Gen 4 [OU] azumarill offense [peaked 4th 1680]

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First time posting a team here so, sorry if i'm a mess at explaining things

Originally i wanted to make an offensive team, with a defensive pivot bringing para support, after trying celebi, i realised jirachi was bringing everything i want, para support, u turn lots of resistance useful for a pivot and healing wish support goes a long way into offensive teams. originally my water resist was an agility empoleon, but since i had para support i tried azumarill and got amazing results. let's dive into the team.


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AZF (Azelf) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Explosion
- Taunt
- Thunder Wave

Very basic lead, since we're going with a team with slow wallbreaker, we want a lead that can para stuff, we want sr, and we also enjoys to prevent early sr to support our wallbreakers. Azelf does all this while threatening explosion, rarely we'll want to keep it for sack or explosion. but most of the time it's your suicide lead. lum berry over focus sash cause we want some momentum and leads that straight up kill azelf are rare, still watch out for scarf tyranitar lead.


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bro nite (Dragonite) @ Life Orb
Ability: Inner Focus
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Superpower
- Extreme Speed

mix dragonite, one of my favorite weapon of mass destruction, outside of spdef hippodown very little can switch into this monster safely, it also provides good utility e speed helping to revenge the dangerous dd gyarados. it's weak to SR but we do have a taunt lead to support it, it is slow, and consequently enjoys para support. it switches well on heatran which we need considering the 2 steel types that i'm gonna present you in a moment.

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jirashit (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 220 Def / 36 Spe
Impish Nature
- U-turn
- Healing Wish
- Thunder Wave
- Iron Head

our pivot in this team and also a utility machine, effortlessly absorbing all the para being thrown around in the tier, and u turning for good momentum, paralysing an incoming heatran will help our other mons dealing with it immensely, it's also our main switch to jirachi, paralysing it and making it a prey for our other mons, healing wish is the last effort of the mon, healing our lo paralysed dnite for another round, or giving back azumarill his pretty good bulk.


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BBF big belly fish (Azumarill) @ Leftovers
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Superpower
- Aqua Jet

slow but powerful wallbreaker ice punch + aqua jet with stealth rock kills offensve latias most of the time ice punch= 72.4 - 85.7%, aqua jet = 14.2 - 16.9%, it greatly enjoys para support allowing it to overwhelm jirachi more easily, gyara doesn't switch that well with ice punch almost always 3hit koing it with SR. Breloom offensive takes 85min from ice punch, while def breloom get outspeed
Overall great utility with aqua jet, a great abuser of para, a great receiver of healing wish, and an impressive bulk allowing it to effectively perform your 2hit ko, while something like suicune does have bulk but will struggle with clefable and wallbreaking.


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night shift (Gengar) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Pain Split
- Shadow Ball
- Focus Blast

fighting immunity is appreciated here since dnite isn't the sturdiest resist, and doesn't like SR, para and healing wish support is great for gengar, who can fish para with sub, being an horror to face for stall, with sub split, being extremely hard to switch into with lo vs offense,spin block is appreciated in this team who can't put stealth rocks back after azelf explosion, and finally even with all our para support, having a speedy pokemon for stuff like infernape is needed.


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sci-fi (Scizor) @ Leftovers
Ability: Technician
EVs: 248 HP / 56 Atk / 204 SpD
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Roost

with our jira being more a defensive pivot we need a durable dragon resist to not immediately lose to specs latias, sp def invested scizor allows us a safe switching, that scizor can take many roles depending of your needs, vs mons that got para, u can sd and wallbreak or even sweep in the endgame. vs offense switching into specs draco meteor and revenge ddtar is great utility. With all our powerful wallbreaker the opponent steel will often get revealed, with jira fire punch getting para, same for heatran, this turns our scizor situation from guessing between sd or superpower, to just sd and destroying with superpower the incoming steel

The team: https://pokepast.es/7a6661d490c4641f

replays
https://replay.pokemonshowdown.com/gen4ou-2328874716
https://replay.pokemonshowdown.com/gen4ou-2329487848
https://replay.pokemonshowdown.com/gen4ou-2329973466
https://replay.pokemonshowdown.com/gen4ou-2331503343-s4b6c9m15357p9ei3xgte38g3fh73aspw (dpp seasonal round 9)

weaknesses of the team: fast zapdos can substitute on one of your thunder wave and being extremely annoying, keep your stealth rock!!!
vs hyper offense keep in mind that gyara is a threat and do no let it dd for free, put it in range of your extreme speed


proof of peak:
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I really like the looks of this team and that you decided to use Azumarill well and even used an original EV spread on it. I think that is very cool and innovative. I think I would enjoy using this because it's something different and unpredictable, plus its new and exciting. I do think that I found a couple weaknesses and the main one being Adamant SD Lucario. A lot of Lucario sets have been running Bullet Punch lately, I know not always, but that really eludes Gengar from effectively countering Lucario.

