OU Quagsire

[OVERVIEW]

With its decent physical bulk when invested, an amazing ability in Unaware, and access to reliable recovery, Quagsire can help stop some of the most dangerous setup sweepers in the tier. Its physical bulk also allows it to naturally handle even more threats such as Zygarde locked into Thousand Arrows and Landorus-T. Furthermore, it has a useful defensive typing that can help it take on threats, namely most Electric-types lacking Grass-type coverage such as Mega Manectric and non-Grass Knot Tapu Koko. However, Quagsire has very poor special bulk and is therefore left completely vulnerable to almost every somewhat threatening special attacker in the tier such as Tapu Lele, both Greninja formes, and Keldeo. Also, its general passivity and predictability force it to rely on equally passive teammates that can support and benefit from it. While it boasts good physical bulk, relatively powerful physical attackers can simply break through Quagsire. Mega Mawile, Mega Medicham, and Hoopa-U all possess the immediate power to 2HKO Quagsire though its defenses. Lastly, Quagsire may find itself outclassed by Pokemon such as Toxapex and Unaware Clefable, which have better special bulk and can still take on most threats that Quagsire can.


[SET]
name: Unaware Wall
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Toxic / Curse
item: Leftovers
ability: Unaware
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

While weak, Scald has a useful 30% burn chance, which helps to wear down checks and further wall physical attackers. Earthquake is used for a decently powerful and consistent STAB move. Toxic lets Quagsire outlast both Pokemon it is supposed to be checking and Pokemon that check it. Toxic is particularly important for beating Roost Mega Charizard X and is helpful for beating and wearing down Landorus-T. Other Pokemon that threaten Quagsire such as Tangrowth can be poisoned upon switching in, which helps beat them in the long term. Recover is crucial and is what allows Quagsire to stay healthy and consistently wall and check what it needs to. Curse can be used over Toxic, as it helps Quagsire take on a select few physical attackers that it could potentially struggle with such as Alolan Marowak and Earth Plate Landorus-T.


Set Details
========

A straightforward EV spread of maximum HP and Defense investment with a Relaxed nature allows Quagsire to properly wall the physical attackers it needs to while retaining what power Scald has, as Quagsire's Speed is negligible anyways. Unaware is the only viable ability on Quagsire, as it is what allows Quagsire to wall most physical setup sweepers. Leftovers further helps with longevity and allows Quagsire to avoid important 2HKOs from Pokemon such as Adamant Landorus-T.


Usage Tips
========

Keeping Quagsire healthy with Recover or Wish passing is the most important aspect of using Quagsire. Allowing it to get weakened, get statused, have its item removed, or switch into more than one layer of entry hazards will severely hinder its ability to check threats such as Adamant Landorus-T. Generally, bring Quagsire in on something it walls and use Scald or Toxic to cripple or weaken the foe or potential switch-ins. Be cautious of double switches, as Quagsire alone cannot retaliate against powerful wallbreakers if caught off guard. Quagsire's passivity and predictability make it relatively easy to play around, so pay attention to how your opponent reacts to Quagsire and the rest of the team early-game. Be cautious of Z-Moves, which can either take Quagsire out or weaken it enough for other sweepers on the opponent's team. Proactively using Recover on common Z-Move users potentially wastes the opponent's Z-Move early. Use Curse to more reliably beat Pokemon such as offensive Z-Move Landorus-T and check Magic Guard Clefable and Swords Dance Alolan Marowak, which are very large nuisances to the passive teams on which Quagsire is found. Simply use Curse when Quagsire is healthy enough to take a subsequent attack after it has boosted, then recover off any damage.


