Quagsire
Water/Ground
Simple
95
85->95
85->115
65->75
65->85
35->55
p straightforward sweeper with curse/stockpile/amnesia, might want to mega evolve late in the game to keep its unaware
Water/Ground
Simple
95
85->95
85->115
65->75
65->85
35->55
p straightforward sweeper with curse/stockpile/amnesia, might want to mega evolve late in the game to keep its unaware
Collab with GhiteOff
Mega Quagsire
95 / 65 (swapped with SpA) / 120 (+35) / 100 (swapped with Atk, +15) / 95 (+30) / 55 (+20)
Trace
+ Toxic Spikes
Defensive Water/Ground that abuses their opponent's abilities. Can get Regenerator, Magic Guard, Flame Body, Levitate, Speed Boost and use these to its advantage.
Mega Quagsire
95 / 65 (swapped with SpA) / 120 (+35) / 100 (swapped with Atk, +15) / 95 (+30) / 55 (+20)
Trace
+ Toxic Spikes
Defensive Water/Ground that abuses their opponent's abilities. Can get Regenerator, Magic Guard, Flame Body, Levitate, Speed Boost and use these to its advantage.
Best Boy
water/ground
stats
hp- 95
atk- 125(+45)
def- 115(+30)
spa- 65
spd- 100(+35)
spe- 25(-10)
ability: unaware
new moves: simple beam
Mega Quagsire
Type: Water / Ground
Ability: Serene Grace
Stats:
HP: 95
Att: 105 (+20)
Def: 135 (+50)
SpA: 85 (+20)
SpD: 75 (+10)
Spe: 35
Quagsire is special. Most other Serene Grace users have a sort of divinity to them, or have some sort of magic calming aura. However, some Pokemon are blessed with a sort of capybara-esque chill. They may not have magic calming powers, but they are just so unbothered by everything around them that the sheer power of their vibes is enough to soothe anyone who looks at them. Pokemon of this ilk include Bidoof, Appletun, Fuecoco, and most of all, the aforementioned Quagsire.
Mega Quagsire is by far the most defensive Serene Grace user (barring Chansey and Blissey who have better things to do) and probably the least obnoxious. Every other Serene Grace user is designed to abuse flinches and usually also paralysis. Mega Quagsire can spread paralysis with Body Slam, and it can flinch things with Waterfall, but that's not playing to Mega Quagsire's strengths. No, the star of the show here is Scald with a whopping 60% chance to burn the opponent. Between that and its great 95/135 physical bulk, Mega Quagsire is the bane of physical attackers everywhere.
Quagsire-Mega
Type: Water/Ground
Ability: Water Absorb/Damp/Unaware-> Misty Surge
Stats
HP: 95
Atk: 85
Def: 115 (+30)
SpA: 105 (+40)
SpD: 85 (+20)
Spe: 45 (+10)
Always easy-going, Quagsire sets up Misty Terrain to not have to worry about status harshing its mellow, one of the things base Quag struggles with most; Misty Terrain also neuters scary Dragon attacks and annoys opposing bulky Water types by preventing Scald burns. This allows Mega Quagsire to fill a much different role for defense while being more directly useful to offense builds (namely ones with Hawlucha). Fini shows that Scald is still viable on a Misty Terrain user, though Scald + Toxic is obviously suboptimal (Quag didn't think this through); Quagsire can thus sub it out for alternate utility like Haze or Encore, or use Ice Beam to more threaten Dragons (particularly Garchomp) and directly check Zapdos, Terrain blocking Toxic and Hurricane confusions; alternatively, slotting HP Grass/HP Electric lets Quagsire directly threaten opposing Water types after it neuters their own Scald. Burn protection means Earthquake is in less danger of being weakened, though the SpA buff means Earth Power is now a strong alternative as Ground STAB.
MEGA QUAGSIRE
The deep blue sea beckons.
