Quagsire [QC 3/3] [GP 0/2]

tehy

Banned deucer.
Overview
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With one of the best abilities a defensive Pokemon can have in Unaware combined with nice defenses, a nice defensive typing, and a good defensive movepool with moves such as Recover and Curse, Quagsire is quite evidently a good defensive Pokemon. Its ability to hard-wall dangerous sweepers such as Cobalion, Doublade, Slurpuff, and Fletchinder means it can always find a place on stall teams, and its ability to act as a full stop to most bulky boosters with its Curse set certainly doesn't hurt. However, Quagsire tends to give away momentum like few other Pokemon, especially when using Curse, and its lack of power and extreme weakness to Grass-types, as well as special moves, means it cannot feasibly sweep in most circumstances and is easily revenge killed in most cases; it also only fits on heavily defensive playstyles. On top of this, Quagsire is a bulky Water-type that cannot defeat most specially offensive Fire-types, which is a role stall teams prefer their bulky water to fill, meaning it can be tough to use Quagsire instead of, say Alomomola, but its unique qualities will always give it a solid niche in the RU metagame.

swamp daddy
########
name: Swamp Daddy
move 1: Recover
move 2: Curse
move 3: Earthquake
move 4: Ice Punch / Scald
ability: Unaware
item: Leftovers
evs: 252 HP / 108 Def / 148 SpD
nature: Impish / Relaxed

Moves
========

Recover provides reliable recovery, allowing Quagsire to consistently counter Pokemon such as Doublade, Cobalion, and Slurpuff throughout the match, while Curse lets Quagsire boost, allowing it to defeat bulky boosters such as Cresselia, Aromatisse, and Mega Steelix. Earthquake is a strong STAB that smashes Steel- and Fire-types while getting good neutral coverage on most Pokemon Quagsire takes on and taking advantage of Curse. Ice Punch is a strong coverage move that takes advantage of Curse and hits Cresselia and Braviary, as well as Grass-types that don't mind Earthquake, while Scald takes no advantage of Curse boosts but is still a Water-type STAB and lets you sometimes burn foes on the switch-in, reducing this Quagsire's overall momentum loss.

Set Details
========

Quagsire's EVs and nature are spread fairly thin, as Quagsire would like to avoid the 2HKO after Stealth Rock from Lum Durant's Superpower and Nasty Plot Houndoom's Dark Pulse, and while its spread makes these 2HKOes fairly unlikely, it cannot eliminate one without being far weaker to the other than is appetizing; if you have one covered already, feel free to shift EVs to take on the other. Note that Durant's Superpower will stay constant in power thanks to Unaware, though you can Curse if you come in on a Hone Claws and be safe, and that Special Defense investment is also helpful for Nasty Plot Houndoom's Hidden Power Grass, as well as Reuniclus' Psychic. Leftovers gives Quagsire much-needed passive recovery and is the only reason why the above threats can't just muscle past you, and Unaware gives Quagsire its niche. A Relaxed nature should be used alongside Scald, whereas an Impish nature fits Ice Punch to a T. Note that a physically defensive spread is still viable to check threats such as Choice Band Tyrantrum; if such is your desire, a 252 HP / 168 Def / 88 SpD EV spread alongside a Bold nature is a perfectly viable option, though you'll be far less effective against specially based bulky boosters.

Usage Tips
========

First and foremost, sweeping is most assuredly not this Quagsire's goal, a point that cannot be emphasized enough. Although you may be able to sweep against a few hyper offense teams, you should use this quagsire first and foremost as a robust counter to bulky boosters which tend to tear stall apart. Once Quagsire's switched in, Recover if you need the health; if not, smack the switch-in with the appropriate STAB, or nab a Curse if you feel the opponent will stubbornly stay in.

Team Options
========

Some of the best partners to Quagsire are specially defensive clerics such as Audino and Aromatisse, which can take on what forces him out while helping heal any status he incurred, specifically burn from Fletchinder, and toss him a Wish from time to time. In return, Quagsire lets them receive their own Wishes in the faces of dangerous setup sweepers such as Cobalion and Doublade, who would usually be able to nab two boosts instead of one and then go on a rampage, and takes on bulky boosters that similarly set up on them. Pokemon to take on Grass-types, such as Golbat and Amoonguss, can patch up Quagsire's glaring weakness on that end, and it can take on some Pokemon they struggle with, usually Fire-, Psychic-, and Rock-types. Quagsire struggles against strongly built stall teams with multiple bulky boosters who can stall him out of PP, so a stallbreaker like Swords Dance Drapion or Doublade can be helpful; those two specifically, along with Curse Registeel, can also take Grass-type attacks. Regirock can sponge strong Normal-type special attacks from Exploud and Meloetta, which Quagsire is in no way equipped to handle. Togetic is a noteworthy teammate, providing Heal Bell support and taking on Grass-types.

