal no matter how you slice it. It's also more durable than it looks, possessing a rather impressive amount of HP and Amnesia to make up for its iffy defensive stats. ...Which is a good thing, as with its rather low-key offensive stats it'll take a bit longer to overcome its opposition. Still, a solid choice.

Important Matchups Edit

  • Courtney/Shelly (Weather Institute): Numel is curbstomped by Surf, but taking on either Shelly's Carvanha or their shared Mightyena will require setting up with Amnesia first. (Assuming you still have a Barboach, that is. If you've overground up to Whiscash it'll have no problems here, barring a streak of bad luck with Mightyena's Swagger.)
  • Rival (Route 119): Both Barboach and Whiscash can swamp Numel with Surf, and both should also avoid Grovyle. Whiscash (but not Barboach) can defeat Shroomish with Ice Beam; even Mega Drain will take a few hits due to Shroomish's low Special Attack and Whiscash's decent bulk. Whiscash can also Surf the Combusken, but Barboach should not unless it's faster; two Double Kicks may end Barboach and Surf might not one-shot Combusken. For that matter Barboach shouldn't handle Wailmer/Marshtomp either; it's just too fragile and low on offensive power to outmuscle these two. Whiscash can handle Wailmer with Magnitude (provided it doesn't consistently roll low numbers) and Marshtomp with Surf.
  • Gym #6 - Winona (Fortree City, Flying-type): You'll definitely have a Whiscash by now. Swellow can be Ice Beamed; beware of its Endeavor/Quick Attack combo though. Ice Beam works for Pelipper too - it may only hit neutrally but Pelipper's neither that durable nor a heavy hitter. Whiscash can Surf the Skarmory; whether or not healing will be needed depends on how much of a jerk Sand-Attack is. Finally, shoot down Altaria with Ice Beam; it'll probably take two but none of its attacks will OHKO even on a crit.
  • Rival (Lilycove City): The new Swellow is basically Winona's but with Wing Attack instead of Aerial Ace, so the same tactics apply. Other than that, it's same-old, same-old; Surf for Numel/Combusken and Marshtomp, Ice Beam for Shroomish, Magnitude for Wailmer and avoid the Grovyle.
  • Tabitha/Matt (Lilycove Hideout): Surf mops up Tabitha's camels and works well for the shared Mightyena (who doesn't even have attacks!) As for Matt's Carvanha and Sharpedo? Magnitude spam.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Spam Surf to start but bail if the sun goes up - Whiscash does not like Solarbeams nor having its Surf nerfed. Once the Solrock's out of the way, feel free to bring it back in if needed.
  • Courtney/Shelly (Seafloor Cavern): Sweep Camerupt and Mightyena away with Surf. Taking on Sharpedo with Earthquake is possible, though only safe if you set up an Amnesia first - Crunch is brutal.
  • Maxie/Archie (Seafloor Cavern): Mightyena gets Surfed and Crobat falls to Ice Beam. As for the actually different Pokemon, Camerupt is destroyed by Surf like always and Earthquake fells Sharpedo, even if Whiscash has been Intimidated. The only real concern here is all the confusion status flying around - might want to throw on a Persim Berry for this.
  • Groudon (Cave of Origin, Ruby only): Nope. Whiscash will be down in two Earthquakes and the constant sun isn't doing any favors either.
  • Kyogre (Cave of Origin, Sapphire only): An even bigger nope. Hydro Pump can straight up kill even a full health Whiscash.
  • Gym #8 - Wallace (Sootopolis City, Water-type): Earthquake flattens Luvdisc, Sealeo and Seaking, and even under rain their Water Pulses aren't much of a threat. His own Whiscash is a pretty even match, though if you're faster you should manage it. You'll want a heavier hitter for Milotic - while Whiscash can endure its attacks pretty well it can't outdamage Recover. (Unless of course you have enough healing items and patience to stall it out, naturally.)
  • Wally (Victory Road): Ice Beam clips Altaria's wings. Use Surf or Earthquake (stick to Surf if it gets a Charm off) against Delcatty, who is so stat-poor that even Assist-induced Grass attacks can be endured. Avoid Roselia because Grass STAB. Earthquake flattens Magneton in a heartbeat. Gardevoir should fall to a few Earthquakes, and if Calm Mind makes you nervous you can counter it with Amnesia.
  • Elite Four Sidney (Ever Grande City, Dark-type): Surf the somewhat annoying but nonthreatening Mightyena. Avoid Cacturne; Ice Beam won't one-shot it while Needle Arm could very well down Whiscash from full health. Shiftry lacks Grass moves and is dropped by two Ice Beams, though Double Team and Swagger could prove a nuisance depending on the RNG's mood. Earthquakes will deal with Sharpedo, though Whiscash's health should be high before attempting as Surf and Crunch are quite powerful; using Amnesia for safety's sake is recommended. Earthquake (or possibly Surf depending on stat distribution) will also dispatch Absol, but crit or Swords Dance boosted Slash will carve large chunks out of Whiscash's health; success largely depends on whether or not Sidney still has Full Restores and how many turns it wastes on Snatch.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): Earthquake or Surf will eventually drop the initial Dusclops, though switch out afterward if Cursed. The same moves will work for the pair of Banette, though naturally stick to Surf if you wind up burnt by the one carrying Will-O-Wisp. Sableye's fragile; Surf/Quake for the win! Same "tactics" apply for the second Dusclops; it'll take some time but luckily Dusclops's attacks don't pack too much of a punch due to its lowish Attack.
  • Elite Four Glacia (Ever Grande City, Ice-type): Overall, not the greatest idea; while Whiscash will come out on top of a one-on-one with any Glalie or Sealeo (possibly Walrein with some Amnesia assistance) its difficulty in killing quickly combined with passive hail damage means it'll need more than a few doses of healing if it's in for the full set. Best to just use a teammate with more punch (literal or not) or one with a lot of Special bulk.
  • Elite Four Drake (Ever Grande City, Dragon-type): Whiscash is here to spam Ice Beam and kick butts! Mind, Whiscash will probably need to take a Full Restore break at some point in its killing spree (mainly due to having lower base Speed than anything he has not named Shelgon), but even without healing it'll be able to shoot down the bulk of his team.
  • Champion Steven (Ever Grande City, Steel-type): Whiscash can handle Skarmory with Surf if it has to, though it's preferable to use someone that can get the job done quicker to keep it from setting up Spikes. Surf takes out Claydol rather quickly, though odds are it'll have a chance to set up one of its screens first. Surf (or Earthquake, but Surf is actually more damaging) could knock out Aggron before it can even do anything, though if it survives and is charging sunlight, bail out. Do not have Whiscash battle the Giga Draining Cradily. Surf two-shots Armaldo and even a crit Slash from it can be easily survived. Lastly, a high health Whiscash can Earthquake Metagross into oblivion, though not if Reflect is active.
  • Post-Game: Rayquaza's glaring Ice weakness makes Whiscash a candidate for battling it; however Whiscash MUST use Amnesia on its first turn to be able to survive potential Outrage spam.