Type:
Stats:
HP: 95
Attack: 100 (+15)
Defense: 125 (+40)
Special Attack: 65
Special Defense: 110 (+45)
Speed: 35
Ability:
Damp / Water Absorb / Unaware ----> Comatose
Competitive Justification:
Mega Quagsire is now a great defensive linchpin. It retains its great defensive typing, while also gaining significantly more raw defensive attributes and becoming slightly more threatening. Comatose also forces opponents to take Mega Quagsire out the normal way, which is quite hard to do as 95/125/110 bulk is excellent. However, this set is not without its issues. Firstly, Earthquake, while doing slightly more damage, is still quite weak, meaning that walls can outlast it and potentially beat it 1v1. Secondly, a 4x Grass weakness is still quite bad, and it has to run in fear. Finally, it is no longer a great switch-in to setup sweepers.
Lore / Dex Entry:
Mega Evolution filled Quagsire with a supreme sleep, and now it lies on the nearest shore it can find, usually unmoving. Travelers who find it experience quaint weather and idyllic conditions, along with an odd feeling of relaxation.
INTRODUCING THE LORD OF DERP:
MEGA QUAGSIRE
Mega Quagsire
New Ability: Acquire the Sire
(Quagsire & ally pokemon ignore all stat stage boosts of opposing pokemon when taking or dealing damage {works like unaware}, however non-speed stat stage raising moves and abilities fail. also resets ally positive stat stages (except speed) when a pokemon with this ability enters the field through mega evolution or switching.
Type: Water/Ground
Mega Stone: Quagsite
New stats:
HP: 95 -> 95
Attack: 85 -> 105 (+20)
Defense: 85 -> 130 (+45)
Special Attack: 65 -> 105 (+40)
Special Defense: 65 -> 75 (+10)
Speed: 35 -> 20 (-15)
(BST) 430 -> 530 (+100)
Weight: 165.3 lbs. / 75 kg -> 661.2 lbs / 300
New moves: Shore Up, Heavy slam
Description:
As a self proclaimed true disciple of the Quags I have created an objectively perfect version of a mega for one of the two lord and saviours.
But in all seriousness I have gave quagsire a few upgrades mostly to help it in doubles as well as giving it a better way to utilize it special movepool.
Stat Changes:
I have made changes to quagsires stats to better use its inherent strengths while also giving it an option to utilize its poor speed.
To start with the attack and special attack of Quag have both been raised to a base 105, because of this Quags can now use either its attack and/or special attack movepool without hurting its damage. normally the only special move you would see on a quagsire is scald, but with this change it incentivises it to use its other special attacks for coverage if it so wishes. some of these moves it can now utilise include: Sludge bomb, focus blast, surf, ice beam, and blizzard. despite the special favouritism you may see here, quagsire can still use its good physical movepool as well.
Next, for Quag's defenses, I gave a large boost to defense and a small boost to special defence. I left the special defence lowish as to keep Quagsire's main role of physically defensive unaware wall, giving too much of a special defense boost would kinda kill part of what makes Quagsire unique. Overall the defense boosts kinda just turn the big numbers into smaller numbers but it does help keep its physical bulk on a decent enough level in this meta game
Next is Quag's speed, which is now lowered to 20, this gives it a base speed on par with Clodsire, since Quag's speed was already terrible so taking away any of it won't hurt, but it does give it a better time in trick room.
Finally is Quag's Weight??? which has been changed to be 4x its base weight, this change is both a blessing and a curse as it causes low kick & (more importantly) grass knot into 120 bp moves against quagsire, meaning even the slightest hope of living a grass knot from anything with a base special attack of 45 or higher is gone. however it does mean it takes less damage from moves that do more damage the heavier the target is, and also one other benefit, which is.....
New Move Moves:
- Heavy Slam, this gives Quagsire an anti-fairy option on its physical side and also some more move variety. Considering its future partner Clodsire also gets the move, there isn't really any reason that Quag shouldn't also get this move
Quagsires new ability is Acquire the Sire This new ability effectively a sidegrade of unaware. Normally unaware allows for stat stage increases which can turn mons into near unstoppable powerhouses, but with this ability you can't do that. "what's the point of that" I hear you say, well let me explain; This effect is shared between both mons, meaning your ally is now also able to take boosted attacks without immediately crumpling. However the restriction of preventing stat boosts on your side of the field (besides speed) is there to prevent strategies that involve stalling to get stat boosts as a more effective setup sweeper. Attacks that boost stat stages also will fail (e.g. power up punch) so that you cannot circumvent the restriction. the only exception to this is speed, which normally unaware does nothing about, so you can still boost a mons speed if you so wish, however if a multi stat raising move is used (e.g. dragon dance), that will outright fail. Overall this helps prevent outright sweeps while still remaining in the realm of balance. the inspiration for this is from the New Pokemon Snap entry on Quagsire that states Quagsires protect timid Woopers, as such I thought a mega quagsire would help protect other pokemon to a similar extent.