SupportSire
########
name: SupportSire
move 1: Recover
move 2: Earthquake
move 3: Scald
move 4: Toxic
ability: Unaware
item: Leftovers
evs: 252 HP / 108 Def / 148 SpD
nature: Relaxed

Moves
========

Recover provides the reliable healing that every wall craves, while Earthquake and Scald are strong, reliable STABs; the former smashes most of what Quagsire walls, while the latter allows you to threaten switch-ins with a burn. Toxic gives Quagsire a powerful stalling tool and a way to deter casual switch-ins. Protect is an interesting option, letting Quagsire just barely sneak out of 2HKO range against some threatening attackers and stall for status damage, but it forces you to give up a valuable status move, which leaves you unable to sufficiently deter a fair portion of the metagame from switching in, and can be taken advantage of by a well-timed switch.


Set Details
========

The EV spread and nature give Quagsire good mixed bulk, and tries to let it wall both Lum Durant and Nasty Plot Houndoom; in the end, a compromise must be made, so both of these threats have a chance, albeit a fairly small one, to 2HKO Quagsire after Stealth Rock. Of course, depending on your team structure, you can feel free to fully handle one of these Pokemon, and Protect helps hugely in this regard. Of course, if Nasty Plot Houndoom is no concern at all, a spread that maximizes physical bulk is certainly an option. Leftovers is helpful for any defensive Pokemon, being especially useful for a Pokemon that lives on the edge of fainting like Quagsire, and Unaware is an amazing ability that nullifies an opponent's boosts so Quagsire can wall them forevermore.

Usage Tips
========

Quagsire should switch in on things it walls, such as Cobalion, Doublade, and Durant, and then proceed to use whatever move would be worst for the most likely switch-in, or perhaps Recover if you must; keep in mind that many of these Pokemon cannot punish you for a misprediction, so you can afford to mispredict fairly often. Quagsire can often switch in on and wall Electric-types as well, but watch out for the odd Hidden Power Grass. In general, Quagsire is a simple creature, often removing prediction from the equation entirely due to Unaware.

Team Options
========

Amoonguss, Drapion, and Golbat are teammates that can take on Grass-types for Quagsire and appreciate it taking on certain Pokemon in return. Amoonguss can use Clear Smog to take on many bulky boosters, while Drapion can break stall or lay down Toxic Spikes so Quagsire doesn't need to bother statusing foes itself, and Golbat can Defog away all troublesome entry hazards and Toxic many Substitute-using bulky boosters so Quagsire can just wall them; all three can get rid of Toxic Spikes for Quagsire. Specially defensive Aromatisse, Audino, and Lickilicky can cleanse Quagsire of status and take all manner of special attacks; all three appreciate Quagsire ignoring Swords Dance boosts from Doublade and Cobalion, as the twain often switch into Wish and force the cleric trio to choose between giving up a free Swords Dance and not healing themselves with the Wish. In general, Quagsire is a standalone Pokemon who doesn't need much support, but can dish it out in spades.

Other Options
########

Quagsire can run a few attacks, such as Ice Punch, Stone Edge, or Rock Slide, in the fourth slot of its Curse set. It can make use of Stockpile to boost both of its defensive stats, though that won't let it beat anything with Toxic or strong attackers with Grass-type moves. Infestation is an option to deal passive damage to almost any target, while preventing double switches and occasionally trapping something that doesn't want to be matched up with Quagsire. Finally, Leppa Berry is a niche option alongside Curse, which allows you to use Curse much more liberally without fear of it being stalled out of PP by a tenacious Reuniclus or the like.

