Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Azumarill

In-battle formes

HP:100
Attack:50
Defense:80
Sp. Atk:50
Sp. Def:80
Speed:50
Min (-ve nature, 0 IVs)94
Default136
Max Neutral199
Max Positive218
Max Neutral (+1)298
Max Positive (+1)327
Max Neutral (+2)398
Max Positive (+2)436
OverUsed
SubPunch137

Evolutions

Strategies

  • en
Formats:

Overview

This analysis was written well over a decade ago. The following content is no longer accurate about this Pokemon's place in the metagame and the ADV OU metagame in general.


SubPunch

Move 1
Move 2
  • Focus Punch
    Fails if the user takes damage before it hits.
    TypeFighting
    CategoryPhysical
    Power150 BP
    Accuracy100%
    Priority-3
Move 3
Move 4
  • Sing
    Causes the target to fall asleep.
    TypeNormal
    Accuracy55%
  • Encore
    The target repeats its last move for 3-6 turns.
    TypeNormal
    Accuracy100%

This set is simple to use, but is Azumarill's standard set for a reason: it can be surprisingly effective. Water-types and Blissey will not be able to break Azumarill's Substitutes easily, letting it dish out extremely powerful Focus Punches in the meantime. Hidden Power Ghost grants it coverage on Gengar and other Ghosts, and should 3HKO most Dusclops. Sing and Encore can both buy Azumarill some extra time to use Substitute or Focus Punch.

24 Speed EVs enable Azumarill to outspeed Swampert. HP investment should be maximized for 101 HP Substitutes, which will survive Night Shade and Seismic Toss, but if forgoing Substitute, hitting a stat of 401 HP is fine. Finally, pump the rest into Azumarill's Attack.

Other Options

Hydro Pump or Surf can be used to beat physical walls such as Skarmory. Attract, as with Sing and Encore, can buy it free turns to use Focus Punch. Light Screen supports the team against the Electric-types Azumarill hates, while Charm and Tickle help against physically based foes. Icy Wind slows down opponents; while Azumarill might not be able to take full advantage of the Speed drops, its teammates might appreciate it. Perish Song forces switches, while Present is a fun gamble that will either hurt the crap out of your opponent, do shitty damage, or heal them. Azumarill is too slow to use Belly Drum effectively, but it's there.

Checks and Counters

Azumarill is flat-out walled by Weezing, and possibly by Claydol too, though Hidden Power Ghost and Hidden Power Water will hurt. Skarmory can take a few Focus Punches or Hydro Pumps. Gyarados and Salamence also wall Azumarill decently as they resist Focus Punch and can Intimidate it. Gengar is annoying if you don't use Hidden Power Ghost or Substitute on the switch, as he's immune to Normal and Fighting and often packs Thunderbolt. Lastly, if Azumarill doesn't have a Substitute up, Dugtrio can revenge kill it.

Moves

 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
10
User loses 50% max HP. Maximizes Attack.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s).
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
20
Accuracy
100%
PP
30
10% chance to lower the foe(s) Speed by 1.
 
Power
65
Accuracy
100%
PP
20
10% chance to lower the target's Speed by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack by 2.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
60
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
100%
PP
5
The target repeats its last move for 3-6 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
80
Accuracy
90%
PP
15
Hits two turns after being used.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
120
Accuracy
80%
PP
5
No additional effect.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
5
All active Pokemon will faint in 3 turns.
 
Power
Accuracy
90%
PP
15
40, 80, 120 power, or heals target 1/4 max HP.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
30
Accuracy
90%
PP
20
Power doubles with each hit. Repeats for 5 turns.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
Accuracy
55%
PP
15
Causes the target to fall asleep.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
95
Accuracy
100%
PP
15
Hits foes. Power doubles against Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
35
Accuracy
95%
PP
35
No additional effect.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
Loading...