TLDR: Quag becomes a bit bulkier and able to better support its allies while also able to choose between special and physical attack
Quagsire-Mega
New Ability: Empty-Headed = This Pokémon draws Psychic moves to itself to raise Sp. Atk by 1 stage; Psychic immunity. {a.k.a. Storm Drain for Psychic moves}
Type: Water/Ground [no change]
New Stats:
HP: 095
Attack: 085 → 095 (+10)
Defense: 085 → 115 (+30)
Special Attack: 065 → 095 (+30)
Special Defense: 065 → 105 (+40)
Speed: 035 → 025 (-10)
(BST: 430 → 530)
New Moves: Zen Headbutt
Description: I figure that if we're going to bother making Quagsire-Mega, then while it will likely still end up being a defensive mon, it should be different enough in its type of defensiveness that using base Quagsire isn't automatically just the right call, making its existence as pointless as something like Garchomp-Mega; all this without also avoiding overshadowing base Quagsire if possible. To that end, Quagsire's status as basically the Unaware mon--until that filthy Dondozo came on scene--instantly came to mind, which brought up related thought: what if I made a Quagsire-Mega that gets around Unaware's "weakness" to Stored Power? Thus the Empty-Headed ability was born, which also gives Quagsire-Mega a flavorful niche as the only non-Dark mon to be immune to Psychic, and thus the only Psychic-immune mon that isn't also weak to Fighting (without being a Ghost who unlives in fear of Scrappy), which also helps fight against Future Sight spam in general. Not much else to say beyond that really except that a) I knew I wanted to give it at least one Psychic move that didn't make base Quagsire suddenly obnoxious & Zen Headbutt is the most on flavor as well as most humorous and b) I intentionally dumped quite a bit into its offenses because I both wanted this to be able to be knocked out & to be able to potentially make use of a passing boost from its ability. While its ability may seem a bit too niche, especially without Tapu Lele around to terrorize everyone, another immunity at no real cost is always nice and its increased defenses and offenses mean it's a better Curse (or Stockpile...or Trick Room) user than base Quagsire against non-boosting opponents. Finally, this also gives Quagsire the small niche of being the only (?) mon at present that can go from absorbing one type to absorbing another completely different type if you want to use Water Absorb before Mega Evolving. Not terribly important, but that can at least dissuade Scalds initially. (Doubles usage is obvious since if nothing else it shuts down both Expanding Force teams even in Psychic Terrain and Trick Room teams until its dealt with.)
Mega Quagsire
Ability: Adaptability
Type: Water/Ground
Stats:
HP - 95
Atk - 85 (+20) --> 105
Def - 85 (+30) --> 115
SpA - 65 (+10) --> 75
SpD - 65 (+40) --> 105
Spe - 35
New Moves: +Flip Turn
Description:
Hide
When you think of Adaptability, you probably think of strong Pokemon that evolved under viscious circumstances. But the ability has already been used in different ways, such as with Porygon-Z, where it represents flexible software. Therefore, I propose a new form of Adaptability, the ability to take on any challenge with a smile on your face. And what better Pokemon for that than Quagsire?
In battle, Mega Quagsire is quite the opposite of its base. Whereas the base trades its stats for a busted ability like Unaware, the Mega trades away this defensive treasure for some stats and raw power. Its Earthquake hits at around the same level as Lando-T, and its Scald is about as strong as Slowbro's (assuming that all 3 are uninvested). This gives it a better offensive presence and makes Bulk Up sets quite potent. Furthermore, the newly gained Flip Turn helps it pivot out of tight spots and preserve momentum, while hitting fairly hard in the process.
On the defensive side, Quagsire's stats have also been upgraded. With the proper investment, it can now easily eat up Knock Offs from Choice Band Bisharp or Shadow Balls from Choice Specs Chandelure. It goes without saying that everything in between, such as Zapdos' Hurricane and Rotom-W's Hydro Pump, are no match for it. With that being said, be sure to watch out for Choice Band Weavile's Triple Axel.