Checks & Counters
########

Grass-types: Quagsire's Water / Ground typing leaves it fertile ground for Grass-types, unable to accomplish much with its STABs and destroyed by even the weakest of Giga Drain, to say nothing of Leaf Storm. In particular, Quagsire is troubled by Amoonguss and Tangrowth, whose Regenerator means they are extremely difficult to wear down; Amoonguss trades its Earthquake resistance for a Toxic immunity and is fairly bulky, while Tangrowth is slightly vulnerable to Toxic but has legendary physical bulk and an array of moves to mess with switch-ins. Offensive Grass-types such as Rotom-C and Virizion cannot switch in forever, but they can use Quagsire as a platform to launch powerful attacks from or as simple setup bait; Swords Dance Virizion in particular can take a Toxic with its Lum Berry, and mocks Quagsire's very existence by being a physical setup sweeper that effortlessly defeats it.

Walls: Although many walls are inconvenienced by one of Quagsire's status moves, they often have their own to unleash back at Quagsire, and Curse Quagsire will find itself unable to do much of anything but perish slowly, though if the opposing wall lacks Toxic it may find itself setup bait instead.

Strong Special Attackers: Many strong special attackers, or even just those with Grass-type coverage, can muscle past Quagsire in some fashion or another, though most don't enjoy a status or boosted physical attack to the face. Notable examples include Choice Specs Exploud and Meloetta, whose noise-producing capabilities can give Quagsire the worst ruptured eardrums this side of an OHKO.

Strong Physical Attackers: Despite Quagsire's good physical bulk, some very strong physical attackers can still dish out damage in over half-sized portions, such as Reckless Hitmonlee, Life Orb Druddigon, and Choice Band Tyrantrum. However, if Curse is used before or as they switch in, they will have trouble defeating Quagsire, and Scald or a strong Earthquake can pose quite the problem to their continued well-being; Hitmonlee in particular can be confounded by a well-timed Protect.

feel like this could be bigger;oh well.

done i guess, enjoy

-Unaware. FUck yes
-above average defenses and ok defensive typing
-Recover and Curse let it heal up and take on many dangerous bulky boosters.
-outright walls Cobalion, Doublade, Slurpuff, HC lum durant, curse regi, fletchinder.


-kinda momentum loser, weak and has problems with grass-types
-rekt by grass-type setup mons and special attackers in general
-full stall only
-stall wants their bulky water to take on special fire-types and quaggy sorta...can't, which means you have to bring in a Moltres/Delphox taker on top of your bulky water and sort of clogs up your slots.

swamp daddy
########
name: Swamp Daddy
move 1: Recover
move 2: Curse
move 3: Earthquake
move 4: Waterfall / Scald
ability: Unaware
item: Leftovers
evs: 252 HP / 108 Def / 148 SpD
nature: Impish / Relaxed

Moves
========

-Recover is for healing which you kinda need yeah
-Curse isn't for sweeping (you might pull that off against HO sometimes) just for stopping other bulky boosters like SubCM Cresselia, CM clus, BU brav, Restalk Malamar, Crodino, Cromatisse, Curselix, even maybe SubCM meloetta. Almost any bulky stallbreaking booster that boosts def+attk is in trouble.
-Earthquake is generic strong stab, hits dou, cobal.
-Waterfall is other stab for power, hits moltres hard on the switch-in. Kinda bad coverage
-If you have SubCM Cressy and to a lesser extent SubBu brav (rip) covered try Scald, which makes you less of a momentum suck in some cases by dishing out steaming hot burns, hooray.

Set Details
========


-Evs+nature are basically spread thin, trying to usually survive 2 durant superpowers or 2 houndoom dark pulses/1 hp grass after SR. Feel free to shift more evs to either; keep in mind that Superpower won't drop in power thanks to unaware, and that if you can come in on any other attack you can Curse on superpower (risky) SpD is also nice for clus so keep it in mind when Eving.
-Lefties really help here because you are on the edge of death a lot
-jesus lorde unaware is good. y'all dont even aware.
The EV spread and nature heavily increase physical bulk while giving Quagsire a good chance to survive a Hidden Power Grass or two Dark Pulses from Nasty Plot Houndoom after Stealth Rock as well as two Superpowers from Lum Berry Hone Claws Durant. Leftovers is key this as well, keeping Quagsire barely out of KO range, while Unaware ensures that boosting sweepers don't just plow through Quagsire and, indeed, is at one with its niche.

