NU Quagsire [Done]

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LCPL Champion
quagsire.gif


[OVERVIEW]

Quagsire finds success thanks to its great defensive typing, solid defensive stats, reliable recovery, and very unique ability in Unaware. It is used mostly on stall and balance to wall a variety of threats such as Salazzle, Blastoise, Tyrantrum, and Drapion while offering fantastic role compression to these teams. Quagsire doesn't only stare down offensive threats, though, as it can pester many defensive Pokemon, too, through the likes of Encore, Toxic, and Yawn. While Quagsire is typically the go-to option to take on setup sweepers, its below-average stats leave it struggling to deal with strong wallbreakers such as Tauros, Sirfetch'd, and Golurk. Quagsire also has to fear Grass-coverage such as Power Whip from Copperajah and powerful Grass-types such as Rotom-C, which can come in on Quagsire very easily and force it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Protect
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD



[SET COMMENTS]
Set Details
====

Earthquake and Toxic synergize perfectly with each other, as the Poison- and Steel-types immune to Toxic are often weak to Earthquake, which allows Quagsire to exert some offensive pressure even as a defensive Pokemon. Protect can be used in favor of Scald to rack up as much poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C and Decidueye. 68 Special Defense EVs allow it to survive two Surfs from Blastoise, although it must be wary of Torrent-boosted Surf, as well as better deal with Salazzle and Dragalge.

Quagsire pairs best with other walls often found on stall teams, which may fall in the face of common stallbreakers such as Tyrantrum, Salazzle, and Drapion. Goodra and Escavalier take on Grass-types very nicely for Quagsire and also help make up for its poor Special Defense. Rocky Helmet Xatu and Effect Spore Vileplume can punish powerful wallbreakers like Sirfetch'd and Tauros that can overwhelm Quagsire and can switch into Toxic aimed at Quagsire. They appreciate Quagsire's Rock and Fire resistances, respectively, while providing additional partners that resist Grass.

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats, especially when facing Toxic Spikes, but the loss of Leftovers can make a lot of matchups more difficult than they need to be. Quagsire can viably run a Curse set, potentially even with Ice Punch or Avalanche to snipe incoming Grass-types, although special wallbreakers are far too common, and the set's initial damage output is far too low to be worth it in most cases. There are many other utility moves Quagsire can use, such as Yawn, Haze, and Infestation, but the ones listed in the main set are most useful overall.

Checks and Counters
====

**Grass-types and Grass-type Coverage** Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common Grass-types that easily threaten an OHKO on Quagsire. Grass-type coverage like Power Whip from Copperajah and Grass Knot from Heliolisk destroy Quagsire, too.

**Special Wallbreakers** Special wallbreakers that don't rely on setting up can cleave through Quagsire quite easily; Exploud, Sylveon, and Vanilluxe are all capable of coming in on Quagsire and threatening a near OHKO.

**Passive Damage** Despite its great defensive typing and ability, Quagsire's stats often leave much to be desired, meaning that entry hazards, status, and item removal can leave it overwhelmed by Pokemon it's meant to check. Some examples of Pokemon that do this effectively are Drapion with Knock Off, Salazzle with Toxic, and Spikes setters.

**Strong Physical Wallbreakers** Pokemon that can muscle past Quagsire with raw power such as Flame Orb Machamp, Choice Band Golurk, and Sirfetch'd can be problematic if Quagsire is the sole physical wall on a team.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [poh, 298730]]
- Grammar checked by: [[Finland, 517429], [dex, 277988]]
 

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[OVERVIEW]

Quagsire is a wall that finds success in many tiers thanks to its great defensive typing, solid defensive stats, reliable recovery, and a very unique Ability in Unaware. In NU, Quagsire is used mostly on stall and balance teams due to its ability to wall multiple different kinds of threats such as Salazzle, Blastoise, Tyrantrum, and Drapion, which brings fantastic role-compression to the teams it's on. Quagsire doesn't only stare down offensive threats, though; as its utility movepool lets it pester many defensive Pokémon too through the likes of Encore, Toxic, Yawn, etc.. While Quagsire is typically the go-to guy to take on set-up sweepers, its below-average stats find it struggling to deal with Pokémon who evoke raw power without set-up such as Tauros, Sirfetch'd, or Golurk. Quagsire may not have to fear random Hidden Power Grass coverage in gen 8, but Grass coverage does still exist as well as powerful Grass-types such as Rotom-C who can come in on Quagsire very easily and threaten it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Encore / Protect (QC agrees that Encore isn't on the same level of the other options here. It's fine to remain in the Set Details section, but we'd prefer it not get a slash in the set.)
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD

[SET COMMENTS]
Set Details
====

Even on a defensive Pokémon, Earthquake is still a powerful move that allows Quagsire to beat most of what its walling very easily, such as Drapion or Tyrantrum. Toxic is used to deal damage over time, and synergizes perfectly with Earthquake as the Steel and Poison types immune to Toxic are weak to it. Scald does what it's always done, inflict devastating Burns while also dishing out some damage, although most Pokemon who take on Quagsire don't mind Burn too much, such as Rotom-C or Rest Guzzlord, and as good as Burns can be, Burning something that you wanted to click Toxic on can be game-ending. Encore further exemplifies Quagsire's anti-setup motives, letting it punish anything that tries to abuse Quagsire's passivity by setting up hazards, recovering, or Substituting. Protect is used in tandem with Toxic to rack up as much Poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C or Decidueye. 68 Special Defense EV’s let you live 2 Surfs from Blastoise, as well as better deal with Salazzle and Dragalge. Recover gives Quagsire reliable recovery and makes it nearly impossible to take out without a clean 2HKO. (this should be known to readers, so it's fine to leave out) (Focus on making some of these sentences more concise; right now you include a lot of unnecessary information in the sentences that, while correct, isn't really needed to be mentioned.)

(imo introducing that Quagsire is basically essential on stall would be good)
Quagsire pairs best with other walls who may fall in the face of common threats that lose to Quagsire; Talonflame greatly appreciates Tyrantrum and Blastoise being blanked. Bulky Steel types love Salazzle and Drapion being gone, and also typically help patch up Quagsire's poor Special Defense stat. Talonflame, Goodra, and Escavalier all happen to also take on Grass types very nicely for Quagsire.

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats without regard for hazards, namely Toxic Spikes, but the loss of Leftovers makes a lot of matchups more difficult than they need to be. the Quagsire can viably run a Curse set with Ice Punch or Avalanche to snipe incoming Grass types, although Special breakers are far too common and the initial damage output is far too low for this set to be worth it. (I've even seen Quagsire forgo an Ice-type move on these sorts of sets and just replace the last moveslot with Curse; that could be worth rewording this sentence to include.) (I'd give a mention to Haze here to help against Stored Power users.) There are many other utility moves Quagsire can use, such as Yawn or Infestation, but the ones listed in the main set bring forth the most relevant use in a game-to-game basis.

Checks and Counters
====

**Grass Types and Coverage** Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common and easily threaten an OHKO on Quagsire. Power Whip Goodra and (physical Goodra isn't common enough to justify a mention this niche) Copperajah destroys Quagsire as well as Grass Knot Heliolisk.

**Choice Specs breakers** Special attacking wallbreakers that don't rely on setting up boosts to break can cleave through Quagsire quite easily; Exploud, Sylveon, Vanilluxe, etc. are all capable of coming in on Quagsire and threatening a near OHKO.

(A section on chip damage, i.e. status and entry hazards, would work here. Quagsire's bulk isn't very good relative to other walls, and as a result it can end up getting taken out a bit more easily than them.)

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Please take a look at this thread to help improve the basic grammar errors. The content is very solid, but I don't want the GP team to have to put in overtime to get this finished. QC 1/2 when done.
 
add remove comments
[OVERVIEW]