Visualizer. Proceed carefully.
Jk, I'm making it so you can't have a choice! - Bolivia
Quagsire-Mega Quagsirite
New Ability: Sheer Force
Type:
Stats: 95 / 110 (+25) / 85 / 120 (+55) / 75 (+10) / 35 [BST: 530]
New Moves: Work Up
Description: Quagsire has had enough being the butt of the joke. It now has reached its ultimate form and is here to break some necks. Thanks to its new colossal (?) special attack coupled with the pure jewel at the core of its soul honed through attaining enlightenment, SHEER FORCE, it now works as a decent 3 attack + Recover type wallbreaker with Earth Power, Ice Beam and a water STAB. You can also run a Curse or a Work Up set if you feel particularily crunchy. Some people would say its stats are weak, but they're mistaken; theyre the ones who are weak for not trusting the Sire.
Jk, I'm making it so you can't have a choice! - Bolivia
Quagsire-Mega Quagsirite
New Ability: Sheer Force
Type:
Stats: 95 / 110 (+25) / 85 / 120 (+55) / 75 (+10) / 35 [BST: 530]
New Moves: Work Up
Description: Quagsire has had enough being the butt of the joke. It now has reached its ultimate form and is here to break some necks. Thanks to its new colossal (?) special attack coupled with the pure jewel at the core of its soul honed through attaining enlightenment, SHEER FORCE, it now works as a decent 3 attack + Recover type wallbreaker with Earth Power, Ice Beam and a water STAB. You can also run a Curse or a Work Up set if you feel particularily crunchy. Some people would say its stats are weak, but they're mistaken; theyre the ones who are weak for not trusting the Sire.
Mega Quagsire
Type: Water/Ground
Ability: Chillax - Resets all stat changes on the field when entering a battle.
-Stats-
Hp: 95
Atk: 85 -> 125 (+40)
Def: 85 -> 140 (+55)
SpA: 65
SpD: 65 -> 90 (+25)
Spe: 35 -> 25 (-10)
Bst: 430 -> 530 (+100)
-New Moves-
Flip Turn, Refresh
"
Built to be an incredible pivot vs setup rather than a hard-wall like it's base form, Mega Quagsire's presence causes everyone to take a chill pill and relax. This side-grade to Quagsire lets it instantly interrupt sweeping attempts from boosting mons and flip turn against them, allowing the user to reposition themselves against dangerous threats while bringing in teammates of it's own. This mon will hopefully fit best on bulkier offensive teams and balance teams that want to handle setup sweepers while maintaining momentum. Flip Turn is required in order for Mega Quag to keep up it's momentum, while Refresh lets it cure it's own status in the face of Toxic thrown it's way.
Mega Quagsire
Type: Water
Ability: Oblivious
Stats:
HP: 95
Atk: 85
Def: 105 (+20)
SpA: 65
SpD: 100 (+45)
Spe: 70 (+35)
New Moves: Bulk Up, Taunt
If I had a nickel for every time I made a bulky setup sweeper in a single slate of M4A I would have two nickels, which isn't a lot but it's weird it happened twice. My idea behind this is simple, however the cool part of it explores the dichotomy of its base form with the resultant Mega, creating a Mega that operates somewhat strangely, but uniquely, and will likely have some interesting teambuilding applications. Unaware setup, simply, is very cool, and it's something that has been explored in dearth by the main series with most Unaware Pokemon being very defensively oriented. It's not exactly compelling to offset Quagsire's primary weakness as an Unaware user (its stats) and hold onto Unaware, as that's really just not worth the Mega slot. The intensely low BST also adds upon this. So, in my Mega, I wanted to explore the relationship that Unaware on switch-in and a type change + a Taunt immunity could have with one another to create a sort of side-grade Mega, somewhat like Mega Slowbro or Mega Garchomp.
Essentially, the idea is: use pre-Mega Unaware as a deterrent to force a set-up opponent out and your Electric-immunity as a tool to find setup opportunities, and then use your Mega Evolution to shed your quad weakness, become immune to Taunt, and get some more Speed to secure KOs into chipped walls that pack recovery. Bulk Up and Wave Crash are mostly QOL changes, making it easier to use the Mega's Speed tier and Wave Crash to require less setup turns. Taunt however does also give us the opportunity to respond to Toxic/recovery from walls and potentially secure a small niche in blocking removal in case Quagsire wants to use its Mega Stone as a contingency option on a potential dual-Mega team (wink wink).