Usage Tips
========


-dont even try to sweep
-if i catch you trying to sweep i swear to fucking god
-k but if it's HO sometimes you can do it watch out for grass moves
-in seriousness come in on something you wall and try to smack the switch-in; you can use curse to try to get a more favorable switch-in to smack. you are the first response for bulky boosters so act like it soldier
-recover a lot. quagsire is meant to be dependable, his no.1 selling point is that, no matter how boosted, he cannot be muscled past, but if worn down things could end badly.
-that said if you're in easy walling range feel free to smack a switch-in. Moltres and grasses are easy to hit with your fourth option because many sweepers are just so heartily forced out (what are they gonna do, hit you for 25% and risk eating an eq? Set up? haha)
Team Options
========


-cleric wishtect mons heal ur status (let you be the first response to fletch without guilt) and can specially wall. more importantly a lot of wishtect mons struggle with setup sweepers, especially dou and cobal, that will switch in on a wish and set up on a protect, putting you in a shitty situation either way, plus bulky boosters switch in and set up for free. Jesus lorde does quagsire not give a fuck though. Great partner for this reason both ways.
-something to take grass-type moves? I nominate golbat (look guys its my team!).
-Stallbreakers. Quagsire is taking on bulky boosters, but they can come in forever, so you need a gameplan to take them out, which means beating their team. Drapion and Doublade are two pretty good ones that fit on stall (Sd drap stall is how i topped the ladder more than once so get at me nonbelievers) and take grass moves (when i put sire on my team, i have shouted out 5/6ths of it here. Am i a genius or just narrow-minded, you decide-i trend towards the latter). Curse regi could do this too, takes spore as well!
-something that beats moltres is cool. Licki does that and so does SpD bat to an extent, while also doing other good shit i mentioned. Lanturn can do this pretty well while providing cleric support and paralysing Grass-types, which gives Quagsire at least that sweet snowball's hell-chance of beating them. needs a solid grass-taking partner, that core. Specially Defensive Regirock is a very cool answer to Moltres, immediately threatening it out and setting up hazards to give it a rocky ride while also CHECKING Normal-type special attackers like Meloetta and Exploud; quagsire walls shit like Dou and cobal that can set up on or just SE attack Regirock.

SupportSire
########
name: SupportSire
move 1: Recover
move 2: Earthquake
move 3: Scald
move 4: Toxic
ability: Unaware
item: Leftovers
evs: 252 HP / 108 Def / 148 SpD
nature: Relaxed

Moves
========

-recover provides the sweet healing all walls kinda need
-eq is stronk stab
-scald is a fairly strong stab, lets you roll for burns.
-toxic lets you stall out stuff you wall while staying at 100% health. Plus, it lets you slam certain stuff on the switch-in.
-Protect is an interesting option, nabbing you extra free leftovers recovery and allowing you to pile on status damage; this set kinda struggles with taking certain attacks if they high roll twice and protect fixes that (if they stay in that is). of course, missing either status infliction is a drag, you need scald for counterplay on poisons like amoonguss and golbat and weezing, burning them kicks ass, but you need Toxic for...really any special threat that wants to come in for free.

Set Details
========

-same shit as the last time so i'll prettify it when the time comes. No copypasta obvsly.
-fine... look, quagsire is between a rock and a hard place with lum Hc durant and LO np doomer. so you have like less than 25% of being 2shotted by pulse or superpower after rocks which is pretty good. if teammates handling then go ahead and push ev spread one way or the other. Protect sets have more leeway
-hell you can do max phys D if you want...jesus, i have seen like 0 np doomer on ladder, so yea.
Lefties, unaware, both really good and shit, lefties lets you stay alive a lot more and unaware ignores boosts.
Usage Tips
========

-come in on shit you wall, proceed to smack the switch-in.Unaware removes a lot of counterplay for overpredicting the switch-in, worst-case is you recover as they switch which already risked a lot on their part and didn't yield too much reward.
-do stay healthy if the situation requires it
-watch out for random HP grass electrics.
-quagsire is simple to play with, thats' the point. even someone totally UNAWARE of tactics and strategy can pull him off successfully.

Team Options
========

-grass sponges. Come to think, amoonguss, clear smog is nice for bulky boosters SupportSire cannot beat. Golbat and Drap too, Drap can lay down tspikes to smang dudes so sire can actually just cut to the chase and not toxic while absorbing tspikes, golbat can stop hazard overload, which is the only way to punch through SupportSire in many cases
-special walls. Clerics like SpD Aromatisse (if that doesn't get a set or strong set details mention i swear to god), audino, licki for tres-hating hipsters (sire is a tres-hating hipster so that helps). All above synergy applies.
-man idk sire is a supporter not needing support. any1 else got any good partners for him hit me up boii.