Team Options
========

Chansey is a very good teammate for Quagsire, as it walls every special attacker in the tier bar some Tapu Lele variants, Choice Specs Hoopa-U, and other special setup sweepers with access to Psyshock. Additionally, with access to Natural Cure and Heal Bell, Chansey can act as a status absorber for Quagsire. Skarmory keeps entry hazards off the field for Quagsire, can take Grass-type attacks directed at Quagsire, and further walls physical attackers in general. It notably takes on Mega Pinsir and Tapu Bulu, which Quagsire alone cannot handle. Mega Sableye bounces back hazards and generally annoys the opposing team by crippling it with Will-O-Wisp and removing items. Dugtrio reliably traps dangerous stallbreakers such as Hoopa-U, Tapu Lele not holding a Shed Shell, and Z-Move Kartana, which Quagsire and its team can otherwise struggle to take down. Tangrowth holding an Assault Vest can stomach many attacks in general and checks potential stallbreakers such as Serperior and certain Tapu Bulu sets. Tangrowth also serves as a countermeasure to situational lures such as Grass Knot Tapu Koko and shrugs off damage it takes with Regenerator.


[STRATEGY COMMENTS]
Other Options
=============

Ice Beam can be used over another attacking move, as Scald is enough to deter attackers such as Heatran and Marowak, and Earthquake + Toxic can still effectively wear down the opposing team. This gives Quagsire a better matchup versus Zygarde, especially Substitute + Coil variants, and hits Landorus-T and Garchomp for more damage than Scald. Using Waterfall alongside Curse sounds like a good idea at first, but lacking any means of statusing Pokemon that can easily come in on Quagsire makes them more difficult to beat. Lastly, Encore can be used over Toxic as another option to deter setup sweepers with Substitute like Substitute + Coil Zygarde, but again, not having Toxic may work against the team.


Checks and Counters
===================

**Grass-types and Grass-type Moves**: Because Quagsire has a 4x weakness to Grass-type moves, it is easily OHKOed by basically any Pokemon with the appropriate move. Tangrowth and Amoonguss both completely wall and threaten to OHKO Quagsire and, even if statused, are hard to wear down due to their Regenerator abilities. The opponent often loses nothing by simply threatening Quagsire and double switching out, putting your team behind in momentum. Mega Venusaur, Serperior, and Tapu Bulu all greatly threaten Quagsire, though it can wear all of them down with burns or poison should they choose to switch in. Serperior and Tapu Bulu in particular pose as potentially dangerous stallbreakers if left unchecked and free to set up. Lures such as Bloom Doom Heatran and Grass Knot Tapu Koko can also catch Quagsire off guard and OHKO it; scouting for such moves is key to not letting Quagsire be unnecessarily KOed.

**Special Attackers**: Almost every special attacker in the tier threatens to 2HKO Quagsire due to its poor special bulk. Most non-Electric-types such as Greninja, Tapu Lele, Mega Charizard Y, Gengar, Keldeo, and Hoopa-U are able to do huge amounts of damage to Quagsire despite not necessarily having super effective coverage moves to hit it with. Quagsire is also unable to status or damage these threats in a one-on-one situation due to its very low Speed tier and is nearly always forced out by them.

**Powerful Physical Wallbreakers**: Very strong physical attackers such as Mega Medicham, Mega Pinsir, Mega Mawile, and Hoopa-U can easily 2HKO Quagsire despite its physical bulk and is thus not able to check these threats. Powerful attacks such as Choice Band Zygarde's Outrage and some Z-Moves into coverage, such as Landorus-T's Supersonic Skystrike into Earthquake, threaten to 2HKO Quagsire as well.
 
Last edited:
Okay, I believe this is ready for QC.

Edit 1: Implemented p2's changes. QC [1/3].
 
Last edited:

p2

Banned deucer.
[OVERVIEW]
  • Decent 95/85 physical bulk when invested and access to Unaware allow Quagsire to check some of the tier's most threatening physical sweepers and attackers such as Landorus-Therian, Mega Charizard X, and Zygarde.
  • Access to Curse can heighten its ability to do so.
  • Good defensive typing in Water/Ground gives it only a weakness to Grass moves, four resistances, and a useful Electric immunity.
  • Access to Recover greatly helps its staying power versus all matchups.
  • Is very passive and is forced to rely on Scald burns and Toxic damage to reliably wear down its checks and other walls.
  • Relatively poor special bulk leaves it often forced out by threatening special attackers that can hit it at least neutrally such as Greninja and Tapu Lele.
  • Powerful physical attackers such as Mega Mawile, Mega Medicham, and Hoopa-Unbound can simply overwhelm Quagsire.
  • Best fits on stall or semi-stall archetypes.
  • Faces competition for a team slot from Unaware Clefable and Toxapex due to Clefable being able to wall more attackers in general, and Toxapex being able to Haze some of the setup sweepers that Quagsire takes on.


