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Community POTW #54

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Baton Passer

Bzzzzzzzzzzt!
Quagsire, with its many useful resistances and one (two with water absorb) immunities make it an amazing Switch forcer. A nice niche pivot on teams that abuse entry hazard.

Evry I make e'm shufflin
Quagsire
@Leftovers
Ability:Water Absorb/Unaware
Yawn/Haze
Scald/Surf
Recover
Haze/Encore

If your team likes entry hazards and the opponents spinblockers are out of the picture (or were never in the picture to begin with), Quagsire can make great use of them as a status/shuffler, forcing multipule switches and keeping the opponent on their heels.

Yawn is the key of this set, once you've snet in Quaggy against something it can wall, or if your running water absorb, an incoming Scald. It forces a switch, or if your opponent is feeling ballzy enough, gives you a free turn to switch to a counter, or another spiker and set up more entry hazards. Be warned however of scald's burn chance, athough it can be useful, It can quickly turn the orignal derpfish into dead weight.

Other options for the final move are aplenty
EQ, for the obligatory stab and a bit of a mixed attacking set to scare off the reeeealy frail sweepers who try to get rid of quagsire and set up afterward.
Bulldoze is an interesting option that can give you another turn to recover, and gets the same coverage as EQ, but with much less power
Encore rocks as well

wow, I might actually try using quaggy after this XD
 

bobguy117

Member
Sweeper Stuffer / Sandstorm Counter

Item: Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef (Probably going to vary depending on the sweepers you expect to switch into)
Careful Nature (+SDef, -SAtk)
- Haze / Waterfall
- Toxic
- Earthquake
- Recover

Quagsire is truly the quagmire of all counters. Switch into a roid-raged Shell Smash, Swords Dance, or any other overused and abused stat boosted sweeper and stop them in their tracks with Unaware. Haze can pass the magic onto the rest of your team should Quagsire be low on health at this point or could be used to influence a switch if your opponent hasn't already done so, allowing you to set up your own sweeper. If not, you could always go with the waterfall for a damaging move. Being a ground-type, Quagsire gets the sandstorm boost and a STAB boost on Earthquake, which could be useful on your own sandstorm team or just for putting a stop to your buddy's heaven-piercing Excadrill. Toxic for constant damage on bulky waters and other non-steel-types and recover for health. The only issue is Skarmory, whose immunity to Toxic and Earthquake is really the only reason to swap out Haze for Waterfall.
 
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uberheracross

The Ominous Breeze
Curse You Quagsire!

252 Hp, 252 Def, 4 SpDef, @ Leftovers Impish/Relaxed Nature

Curse
Waterfall
Earthquake/Ice Beam/Toxic
Recover

This set is an absolute pain to deal with when it gets set up, waterfall and equake hit crazily hard after curse is spammed for a while, a real defensive monster it takes fighting types like there nothing Ice beam for the dragons and stuff like gliscor.
 

Charizard Lizzy

BARRELS!!!
I’ve grown to love this derpy-faced mudfish. Someday I shall train one.

Quagsire has decent bulk for what it’s worth, and being Water-Ground type means it has only one weakness – Grass (although it’s a painful x4 weakness). Unaware is also an awesome ability to have for something designed to be bulky.

Unfortunately, the only offensive stat Quagsire can raise from “mediocre” to “useful” is its Attack (via Curse), and its physical movepool is rather depressing. Most of the choices are just flat out weak, and the selections become even narrower when considering an Unaware Quagsire. The few other remotely interesting moves like Aqua Tail, Headbutt, and even Ice Punch all come from Generation IV, which cannot be passed alongside Dream World abilities. This means that typically you’ll be stuck with Waterfall, Earthquake, and maybe even Stone Edge and Return as your best/strongest offensive choices.

Still, Quagsire works primarily as a bulky tank. It has access to Recover and even has the potential to raise its Defense and Special Defense. With Unaware under its belt, it can also provide an interesting form of support to your team.



Abilities:
Damp – Explosion and Selfdestruct can’t be used on the field. Honestly though, how many Pokémon go around using these moves?

Water Absorb – Quagsire is immune to Water attacks and will heal when struck by one. Because of the half-Ground typing attached to Quagsire, it receives neutral damage to Water-type attacks, so an immunity is always nice. If you don’t have access to an Unware Quagsire, this is a nice ability to choose instead. Plus, it allows you to select from its Generation IV attacks.

