


qc: eien | afd | ivid
gp: gato | tdp
**Water:**
Huge Power—indisputably one of the best abilities in the game—has blessed Azumarill with enhanced wallbreaking capabilities and fierce offensive pressure, making it one of Water's best physical wallbreakers. This is complemented by its access to hard-hitting STAB moves in Play Rough and Waterfall, as well as its access to priority in Aqua Jet, utility in Knock Off, and setup in Belly Drum, which turns Azumarill into an extremely threatening wincon and late-game cleaner. Its above average 100 / 80 / 80 bulk allows it to find multiple opportunities to set up Belly Drum, often making it the go-to choice for a cleaner. While it's not running a Belly Drum set, Azumarill can run a Choice Band set, which, when coupled with Huge Power, allows it to devastatingly wreck unprepared teams with its STAB moves. Furthermore, its typing is great defensively; Azumarill resists Dark, Fighting, and Ice and is immune to Dragon. These resistances really help Water teams, as they let Azumarill take on Choice Band Gyarados and Mega Gyarados. Azumarill also has access to Superpower, making it a fine Ferrothorn lure. Furthermore, Azumarill's flexibility doesn't end there—it is able to even run a defensive set using its other ability, Sap Sipper, to be a great Grass-type counter to Pokemon like Serperior and Breloom.
However, Azumarill is incredibly slow, unfortunately relying on a weak priority move in Aqua Jet to actually move before the foe in most cases, and this leaves it unable to do much to faster Pokemon like Magnezone and Serperior. Furthermore, if Azumarill runs a defensive set, it is incredibly weak, as it lacks the power granted from Huge Power, meaning it is unable to do much to Chansey and other walls.
[SET]
name: Choice Band (Water)
move 1: Play Rough
move 2: Aqua Jet
move 3: Waterfall
move 4: Superpower / Knock Off
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe
[SET COMMENTS]
Moves
========
Play Rough is Azumarill's hardest-hitting STAB move, dealing great damage to Pokemon that don't resist it, and is used to hit Dragon-, Fighting-, and Dark-types such as Kyurem-B, Terrakion, Keldeo, and Mega Gyarados, all of which are OHKOed by the move. Aqua Jet provides Azumarill with both priority and the ability to revenge kill weakened threats; it also sets Azumarill apart from other Water-type wallbreakers like Choice Specs Keldeo. Waterfall is Azumarill's stronger Water STAB move and is used to hit types that resist Play Rough, such as Fire and Steel. For example, it OHKOes Heatran, Infernape, and Excadrill. Superpower hits Steel-types like Ferrothorn that take pitiful damage from the aforementioned STAB moves and also allows Azumarill to break past Normal's Eviolite core of Chansey + Porygon2. Knock Off provides great utility in removing items such as Choice items, Leftovers, and Eviolite and can help Azumarill break past Psychic-types like Jirachi. Aqua Tail, alternatively, can be used as a more stronger, albeit less accurate, Water-type STAB move over Waterfall that is able to 2HKO Skarmory.
Set Details
========
Maximum Attack EVs with an Adamant nature, Huge Power, and Choice Band allow Azumarill to hit as hard as possible, turning it into a fierce wallbreaker thanks to the sheer amount of power it has under its belt. 164 Speed EVs are used to allow Azumarill to outspeed non-invested base 70 Pokemon such as Lanturn, Jellicent and Skarmory, though 84 Speed EVs can be used as an alternative option to outspeed base 60 Speed Pokemon such as Clefable. Another alternative is running 252 Speed EVs, which allows Azumarill to outspeed other Azumarill and uninvested Mega Scizor, though Azumarill loses out on bulk if it runs this. The remaining EVs are dumped into HP for general bulk. As this is a wallbreaking set, Huge Power is the best ability, as Sap Sipper Azumarill is ridiculously weak.
