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Quagsire

In-battle formes

HP:95
Attack:85
Defense:85
Sp. Atk:65
Sp. Def:65
Speed:35
Min (-ve nature, 0 IVs)67
Default106
Max Neutral169
Max Positive185
Max Neutral (+1)253
Max Positive (+1)277
Max Neutral (+2)338
Max Positive (+2)370
UnderUsed
Curse95
Counter95

Evolutions

Strategies

  • en
Formats:
  • UU

Overview

Has a hard time in standard play, though Water Absorb is a lot of fun. The Counter set works the best there. Quagsire is an excellent UU Pokemon, quite hard to consistently beat. And if you're insane, it can counter Kyogre in Ubers (can't do much else though).

Curse

Move 1
  • Curse
    Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
    TypeNormal
Move 2
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Surf
    Hits foes. Power doubles against Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Hidden Power Rock
    Varies in power and type based on the user's IVs.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Rest
    User sleeps 2 turns and restores HP and status.
    TypePsychic

The UU Swampert, except with Water Absorb. Still, Swampert is better in standard play unless you have a big weakness to Water. Curse up, launch STAB Earthquakes, hit Flying types with Ice Beam or Hidden Power Rock, and Rest when health is low or you've been statused. Chesto Berry is an option, because Quagsire doesn't have quite the staying power of Snorlax and Swampert to Rest without support, though I always use Leftovers.

Counter

Move 1
  • Counter
    If hit by physical attack, returns double damage.
    TypeFighting
    CategoryPhysical
    Accuracy100%
    Priority-5
Move 2
  • Earthquake
    Hits adjacent Pokemon. Power doubles on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 3
  • Toxic
    Badly poisons the target.
    TypePoison
    Accuracy85%
  • Haze
    Eliminates all stat changes.
    TypeIce
Move 4
  • Surf
    Hits foes. Power doubles against Dive.
    TypeWater
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%

Counter is awesome on Quagsire. About every Choice Bander in the game, from Aerodactyl to Salamence to Tauros will fail to OHKO Quagsire and be killed by a Counter. You can use Haze to make Quagsire a Suicune counter of sorts, and to force physical attackers to hit you instead of stat up. Toxic is awesome if you're playing UU, since Rest isn't as common there. Last move, either Ice Beam or Surf, is to hit stuff like Gengar and Donphan. Remember, you can counter all Hidden Power, even Hidden Power Grass.

EVs

Cursing version wants lots of HP and Special Defense. Adamant or Careful when not using Surf / Ice Beam, and Brave / Sassy when you are. The leftover EVs should go in Attack or Defense. For the Counter version, probably Impish, almost max HP, and a nice load of Defense to be able to take more hits. After that, stack Attack EVs.

Checks and Counters

Meganium, Mantine, Cloyster, and Jumpluff somewhat. Besides all this, anything with Hidden Power Grass.

Moves

 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
PP
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
60
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Power doubles on Dig.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
70%
PP
20
Lowers the target's accuracy by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
30
For 5 turns, protects user's party from stat drops.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
Weakens Electric-type attacks to 1/2 their power.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
100%
PP
10
More power with more uses of Stockpile.
 
Power
Accuracy
PP
10
Raises user's Stockpile count by 1. Max 3 uses.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
95
Accuracy
100%
PP
15
Hits foes. Power doubles against Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
PP
10
Heals the user based on uses of Stockpile.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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