Unaware – The best new thing to come out of Quagsire, Unaware temporarily negates your opponent’s stat changes as long as it’s is on the field. This can potentially ruin sweep and bulky setups and in turn adds to Quagsire’s overall bulk. This is the most preferred ability out of them all for Quaggy.


;195;
What stat changes?
Item: Leftovers
Ability: Unaware
EVs: 252 HP / 252 Sp. Def / 4 Def
Nature: Sassy (+ Sp. Def, - Spd) / Careful (+ Sp. Def, - Spd)
- Curse
- Recover
- Earthquake
- Stone Edge/Waterfall

Raise your Attack and Defense with Curse. Because Quagsire is already pudgy-slow, the lowered Speed won’t matter. Recover keeps you healthy on top of Leftovers. Earthquake gets STAB. Stone Edge is recommended over Waterfall as it gives better coverage for Quaggy, but for Water STAB, Waterfall is the best way to go.


;195;
An attempt at being purely bulky – Unaware edition
Item: Leftovers
Ability: Unaware
EVs: 252 HP / 252 Sp. Def / 4 Def –OR-- 252 HP / 128 Def / 128 Sp. Def
Nature: Sassy (because Quagsire is naturally stronger in Defense)
- Amnesia
- Curse
- Recover/Earthquake/Stone Edge/Waterfall
- Recover/Earthquake/Stone Edge/Waterfall

A slight modification from the last set, this one tries to make Quagsire the bulkiest possible for the sake of doing so. It may not really be the most effective strategy for Quaggy in practice, but nonetheless, here’s how the gimmick works: Amnesia sharply boosts and patches up Quagsire’s lackluster Special Defense. Curse is the only way it can increase Defense. Recover and Leftovers restore health. To make sure you don’t become Taunt bait, Earthqake, Stone Edge, and Waterfall are all good attacking options paired with Curse.


;195;
An attempt at being purely bulky – Water Absorb edition
Item: Leftovers
Ability: Water Absorb
EVs: (same as previous set)
Nature: Sassy
- Amnesia
- Curse
- Ice Punch
- Recover/Earthquake/Aqua Tail

Quagsire also does just fine with Water Absorb. If paired with a Surfer in 2-v-2 battles, this guy will definitely have better walling opportunities. Amnesia and Curse raise its defenses. Ice Punch, a Generation IV only move, can be bred to a Water Absorb Quagsire to deal with the nasty Grass-types that may place it in a corner (and resist both of its STAB attacks otherwise). Recover and Leftovers give back health as usual. Earthquake and Aqua Tail get STAB. Aqua Tail is the strongest physical Water-type Quagsire has (but only from Generation IV, which is why it wasn’t listed in any other set).


Other Options:
Haze is another way Quagsire can mess with opponents’ stat changes if it doesn’t have Unaware, but keep in mind that Haze resets everyone’s stat changes, not just the opponents’.
Yawn can entice the opponent to force-switch.
• Note that Quagsire’s Ground-typing makes it immune to Sandstorm.
• Quagsire has an abysmal base 35 Speed, and it will only drop lower while using Curse. Therefore, Trick Room Support isn't a bad idea.
Toxic can inflict massive damage through poison over time on opponents.


Partners:
The two biggest issues for Quagsire is its x4 weakness to Grass and a lack of sloughing off status conditions. In the most generic terms, a Fire- or Flying-type Pokémon will rid of the Grass nemesis. Someone with say Aromatherapy can cure any major status issue.


- Amnesia – Lvl. 23, Wooper / Lvl. 24, Quagsire
- Aqua Tail – PtHGSS Tutor
- CurseEGG
- Earthquake – TM26
- Haze – Lvl. 43, Wooper / Lvl. 48, Quagsire
- Ice Punch – PtHGSS Tutor
- RecoverEGG
- Stone Edge – TM71
- Toxic - TM06
- Waterfall – HM05
- Yawn – Lvl. 29, Wooper / Lvl. 31, Quagsire

*NOTE: Curse and Recover can be passed to a baby Wooper at the same time only through Smeargle (via Sketch).
 