Usage Tips
========
Azumarill should be used to revenge kill weakened Pokemon with Aqua Jet and also to sweep late-game. Don't switch Azumarill into non-resisted hits, as it should try to maintain as much health as possible. Avoid getting Azumarill burned, as burns cripple Azumarill and make it unable to deal a lot of damage. When Azumarill is not revenge killing, it should be wallbreaking as much as possible, weakening the opponent's team for either itself or a teammate to clean up afterwards. Avoid getting Azumarill paralyzed or poisoned, as Azumarill is already slow and does not at all appreciate losing more Speed, (AC) while poison puts Azumarill on a timer and thus prevents it from wallbreaking as much. Take advantage of Azumaril's Fairy typing by switching Azumarill into Dragon-types, such as Choice Scarf Kyurem-B, Choice-locked into a Dragon-type move like Outrage; Azumarill can then OHKO them with Play Rough. Use Knock Off as much as possible to cripple defensive walls by removing their item. For example, removing Leftovers from Alomomola or Eviolite from Porygon2 cripples them by either removing a source of recovery or removing a source of bulk. Sending out Azumarill early-game is also a good option so that it can begin wallbreaking.
Team Options
========
As Azumarill struggles against Grass-types, Empoleon makes for a good partner thanks to its Grass neutrality, although it can't do much against said Grass-types. Stealth Rock support by Swampert and Empoleon makes it easier for Azumarill to deal with the foe, as it breaks Focus Sashes and Sturdy and wears down the foe, while Defog or Rapid Spin support allows Azumarill to have an easier time switching in and prevents it from being worn down too much. Rapid Spin support can be provided by Starmie and Tentacruel, the former running Psychic to help versus Mega Venusaur. Swampert also provides an Electric immunity. Lanturn is another good partner thanks to its immunity to Electric; it also provides Heal Bell support, removing status ailments from Azumarill and allowing it to be played more aggressively without the fear of getting burned. Lanturn can also bring Azumarill in through slow Volt Switch, allowing it to preserve its health. Special attackers such as Keldeo and Volcanion can break through physically defensive Pokemon that give Azumarill a hard time such as Skarmory. Keldeo can use Hidden Power Flying to attempt to break past Mega Venusaur, while Volcanion can use Fire Blast against it. Rotom-W makes for a good partner, as it can safely bring Azumarill in through a slow Volt Switch and also cripple the foe with Will-O-Wisp. Tentacruel provides a Grass-type check for Azumarill while also providing hazard removal and Toxic Spikes support, which is very useful for wearing down the foe. Tail Glow Manaphy appreciates Azumarill wallbreaking so that it can sweep a bit more easily. Gyarados can run Bounce to help Azumarill deal with Grass-types, whereas Mega Gyarados can deal with Psychic-types for it, allowing Azumarill to then run Superpower in the final slot. Mega Sharpedo also helps versus Psychic-types and appreciates Azumarill weakening the foe.
[SET]
name: Belly Drum (Water)
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 92 HP / 252 Atk / 164 Spe
[SET COMMENTS]
Moves
========
Belly Drum turns Azumarill into a frightening sweeper, and Azumarill's good bulk allows it to find many opportunities to set up. Aqua Jet makes up for Azumarill's poor Speed and is able to deal a lot of damage after a Belly Drum boost, and Play Rough is Azumarill's strongest STAB move and deals a massive amount of damage to Dragon-, Fighting-, and Dark-types as well as Pokemon that do not resist it. Knock Off is used to provide utility in removing items, as well as providing a way to hit Psychic-types such as Jirachi super effectively. It also hits Ferrothorn neutrally if you decide to forgo Superpower, OHKOing it at +6. Superpower can be used instead, but the Attack and Defense drop is worrisome, and this set functions more as a late-game cleaner rather than a lure or wallbreaker.
Set Details
========
164 Speed EVs are used so that Azumarill outspeeds Clefable and base 70 Speed Pokemon, most notably Skarmory, Jellicent, and Lanturn. Maximum Attack EVs alongside an Adamant nature allow Azumarill able to break past anything after a Belly Drum boost. To improve its overall bulk, the rest of the EVs are dumped into HP. The amount of EVs invested in HP also make it so that the Sitrus Berry is consumed right after Azumarill uses Belly Drum. Sitrus Berry is used so that Azumarill escapes KO range after using Belly Drum, and without it, Azumarill is extremely vulnerable to being KOed or simply revenge killed. On such an offensive set, Huge Power is obviously chosen over Sap Sipper, as Sap Sipper Azumarill is horrendously weak even after Azumarill has boosted with Belly Drum.