  • Shelly (Weather Institute): Taking on either Carvanha or Mightyena will require setting up with Amnesia first. (Assuming you still have a Barboach, that is. If you've overground up to Whiscash it'll have no problems here, barring a streak of bad luck with Mightyena's Swagger.)
  • Rival (Route 119): If you still have Barboach, the only thing it can fight is Slugma - it simply doesn't have enough power or bulk for anything else. As Whiscash, prospects improve considerably: Pelipper can be taken down with Ice Beam (though it will take some time and an Electric type is obviously better), Slugma/Combusken with Surf and Marshtomp also with Surf. Avoid either Grass type.
  • Gym #6 - Winona (Fortree City, Flying-type): You'll definitely have a Whiscash by now. Swablu can be Ice Beamed; just stay mindful of its Perish Song. Ice Beam works for Pelipper too - it may only hit neutrally but Pelipper's neither that durable nor a heavy hitter. More Ice Beam for the Tropius, though if Tropius is naturally faster or uses Sunny Day on its first turn, retreat to avoid death-by-Solarbeam. Whiscash can Surf the Skarmory; whether or not healing will be needed depends on how much of a jerk Sand-Attack is. Finally, shoot down Altaria with Ice Beam; it'll probably take two but none of its attacks will OHKO even on a crit.
  • Rival (Lilycove City): Like before, apply Ice Beam to Pelipper, surf Marshtomp/Combusken and Slugma and avoid all Grass-types, including the newcomer Tropius. (Mind, Whiscash might be able to survive a single Magical Leaf from Tropius depending on Nature and values but it's a close call, and a crit is lethal no matter what.)
  • Tabitha (Jagged Pass Hideout): Whiscash plows through both camels with Surf, which is also effective against Mightyena. Meanwhile, Zubat falls to Ice Beam. No reason to break a sweat on these weaklings!
  • Maxie (Jagged Pass Hideout): Surf mops up Mightyena and Camerupt without much trouble. Crobat's a bit riskier; while Whiscash can handle its regular attacks fairly well, crits will pose a noticeable threat. As long as Whiscash doesn't get confused it should be doable, but have a plan B ready just in case.
  • Matt (Lilycove Hideout): Mightyena has no attacks, so the only worry is Swagger. Attach a Persim and Surf or Magnitude/Earthquake your way to victory. On a similar note, Golbat's nonthreatening barring Confuse Ray hax. Ice Beam it.
  • Gym #7 - Tate and Liza (Mossdeep City, Psychic-type): Good on paper, poor in practice. Xatu and Solrock's Sunny Day combined with Claydol and Lunatone's Light Screen puts one heck of a dent in Whiscash's offensive capabilities. Amnesia can help a lot (at least once the Earthquake-spamming Claydol is out of the picture) but it'll be a long drawn-out affair. (Though, even without Amnesia it can at least take out the Xatu with Ice Beams.)
  • Maxie and Tabitha (Mossdeep Space Center, tag battle with Steven): Surf spam is the way to go for much of this battle, unless both bats are on the field, in which case it's better to shoot them down individually with Ice Beam. There is a lot of luck factor here, particularly in regards to confusion hax, and it's unlikely that Whiscash can last the whole fight without healing; if healing's banned, make sure to either take out the Crobat ASAP or else retreat as it has Mean Look.
  • Shelly (Seafloor Cavern): Earthquake the Sharpedo and Surf the Mightyena. As usual, Swagger is the only major threat here.
  • Archie (Seafloor Cavern): The usual strategy: Surf the Mightyena, Ice Beam the Crobat and Earthquake the Sharpedo, remaining aware of confusion hax at all times.
  • Gym #8 - Juan (Sootopolis City, Water-type): Earthquake flattens Luvdisc and Sealeo and even under rain their Water Pulses aren't much of a threat. Crawdaunt's a much larger threat; you MUST be able to outspeed in order to take it on without Amnesia buffs and even then a crit Crabhammer under rain could off Whiscash from full health. (If you do plan to build Amnesia stacks, Luvdisc is probably the best for this purpose.) His own Whiscash is a pretty even match, though if you're faster you should manage it. When fully boosted by Amnesia, Whiscash can tank Kingdra's attacks for a long time. However, Kingdra's carrying the obnoxious combo of Rest and Double Team. It's possible, but it'll be a long fight with a lot of healing involved, unless you have good luck with crits.