Ixin

Well-Known Member
;195;
Item: Leftovers
Ability: Unaware
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Amnesia
- Waterfall
- Curse
- Rest

With amnesia and curse, you quickly become almost impervious to any non-grass type attack. Curse also boosts the attack at the same time, enabling you to actually hit other pokemon back back. Waterfall is the sole attacking move, which means this set is totally walled by any pokemon with Water absorb or Kingdra. Rest provides a recovery move and gets rid of the threat of the deadly poison status. Usually, both defenses are boosted enough to survive the two turns while asleep. Additionally, the opponent can not take advantage of these turns to boost their stats due to Quagsire's ability in Unaware.
 

Rayofquazar

Well-Known Member
Quagsire... I would prefer Wooper (one of my all time favorite pokemon). I just love the way it looks and it's goofy and oblivious nature. (In a funny way not like the Slowpoke,king,bro trio).

Anyway... This would have been a very bulky pokemon if some stat investment have been made... But still it is pretty good!

Major let down is it's stats... But who cares, it has very good abilities, good enough movepool and only one weakness to grass.

It's easy choosing it's ability... Damp is not to consider as explosion is rarely seen nowadays. So If you have a quagsire make sure it has the Water absorb ability. If you don't have a Quagsire, go to the dream world and catch an Unaware one.

Speaking about physical offence, it's usable moves are low... It doesn't have anything besides Earthquake, waterfall and Dive that are stabbed. It's other decent options include Return, Brick break, Stone edge and rock slide. (It's 4th generation had more options with Ice punch, Focus punch, and Aqua tail).

It has also decent disruptive, supporting, statusing moves...

This is my Quagsire's set!
Quagsire@leftovers
Ability: Water absorb / Unaware
Nature: Relaxed / Impish
EVS: 252 DEF/ 252 ATT/ 4 HP
Moveset:
-Earthquake
-Waterfall / Stone edge
-Recover
-Yawn
Easy set to take advantage from your bulk... Earthquake and Waterfall are your main Stabbed moves... Recover is for healing and yawn is to force switching! Stone edge is if you want more coverage but all in all waterfall is stronger (Considering STAB) and more accurate.

Quagsire@leftovers
Ability: Water absorb
Same as above.
Moveset:
-Earthquake / Waterfall
-Yawn / Amnesia
-Encore / Recover
-Haze
Gimmick set but might work. Choose earthquake or waterfall so you won't be taunt bait. Yawn forces switches and abuse entry hazards but Amnesia raises your special defense. The main focus of this set is Encore/Haze... Destroy opponents that choose to set up on you... when they set up encore the move until it's useless... Haze is for baton passers or to play with your opponent's mind hazing when they think you encored the wrong set up like Curse or Barrier that makes the opponent's DEF stat go up! Recover is there if you didn't breed your Quagsire for encore. It is always handy. On this set you should not have unaware as ability so your opponent can set up!

Quagsire is best under trick room it will outrun nearly everything that isn't using priority.
 

grantholomew

accually is dolan
Actually, it is, it's just illegal with Curse. Wooper can have Aqua Tail as a Dream World move.

Oops. Didn't see that. Yeah Aqua Tail is legal with Unnerve, but not Curse. Flat-out Physical Quagsire seems a lot less appealing now...
 

PhilosophicalPsychologica

Well-Known Member
Everyone pretty much covered the important sets. So I'll just summarize:

Quagsire will almost never run Water Absorb now unless the team as a whole has a severe problem with Water. Combined with Unaware, Curse/Stockpile, and Recover, it is very hard to eliminate Quagsire without suffering setbacks in return.

Scald is actually not common for Quagsire, who much more often employ Toxic. If not using Toxic, then Quagsire is going for the Curse offensive set.

Other than that, a curious set could utilize the new Acid Spray move, in conjuction with perhaps Scald, Earth Power, and Ice Beam. I don't exactly recommend this, though.

Overall, compared to Gastrodon, Quagsire is more Physically oriented and Gastrodon is more Special. Quagsire, in comparison, is also more defensive than Gastrodon move-wise, with support options such as Encore.

With Water Absorb, Quagsire is also quite effective in Ubers:
Encore, Toxic, Ice Punch, Recover

Ferrothorn is definitely enemy #1. Even if Scald is in usage, you want some way to murder that thing. A defensive Volcarona can actually work in this manner. Volcarona takes Grass hits easily, and Quagsire can absorb Rock hits and Water if needed. Volcarona can also utilize WOW to get over Quagsire not using Scald.
Dragons can also pose a problem too; Hydreigon's Draco Meteor, for instance, can instantly demolish Quagsire, assuming no Stockpile boosts. That is why a Steel-Type of your own coalition could also be beneficial.