[SET]
name: Physically Defensive Unaware Wall
move 1: Scald
move 2: Earthquake
move 3: Toxic / Curse
move 4: Recover
item: Leftovers
ability: Unaware
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

  • Scald has a 30% to burn and can help to further wall physical attackers and wear down Quagsire's checks.
  • Earthquake hits decently hard for a wall and allows for consistent damage against Pokemon such as Jirachi, Mega Metagross, and Tyranitar.
  • Toxic wears down Quagsire's switch-ins such as Tangrowth and is useful for checking Pokemon such as Mega Charizard X which has access to Roost. quag kinda walls the hell outta zard x as it is, remove this part or replace zardx w/ something else
  • Curse can be used over Toxic to better take on Pokemon like Marowak and offensive Landorus-T which otherwise are a great threat to the team. mention it also allows quag to boost up vs coil zygardes that lack toxic, pretty important target too.
  • Recover allows Quagsire to stay healthy and able to check what it needs to throughout the match.


Set Details
========

  • Maximum HP and Defense investment with a Relaxed nature allow Quagsire to properly wall the physical attackers it needs to while retaining what power Scald has, as Quagsire's Speed is negligible anyways.
  • Unaware is the only viable ability on Quagsire as it is what allows it to wall most physical setup sweepers.
  • Leftovers further helps with longevity and allows Quagsire to avoid important 2HKOes from Pokemon such as Adamant Landorus-T.


Usage Tips
========

  • Bring Quagsire in on something it walls and use Scald or Toxic to cripple/weaken the opposing Pokemon or potential switch-ins. Be cautious of double switches as Quagsire alone cannot retaliate against powerful breakers if caught off guard.
  • Keeping Quagsire healthy with Recover is key, especially if the opponent has threats that need it weakened or KOed such as Adamant Landorus-T, as Quagsire narrowly avoids being 2HKOed by it. Allowing Quagsire to get too weakened could allow such Pokemon to sweep its team.
  • In a similar vein, avoid letting Quagsire's Leftovers from being Knocked Off, as not only does Leftovers add to Quagsire's bulk, it also lets it avoid being 2HKOed by Adamant Landorus-T.
  • Curse more reliably beats Pokemon such as offensive Z-Move Landorus and completely checks Swords Dance Marowak and Magic Guard Clefable which are very large nuances to passive teams on which Quagsire is found. Simply use Curse when Quagsire is healthy enough to take a subsequent attack after it has boosted and recover off damage.
  • Be cautious of Z-Moves which can either take Quagsire out or weaken it enough for other sweepers on the opponent's team. Proactively using Recover on common Z-Move users potentially uses the opponent's Z-Move early.
  • Avoid status such as Burn, Poison, or Toxic as they can wear down Quagsire and put it in range of attacks it otherwise needs to take.
  • Similarly, keeping hazards off of the field is helpful as Spikes and Stealth Rock damage can add up over repeated switches to Quagsire and can force it to recover unnecessarily. This not only uses Recover PP faster, it also makes Quagsire even more passive and predictable.


Team Options
========

  • Chansey walls every special attacker in the tier bar some Tapu Lele variants, Choice Specs Hoopa-Unbound, and other special setup sweepers with access to Psyshock. Additionally with access to Natural Cure and Heal Bell, Chansey can act as a status absorber for Quagsire in order to avoid much unwanted status.
  • Skarmory can take Grass-type attacks directed at Quagsire and further walls physical attackers in general. It namely takes on Mega Pinsir and Tapu Bulu which Quagsire alone cannot handle. Skarmory also keeps hazards off of the field for Quagsire allowing it to always be as healthy as possible.
  • Mega Sableye similarly bounces back hazards and generally annoys the opposing team. It can also help to wear down Pokemon that Quagsire has statused by Knocking Off their items and Recover stalling.
  • Dugtrio reliably traps dangerous stallbreakers such as Hoopa-Unbound, Tapu Lele not holding a Shed Shell, and Z-Move Kartana which Quagsire and its team can otherwise struggle to take down.
  • Tangrowth holding an Assault Vest can stomach many attacks in general, notably Grass-type attacks, and shrugs off damage it takes with Regenerator.
  • Mega Venusaur is similar to Tangrowth, but the former can take on Gunk Shot Greninja not carrying Extrasensory to a better degree. However, using Mega Venusaur takes up the Mega Stone on the team, so there is a greater opportunity cost to using it. venu kinda sux i would just replace this with amoong because it still beats things like serp and you dont get donked by some wack lures like gk koko


