Barbaracle from ‘VMAX Rising!’

A new Barbaracle will debut in VMAX Rising. The set will release in Japan on February 7th. Thanks goes to Bangiras for the translation!

Barbaracle – Fighting – HP120
Stage 1 – Evolves from Binacle

[F][C] Rock Hurl: 50 damage. This attack’s damage isn’t affected by Resistance.

[F][C][C] Hand Press: 80 damage. If you have more cards in your hand than your opponent, this attack does 80 more damage.

Weakness: Grass (x2)
Resistance: none
Retreat: 3

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  1. Yaginku Aspiring Trainer
    Yaginku

    Member

    That's an interesting attack that's never going to see play, because it doesn't deal 300 damage.
     
  2. Clam I like food
    Clam

    Member

    im not too impressed
    Its kinda funny how this 160 damage was good when you could use things like choice band and the GX pokemon were weaker
     
    Last edited: Jan 26, 2020
  3. The Rhyperior I am still Mr. Rhyperior
    The Rhyperior

    Member

    • Barbaracle - nothing too insterested on that. Using Judge and Pidgeotto is good but it may lead some issues. 3 Geodudes
     
  4. Wechselbalg *****
    Wechselbalg

    Member

    Marnie already gives you 5 and your opponent 4.
     
  5. fleshrum April in Kalos...
    fleshrum

    Advanced Member Member

    perfectly balanced, strong even, in a format without fat basics. Make it work for you at home, cause tpci is uninterested in making it work in the big leagues.
     
  6. NicoNoo Meta/budget player
    NicoNoo

    Member

    People outright miss the point with this card. It ain't mediocre because it hits for 160, it's mediocre because it's a stage 1 that requires hard-attachment of energies because to this day, fighting types have no good acceleration. I have built some usable decks that use stage 1s and the rare stage 2 pokemon, but they either require the use of triple acceleration energy or acceleration from welder and other engines.
     
  7. GalaxyNinja45 Aspiring Trainer
    GalaxyNinja45

    Member

    Good prerelease fodder I guess
     
  8. Yaginku Aspiring Trainer
    Yaginku

    Member

    The goal shouldn't be to allow every type to accelerate three energies in one turn and make energy management a complete joke. The goal should be to scale it back to the levels it was in Sun & Moon-onwards.
     
  9. CrownAxe Aspiring Trainer
    CrownAxe

    Member

    Why not? if every deck can play at that speed then what's the problem
     
  10. Yaginku Aspiring Trainer
    Yaginku

    Member

    Because you're dumbing down gameplay and deckbuilding significantly. We already have a balanced baseline in "one energy per turn", there's no need to look for another one.
     
  11. CrownAxe Aspiring Trainer
    CrownAxe

    Member

    What is there to dumb down? Attaching energy isn't exactly a big brain move just because you do it manually. It's not the interesting part of the game. As long as the game is consistent and balanced about the rate of energy attachment then it doesn't matter how fast or slow it is. And frankly I find slow to be a snooze fest
     
  12. Yaginku Aspiring Trainer
    Yaginku

    Member

    Resource managment is a core aspect of any game of this type. If I can consistently power up any attack from any situation, you're throwing out that entire aspect of the game out of the window.
    "As long as the game is balanced" - it already it balanced, because everyone attaches one energy per turn. It's literally impossible to balance 8+ different types of acceleration, unless everyone get an in-color Welder or something.
     
  13. The Rhyperior I am still Mr. Rhyperior
    The Rhyperior

    Member

    Didn't realize until someone on the YT comment section comments it. Do you really need to play Marnie every turn just to spam 160+?
     
  14. Wechselbalg *****
    Wechselbalg

    Member

    I think it beats having to play Judge every turn + having to set up at least 2 squishy bench sitters. But yeah, it's not a great card.
     
  15. Wynter Griffing 49/500 CP
    Wynter Griffing

    Member

    I like tech cards like this. It's not amazing, but I'd be stonked if I saw this in a list for a legit deck.
     
  16. AbyssalHand Surge Double Bellelba
    AbyssalHand

    Member

    we should revert to all non-gxs/vs, etc. less money for the execs but at least the game would be more tactical and fun overall
     
    Wynter Griffing likes this.
  17. CrownAxe Aspiring Trainer
    CrownAxe

    Member

    It's not resource management either way. When you only have your manual attachment for the turn then the only thing you're managing is "did I draw an energy for the turn Y/N?" That's not actually managing anything nor is it more skill intensive.

    Energy in pokemon isn't an intriguing part of the game because it's so restricted inherently. Having to attach directly to your pokemon means there's no decision making because the only choice is "attach enough energy so that my pokemon can attack". It's not like magic where you need to budget your colors of mana each turn or consider not spending mana to have land open during your opponent's turn (you know, actual resource management). Which is why there is no difference between acceleration or not because you're going to doing the same exact thing either way it's just going to take 3-4 turns if you have to do it manually.
     
    NicoNoo likes this.
  18. Yaginku Aspiring Trainer
    Yaginku

    Member

    Managing resources is not limited to just playing Energy/Lands. Your access to and maintenance of resources plays a role also, and yes, that also includes any form of acceleration.
    This is a completely faulty comparison and you could make the exact same argument going the other way, by stating "Lands in Magic aren't that intriguing, you either have them or you don't, in Pokemon you must decide where the energy goes and expect to lose them when your Pokemon gets KO'd". Truth is, both play a part and both are probably overrated. If you take a glance at your hand in Magic, you know which resources you must leave open. If you look at your board in Pokemon, you know where the energy goes. The actually interesting part happens in deckbuilding, where you have to calculate your resources. This part will always be more complicated in Magic, but it doesn't mean it can be completely ruined in Pokemon by having auto-include engines that basically make your deck for you.
    3-4 turns is around 6-8 attacks, that can completely change the board state. I think that pretty much just makes my argument.
     
  19. pokemon64 Semi-Ace Trainer
    pokemon64

    Member

    Why call Sirfetch'd "Galarian Sirfetch'd" when there is only one variant of Sirfetch'd to begin with?
    Also fudge Twin Energy what was wrong with Double Colorless?
     
  20. Clam I like food
    Clam

    Member

    so whats going on with the name it is to future proof the cards in case they do release non galarian (like they should with multi prize pokemon) As for twin energy its just weaker DCE because DCE is strong