As far is Wooper is involved, I wouldn't ever use it outside of Little Cup. Marshtomp doesn't even have Recover and I'd sooner use that if tiering is an issue.
 

Vandslaux

Well-Known Member
Finally, a viable pre-evo in LC, where there's not that many Grass moves, except for Lileep's Energy Ball in LC OU.
 

Airo

That One Guy
So, Quagsire... An acceptable bulk and a usable Attack stat. Terrible BST, but its typing gives it only one weakness, which is pretty good.

Abilities:
Damp: It's okay...but highly situational. Besides, with Explosion and Selfdestruct getting nerfed, this ability has found even less use.
Water Absorb: In singles, I guess it could be used to get a free switch in to a water type move...It's much better in doubles, where you can abuse it with Surf.
Unaware: Quagsire's best ability. Stops you from getting walled or sweeped. Really devastating against a Belly Drummer.

Powerful Attack + Free Confusion + Recover = Offensive Tank?

- Waterfall
- Earthquake
- Swagger
- Recover
Item: Leftovers/Life Orb
Ability: Unaware
EVs and Nature: Adamant (+Atk, -SpAtk); 252 Atk/108 Def/148 SpDef

Earthquake for incredibly powerful STAB. Waterfall for powerful STAB that will not hurt a non-flying/levitating partner. Leftovers combined with Recover makes you annoying to kill. Life Orb makes you easier to kill, but with only 85 base Attack, it wouldn't hurt to give an extra boost. Unaware lets you abuse Swagger, so you can put more EVs into that small base 65 Special Defense stat.

Quagsire, Destroyer of Grass types!...That aren't Ferrothorn...

- Surf/Scald
- Mud Bomb/Sludge Wave/Sludge Bomb
- Acid Spray
- Recover
Item: Leftovers/Life Orb
Ability: Water Absorb
EVs and Nature: Modest (+SpAtk, -Atk); 108 Def/252 SpAtk/148 SpDef

Like the previous set, but with a slightly different core move. Surf (higher base power, attacks everything else in doubles) or Scald (lower base power, but chance to burn), take your pick. Mud Bomb is there for STAB and the chance to lower accuracy, Sludge Wave is for type coverage against Grass, and Sludge Bomb is similar, except it has lower base power but won't hit your partner in doubles. Recover and the items are there for the same reasons. Acid Spray is the main attraction. 100 base accuracy, does some damage, and cuts foe's Special Defense in half. It's really the only reason Quagsire's Special set is even considered (well that and the whole anti-grass capability, but unfortunately, this also makes Unaware unusable.

Above-Average Toxic Set

- Toxic
- Protect
- Dig
- Recover
Item: Leftovers
Ability: Unaware
EVs and Nature: Careful (+SpDef, -SpAtk); 4 HP/252 Def/252 SpDef

Like the title implies, its a better than average Toxic set. Protect is a must on any Toxic set. Recover lets you last even longer. Dig not only prevents you from having to switch from Taunt, but also helps stall for one turn. Leftovers has good synergy with Recover. Unaware also means no matter how many Swords Dances or Nasty Plots your foe has done, it won't make a difference.

Other Options

Focus Blast could help you kill Ferrothorn. I didn't mention it because of its risky accuracy.
Sandstorm isn't too bad of an idea to slowly damage your enemies and increase Quagsire's Special Defense.
Amnesia is your best way to increase Special Defense.
Substitute is never a bad choice for a bulky Pokemon like Quagsire. Gives you time to boost your own stats.
Ancientpower has a small chance of boosting all your stats. If you do get it, go nuts.
Counter can really have devastating effects if you time it right. Just remember to give more HP EVs and less Defense EVs if you want to use it.
Curse will increase your Attack and Defense and lower your already hopeless speed. Not bad.
Encore gives you the chance to lock your opponent on a useless move. If you lock them on a stat boosting move, Unaware will make all those boosts pointless.
Aqua Tail is a strong physical Water type move. However, you can only get it in 4th gen, meaning you can't have Unaware with it.
Earth Power is an excellent special Ground type move. Too bad it's only in 4th gen.

Double and Triple Battle Options

If Quagsire has Water Absorb, anything with Surf. Also, something flying or levitating lets Quagsire use Earthquake.

Partners

Another bulky Water type who uses Surf and Water Absorb will create a chain of healing. Vaporeon and Lapras are good examples.