Quagsire is a wall that finds success in many tiers thanks to its great defensive typing, solid defensive stats, reliable recovery, and a very unique Ability in Unaware. In NU, Quagsire is used mostly on stall and balance teams due to its ability to wall multiple different kinds of threats such as Salazzle, Blastoise, Tyrantrum, and Drapion, which brings fantastic role-compression to the teams it's on. Quagsire doesn't only stare down offensive threats, though; as its utility movepool lets it pester many defensive Pokémon too through the likes of Encore, Toxic, Yawn, etc.. While Quagsire is typically the go-to guy to take on set-up sweepers, its below-average stats find it struggling to deal with Pokémon who evoke raw power without set-up such as Tauros, Sirfetch'd, or Golurk. Quagsire may not have to fear random Hidden Power Grass coverage in gen 8, but Grass coverage does still exist as well as powerful Grass-types such as Rotom-C who can come in on Quagsire very easily and threaten it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Encore / Protect (QC agrees that Encore isn't on the same level of the other options here. It's fine to remain in the Set Details section, but we'd prefer it not get a slash in the set.)
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD

[SET COMMENTS]
Set Details
====

Even on a defensive Pokémon, Earthquake is still a powerful move that allows Quagsire to beat most of what its walling very easily, such as Drapion or Tyrantrum. Toxic is used to deal damage over time, and synergizes perfectly with Earthquake as the Steel and Poison types immune to Toxic are weak to it. Scald does what it's always done, inflict devastating Burns while also dishing out some damage, although most Pokemon who take on Quagsire don't mind Burn too much, such as Rotom-C or Rest Guzzlord, and as good as Burns can be, Burning something that you wanted to click Toxic on can be game-ending. Encore further exemplifies Quagsire's anti-setup motives, letting it punish anything that tries to abuse Quagsire's passivity by setting up hazards, recovering, or Substituting. Protect is used in tandem with Toxic to rack up as much Poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C or Decidueye. 68 Special Defense EV’s let you live 2 Surfs from Blastoise, as well as better deal with Salazzle and Dragalge. Recover gives Quagsire reliable recovery and makes it nearly impossible to take out without a clean 2HKO. (this should be known to readers, so it's fine to leave out) (Focus on making some of these sentences more concise; right now you include a lot of unnecessary information in the sentences that, while correct, isn't really needed to be mentioned.)

(imo introducing that Quagsire is basically essential on stall would be good)
Quagsire pairs best with other walls who may fall in the face of common threats that lose to Quagsire; Talonflame greatly appreciates Tyrantrum and Blastoise being blanked. Bulky Steel types love Salazzle and Drapion being gone, and also typically help patch up Quagsire's poor Special Defense stat. Talonflame, Goodra, and Escavalier all happen to also take on Grass types very nicely for Quagsire.

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats without regard for hazards, namely Toxic Spikes, but the loss of Leftovers makes a lot of matchups more difficult than they need to be. the Quagsire can viably run a Curse set with Ice Punch or Avalanche to snipe incoming Grass types, although Special breakers are far too common and the initial damage output is far too low for this set to be worth it. (I've even seen Quagsire forgo an Ice-type move on these sorts of sets and just replace the last moveslot with Curse; that could be worth rewording this sentence to include.) (I'd give a mention to Haze here to help against Stored Power users.) There are many other utility moves Quagsire can use, such as Yawn or Infestation, but the ones listed in the main set bring forth the most relevant use in a game-to-game basis.

Checks and Counters
====

**Grass Types and Coverage** Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common and easily threaten an OHKO on Quagsire. Power Whip Goodra and (physical Goodra isn't common enough to justify a mention this niche) Copperajah destroys Quagsire as well as Grass Knot Heliolisk.

**Choice Specs breakers** Special attacking wallbreakers that don't rely on setting up boosts to break can cleave through Quagsire quite easily; Exploud, Sylveon, Vanilluxe, etc. are all capable of coming in on Quagsire and threatening a near OHKO.

(A section on chip damage, i.e. status and entry hazards, would work here. Quagsire's bulk isn't very good relative to other walls, and as a result it can end up getting taken out a bit more easily than them.)

