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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
Godly Gift
Unaware Wall (Defense)95

Evolutions

Strategies

Written by Marnie

Unaware Wall (Defense)

Move 1
  • Earthquake
    Hits adjacent Pokemon. Double damage on Dig.
    TypeGround
    CategoryPhysical
    Power100 BP
    Accuracy100%
Move 2
  • Scald
    30% chance to burn the target. Thaws target.
    TypeWater
    CategorySpecial
    Power80 BP
    Accuracy100%
Move 3
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%

Quagsire's remarkable defensive typing and Unaware make it a highly valuable piece on very defensive teams. After a high Defense donation, it can wall setup users like Swords Dance Rayquaza, Weavile, and Garchomp and other physically offensive Pokemon like Choice Band Victini and Zeraora. Its Ground typing stops Volt Switch from Pokemon like Rotom-W, Zeraora, and Rotom-H, which helps to prevent the defensive teams Quagsire fits into from being overwhelmed by VoltTurn strategies. Earthquake immediately threatens foes like Galarian Slowking, Volcanion, Victini, and Heatran. Scald prevents physical attackers like Rillaboom, Kartana, Zygarde-10%, and Kyurem-B from safely switching in by threatening a burn. Toxic further spreads passive damage by crippling Pokemon like Ho-Oh, Mewtwo, and Volcarona. Heavy-Duty Boots prevents Quagsire from being overwhelmed by entry hazards, which significantly cut into its walling capabilities. However, Leftovers is a viable alternative if Quagsire's team has sufficient entry hazard removal.

Quagsire's defensive qualities and generally passive nature make it a perfect fit for stall teams where Giratina is its Defense donator. Tyranitar and Corviknight can compensate for Quagsire's poor special bulk; the former deals with Yveltal, Galarian Moltres, and Blacephalon, while the latter deals with Tapu Lele and some Mewtwo sets. Corviknight and Skarmory can check problematic Grass-types like Kartana and Rillaboom; they also provide Defog support so Quagsire is less reliant on its Heavy-Duty Boots and can switch into Knock Off users like Landorus-T and Weavile. Skarmory also deals with Swords Dance + Mold Breaker Pangoro, which is one of few setup sweepers able to break through Quagsire. Quagsire checks threatening Electric- and Fire-types like Zeraora, Dracozolt, Rotom-H, and Victini for Skarmory and Corviknight and stops Zamazenta-C, Zygarde-10%, and Excadrill for Tyranitar. Toxic from Gastrodon and Landorus-T cripple Quagsire, so teammates that can switch into them like Amoonguss, Corviknight, Skarmory, and Magic Bounce Xatu are appreciated; Amoonguss, in particular, also absorbs Toxic Spikes. Stored Power users like Espeon and Reuniclus can easily muscle past Quagsire, so Pokemon that can phaze them out like Dragon Tail Giratina and Whirlwind Hippowdon, respectively, make for great partners.

Other Options

Haze not only lets Quagsire avoid being setup fodder for Stored Power users like Espeon and Reuniclus, but also reliably beats Kyurem-B and Zekrom. A specially defensive spread alongside a Special Defense donation can be used to check special attackers like Galarian Slowking and Galarian Moltres instead, although Quagsire is generally outclassed by Gastrodon in this regard.

Checks and Counters

Special Attackers: Without any investment or donation, Quagsire's special bulk is rather mediocre, which makes it easily overwhelmed by threats such as Mewtwo and Choice Specs users like Blacephalon and Tapu Lele.

Grass-type Pokemon and Coverage Moves: Kartana, Rillaboom, and Dhelmise OHKO Quagsire with their Grass-type attacks. Other foes like Volcarona, Nihilego, and Choice Specs Tapu Koko can often KO Quagsire with their Grass-type coverage. However, none of them like taking either an Earthquake, Scald burn, or Toxic.

Select Setup Sweepers: Dragon Dance Kyurem-B, Swords Dance Pangoro, and Calm Mind Espeon and Reuniclus can easily break through Quagsire with Teravolt, Mold Breaker, and Stored Power, respectively; the latter two are also effectively immune to Toxic because of their abilities. That being said, Kyurem-B and Pangoro have to be wary of a potential Scald burn.

Taunt: Tapu Fini, Mewtwo, Tornadus-T, and Yveltal can prevent Quagsire from recovering HP and using Toxic, making it easier to take down. They also don't mind any of Quagsire's attacks.

Toxic: Some Pokemon like Landorus-T, Rotom-W, and Rotom-H that would otherwise be walled by Quagsire may carry Toxic, crippling it in the long-term.

Credits

Moves

 
Power
40
Accuracy
100%
PP
20
100% chance to lower the target's Sp. Def by 2.
 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
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
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
110
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
100% chance lower adjacent Pkmn Speed by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
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
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
30
Accuracy
100%
PP
30
Hits 2 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
100
Accuracy
100%
PP
10
Hits adjacent Pokemon. Double damage on Dig.
 
Power
Accuracy
100%
PP
15
Lowers the target's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
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
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
95
Accuracy
95%
PP
10
No additional effect.
 
Power
110
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
20
Accuracy
100%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
85
Accuracy
100%
PP
10
20% 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
90
Accuracy
85%
PP
10
30% chance to lower the foe(s) accuracy by 1.
 
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
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
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
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
PP
10
For 5 turns, a sandstorm rages. Rock: 1.5x SpD.
 
Power
80
Accuracy
100%
PP
15
30% chance to burn the target. Thaws target.
 
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
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
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
20
Raises user's Defense, Sp. Def by 1. Max 3 uses.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
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
90
Accuracy
100%
PP
15
Hits adjacent Pokemon. Double damage on Dive.
 
Power
Accuracy
85%
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
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
35
Accuracy
85%
PP
15
Traps and damages the target for 4-5 turns.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
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