  • Wally (Victory Road): Ice Beam clips Altaria's wings. Use Surf or Earthquake (stick to Surf if it gets a Charm off) against Delcatty, who is so stat-poor that even Assist-induced Grass attacks can be endured. Avoid Roselia because Grass STAB. Earthquake flattens Magneton in a heartbeat. Gardevoir should fall to a few Earthquakes, and if Calm Mind makes you nervous you can counter it with Amnesia.
  • Elite Four Sidney (Ever Grande City, Dark-type): Surf the somewhat annoying but nonthreatening Mightyena. Avoid Cacturne; Ice Beam won't one-shot it while Needle Arm could very well down Whiscash from full health. Shiftry lacks Grass moves and is dropped by two Ice Beams, though Double Team and Swagger could prove a nuisance depending on the RNG's mood; plus Torment will up Whiscash's ability to spam Ice Beam. Earthquakes will deal with Crawdaunt, though only if Whiscash is at high health and is capable of outspeeding. Earthquake (or possibly Surf depending on stat distribution) will also dispatch Absol, but crit or Swords Dance boosted Slash will carve large chunks out of Whiscash's health; success largely depends on whether or not Sidney still has Full Restores.
  • Elite Four Phoebe (Ever Grande City, Ghost-type): Earthquake or Surf will eventually drop the initial Dusclops, though switch out afterward if Cursed. The same moves will work for the pair of Banette, though naturally stick to Surf if you wind up burnt by the one carrying Will-O-Wisp. Sableye's fragile (albeit potentially annoying with Double Team); Surf/Quake for the win! Same "tactics" apply for the second Dusclops; it'll take some time but luckily Dusclops's attacks don't pack too much of a punch due to its lowish offensive stats.
  • Elite Four Glacia (Ever Grande City, Ice-type): Overall, not the greatest idea; while Whiscash will come out on top of a one-on-one with the lower leveled Glalie (the higher leveled has Explosion) or either of the Sealeo (possibly also Walrein with some Amnesia assistance) its difficulty in killing quickly combined with passive hail damage means it'll need more than a few doses of healing if it's in for the full set. Best to just use a teammate with more punch (literal or not) or one with a lot of Special bulk.
  • Elite Four Drake (Ever Grande City, Dragon-type): Ice Beam will cut down anything not named Kingdra; though with Whiscash's tendency to be outsped it'll likely have to pop a Full Restore at some point. Earthquake is better for Kingdra; though Whiscash will need at least one Amnesia use to survive Surf spam and with Smokescreen in play there's a definite luck factor involved.
  • Champion Wallace (Ever Grande City, Water-type): Earthquake deals with Wailord; even if Whiscash is outsped a full power Water Spout won't kill it except on a crit. Earthquake's also effective for Tentacruel and Whiscash can tank at least one Hydro Pump. Avoid Ludicolo as it has Giga Drain. Whiscash is largely a mirror match, though odds are it'll go in your favor as it burns turns on Amnesias and Hyper Beam recharging turns. Don't use Whiscash against Gyarados; all that'll accomplish is giving it turns to set up team-sweeping Dragon Dances. Like in Ruby/Sapphire, don't battle Milotic due to Whiscash's inability to outdamage Recover.
  • Post-Game: Steven is basically a higher-leveled version of his RS counterpart and thus the same strategies apply. Rayquaza's glaring Ice weakness makes Whiscash a candidate for battling it; however Whiscash MUST use Amnesia on its first turn to be able to survive potential Outrage spam. It still can't fight either member of the weather trio though - Kyogre's still carrying its devastating Hydro Pump and Groudon's even deadlier now that it can spam chargeturnless Solarbeams.