Other Options
########

-uhhhh
-stockpile?
-boosting sets with rest?
-this is the barrel bottom folks
-whichever of Stone Edge and Rock Slide isn't on the curse set, or both if neither are
-ditto for ice punch if it gets booted
-INFESTATION i guess. Idk.
Checks & Counters
########

**Grass-types**: Quagsire's Water / Ground typing leaves it fertile ground for Grass-types, unable to accomplish with STABs and destroyed by even the weakest of Giga Drains, to say nothing of Leaf Storms. In particular, Quagsire is troubled by Amoonguss and Tangrowth, whose Regenerator means they are extremely difficult to wear down; Amoonguss trades in its Earthquake resistance for a Toxic immunity and is fairly bulky, while Tangrowth is slightly vulnerable to Toxic but has legendary physical bulk and an array of moves to mess with switch-ins. Offensive Grass-types such as Rotom-C and Virizion cannot switch in forever, but they can use Quagsire as a platform to launch powerful attacks from or as simple setup bait; Swords Dance Virizion in particular can take a Toxic with its Lum Berry, and mocks Quagsire's very existence by being a physical setup sweeper that effortlessly defeats it.

**Walls**: Although many walls are inconvenienced by one of Quagsire's status moves, they often have their own to unleash back at Quagsire, and Curse Quagsire will find itself unable to do much of anything but perish slowly, though if the opposing wall lacks Toxic it may find itself setup bait instead.

**Strong Special Attackers**: Many strong special attackers, or even just those with Grass-type coverage, can muscle past Quagsire in some fashion or another, though most don't enjoy a status or boosted physical attack to the face. Notable examples include Moltres, whose Hidden Power Grass leaves Quagsire pushing up daisies, as well as Choice Specs Exploud and Meloetta, whose noise-producing capabilities can give Quagsire the worst ruptured eardrums this side of an OHKO.

**Strong Physical Attackers**: Despite Quagsire's good physical bulk, some very strong physical attackers can still dish out damage in over half-sized portions, such as Reckless Hitmonlee, Life Orb Druddigon, and Choice Band Tyrantrum. However, if Curse is used before or as they switch in, they will have trouble defeating Quagsire, and Scald or a strong Earthquake can pose quite the problem to their continued well-being; Hitmonlee in particular can be confounded by a well-timed Protect.

feel like this could be bigger;oh well.

done i guess, enjoy
 
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tehy

Banned deucer.
bump

ready for qc, i...guess?

i say Curse>support and that it's pretty viable. anyone disagree?
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
I feel wallbreakers in general should be in c&c, not just special attackers. While quaggy's physical bulk is solid, it really isn't standing up to a bunch of physical Wallbreakers like Hitmonlee / banded esca / banded rhyp (not common but w/e) and such.
Also you still have a bunch of the placeholder (placeheldor heh) titles like "USAGE TIPS GO HERE" everywhere lol
 

tehy

Banned deucer.
i actually did consider that but i thought about it and a lot of them kinda get rekt by scald

that said hitmonlee does a damn surprising amount

and i have mad respect for BandPerior just in general so yea (one of the reasons i started using sire was for bulky SD perior as well, another kickass perior set that sees like 0 usage)

placeheldors stayed since laziness but you're right that they should go



Double edit: Phys breakers up, though I remember why i didn't want them most of all, curse, but you can't curse errytime on the switch-in. Still have mad respect for Bandperior but it's so rekt by Scald that it's a pretty meh check; Band Escav can be outsped and cursed or outsped and scalded again but I might mention it if I feel the need for more phys attackers.
 
