#195
Quagsire
195
waterground
#195.195
Quagsire/Quagsire
195.195
waterground

HP
HP
ATK
ATK
DEF
DEF
SP.ATK
SP.A
SP.DEF
SP.D
SPEED
SPD
TOTAL
TOT
95
85
85
65
65
35
430

Regular
Damp: For all Pokémon on the field, Self-Destruct, Explosion, Mind Blown, and Aftermath do nothing.
Water Absorb: Absorbs Water-type hits to restore 1/4th max HP.
Hidden
Unaware: During damage calculation, ignores foe's stat changes except SPEED.

x4
grass
x4
x1
bugdarkdragonfairyfightingflyingghostgroundicenormalpsychicwater
x1
x1/2
firepoisonrocksteel
x1/2
x0
electric
x0

#194
Wooper
194
waterground
Lv.20
#195
Quagsire
195
waterground

Classic Mode
Cerulean City (gift), Ruins of Alph, Union Cave, Viridian River
Pokemon: 194
Mt. Mortar (static), Route 26, 27, 32, Ruins of Alph, Union Cave, Viridian River, Evolve Wooper (Lv20)
Pokemon: 195
Remix Mode
Cerulean City (gift), Route 14, 15, 22, 26, 27, Celadon City, Celadon Sewers, Union Cave, Viridian River
Pokemon: 194
Mt. Mortar (static), Route 17, 32, Mt. Mortar, Ruins of Alph, Safari Zone A4, Tohjo Falls, Union Cave, Viridian River, Evolve Wooper (Lv20)
Pokemon: 195

Lv.
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
1
Mud Sport
ground
status
-
-
-
15
For five turns all Electric-type moves on the field inflict 0.5x damage.
1
Tail Whip
normal
status
-
100
-
30
Lowers the target's DEF one stage.
1
Water Gun
water
special
40
100
-
25
Inflicts regular damage.
5
Mud Sport
ground
status
-
-
-
15
For five turns all Electric-type moves on the field inflict 0.5x damage.
9
Mud Shot
ground
special
55
95
100%
15
Lowers the target's SPEED one stage.
15
Slam
normal
physical
80
75
-
20
Inflicts regular damage.
19
Mud Bomb
ground
special
65
85
30%
10
Can lower the target's accuracy one stage.
24
Amnesia
psychic
status
-
-
-
20
Raises the user's SP.DEF two stages.
31
Yawn
normal
status
-
-
-
10
Puts the target to sleep at the end of the next turn.
36
Earth­quake
ground
physical
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
41
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
48
Haze
ice
status
-
-
-
30
Removes stat, accuracy, and evasion modifiers from every Pokémon on the field.
48
Mist
ice
status
-
-
-
30
For five turns, the user's side of the field are immune to stat-lowering effects.
53
Muddy Water
water
special
90
85
30%
10
Can lower the target's accuracy one stage.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Surf
water
special
90
100
-
15
If the target is in the first turn of Dive, this move will hit with double power.
Stre­ngth
normal
physical
80
100
-
15
Inflicts regular damage.
Water­fall
water
physical
80
100
20%
15
Can make the target flinch.
Dive
water
physical
80
100
-
10
The user dives underwater for one turn and hits on the second turn.
Flash
normal
status
-
100
-
20
Lowers the target's accuracy one stage.
Toxic
poison
status
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
Hail
ice
status
-
-
-
10
For five turns the weather becomes hail, hurting all non-Ice-type Pokémon 1/16th max HP each turn.
Hidden Power
normal
special
60
100
-
15
Power and type are determined by the user's IVs.
Ice Beam
ice
special
90
100
10%
10
Can freeze the target.
Blizz­ard
ice
special
110
70
10%
5
Can freeze the target. Doesn't miss during hail.
Hyper Beam
normal
special
150
90
-
5
The user can't attack or switch out the turn after this is used.
Protect
normal
status
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
Rain Dance
water
status
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
Safe­guard
normal
status
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
Frustra­tion
normal
physical
1
100
-
20
Power increases with unhappiness up to 102.
Earth­quake
ground
physical
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
Return
normal
physical
1
100
-
20
Power increases with happiness, up to a maximum of 102.
Dig
ground
physical
80
100
-
10
User digs underground for one turn and hits on the second turn.
Brick Break
fighting
physical
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
Double Team
normal
status
-
-
-
15
Raises the user's evasion one stage.
Sludge Wave
poison
special
95
100
10%
10
Can poison the target.
Sludge Bomb
poison
special
90
100
30%
10
Can poison the target.
Sand­storm
rock
status
-
-
-
10
For five turns the weather becomes sandstorm, raising all Rock-type's SP.DEF by 1.5x. Hurts all Pokémon 1/16th max HP each turn except Ground, Rock, and Steel-types.
Rock Tomb
rock
physical
60
95
100%
15
Lowers the target's SPEED one stage.
Facade
normal
physical
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
Rest
psychic
status
-
-
-
10
The user falls asleep and regains all of its HP.
Attract
normal
status
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
Thief
dark
physical
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
Round
normal
special
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
Focus Blast
fighting
special
120
70
10%
5
Can lower the target's SP.DEF one stage.
Water Pulse
water
special
60
100
20%
20
Can confuse the target.
Fling
dark
physical
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
Giga Impact
normal
physical
150
90
-
5
The user can't attack or switch out the turn after this is used.
Stone Edge
rock
physical
100
80
-
5
User's critical hit rate is one level higher when using this move.
Bull­doze
ground
physical
60
100
100%
20
Lowers the target's SPEED one stage.
Swag­ger
normal
status
-
85
-
15
Raises the target's ATK two stages and then confuses it.
Sleep Talk
normal
status
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Sub­stitute
normal
status
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
Rock Smash
fighting
physical
40
100
50%
15
Can lower the target's DEF one stage.
Recover
normal
status
-
-
-
10
Heals the user for half its max HP.
Focus Punch
fighting
physical
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
Infest­ation
bug
special
20
100
-
20
For the next 2–5 turns, the target can't escape and loses 1/8th max HP each turn.
Power-Up Punch
fighting
physical
40
100
100%
20
Raises the user's ATK one stage.
Stomping Tantrum
ground
physical
75
100
-
10
Power is doubled if the user's last move failed for any reason.
Scald
water
special
80
100
30%
15
Can burn the target.