Usage Tips
========
Ideally, Azumarill should be sent out after counters such as Volcanion have been eliminated so that setting up a Belly Drum is easier. As Azumarill will be using Aqua Jet most of the time to make up for its low Speed, defensive Water checks should be eliminated so that Azumarill can easily sweep. Azumarill's reliance on Sitrus Berry for recovery means that you shouldn't switch it into attacks, no matter how weak you might think they are, in order to keep it as healthy as possible. Similarly, by all means, prevent Azumarill from having its Sitrus Berry knocked off, as without it, Azumarill cannot set up Belly Drum safely. Utilize Azumarill's typing by switching it into Pokemon Choice-locked into a Dragon-type move, as it can then set up Belly Drum easily. Use Belly Drum on a predicted switch so that Azumarill can proceed to sweep. Use Aqua Jet when the foe is low on HP to easily take them out or when the foe is faster than Azumarill and might pose a threat. Spam Play Rough most of the time before the sweep, as it is Azumarill's strongest attack and not many Pokemon resist it. After the sweep, use Aqua Jet to clean up the team. If you opt for Superpower, be wary of how many times you use it; the more you use it, the more Azumarill suffers from stat drops, so using it once or twice to take out a troublesome Steel-type is often enough. Knock Off should be used to cripple Pokemon that rely on their item: Porygon2 or Chansey both require their Eviolite to properly function as walls, and removing it makes them much easier to take out. It's also a nice move to spam in general. Avoid status at all costs. Azumarill might lose a turn due to paralysis, which is incredibly risky; burns cripple it and cause it to hit less hard; and poison wears Azumarill down easily. Keep Stealth Rock and Spikes away from your side of the field, as Azumarill needs to preserve as much health as possible if you want a successful sweep.
Team Options
========
When it hasn't used Belly Drum, Azumarill isn't really a wallbreaker, so it's best to have a wallbreaker like Choice Specs Keldeo in the back to break past Pokemon Azumarill struggles with. Keldeo also has Hidden Power Flying to deal with Mega Venusaur, a major nuisance to this set. Manaphy can help with Mega Venusaur as well and can break past the opposing team when it is has set up with Tail Glow. Lanturn and Swampert both provide an Electric immunity, the former also providing Heal Bell support and the latter providing Stealth Rock support. Empoleon or Tentacruel can take Grass-type hits, making them usable teammates for Azumarill. Empoleon also provides Stealth Rock and Defog support, as Azumarill does not like getting worn down at all. Tentacruel provides entry hazard control also, as well as Toxic Spikes and a resistance to Grass. Choice Specs Volcanion is a good partner, as it can break through the foe's team with STAB-boosted Steam Eruption, softening them up as a result and allowing Azumarill to more easily take them out. Keldeo also appreciates Azumarill's ability to deal with Dragon-types with Play Rough. Dragon Dance Gyarados can sweep alongside Azumarill and can also run Bounce to hit Grass-types. Keldeo and Volcanion both help against Mega Venusaur, a big counter to this set. Rotom-W and Lanturn both bring Azumarill safely in with a slow Volt Switch.
[SET]
name: Defensive (Water)
move 1: Scald
move 2: Toxic
move 3: Protect / Rest
move 4: Perish Song / Encore
item: Leftovers
ability: Sap Sipper
nature: Calm
evs: 248 HP / 8 Def / 252 SpD
[SET COMMENTS]
Moves
========
Scald is used to get the chip damage on foes, as well as possibly burn them, thus crippling them and wearing them down easily. Toxic can be used to put setup sweepers and walls on a timer, forcing them to switch out. Protect works well in conjunction with Scald + Toxic, as Azumarill can rack up burn and poison damage. It also helps scout for the foe's move. Rest can be used in this slot as a means of recovery, though it is unreliable and Azumarill can easily be taken advantage of when asleep. Perish Song can be used to immediately put both Azumarill and the foe on a timer, thus forcing switches, though Azumarill needs to switch out as well, which can often disrupt momentum. Encore is another option in the final slot to cripple setup sweepers and defensive Pokemon in general locked in a boosting move for the former and a status move for the latter, forcing them to switch out. Knock Off can be used for its utility and ability to hit Psychic-types decently. It removes Eviolites from Pokemon like Porygon2, making it easier for a teammate to deal with them later on.