[STRATEGY COMMENTS]
Other Options
=============

  • Waterfall can be used over Scald when using Curse as it is powered up along with Earthquake; however, not having any means of statusing Pokemon that can easily come in on Quagsire makes it more difficult to beat them due to Quagsire's passivity.
  • Running Water Absorb gives Quagsire an extra immunity, but doing so forgoes the ability to check setup sweepers, making it completely unviable. Gastrodon and other bulky Water-types such as Toxapex outclass Water Absorb variants of Quagsire. remove water absorb
  • add encore and ice beam


Checks and Counters
===================

i think you can tidy this up a lot more, some of it seems really overly specific and some things don't elaborate on points really

**Grass-types and Grass-type moves**: Because Quagsire has a 4x weakness to Grass-type moves, it is easily OHKOed by basically any Pokemon with the appropriate move or coverage. Tangrowth, Tapu Bulu, and Venusaur all greatly threaten Quagsire, though, it can wear all down with burns and toxic in the case of the latter two should they choose to switch in.you can expand this a fair bit, talking about more grasses like serperior/amoonguss. i guess mention some lure options that can ohko like gk koko (but tbf there isn't a whole lot running grass coverage in this meta)

**Special attackers**: Most special attackers in the tier bar electric types without grass coverage can 2HKO Quagsire due to its poor special bulk. Examples of some special attackers that it can take on include Magnezone, non-Grass Knot Tapu Koko, and most variants of Zapdos. you can expand on this a lot. basically, blanket mention a ton of special attackers, things like keld / gren / lele / gar and just say that they easily blow back quag because its spdef is bad. i just dont really like the way this is worded

id put it like "Many non-Electric-type special attackers such as Greninja, Keldeo, Tapu Lele, Gengar, and Mega Charizard Y all threaten Quagsire with their high powered moves. Quagsire is also very slow so it will not get an opportunity to land a Toxic or Earthquake in a 1v1 situation against them."


**Powerful physical wall breakers**: Very strong physical attackers such as Mega Medicham, Mega Pinsir, Mega Mawile, and Hoopa-Unbound can easily 2HKO Quagsire through its physical bulk and is thus not able to check these threats. Other more rare examples include Outrage Mega Charizard X and Mega Garchomp which are specifically designed to enable them to 2HKO Quagsire.

**Bloom Doom Heatran**: Quagsire may seem like a safe switch-in to Heatran, but Heatran can potentially trap Quagsire with Magma Storm and OHKO it with ease with Z-Solar Beam. Scout against and be cautious of opposing Heatran which may be holding a Z-Crystal. remove this and throw it up besides grasstypes/covg

**Taunt and status ailments**: Taunt prevents the use of Recover which prevents Quagsire from healing up when necessary. Other volatile status, namely poison and toxic, wear Quagsire down rather quickly and the latter inevitably forces it out.i don't like taunt/status in c&c because its kind of a given, i would remove this

**Mega Gyarados and Mold Breaker**: Mold Breaker and similar abilities ignore Unaware, allowing Pokemon like Mega Gyarados to simply set up on Quagsire and break though it. this is also pretty over specific and considering gyara is pretty bad in the current meta, i dont think its worth mentioning this either.
1/3 after you implement this
 

Colonel M

I COULD BE BORED!
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OVERVIEW

When you do write this up, I would mention Curse later in the Overview Consider that most Quagsire will run Recover / Scald / Toxic / Earthquake with Curse only being used on an occasion. Still okay to mention in the Overview, but the main things to sell is that it's somewhat bulky, has access to Recover, Unaware is a broken good ability, and that it has the flaws that you mentioned earlier.