Moves Edit

Barboach can be caught as low as level 10, at which point it'll have Mud-Slap, Mud Sport and Water Sport, none of which are that useful. Ignore level 11's Water Gun as you'll already have Surf by this point. Magnitude comes at level 16 and will serve well while it waits for Earthquake. Amnesia at level 21 is highly recommended, turning it into a special wall rather quickly. Level 26 brings the bundle pack of Rest and Snore; the former might have some niche use if healing's restricted (particularly when combined with Amnesia against special attackers) but the latter is far too weak. Barboach evolves at level 30 but it might be best to wait a level in order to learn the incredible Earthquake; Whiscash gets it at level 36 instead. Future Sight (level 46) and Fissure (level 56) are not really worth it.

The most notable TM/HM moves it can learn are Surf for pure STABy goodness and Ice Beam for coverage. For gimmicky purposes there's the usual spread of Toxic, Double Team and Attract. If needed as an HM slave it can also learn Strength, Rock Smash, Waterfall and Dive, though the first two are only available as Whiscash.

Recommended moveset: Earthquake, Surf, Ice Beam, Amnesia

Recommended Teammates Edit

  • Grass-resisters: While not particularly common, Grass-types are a glaring Achilles' heel for Whiscash. Luckily, Grass has many weaknesses and thus the odds of not having a counter to it are slim.
  • Physically Defensive Pokemon: Whiscash can quickly make up for its lackluster Special Defense with Amnesia, but has no such luck for its equally mediocre Defense. A physically bulky teammate is a welcome help.

Other Edit

Barboach's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 50
110 - 157 210 - 304
Attack: 48
47 - 110 90 - 214
Defense: 43
43 - 104 81 - 203
Sp.Atk: 46
45 - 107 87 - 210
Sp.Def: 41
41 - 102 78 - 199
Speed: 60
58 - 123 112 - 240
Total: 288   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Whiscash's stats Edit

Stat Range
At Lv. 50 At Lv. 100
HP: 110
170 - 217 330 - 424
Attack: 78
74 - 143 144 - 280
Defense: 73
70 - 137 135 - 269
Sp.Atk: 76
72 - 140 141 - 276
Sp.Def: 71
68 - 135 132 - 265
Speed: 60
58 - 123 112 - 240
Total: 468   Other Pokémon with this total  
  • Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.


Barboach Line Ratings
Availability
5 Stars
Matchups
4 Stars
Movepool
4.5 Stars
Survivability
4 Stars
Type Usefulness
4.5 Stars
Team Role
4 Stars
Offensive Utility
3.5 Stars
Defensive Utility
4 Stars
Tankiness
4 Stars
Fun Factor
3 Stars


Overall
4 Stars
  • What Nature do I want? Whiscash won't be outspeeding much with Base 60 Speed, so a nature that decreases Speed is best. As it's a mixed attacker, try to avoid natures that decrease either offensive stat.
  • At what point in the game should I be evolved? Either before the Route 119 rival battle or shortly thereafter. It's recommended to wait until level 31 to evolve in order to pick up Earthquake earlier.
  • How good is the Barboach line in a Nuzlocke? Pretty darn good. Even with stats like those it can face down much of what the region has to offer.

Type matchups:

  • Weaknesses: Grass (x4)
  • Resistances: Steel, Fire, Rock, Poison
  • Immunities: Electric
  • Neutralities: Normal, Fighting, Flying, Ground, Bug, Ghost, Psychic, Dragon, Dark, Ice, Water

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