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Please take a look at this thread to help improve the basic grammar errors. The content is very solid, but I don't want the GP team to have to put in overtime to get this finished. QC 1/2 when done.
made some fundamental changes to better match what you were looking for in terms of condensing bloated text and took the advice in the 3 different categories ^^
 
[OVERVIEW]

Quagsire is a wall that finds success in many tiers thanks to its great defensive typing, solid defensive stats, reliable recovery, and a very unique ability in Unaware. In NU, Quagsire is used mostly on stall and balance teams due to its ability to wall multiple different kinds of threats such as Salazzle, Blastoise, Tyrantrum, and Drapion, which brings fantastic role compression to the teams it's on. Quagsire doesn't only stare down offensive threats, though; as its utility movepool lets it pester many defensive Pokemon too through the likes of Encore, Toxic, Yawn, etc.. While Quagsire is typically the go-to guy to take on setup sweepers, its below average stats find it struggling to deal with Pokemon who evoke raw power without setup such as Tauros, Sirfetch'd, or Golurk. Quagsire has to fear Grass coverage such as Power Whip from Copperajah and powerful Grass-types such as Rotom-C who can come in on Quagsire very easily and threaten it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Protect
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD



[SET COMMENTS]
Set Details
====

Earthquake and Toxic synergize perfectly with each other, as the Poison and Steel-types immune to Toxic are often weak to Earthquake, which allows Quagsire to exert some offensive pressure even as a defensive Pokemon. Scald does what it's always done, inflict devastating burns while also dishing out some damage, although most Pokemon who take on Quagsire don't mind burn too much, such as Rotom-C or Rest Guzzlord, and as good as burns can be, burning something that you wanted to poison with Toxic instead can be game-ending. Encore could be used in favor of Scald to further exemplify Quagsire's anti-setup motives, letting it punish anything that tries to abuse Quagsire's passivity by setting up hazards, recovering, or using Substitute. Protect is used in tandem with Toxic to rack up as much poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C or Decidueye. 68 Special Defense EV’s allow you to survive 2 Surfs from Blastoise, although it must be weary of Torrent-boosted Surf, as well as better deal with Salazzle and Dragalge.

Quagsire pairs best with other walls often found on stall teams who may fall in the face of common stall breakers such as Tyrantrum, Salazzle, and Drapion. Goodra, and Escavalier take on Grass-types very nicely for Quagsire and also help make up for its poor natural special bulk.

Plume and Xatu can help vs the strong wallbreakers and also avoid the toxic aimed at quag

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats without regard for hazards, namely Toxic Spikes, but the loss of Leftovers can make a lot of matchups more difficult than they need to be. Quagsire can viably run a Curse, potentially even with Ice Punch or Avalanche to snipe incoming Grass types, although special breakers are far too common and the initial damage output of the set is far too low to be worth it in most cases. There are many other utility moves Quagsire can use, such as Yawn, Haze, or Infestation, but the ones listed in the main set bring forth the most relevant use in a game-to-game basis.

Checks and Counters
====

**Grass-types and Grass coverage**: Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common Grass-types that easily threaten an OHKO on Quagsire. Grass coverage like Power Whip from Copperajah and Grass Knot from Heliolisk destroy Quagsire, too.

**Special Breakers**: Special attacking wallbreakers that don't rely on setting up boosts to break can cleave through Quagsire quite easily; Exploud, Sylveon, Vanilluxe, etc. are all capable of coming in on Quagsire and threatening a near OHKO.

**Passive Damage**: Despite a perfect defensive typing and ability, Quagsire's stats often leave much to be desired, meaning that in conjunction with entry hazards, status infliction, and item removal, Quagsire can be overwhelmed even by Pokemon its meant to be checking, some examples being Drapion Knock Off, Toxic from Salazzle, or switching into Spikes repeatedly.

**Strong Physical Wallbreakers**: Machamp, CB Passimian, Golurk, Sirfetchd (crit ofc 2hkos)

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [poh, 298730]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
 
Add/Fix Remove Comment
(AC): Add Comma

[OVERVIEW]

Quagsire is a wall that finds success in many tiers finds success thanks to its great defensive typing, solid defensive stats, reliable recovery, and a very unique ability in Unaware. In NU, Quagsire It is used mostly on stall and balance teams due to its ability to wall multiple different kinds of to wall multiple different threats such as Salazzle, Blastoise, Tyrantrum, and Drapion, which brings fantastic role compression to the teams it's on. Quagsire doesn't only stare down offensive threats, though, (semicolon -> comma) as its utility movepool lets it can pester many defensive Pokemon too through the likes of Encore, Toxic, Yawn, etc.. and Yawn. While Quagsire is typically the go-to guy option to take on setup sweepers, its below average stats find it struggling to deal with Pokemon who evoke that bring raw power without setup such as Tauros, Sirfetch'd, or and Golurk. Quagsire also has to fear Grass-type coverage such as Power Whip from Copperajah and powerful Grass-types such as Rotom-C, (AC) who which can come in on Quagsire very easily and threaten force it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Protect
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD



[SET COMMENTS]
Set Details
====

Earthquake and Toxic synergize perfectly with each other, as the Poison- (added hyphen) and Steel-types immune to Toxic are often weak to Earthquake, which allows Quagsire to exert some offensive pressure even as a defensive Pokemon. Encore could be used in favor of Scald to further exemplify Quagsire's anti-setup motives, letting it punish anything that tries to abuse Quagsire's passivity by setting up hazards, recovering, or using Substitute. Protect is used in tandem with Toxic Protect can be used in favor of Scald to rack up as much poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C or and Decidueye. Encore is another option to further challenge setup sweepers, as well as Pokemon exploiting Quagsire's passivity by setting up entry hazards, recovering, or using Substitute. 68 Special Defense EV’s allow you to survive 2 EVs allow it to survive two Surfs from Blastoise, although it must be weary of Torrent-boosted Surf, as well as better dealing with Salazzle and Dragalge.

Quagsire pairs best with other walls often found on stall teams, (AC) who which may fall in the face of common stall breakers stallbreakers such as Tyrantrum, Salazzle, and Drapion. Goodra and Escavalier take on Grass-types very nicely for Quagsire and also help make up for its poor natural special bulk. Special Defense. Rocky Helmet Xatu and Effect Spore Vileplume can punish powerful wallbreakers that can overwhelm Quagsire, namely Sirfetch'd and Tauros, and can absorb Toxic aimed at Quagsire while also appreciating the respective Rock and Fire resist Quagsire provides, all while providing additional Grass resists. Quagsire. They also appreciate Quagsire's Rock and Fire resistances, respectively, while providing additional partners to resist Grass.

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats without regard for hazards, namely threats, especially when facing Toxic Spikes, but the loss of Leftovers can make a lot of matchups more difficult than they need to be. Quagsire can viably run a Curse set, potentially even with Ice Punch or Avalanche to snipe incoming Grass-types, (added hyphen) although special wallbreakers are far too common and the initial damage output of the set set's initial damage is far too low to be worth it in most cases. There are many other utility moves Quagsire can use, such as Yawn, Haze, or and Infestation, but the ones listed in the main set bring forth the most relevant use in a game-to-game basis. are most useful overall.

Checks and Counters
====

**Grass-types and Grass-type Coverage** Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common Grass-types that easily threaten an OHKO on Quagsire. Grass-type coverage like Power Whip from Copperajah and Grass Knot from Heliolisk destroys Quagsire, too.

**Special Wallbreakers** Special attacking wallbreakers that don't rely on setting up boosts to break can cleave through Quagsire quite easily; Exploud, Sylveon, Vanilluxe, etc. are all capable of coming in on Quagsire and threatening a near OHKO.

**Passive Damage** Despite a perfect defensive typing and ability, Quagsire's stats often leave much to be desired, meaning that in conjunction with entry hazards, status infliction, and item removal, Quagsire can be entry hazards, status, and item removal can leave it overwhelmed even by Pokemon its meant to be checking, some examples being Drapion it's meant to check. Some example problems are Drapion's Knock Off, Toxic from Salazzle, or and switching into Spikes repeatedly.