Unaware Wall

Re-order the moves like so:

[SET]
name: Unaware Wall
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Toxic / Curse
item: Leftovers
ability: Unaware
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD

Basically move Recover to slot 3 and the filler stuff in Slot 4.
Leftovers further helps with longevity and allows Quagsire to avoid important 2HKOes from Pokemon such as Adamant Landorus-T.
Mention that it's Earthquake.

Usage Tips appears fine, though I would try to make sure not to mention the 2HKO from Adamant Landorus-T's Earthquake too much (it's important, but you have it mentioned like 3-4 times in bullet format).

Everything looks fine - just don't forget to remove the Styled thing and I think we're good to go. Also remove mentions of Mega Metagross.

2/3
 

lotiasite

undedgy
is a Forum Moderatoris a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
hi, GP 1/2

add remove comments

[OVERVIEW]

With its decent physical bulk when invested, an amazing ability in Unaware, and access to reliable recovery, Quagsire can help stop some of the most dangerous setup sweepers in the tier. Its physical bulk also also allows it to naturally take on threats such as Zygarde locked into Thousand Arrows and Landorus-Therian. Furthermore, it has a useful defensive typing that can help it take on threats, namely most Electric-types (ah) lacking Grass-type coverage such as Tapu Koko lacking Grass Knot and Mega Manectric. However, Quagsire has very poor special bulk and is therefore left completely vulnerable to almost every somewhat threatening special attacker in the tier, such as Tapu Lele, both Greninja formes, and Keldeo all greatly threaten Quagsire. Also, its general passivity and predictability force it to rely on equally passive teammates that can support and take advantage of it. And While boasting it boasts good physical bulk, it is not perfect as relatively powerful physical attackers can simply break through Quagsire. Mega Mawile, Mega Medicham, and Hoopa-Unbound all possess the immediate power to 2HKO Quagsire though its defenses. Lastly, Quagsire may find itself outclassed by Pokemon such as Toxapex and Unaware Clefable, (ac) which have better special bulk and can still take on most threats that Quagsire can.


[SET]
name: Unaware Wall
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Toxic / Curse
item: Leftovers
ability: Unaware
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

The provided moveset is fairly standard and simply takes advantage of Quagsire's STABs and Recovery. (unnecessary) While weak, Scald has a useful 30% burn chance, (ac) which helps to wear down checks and further wall physical attackers. Earthquake is used for a decently powerful and consistent STAB move. Toxic lets Quagsire outlast both Pokemon it is supposed to be checking, as well as and Pokemon that check it. Toxic is important for beating Roost Mega Charizard X, (rc) and is helpful for beating and wearing down Landorus-Therian. Other Pokemon that threaten Quagsire such as Tangrowth can be statused poisoned upon switch-in switching in, which helps beat them in the long term. Recover is crucial and is what allows Quagsire to stay healthy and consistently wall and check what it needs to. Curse can be used over Toxic, (ac) as it helps take on a select few physical attackers that Quagsire could potentially struggle with such as Alolan Marowak and Earth Plate Landorus-Therian.


Set Details
========

A straightforward EV spread of maximum HP and Defense investment with a Relaxed nature allows Quagsire to properly wall the physical attackers it needs to while retaining what power Scald has, as Quagsire's Speed is negligible anyways. Unaware is the only viable ability on Quagsire, (ac) as it is what allows it Quagsire to wall most physical setup sweepers. Leftovers further helps with longevity and allows Quagsire to avoid important 2HKOes 2HKOs from Pokemon such as Adamant Landorus-T.