Basically: I don't see a world where a Mega Quagsire is worth the Mega Stone by itself, so I believe building a Mega that can provide Quagsire as a whole more set options and add some layers to its matchups and counterplay is the best course of action for it, hence my design!
Collab with IsoCon
Mega Quagsire
Type: Water/Ground
Ability: Marshland Lord (Sets Water Sport and Mud Sport upon switch-ins)
Stats:
HP: 95
Atk: 110 (+25)
Def: 125 (+40)
SpA: 100 (+35)
SpD: 65 (+0)
Spe: 35 (+0)
New moves: Flip Turn
Concept
It's hard to pull Mega Quagsire off, few abilities are able to fit the flavor of Quagsire as well as Unaware while allowing it to differentiate itself from its base form, but Marshland Lord does both while putting into work the effect of 2 moves with huge wasted potential.
Quagsire now creates its own swamps to live in AND make a living out of it, after all, Quagsire is a landlord in the Mystery Dungeons series :)
Competitive Design
Quagsire has a huge twist in its role as a mega, now it is a defensive pivot meant to support its teammates through its ability, able to reduce the damage of Fire and Electric type moves to 1/3, allowing teammates such as Gliscor, Scizor, Amoonguss to check the likes of Simisear-Mega, Zapdos, Heliolisk-Mega, Volcanion, Rotom-Heat/Wash, and others, much more efficiently, and while the ability might sound broken, it's worth noting that Quagsire itself can't switch safely into most of the mons listed previously, thanks to its low SpD, which allows it to still be threatened by most strong special attackers, forcing you to play very carefully to keep it alive. It's very important pointing that although Marshland Lord brings many benefits to Quagsire and any team that chooses to run it, it also has its disadvantages, Marshland Lordakes your teambuilding process much more restrictive, after all, your team is also affected by it, it discourages you to run the likes of Zapdos and Rotom-Heat, which would make up for great partners for Quagsire-Mega, gives Volcanion a hard time dealing with grass types like Amoonguss, as they can switch in much more safely, and overall makes it harder for any mon that relies on Fire or Electric coverage to deal with Scizor, Slowbro, Ferrothorn, and many others dominant mons of the metagame.
EDIT
What differentiates Quagsire from other potential users is the fact that Quagsire does not benefit from the ability itself, it already resists those moves naturally and its SpD is way too low for it to sponge any secondary stab or even coverage the mons it helps keep in check through its ability; it's also important noting that although the Flip Turn addition might look like overkill, Marshland Lord's effect will only last 3 turns for its partners, as it takes 1 turn for Quagsire to switch into the field, and 1 to switch out, outside of situations where it comes in as the lead or to replace a previously killed mon, where Marshland Lord only lasts for 4 turns, but that'd also be presuming that you're not using any move other than Flip Turn, any Mon able to force Quagsire to Recover or attack too often can neutralize its ability almost completely, which is a weakness far easier to exploit thanks to its mediocre SpD, which makes both effects of the ability not only needed, but also balanced.
I'm judging that this suffices! - Bolivia
Mega Quagsire
Type: Water/Ground
Ability: Marshland Lord (Sets Water Sport and Mud Sport upon switch-ins)
Stats:
HP: 95
Atk: 110 (+25)
Def: 125 (+40)
SpA: 100 (+35)
SpD: 65 (+0)
Spe: 35 (+0)
New moves: Flip Turn
Concept
It's hard to pull Mega Quagsire off, few abilities are able to fit the flavor of Quagsire as well as Unaware while allowing it to differentiate itself from its base form, but Marshland Lord does both while putting into work the effect of 2 moves with huge wasted potential.