**Strong Physical Wallbreakers** Pokemon that can muscle past Quagsire with raw power such as Flame Orb Machamp, Choice Band Golurk, or and Sirfetch'd can be problematic if Quagsire is the sole physical wall on a team.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [poh, 298730]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]
fairandbalanced.gif
1/2
 
GP Check
blue = add
red = delete
green = comments

Quagsire finds success thanks to its great defensive typing, solid defensive stats, reliable recovery, and very unique ability in Unaware. It is used mostly on stall and balance to wall multiple different kinds a variety of threats such as Salazzle, Blastoise, Tyrantrum, and Drapion (remove comma) which brings while offering fantastic role compression to these teams it's on. Quagsire doesn't only stare down offensive threats, though, as it can pester many defensive Pokemon, (add comma) too, (add comma) through the likes of Encore, Toxic, and Yawn. While Quagsire is typically the go-to option to take on setup sweepers, its below-average (add hyphen) stats find leave it struggling to deal with strong wallbreakers Pokemon that bring raw power without setup such as Tauros, Sirfetch'd, and Golurk. Quagsire also has to fear Grass-coverage such as Power Whip from Copperajah and powerful Grass-types such as Rotom-C, which can come in on Quagsire very easily and force it out.

[SET]
name: Mixed Wall
move 1: Earthquake
move 2: Toxic
move 3: Recover
move 4: Scald / Protect
item: Leftovers
ability: Unaware
nature: Impish
evs: 252 HP / 188 Def / 68 SpD



[SET COMMENTS]
Set Details
====

Earthquake and Toxic synergize perfectly with each other, as the Poison- and Steel-types immune to Toxic are often weak to Earthquake, which allows Quagsire to exert some offensive pressure even as a defensive Pokemon. Protect can be used in favor of Scald to rack up as much poison damage as possible, which is extremely helpful in whittling down threats such as Rotom-C and Decidueye. 68 Special Defense EVs allow it to survive two Surfs from Blastoise, although it must be weary wary of Torrent-boosted Surf, as well as better dealing with Salazzle and Dragalge.

Quagsire pairs best with other walls often found on stall teams, which may fall in the face of common stallbreakers such as Tyrantrum, Salazzle, and Drapion. Goodra and Escavalier take on Grass-types very nicely for Quagsire and also help make up for its poor Special Defense. Rocky Helmet Xatu and Effect Spore Vileplume can punish powerful wallbreakers like Sirfetch'd and Tauros that can overwhelm Quagsire, (remove comma) namely Sirfetch'd and Tauros, (remove comma) and can absorb switch into Toxic aimed at Quagsire. They also appreciate Quagsire's Rock and Fire resistances, respectively, while providing additional partners to that resist Grass.

[STRATEGY COMMENTS]
Other Options
====

Heavy-Duty Boots can help Quagsire pivot into threats, especially when facing Toxic Spikes, but the loss of Leftovers can make a lot of matchups more difficult than they need to be. Quagsire can viably run a Curse set, potentially even with Ice Punch or Avalanche to snipe incoming Grass-types, although special wallbreakers are far too common, (add comma) and the set's initially initial damage output is far too low to be worth it in most cases. There are many other utility moves Quagsire can use, such as Yawn, Haze, and Infestation, but the ones listed in the main set are most useful overall.

Checks and Counters
====

**Grass-types and Grass (hyphen->space) Coverage** Vileplume, Tsareena, Rotom-C, and Decidueye are all fairly common Grass-types that easily threaten an OHKO on Quagsire. Grass (hyphen->space) coverage like Power Whip from Copperajah and Grass Knot from Heliolisk destroy Quagsire, too.

**Special Wallbreakers** Special wallbreakers that don't rely on setting up can cleave through Quagsire quite easily; Exploud, Sylveon, and Vanilluxe, (remove comma) etc. (remove period) are all capable of coming in on Quagsire and threatening a near OHKO.

**Passive Damage** Despite a perfect its great defensive typing and ability, Quagsire's stats often leave much to be desired, meaning that entry hazards, status, and item removal can leave it overwhelmed even by Pokemon it's (add apostrophe) meant to be check. Some problem examples being of Pokemon that do this effectively are Drapion with Knock Off, Toxic from Salazzle with Toxic, and switching into Spikes repeatedly setters.

**Strong Physical Wallbreakers** Pokemon that can muscle past Quagsire with raw power such as Flame Orb Machamp, Choice Band Golurk, and Sirfetch'd can be problematic if Quagsire is the sole physical wall on a team.

[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [poh, 298730]]
- Grammar checked by: [[Finland, 517429], [dex, 277988]]
stag stamp.gif

Please be more careful when implementing GP checks, I had to implement some of Finland's changes in my own. 2/2
 
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