Usage Tips
========

Keeping Quagsire healthy with Recover or Wish-passing Wish passing is the most important aspect of using Quagsire. Allowing it to get weakened, statused, knocked off its item removed, and/or switching it into more than one layer of entry hazards will severely hinder its ability to check threats such as Adamant Landorus-Therian. Generally, bring Quagsire in on something it walls and use Scald or Toxic to cripple/weaken cripple or weaken the opposing Pokemon or potential switch-ins. Be cautious of double switches, (ac) as Quagsire alone cannot retaliate against powerful wallbreakers if caught off guard. Quagsire's passivity and predictability make it relatively easy to play around, so scout how your opponent reacts to Quagsire and the rest of the team early-game (ah). Be cautious of Z-Moves, (ac) which can either take Quagsire out or weaken it enough for other sweepers on the opponent's team. Proactively using Recover on common Z-Move users potentially uses the opponent's foe's Z-Move early. Use Curse to more reliably beat Pokemon such as offensive Z-Move Landorus-T (im assuming this is what you mean cause lando-i is banned) and to check Magic Guard Clefable and Swords Dance Alolan Marowak (again, assuming), which are very large nuances to the passive teams on which Quagsire is found. Simply use Curse when Quagsire is healthy enough to take a subsequent attack after it has boosted and recover off damage.


Team Options
========

Chansey is a very good teammate for Quagsire, as Chansey walls every special attacker in the tier bar some Tapu Lele variants, Choice Specs Hoopa-Unbound, and other special setup sweepers with access to Psyshock. Additionally, (ac) with access to Natural Cure and Heal Bell, Chansey can act as a status absorber for Quagsire in order to avoid much unwanted status. Skarmory keeps entry hazards off of the field for Quagsire, (ac) and can take Grass-type attacks directed at Quagsire, (ac) and further walls physical attackers in general. It namely notably takes on Mega Pinsir and Tapu Bulu, (ac) which Quagsire alone cannot handle. Mega Sableye similarly bounces back hazards and generally annoys the opposing team by crippling them it with Will-O-Wisp and knocking items off. Dugtrio reliably traps dangerous stallbreakers such as Hoopa-Unbound, Tapu Lele not holding a Shed Shell, and Z-Move Kartana, (ac) which Quagsire and its team can otherwise struggle to take down. Tangrowth holding an Assault Vest can stomach many attacks in general and checks potential stallbreakers such as Serperior and certain Tapu Bulu sets. Tangrowth also serves as a countermeasure (rh) to situational lures such as Grass Knot Tapu Koko, (rc) and shrugs off damage it takes with Regenerator.


[STRATEGY COMMENTS]
Other Options
=============

Ice Beam can be used over another attacking move, (ac) as Scald is enough to deter attackers such as Heatran and Marowak, and Earthquake plus + Toxic can still effectively wear down the opposing team. This gives Quagsire a better matchup versus Zygarde, especially Sub-Coil Substitute + Coil variants, and hits Landorus-T and Garchomp for more damage than Scald. Using Waterfall alongside Curse sounds like a good idea at first, but lacking any means of statusing Pokemon that can easily come in on Quagsire makes it more difficult to beat them due to Quagsire's passivity. Lastly, Encore can be used over Toxic as another option to deter setup sweepers with Substitute like Sub-Coil Substitute + Coil Zygarde, but again, not having Toxic may work against the team.


Checks and Counters
===================

**Grass-types and Grass-type moves**: Because Quagsire has a 4x weakness to Grass-type moves, it is easily OHKOed by basically any Pokemon with the appropriate move or coverage. Tangrowth and Amoonguss both completely wall and threaten to OHKO Quagsire, (rc) and, (ac) even if statused, are hard to wear down due to their Regenerator abilities. The opponent often loses nothing by simply threatening Quagsire and double switching out, putting the team behind in momentum. Mega Venusaur, Serperior, and Tapu Bulu, (rc) all greatly threaten Quagsire, though, (rc) it can wear all of them down with burns and toxic or poison in the case of the latter two should they choose to switch in. Serperior and Tapu Bulu in particular pose as potentially dangerous stallbreakers if left unchecked and free to set up. Lures such as Bloom Doom Heatran and Grass Knot Tapu Koko can also catch Quagsire off guard and OHKO it; scouting for such moves is key to not letting Quagsire be unnecessarily KOed.

**Special Attackers**: Almost every special attacker in the tier threatens to 2HKO Quagsire due to its poor special bulk. Most non-Electric-types such as Greninja, Tapu Lele, Mega Charizard Y, Gengar, Keldeo, and Hoopa-Unbound are able to do huge amounts of damage to Quagsire despite not necessarily having super effective (rh) coverage moves to hit it with. Quagsire is also unable to status or damage these threats in a 1v1 one-on-one situation due to its very low speedtier Speed tier and is nearly always forced out by them.