Quagsire now creates its own swamps to live in AND make a living out of it, after all, Quagsire is a landlord in the Mystery Dungeons series :)
Competitive Design
Quagsire has a huge twist in its role as a mega, now it is a defensive pivot meant to support its teammates through its ability, able to reduce the damage of Fire and Electric type moves to 1/3, allowing teammates such as Gliscor, Scizor, Amoonguss to check the likes of Simisear-Mega, Zapdos, Heliolisk-Mega, Volcanion, Rotom-Heat/Wash, and others, much more efficiently, and while the ability might sound broken, it's worth noting that Quagsire itself can't switch safely into most of the mons listed previously, thanks to its low SpD, which allows it to still be threatened by most strong special attackers, forcing you to play very carefully to keep it alive. It's very important pointing that although Marshland Lord brings many benefits to Quagsire and any team that chooses to run it, it also has its disadvantages, Marshland Lordakes your teambuilding process much more restrictive, after all, your team is also affected by it, it discourages you to run the likes of Zapdos and Rotom-Heat, which would make up for great partners for Quagsire-Mega, gives Volcanion a hard time dealing with grass types like Amoonguss, as they can switch in much more safely, and overall makes it harder for any mon that relies on Fire or Electric coverage to deal with Scizor, Slowbro, Ferrothorn, and many others dominant mons of the metagame.
EDIT
What differentiates Quagsire from other potential users is the fact that Quagsire does not benefit from the ability itself, it already resists those moves naturally and its SpD is way too low for it to sponge any secondary stab or even coverage the mons it helps keep in check through its ability; it's also important noting that although the Flip Turn addition might look like overkill, Marshland Lord's effect will only last 3 turns for its partners, as it takes 1 turn for Quagsire to switch into the field, and 1 to switch out, outside of situations where it comes in as the lead or to replace a previously killed mon, where Marshland Lord only lasts for 4 turns, but that'd also be presuming that you're not using any move other than Flip Turn, any Mon able to force Quagsire to Recover or attack too often can neutralize its ability almost completely, which is a weakness far easier to exploit thanks to its mediocre SpD, which makes both effects of the ability not only needed, but also balanced.
I'm judging that this suffices! - Bolivia
Mega:
Typing: Water/Ground-->Water/Poison
Ability: Damp / Water Absorb | Unaware -->
Acidic Surge:- Summons acidic terrain on switch-in, previously signature of dragalge-mega.
Stats:
HP/Atk/Def/SpA/SpD/Spe
95/85/85/65/65/35
To
95/135/100/65/100/35
95/(85+50)/(85+15)/65/(65+35)/35
New Moves: Sludge Wave, Acid Armor, Sucker Punch, Poison Jab
Still no terrain setter in this meta. Poison allows it to enforce mindgames against grass types(and steel/poison types as well!)
Typing: Water/Ground-->Water/Poison
Ability: Damp / Water Absorb | Unaware -->
Acidic Surge:- Summons acidic terrain on switch-in, previously signature of dragalge-mega.
Stats:
HP/Atk/Def/SpA/SpD/Spe
95/85/85/65/65/35
To
95/135/100/65/100/35
95/(85+50)/(85+15)/65/(65+35)/35
New Moves: Sludge Wave, Acid Armor, Sucker Punch, Poison Jab
Still no terrain setter in this meta. Poison allows it to enforce mindgames against grass types(and steel/poison types as well!)
Mega Quagsire
Ability: Residual Drain: Whenever the pokemon of the other side is damaged by indirect damage, then this pokemon is healed by half of the residual damage done
HP: 95
Attack: 85
Defense: 85-->125(+40)
Special Attack: 65-->105(+40)
Special Defense: 65-->85(+20)
Speed: 35
Collab with Lord Pxperto
Ability: Residual Drain: Whenever the pokemon of the other side is damaged by indirect damage, then this pokemon is healed by half of the residual damage done
HP: 95
Attack: 85
Defense: 85-->125(+40)
Special Attack: 65-->105(+40)
Special Defense: 65-->85(+20)
Speed: 35
Collab with Lord Pxperto
Okay, it's official. Doing that sucks. Anybody else volunteering to do that next slate would be greatly appreciated! Alas, you a bit under 4 full days to vote, so we will end voting Saturday EST afternoon! Vote for the best! Thanks for being patient while I procrastinated for a few days!
Also, please let us know in the discord if you would like a carousel format for fight nights between National Dex / Kalos Dex / VGC, or if you would prefer us to stick to the original format! Alternatively, please let us know in your vote post!