Set Details
========
The EV spread makes Azumarill as bulky as possible. 248 HP and 252 Special Defense EVs as well as a Calm nature are used to allow Azumarill to more easily take on Mega Charizard Y. Sap Sipper is used to make Azumarill a better Grass counter, which Water teams greatly appreciate. 248 HP / 152 Def / 108 SpD can be used, as it makes it easier to take physical attacks, notably from Mega Heracross or the rare Swords Dance + Rock Tomb Breloom, though more Special Defense EVs are appreciated for better special bulk.
Usage Tips
========
Switch Azumarill into Grass-type attacks that would've taken a teammate out and to get a handy Attack boost to power up Knock Off. Use Toxic or Perish Song when up against a setup sweeper or a threat to your team to force them to switch out. Spam Scald most of the time in order to spread burns and gain chip damage on the opposing team. It's also useful to cripple setup sweepers and walls if they manage to get burned. Using Encore to lock a setup sweeper into a boosting move can be useful to then cripple them with Toxic or chip away at their health with Knock Off + Scald. Use Protect to stall Perish Song turns and also force the foe to take accumulating burn or poison damage.
Team Options
========
Lanturn's a great partner, as it is able to remove status from Azumarill with Heal Bell, which is useful in conjuction with Rest. Lanturn also provides an Electric immunity. Alomomola is able to pass Wishes to Azumarill, improving its longevity. Empoleon is great for setting up Stealth Rock, which works well with the many switches that Azumarill forces. Tentacruel provides Rapid Spin support to keep the hazards you set while removing the ones on your side while also being able to set Toxic Spikes to wear down the foe. Quagsire is a great option for stopping setup sweepers and Taunt users, which would otherwise prevent Azumarill from using Encore, Perish Song, or Toxic to stop them. Pokemon that are able to break through stall teams, which don't mind poison and Azumarill's moves, are appreciated, so Rain Dance Manaphy is a good partner. Since Gliscor is a threat to this set, Keldeo and Manaphy are both good partners thanks to their ability to take care of it.
[STRATEGY COMMENTS]
Other Options
=============
**Water:**
Sap Sipper can be used on the Choice Band set to help against Grass-types, though Choice Band allows Azumarill to be much powerful, and this is usually preferred. To help stomach hits, Assault Vest may be used, though the power drop is noticeable and Azumarill's lack of recovery makes this set suboptimal.
Checks and Counters
===================
**Water:**
**Volcanion**: Volcanion's Water / Fire typing and ability Water Absorb make it an effective counter to Azumarill. Volcanion's average Defense allows it to take a Choice Band-boosted Superpower and Knock Off. Volcanion can then OHKO Azumarill with Sludge Wave.
**Skarmory**: Skarmory is one of the best physical walls, able to counter most Azumarill sets bar Belly Drum. It resists Play Rough, can use Roost to heal off health lost by Knock Off, and can use Whirlwind to phaze Azumarill in the event that it does manage to set up with Belly Drum. Superpower also only makes Azumarill more susceptible to being revenge killed.
**Mega Venusaur**: Mega Venusaur resists both of Azumarill's STAB moves and takes very little damage from both of its coverage moves. Furthermore, it can easily switch in and use Sludge Bomb (on Sap Sipper sets) or Giga Drain (on non-Sap Sipper sets) to take Azumarill out.
**Revenge Killers**: Kyurem-B and Serperior are both revenge killers that outspeed Azumarill (they aren't the only ones too; a lot of them do due to Azumarill's low Speed), resist Aqua Jet, and can threaten it with Fusion Bolt and Leaf Storm respectively.
**Status**: Paralysis slows Azumarill down, and there is also a chance that Azumarill misses a turn, possibly changing the fate of the game. Burns decrease Azumarill's power and cause it to hit weaker while also wearing it down, while poison damage accumulates and causes Azumarill to be taken out easily as a result.
**Physically Defensive Pokemon**: If Azumarill forgoes Knock Off, it is walled by Quagsire, bulky Mega Scizor, physically defensive Mew, and Rotom-W. However, if Knock Off is chosen and Superpower is forgone, Ferrothorn becomes a massive problem for Azumarill. In addition, Rocky Helmet + Iron Barbs wear Azumarill down very easily, leaving it in KO range after a few attacks.
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