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Quagsire


Main Pokédex page | Flavor text and images

General

Quagsire
water ground

Abilities

Damp
Neither this Pokémon nor the enemy can use Explosion or Selfdestruct.
Water Absorb
Damage from Water moves instead heals up to 1/4 of this Pokémon's max HP.

Damage Taken

Dex Numbers

Generation
Gold/Silver/Crystal GSC
Red/Blue/Yellow Kanto
195
Gold/Silver/Crystal Johto
57
Ruby/Sapphire/Emerald Hoenn
n/a
Diamond/Pearl Sinnoh
118

Names

Japanese
ヌオー
Romaji
Nuoo

Flavor

Height
4'7.1" or 1.4 m
Weight
165.3 lb or 75 kg
Species
Water Fish
Color
blue
Cry
mp3 here
Fire Red/Leaf Green Habitat
Water's edge
Pawprint

Misc

R/B/Y code
n/a

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
2: Water 1
5: Ground
Steps to hatch
5,120
Compatible with
92 families; 200 total Pokémon

In the Wild

Base EXP
137 or 0x89
Capture rate
90 or 0x5a
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 HP
Wild held items
n/a

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1
194 Wooper Base form 195 Quagsire Raise to level 20

Stats

Stat Base Max Stat %ile
L50 L100
HP
95
202 394 85.6
Attack
85
137 269 65.5
Defense
85
137 269 72.2
Special Attack
65
117 229 48.7
Special Defense
65
117 229 46.5
Speed
35
87 169 12.4
Average
71.7
- - 53.8

Flavor

See also: All versions' flavor text and sprites

Diamond It has a sluggish nature. It lies at the river's bottom, waiting for prey to stray into its mouth.

Pearl A dim-witted Pokémon. It doesn't care if it bumps its head into boats or rocks while swimming.

Locations

Route 212

Note: this ONLY shows Diamond locations for the moment. (New Pokédex with all three games' encounters is in the works.)

Area Section Level Method
Route 212 Pastoria City side 20 - 40 surfing 10%
Safari Zone Area 1 25 - 26 Morning Daytime Night 15%
Safari Zone Area 2 25 - 26 Morning Daytime Night 15%
Safari Zone Area 3 23 - 24 Morning Daytime Night 15%
Safari Zone Area 4 23 - 24 Morning Daytime Night 15%
Safari Zone Area 5 21 - 22 Morning Daytime Night 15%
Safari Zone Area 6 21 - 22 Morning Daytime Night 15%

Move List

See also: This list in the move search

See also: Contest list

Quagsire's Attack is higher, so it will inflict more damage with physical () moves.

Quagsire gets the STAB from water and ground moves.

Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Move Type Dmg PP Power Acc.* Pri. Description
-- Mud Sport ground none 15 -- 100% All damage from Electric moves is halved until the end of the battle.
-- -- -- Tail Whip normal none 30 -- 100% Lowers the target's Defense.
-- -- -- Water Gun water special 25 40 100% Inflicts regular damage.
5 Mud Sport ground none 15 -- 100% All damage from Electric moves is halved until the end of the battle.
9 Mud Shot ground special 15 55 95% Has a 100% chance to lower the target's Speed.
11 11 15 Slam normal physical 20 80 75% Inflicts regular damage.
16 Mud Shot ground special 15 55 95% Has a 100% chance to lower the target's Speed.
19 Mud Bomb ground special 10 65 85% Has a 30% chance to lower the target's Accuracy.
23 23 24 Amnesia psychic none 20 -- 100% Raises the user's Special Defense by two levels.
35 31 Yawn normal none 10 -- 100% Target Sleeps at the end of the next turn.
35 42 36 Earthquake ground physical 10 100 100% Inflicts regular damage.
47 49 41 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
59 61 48 Haze ice none 30 -- 100% Resets all Pokemon's stats, Accuracy, and Evasion.
59 61 48 Mist ice none 30 -- 100% Protects the user's stats from being changed by opposing Pokemon's moves.
53 Muddy Water water special 10 95 85% Has a 30% chance to lower the target's Accuracy.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Platinum Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Crystal Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. If the user takes physical damage this turn, inflicts twice the damage taken to the target.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Platinum Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Platinum Icy Wind ice special 15 55 95% Has a 100% chance to lower the target's Speed.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Platinum Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Platinum AncientPower rock special 5 60 100% Has a 10% chance to raise all of the user's stats.
Platinum Dive water physical 10 80 100% User dives underwater, dodging all attacks, and hits next turn.
Platinum Aqua Tail water physical 10 90 90% Inflicts regular damage.
Platinum Earth Power ground special 10 90 100% Has a 10% chance to lower the target's Special Defense.
Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl/Platinum TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 14 14 Blizzard ice special 5 120 70% Has a 10% chance to Freeze the target. Chance to hit becomes 100% during Hail.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 28 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains H8 Dive water physical 10 80 100% User dives underwater, dodging all attacks, and hits next turn.
Chains 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 26 26 26 Earthquake ground physical 10 100 100% Inflicts regular damage.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 52 Focus Blast fighting special 5 120 70% Has a 10% chance to lower the target's Special Defense.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 68 Giga Impact normal physical 5 150 90% User foregoes its next turn to recharge.
Chains 07 07 Hail ice none 10 -- 100% Changes the weather to a hailstorm for five turns.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 15 15 15 Hyper Beam normal special 5 150 90% User foregoes its next turn to recharge.
Chains 13 13 Ice Beam ice special 10 95 100% Has a 10% chance to Freeze the target.
Chains 33 Ice Punch ice physical 15 75 100% Has a 10% chance to Freeze the target.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains 80 Rock Slide rock physical 10 75 90% Has a 30% chance to make the target Flinch.
Chains 08 H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 39 39 Rock Tomb rock physical 10 50 80% Has a 100% chance to lower the target's Speed.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 37 37 37 Sandstorm rock none 10 -- 100% Changes the weather to a sandstorm for five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 36 36 36 Sludge Bomb poison special 10 90 100% Has a 30% chance to Poison the target.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains 71 Stone Edge rock physical 5 100 80% Has an increased chance for a critical hit.
Chains H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains H3 H3 H3 Surf water special 15 95 100% Inflicts regular damage.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 03 03 Water Pulse water special 20 60 100% Has a 20% chance to Confuse the target.
Chains H7 H7 Waterfall water physical 15 80 100% Has a 20% chance to make the target Flinch.
Chains H6 Whirlpool water special 15 15 70% Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.

Quagsire in other Pokédexes