Countering Quagsire

Ferrothorn, obviously. Just watch out for Focus Blast. But really, any Grass type that utilizes its Special Attack stat will massacre a Quagsire without Amnesia and out of Sandstorm. Bulky Waters can also handle Quagsire well. Although, anything bulky that isn't weak to either of Quagsire's STABs can take it on easily enough. Skarmory, who is immune to Ground type moves and Toxic is untouchable by Quagsire, does the job well.
 
I always use this in UU to stop Physicall Sweepers

Quagsire @ Leftovers
EVs: 252 HP / 252 Def / 4 SpDef
Trait: Unaware
Relaxed Nature
- Scald
- Earthquake or Ice Punch
- Toxic or Yawn
- Recover
 
Do people use Defense Curl Blissey? No?

Well then none of you should be using Stockpile Quagsire.
 

MetalCrow

Well-Known Member
If you use the ever classy Curse set, you can easily set up and stall out many bulky pokemon...including skarmory and jellicent (unless they carry toxic)

Personal Quagmire
----------------------------
Unaware + Leftovers
Careful + 252HP/252Sp.D/4Sp
-Curse
-Recover
-Earthquake
-Waterfall

Easily PP stalls skarmory's Brave Birds, and can break thru Jellicent after accumulating enough boosts for Earthquake
 

menametlg

Well-Known Member
Damp: It's useless.
Water Absorb: Good as it recovers HP from water type moves. Basically counters Kyogre
Hidden Ability (Available):
Unaware: Woah!!!! One of my favorite ability!!! Ignores stat boost. Swords Dance Gallade, Belly Drum Clefable, Nasty Plot Mismagus.

Set:

I'll Curse You!
Water Absorb / Unaware
@Left-overs / Life Orb
Brave [ 252 Atk / 252 Def / 4 HP]
- Curse
- Recover
- Stone Edge / Waterfall
- Earthquake / Ice Punch

Curse boost your offense and bulk. Recover for recovering HP. Stone Edge, Waterfall and Earthquake for offenses that can run with Unaware while ICe Punch is another offense move that is only good with Water Absorb.

Wall
@Left-overs
Unaware
Relaxed [ 252 HP / 196 Def / 58 SpDef]
- Recover
- Toxic / Yawn
- Encore / Earthquake
- Substitute

Recover for more substitutes. Toxic and Yawn for status support. Encore ruins water type users while Earthquake prevent being taunt bait.
 

F1r3h4wk

Fledgling
Instead of Earthquake/Waterfall for a move combo, I tend to prefer Waterfall and Body Slam. That way you can get reeeeeeeeeally nice parahax and have near-perfect Normal/Water coverage. Coupled with Curse, and Recover, and Quagsire becomes absolutely amazing.
 

Kraleck

Well-Known Member
Dealing with Unaware isn't going to be through beefing up your stats, that's for sure. The biggest way to deal with Unaware is getting rid of it via Skill Swap. Short of that, use Gastro Acid or Worry Seed, but NOT Simple Beam for fear of Quag's Curse.

Unaware is also a counter to itself when Quag' decides to Curse-boost. However, finding Unaware outside of Quag' is limited to Swoobat, DW 'fable, and Bibarel. That said, Role Play or Skill Swap will hobble Quag', but not destroy it. It does give Venomoth, 'zam, non-DW Xatu, and several others a better Ability to wreck Quag's allies.

However, Skill Swap is also a great way to protect Quag' in Doubles/Triples. Sap Sipper Girafarig with Skill Swap helps Quag' get over its hastenburaphobia in a hurry. If you don't know what that is, look it up.
 

Haymez

Rock Solid
How you use quagsire depends on what tier you're in. For uh I'd recommend a balanced attack defense set running curse, recover, earthquake, and waterfall. Quagsire is slow anyway and curse won't hurt you there. Earthquake and waterfall to take advantage of the attack boost from curse and finally recover to stay alive longer. I'd run unaware on this set as most uh sweepers set up boosts beforehand.

In ou the same move set is valid but toxic is a good option for stalling which quagsire can do fairly well. If you take out waterfall you are only walled by skarmory and air balloon steels or poisons. As for the ability, unaware is useful for bypassing dual screens but as it is not the best attacker it wouldn't help too much. What I've doing is that if you run water absorb you become a complete wall to rotom-w. this leaves you open to boosted attacks but with the popularity of rotom-w this could prove very useful
 
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