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yeah, i'm fine with this, honestly. i've been under the impression that curse performs the best in this meta anywho, and it's being stressed that it's primarily a defensive countermeasure, rather than sweeper itself. nature should be impish, though i'd assume that was just a quick mistake. i wanna say finding some way to incorporate that being a bulky water that can't take on specially-based fires particularly well is kinda bad for stall's already-present compression issues, maybe that'd fit well in overview? regirock is o.k for a moltres answer on teams such as the one seen on quag builds, if you'd wanna mention it. also, i'd consider mentioning scald > coverage on curse, just b.c it has tons of value, and allows quag to retain value as a status platform of sorts when not going in with curse. the only observable loss there, from my experience, is a loss of cress coverage, but cm is still stalemating you at best, and stall will probably have the leeway to run alternative checks to it regardless (tox bat, spdef drap, maybe a curse regi / sd blade if you're impatient). maybe just b.c i both had tspikes support on mine or b.c i have a fetish for the move on defensive 'mons, but i really like protect on the vanilla defender set; extra lefties is nice wherever (especially since the opp can hardly counterplay it by boosting into the tect), and being able to scout for, say, grass coverage from an electric is neat as well.

1/3
 

tehy

Banned deucer.
hmm
49 did

a lot of that sounds cool as shit and whenever i put sire back on my team i'm eager to try it. also, impish no jutsu

to point by point

1:it sure could

2:yea regirock is cool and def. worth a mention. and it takes boombursts! (side note;i should use regirock at some point).

3:scald is mostly why i said taht cool as shit bit up there, i think i'll slash it for now; beating SubCM cress is still pretty tits (you lose the PP stallwar so, yea) and you also lose to SubBu brav (like anyone uses that anymore Dx, not to mention most of the subCM measures apply here), but a genuine way to inflict status is cool. TBH i wonder if Toxic+Curse could work? But i like waterfall for smacking moltres as it comes in; in general you can often steal a curse as people look to counterplay (this might be just shitty ladder) or absorb a status instead of the switch-in or something and then fire off a +1 attack on the switch-in so it's cool to be able to do that fairly hard.

4:Protect sounds Ok, i'll moves mention it as wel; as said in the analysis my spread relies on rolls a bit and a well-timed protect takes you right outta the danger zone.

considering mentioning Toxic in curse's moves; also, does Protect go over Scald or Toxic on support?
 
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oh yeah, also braviary, whoops x_x overlooked a touch b.c it's dropped off the map a bit of late haha. but i wouldn't be putting too heavy of a stress on tect, so i'd be down w/simply mentioning it as an option over either based off the the team structure and how well it tends to respond to stuff like golbat.
 

tehy

Banned deucer.
Written up because i'm great

i feel like there could be more content though, because i'm not so great

QC spring into action, i guess? Or maybe i'm just wrong?
 

tehy

Banned deucer.
banned mons are kill

considering full Def spread, espc. on support since SF gatr is a much bigger deal (curse kinda needs SpD for clus and can curse to take on SF gatr, then again you need a safe switch-in for that so Dx) unsure what to do

discuss QC and hit me up anyone with an opinion to give
 

tehy

Banned deucer.
CurseSire is officially Ice Punch

Waterfall was primarily for Moltres on the switch-in; since that died, it's just fliers n levitators. So, ice punch is better against most fliers, mostly crashing against Fletchinder (which you wall and curse on even after burn, and can eq as it roost), articuno (which still just roosts it off), random levitators, mostly just mesprit. I'd rather smack around Virizion and Rotom-C; if you can scrounge a curse, and you often can, you can rough them up on the switch-in. Ice does o.k. versus Cresselia and Brav too.

g.g

Edit: also took out my 1 mention of Feraligatr
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
tehy the EV spread for both sets look weird imo but I'll trust you and other QC on this one o.o

QC approved 3/3
Fyi his spread specifically avoids the 2hko from LO Houndooms dark pulse from full hp and also has a 77% chance to live 2 after rocks. It makes a lot of sense considering how much of a massive threat NP houndoom is to stall teams.
252 SpA Life Orb Houndoom Dark Pulse vs. 252 HP / 148 SpD Quagsire: 175-208 (44.4 - 52.7%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Life Orb Houndoom Dark Pulse vs. 252 HP / 144 SpD Quagsire: 177-211 (44.9 - 53.5%) -- 1.2% chance to 2HKO after Leftovers recovery
 

tehy

Banned deucer.
This

also

Quagsire's EVs and nature are spread fairly thin, as Quagsire would like to avoid the 2HKO after Stealth Rock from Lum Durant's Superpower and Nasty Plot Houndoom's Dark Pulse, and while its spread makes these 2HKOes fairly unlikely, it cannot eliminate one without being far weaker to the other than is appetizing;

Basically, if rocks are up (key point there), you can't avoid the 2hitko on the switch-in from both always. But you can avoid it the vast majority of the time.
 

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