**Powerful Physical Wall(remove space)breakers**: Very strong physical attackers such as Mega Medicham, Mega Pinsir, Mega Mawile, and Hoopa-Unbound can easily 2HKO Quagsire through its physical bulk and is thus not able to check these threats. Powerful attacks such as Choice Band Zygarde's Outrage and some Z-Moves into coverage, such as Landorus-T's Supersonic Skystrike into Earthquake, (ac) threaten to 2HKO Quagsire as well.

well written, thanks :)
you can implement this now lol
 
Last edited:

GP 2/2
remove add comments

[OVERVIEW]
With its decent physical bulk when invested, an amazing ability in Unaware, and access to reliable recovery, Quagsire can help stop some of the most dangerous setup sweepers in the tier. Its physical bulk also allows it to naturally take on threats such as Zygarde locked into Thousand Arrows and Landorus-T. Furthermore, it has a useful defensive typing that can help it take on handle even more threats, namely most Electric-types lacking Grass-type coverage such as Tapu Koko lacking Grass Knot and Mega Manectric and non-Grass Knot Tapu Koko. (Dazzling Gleam is a likely 2HKO, though) However, Quagsire has very poor special bulk and is therefore left completely vulnerable to almost every somewhat threatening special attacker in the tier such as Tapu Lele, both Greninja formes, and Keldeo. Also, its general passivity and predictability force it to rely on equally passive teammates that can support and take advantage of benefit from it. While it boasts good physical bulk, relatively powerful physical attackers can simply break through Quagsire. Mega Mawile, Mega Medicham, and Hoopa-Unbound all possess the immediate power to 2HKO Quagsire though its defenses. Lastly, Quagsire may find itself outclassed by Pokemon such as Toxapex and Unaware Clefable, which have better special bulk and can still take on most threats that Quagsire can.


[SET]
name: Unaware Wall
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Toxic / Curse
item: Leftovers
ability: Unaware
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

While weak, Scald has a useful 30% burn chance, which helps to wear down checks and further wall physical attackers. Earthquake is used for a decently powerful and consistent STAB move. Toxic lets Quagsire outlast both Pokemon it is supposed to be checking and Pokemon that check it. Toxic is particularly important for beating Roost Mega Charizard X and is helpful for beating and wearing down Landorus-T. Other Pokemon that threaten Quagsire such as Tangrowth can be poisoned upon switching in, which helps beat them in the long term. Recover is crucial and is what allows Quagsire to stay healthy and consistently wall and check what it needs to. Curse can be used over Toxic, as it helps Quagsire take on a select few physical attackers that Quagsire it could potentially struggle with such as Alolan Marowak and Earth Plate Landorus-T.


Set Details
========

A straightforward EV spread of maximum HP and Defense investment with a Relaxed nature allows Quagsire to properly wall the physical attackers it needs to while retaining what power Scald has, as Quagsire's Speed is negligible anyways. Unaware is the only viable ability on Quagsire, as it is what allows Quagsire to wall most physical setup sweepers. Leftovers further helps with longevity and allows Quagsire to avoid important 2HKOs from Pokemon such as Adamant Landorus-T.


Usage Tips
========

Keeping Quagsire healthy with Recover or Wish passing is the most important aspect of using Quagsire. Allowing it to get weakened, get statused, have its item removed, and/or switching it into more than one layer of entry hazards will severely hinder its ability to check threats such as Adamant Landorus-T. Generally, bring Quagsire in on something it walls and use Scald or Toxic to cripple or weaken the opposing Pokemon foe or potential switch-ins. Be cautious of double switches, as Quagsire alone cannot retaliate against powerful wallbreakers if caught off guard. Quagsire's passivity and predictability make it relatively easy to play around, so scout pay attention to how your opponent reacts to Quagsire and the rest of the team early-game. Be cautious of Z-Moves, which can either take Quagsire out or weaken it enough for other sweepers on the foe's opponent's team. Proactively using Recover on common Z-Move users potentially uses wastes the opponent's Z-Move early. Use Curse to more reliably beat Pokemon such as offensive Z-Move Landorus-T and check Magic Guard Clefable and Swords Dance Alolan Marowak, which are very large nuances nuisances to the passive teams on which Quagsire is found. Simply use Curse when Quagsire is healthy enough to take a subsequent attack after it has boosted, (comma) then and recover off any damage.