Tutor
Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Ancient Power
rock
special
60
100
10%
5
Can raise all of the user's stats one stage.
Earth Power
ground
special
90
100
10%
10
Can lower the target's SP.DEF one stage.
Ice Punch
ice
physical
75
100
10%
15
Can freeze the target.
Iron Tail
steel
physical
100
75
30%
15
Can lower the target's DEF one stage.
Mud-slap
ground
special
20
100
100%
10
Lowers the target's accuracy one stage.
Roll­out
rock
physical
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.

Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
ground
physical
90
100
-
10
Traps the target.
Quagsire can learn.

Attack Name
Name
Type
Category
Cat.
Power
Pow.
Accuracy
Acc.
Effect%
%
PP
Acid Spray
poison
special
40
100
100%
20
Lowers the target's SP.DEF two stages.
After You
normal
status
-
-
-
15
The target moves immediately after the user.
Ancient Power
rock
special
60
100
10%
5
Can raise all of the user's stats one stage.
Body Slam
normal
physical
85
100
30%
15
Can paralyze the target.
Count­er
fighting
physical
1
100
-
20
Inflicts twice the physical damage last inflicted on the user. Has -5 move priority.
Curse
ghost
status
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
Double Kick
fighting
physical
30
100
-
30
Hits twice in one turn.
Encore
normal
status
-
100
-
5
Forces the target to use the last used move for 3 turns.
Mud Sport
ground
status
-
-
-
15
For five turns all Electric-type moves on the field inflict 0.5x damage.
Recover
normal
status
-
-
-
10
Heals the user for half its max HP.
Sleep Talk
normal
status
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
Spit Up
normal
special
1
100
-
10
Power is equal to 100 times the amount of energy stored by Stockpile, up to 3 times.
Stock­pile
normal
status
-
-
-
20
Raises the user's DEF and SP.DEF one stage each. Stores energy for use with Spit Up and Swallow.
Swallow
normal
status
-
-
-
10
Heals the user depending on the amount of energy stored by stockpile (1/4, 1/2, or full HP).
Loading...