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Quagsire

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Quagsire in Pokémon Black & White

#195 in the National Pokédex • Water Fish Pokémon

Quagsire in the National Pokédex
Quagsire sprite

Normal

Shiny Quagsire sprite

Shiny

Pokédex entries

Pokémon Black

It has an easygoing nature. It doesn’t care if it bumps its head on boats and boulders while swimming.

Pokémon White

It has an easygoing nature. It doesn’t care if it bumps its head on boats and boulders while swimming.

Pokémon details

Types

WaterGround

Category

Water Fish Pokémon

Height

1.4 m (4'07")

Weight

75 kg (165.3 lbs)

National Pokédex

#0195

Quagsire in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

95

300

394

Attack

85

157

295

Defense

85

157

295

Sp. Atk

65

121

251

Sp. Def

65

121

251

Speed

35

67

185

Total

430

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Quagsire, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 HP
Catch rate
90
Base Exp.
151

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Wooper

Wooper

#194

Level 20

Quagsire

Quagsire

#195

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTail Whip

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.

Normal-10030
StartWater Gun

The target is blasted with a forceful shot of water.

Water4010025
StartMud Sport

The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.

Ground--15
5Mud Sport

The user covers itself with mud. It weakens Electric-type moves while the user is in the battle.

Ground--15
9Mud Shot

The user attacks by hurling a blob of mud at the target. It also reduces the target’s Speed.

Ground559515
15Slam

The target is slammed with a long tail, vines, etc., to inflict damage.

Normal807520
19Mud Bomb

The user launches a hard-packed mud ball to attack. It may also lower the target’s accuracy.

Ground658510
24Amnesia

The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat.

Psychic--20
31Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Normal--10
36Earthquake

The user sets off an earthquake that strikes those around it.

Ground10010010
41Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
48Mist

The user cloaks its body with a white mist that prevents any of its stats from being cut for five turns.

Ice--30
48Haze

The user creates a haze that eliminates every stat change among all the Pokémon engaged in battle.

Ice--30
53Muddy Water

The user attacks by shooting muddy water at the opposing team. It may also lower the targets’ accuracy.

Water958510

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM07Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type.

Ice--10
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM13Ice Beam

The target is struck with an icy-cold beam of energy. It may also freeze the target solid.

Ice9510010
TM14Blizzard

A howling blizzard is summoned to strike the opposing team. It may also freeze them solid.

Ice120705
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM26Earthquake

The user sets off an earthquake that strikes those around it.

Ground10010010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM34Sludge Wave

It swamps the area around the user with a giant sludge wave. It may also poison those hit.

Poison9510010
TM36Sludge Bomb

Unsanitary sludge is hurled at the target. It may also poison the target.

Poison9010010
TM37Sandstorm

A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.

Rock--10
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM46Thief

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

Dark4010010
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM55Scald

The user shoots boiling hot water at its target. It may also leave the target with a burn.

Water8010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM71Stone Edge

The user stabs the foe with sharpened stones from below. It has a high critical-hit ratio.

Rock100805
TM78Bulldoze

The user stomps down on the ground and attacks everything in the area. Hit Pokémon’s Speed stat is reduced.

Ground6010020
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM03Surf

It swamps the area around the user with a giant wave. It can also be used for crossing water.

Water9510015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015
HM05Waterfall

The user charges at the target and may make it flinch. It can also be used to climb a waterfall.

Water8010015
HM06Dive

Diving on the first turn, the user floats up and attacks on the second turn. It can be used to dive deep in the ocean.

Water8010010

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Acid Spray

The user spits fluid that works to melt the target. This harshly reduces the target’s Sp. Def stat.

Poison4010020

Prior evolution: egg

After You

The user helps the target and makes it use its move right after the user.

Normal--15

Prior evolution: egg

Ancient Power

The user attacks with a prehistoric power. It may also raise all the user’s stats at once.

Rock601005

Prior evolution: egg

Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Prior evolution: egg

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Prior evolution: egg

Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10

Prior evolution: egg

Double Kick

The target is quickly kicked twice in succession using both feet.

Fighting3010030

Prior evolution: egg

Encore

The user compels the target to keep using only the move it last used for three turns.

Normal-1005

Prior evolution: egg

Recover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10

Prior evolution: egg

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Prior evolution: egg

Spit Up

The power stored using the move Stockpile is released at once in an attack. The more power is stored, the greater the damage.

Normal-10010

Prior evolution: egg

Stockpile

The user charges up power and raises both its Defense and Sp. Def. The move can be used three times.

Normal--20

Prior evolution: egg

Swallow

The power stored using the move Stockpile is absorbed by the user to heal its HP. Storing more power heals more HP.

Normal--10

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010

PokéTransfer from Generation IV

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Earth Power

The user makes the ground under the target erupt with power. It may also lower the target’s Sp. Def.

Ground9010010

PokéTransfer from Generation IV

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

PokéTransfer from Generation IV

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

PokéTransfer from Generation IV

Icy Wind

The user attacks with a gust of chilled air. It also reduces the targets’ Speed stat.

Ice559515

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Water Pulse

The user attacks the target with a pulsing blast of water. It may also confuse the target.

Water6010020

PokéTransfer from Generation IV

Whirlpool

Traps foes in a violent swirling whirlpool for four to five turns.

Water358515

Gen IV Whirlpool → Diamond/Pearl/Platinum → PokéTransfer

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Damp

Ability Slot 1

Prevents the use of self-destructing moves.

Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle.

Water Absorb

Ability Slot 2

Restores HP if hit by a Water-type move.

Absorbs Water moves, healing for 1/4 max HP.

Unaware(Hidden Ability)

Ignores any stat changes in the Pokémon.

Ignores other Pokémon's stat modifiers for damage and accuracy calculation.

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