Team Options
========

Chansey is a very good teammate for Quagsire, as Chansey it walls every special attacker in the tier bar some Tapu Lele variants, Choice Specs Hoopa-U, and other special setup sweepers with access to Psyshock. Additionally, with access to Natural Cure and Heal Bell, Chansey can act as a status absorber for Quagsire in order to avoid much unwanted status. Skarmory keeps entry hazards off the field for Quagsire, can take Grass-type attacks directed at Quagsire, and further walls physical attackers in general. It notably takes on Mega Pinsir and Tapu Bulu, which Quagsire alone cannot handle. Mega Sableye similarly bounces back hazards and generally annoys the opposing team by crippling it with Will-O-Wisp and knocking removing items off. Dugtrio reliably traps dangerous stallbreakers such as Hoopa-U, Tapu Lele not holding a Shed Shell, and Z-Move Kartana, which Quagsire and its team can otherwise struggle to take down. Tangrowth holding an Assault Vest can stomach many attacks in general and checks potential stallbreakers such as Serperior and certain Tapu Bulu sets. Tangrowth also serves as a countermeasure to situational lures such as Grass Knot Tapu Koko and shrugs off damage it takes with Regenerator.


[STRATEGY COMMENTS]
Other Options
=============

Ice Beam can be used over another attacking move., (comma) as Scald is enough to deter attackers such as Heatran and Marowak, and Earthquake + Toxic can still effectively wear down the opposing team. This gives Quagsire a better matchup versus Zygarde, especially Substitute + Coil variants, and hits Landorus-T and Garchomp for more damage than Scald. Using Waterfall alongside Curse sounds like a good idea at first, but lacking any means of statusing Pokemon that can easily come in on Quagsire makes it them more difficult to beat them due to Quagsire's passivity. Lastly, Encore can be used over Toxic as another option to deter setup sweepers with Substitute like Substitute(space)+ Coil Zygarde, but again, not having Toxic may work against the team.


Checks and Counters
===================

**Grass-types and Grass-type Moves**: Because Quagsire has a 4x weakness to Grass-type moves, it is easily OHKOed by basically any Pokemon with the appropriate move or coverage. Tangrowth and Amoonguss both completely wall and threaten to OHKO Quagsire and, even if statused, are hard to wear down due to their Regenerator abilities. The opponent often loses nothing by simply threatening Quagsire and double switching out, putting the your team behind in momentum. Mega Venusaur, Serperior, and Tapu Bulu all greatly threaten Quagsire, though it can wear all of them down with burns or poison in the case of the latter two should they choose to switch in. Serperior and Tapu Bulu in particular pose as potentially dangerous stallbreakers if left unchecked and free to set up. Lures such as Bloom Doom Heatran and Grass Knot Tapu Koko can also catch Quagsire off guard and OHKO it; scouting for such moves is key to not letting Quagsire be unnecessarily KOed.

**Special Attackers**: Almost every special attacker in the tier threatens to 2HKO Quagsire due to its poor special bulk. Most non-Electric-types such as Greninja, Tapu Lele, Mega Charizard Y, Gengar, Keldeo, and Hoopa-U are able to do huge amounts of damage to Quagsire despite not necessarily having super effective coverage moves to hit it with. Quagsire is also unable to status or damage these threats in a one-on-one situation due to its very low Speed tier and is nearly always forced out by them.

**Powerful Physical Wallbreakers**: Very strong physical attackers such as Mega Medicham, Mega Pinsir, Mega Mawile, and Hoopa-U can easily 2HKO Quagsire through despite its physical bulk and is thus not able to check these threats. Powerful attacks such as Choice Band Zygarde's Outrage and some Z-Moves into coverage, such as Landorus-T's Supersonic Skystrike into Earthquake, threaten to 2HKO Quagsire as well.
 
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