add/change, remove, comment
[Overview]
<p>Azumarill, While initially overlooked in Generation 2 and 3, at first, Azumarill has been improving with each passing generation. It gained Huge Power, doubling it's attack stat, in the 3rd Generation ADV, and the 4th Generation DPP gave it the all important Aqua Jet, making Azumarill a formidable physical attacker in UU. a STAB priority move, which, combined with a Choice Band and Huge Power, decimated anything which did not resist it, or had considerable bulk. Unfortunately, the fifth generation has not given Azumarill itself anything as groundbreaking as the 3rd and 4th Generations, but it has brought with it a metagame almost perfectly tailored to the Aquarabbit. In the OU metagame, Azumarill finds itself able to revenge kill the likes of Speed Boost Blaziken Heatran [or just something else since blaziken is banned], Sand Throw Excadrill, and Volcarona, something which not even Scizor and Conkeldurr can boast.</p>
(hmm there needs to be something about Azumarill's downfalls)
[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Superpower
move 3: Waterfall
move 4: Ice Punch / Return
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 232 HP / 252 Atk / 12 Def / 12 SpD
Ability: Huge Power
[SET COMMENTS]
<p>With Huge Power and a Choice Band, Azumarill hits a massive 654 Attack stat, making the otherwise weak Aqua Jet powerful enough to decimate almost anything that dosen't resist it. However, many of BW's Generation 5's top offensive threats. are weak to Aqua Jet. Blaziken, For example, Volcarona and Excadrill are all either cleanly OHKOed by Aqua Jet, (or in Excadrill's case, takes a minimum of 99% damage on their its standard offensive sets). Other threats Aqua Jet covers includes Landorus and Terrakion, as well as frailer Pokemon such as Gengar and Zoroark.</p>
<p>However, Azumarill's Aqua Jet on one of these aforementioned threats is about as predictable as Scizor using Bullet Punching on a Salamance (should be replaced by something that wasn't banned :p) was in Gen 4 DPP, so it is likely that the foe will switch out their intended Aqua Jet target. This is already in your favor, as you have removed any boosts they have gotten. It is also likely that the foe will switch to a Pokemon who is resistant to Water-type attacks. In this case, prediction can not only force out the opponents sweeper, but also easily score you a possible KO. Dragon-types and most Grass-types can be handled by Ice Punch, and most other Pokemon who can switch into Aqua Jet will not take kindly to Superpower, especially Ferrothorn, who, on a 252/Impish spread will take between 286 and 337 damage, which will 2HKO it, while a Specially Defensive Nattorei will be cleanly OHKO'ed is OHKOed unless it runs a load of Defense EVs. Waterfall is Azumarill's strongest attack, and with Water having excellent neutral coverage, is a good option if you are unsure of what is switching in. The choice of Return or Ice Punch is dependant on what you want to deal more damage to; Ice Punch is the better option if you find you're troubled by Dragon- or Grass-types switching in a lot, but otherwise, Return is the better coverage move due to its higher base power.</p>
[ADDITIONAL COMMENTS]
<p>The choice of EVs is to allow Azumarill to take hits better on both sides, while being able to dish out as much damage as possible. As Since a lot of them time Azumarill will be using priority attacks or hitting switch-ins, Azumarill does not need the Speed investment. As a Choice Band user, Azumarill will be switching a lot, meaning residual damage will add up very quickly. In order to counteract this, Rapid Spin support from Pokemon like Forretress can be valuable, as Azumarill can simultaneously use its Fire-type weakness as an opportunity to switch in and hit hard.</p>
(need a paragraph about teammates)
[Other Options]
<p>Azumarill doesn't have much else useful to offer. Toxic is a choice if you are worried about to surprise Slowbro and Jellicent who otherwise completely wall Azumarill. Double-Edge is a more powerful alternative to Return, but chips away at Azumarill's health.</p>
(there's some of other stuff to mention like life orb and subpunch)
[Checks and Counters]
<p>Jellicent is an absolute stop to Azumarill; it is immune to Return, Aqua Jet, Waterfall, and Superpower, while it and can wall Ice Punch all day long. Unfortunately, there is nothing Azumarill can do about this, unless it is carrying Toxic, although it would have succeeded in making the foe switch out, loseing any boosts they may have attained (I don't understand what this last part is trying to say). Gyarados is also a potent solid counter, due to Intimidate, and resistances to Aqua Jet and Superpower. Other physically bulky Water-types such as Suicune, can also defeat Azumarill, barring critical hit Superpowers or Returns. Skarmory can also Roost off anything Azumarill throws at it, although Superpower a Choice Band-boosted Waterfall will deal heavy damage on the switch-in. Aside from the aformentioned Water-types, however, Azumarill has very few hard counters. Most Pokemon are at risk of being 2HKOed by Aqua Jet, Ice Punch, or Superpower. Dusclops also makes a good counter to Azumarill, being bulky enough to shrug off anything it can throw any of its attacks and threaten a burn with Will-O-Wisp, which will reduce make Azumarill almost useless to worthlessness. Azumarill is also vulnerable to all forms of entry hazards, and will typically be Choice-locked locked into an attack and forced to switch a lot. Spikes are preferable more dangerous due to their adding up very fast ability to stack, but Stealth Rock is also solid a problem. Toxic Spikes are also an issue for Azumarill, slowly whittling down its health. will usually only manage one or two turn's worth of damage, so one layer is preferable to two.</p>
(this should probably be split into two paragraphs, makes it look a lot nicer on-site)
[Dream World]
<p>Azumarill gains Herbivore in Dream World, granting it an immunity to Grass-type attacks, and a +1 to Attack boost when it switches in on one. However, this ability is easily inferior to Huge Power, due to the fact that most Grass-types resist Aqua Jet still cause trouble for Azumarill, and Huge Power automatically provides what is equivalent to a +2 Attack boost.</p>