+2 Lucario with LO Extreme Speed against Dragonite: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 0 HP / 0 Def Dragonite: 232-273 (71.8 - 84.5%) -- 68.8% chance to OHKO after Stealth Rock
+2 Lucario Close Combat against Jirachi: +2 252+ Atk Life Orb Lucario Close Combat vs. 252 HP / 220+ Def Jirachi: 366-432 (90.5 - 106.9%) -- 75% chance to OHKO after Stealth Rock
+2 Extreme speed against Azumarill: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 80 HP / 0 Def Azumarill: 266-314 (73.6 - 86.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 Bullet Punch against Gengar: +2 252+ Atk Life Orb Lucario Bullet Punch vs. 0 HP / 4 Def Gengar: 249-294 (95.4 - 112.6%) -- guaranteed OHKO after Stealth Rock
+2 Extreme Speed against Azelf: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 252 HP / 4 Def Azelf: 294-347 (83 - 98%) -- 68.8% chance to OHKO after Stealth Rock
And +2 Close Combat even OHKO's your bulky Scizor: +2 252+ Atk Life Orb Lucario Close Combat vs. 248 HP / 0 Def Scizor: 496-584 (144.6 - 170.2%) -- guaranteed OHKO

I think changing your Jirachi set a little bit would help prevent you from being overwhelmed by Lucario during late game.. If I may suggest to consider sacrificing some defense EV's to be able to out speed Lucario using a set like this:

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Fire Punch
- Healing Wish
- Thunder Wave
- Iron Head

This allows you to out speed it and either paralyze it or attack Lucario via its weakness of fire

I also noticed a potential weakness to Crocune and maybe even LO Starmie/Specs Starmie.
Would you consider swapping out Gengar for a form of Scarfed Rotom to be able to bring these powerful water types down with more ease perhaps?
 
I really like the looks of this team and that you decided to use Azumarill well and even used an original EV spread on it. I think that is very cool and innovative. I think I would enjoy using this because it's something different and unpredictable, plus its new and exciting. I do think that I found a couple weaknesses and the main one being Adamant SD Lucario. A lot of Lucario sets have been running Bullet Punch lately, I know not always, but that really eludes Gengar from effectively countering Lucario.

+2 Lucario with LO Extreme Speed against Dragonite: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 0 HP / 0 Def Dragonite: 232-273 (71.8 - 84.5%) -- 68.8% chance to OHKO after Stealth Rock
+2 Lucario Close Combat against Jirachi: +2 252+ Atk Life Orb Lucario Close Combat vs. 252 HP / 220+ Def Jirachi: 366-432 (90.5 - 106.9%) -- 75% chance to OHKO after Stealth Rock
+2 Extreme speed against Azumarill: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 80 HP / 0 Def Azumarill: 266-314 (73.6 - 86.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
+2 Bullet Punch against Gengar: +2 252+ Atk Life Orb Lucario Bullet Punch vs. 0 HP / 4 Def Gengar: 249-294 (95.4 - 112.6%) -- guaranteed OHKO after Stealth Rock
+2 Extreme Speed against Azelf: +2 252+ Atk Life Orb Lucario Extreme Speed vs. 252 HP / 4 Def Azelf: 294-347 (83 - 98%) -- 68.8% chance to OHKO after Stealth Rock
And +2 Close Combat even OHKO's your bulky Scizor: +2 252+ Atk Life Orb Lucario Close Combat vs. 248 HP / 0 Def Scizor: 496-584 (144.6 - 170.2%) -- guaranteed OHKO

I think changing your Jirachi set a little bit would help prevent you from being overwhelmed by Lucario during late game.. If I may suggest to consider sacrificing some defense EV's to be able to out speed Lucario using a set like this:

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Jolly Nature
- Fire Punch
- Healing Wish
- Thunder Wave
- Iron Head

This allows you to out speed it and either paralyze it or attack Lucario via its weakness of fire

I also noticed a potential weakness to Crocune and maybe even LO Starmie/Specs Starmie.
Would you consider swapping out Gengar for a form of Scarfed Rotom to be able to bring these powerful water types down with more ease perhaps?
starmie is indeed a Mon that I think could be trouble, I used to play return on azumarill, but excal preferred superpower, those set rarely are recover so chipping it to e speed is how I would do. I don't think I'm too weak to Lucario in practice because he doesn't set up on any of my mons but jirachi, and except if u know the team u generally wouldn't try to set up on a jirachi, also it needs to be bp
however I did find that this jira set was very sub weak, and that it means trouble vs sub zap or sub cune, and even sub jira, and it's supposed to be my switching to it, hence I considered thunder over twave which helps vs Lucario water and zap, it's still kinda weak to sub spam and more speed could be appreciated, but 8 wanna keep bulk and sub mons are usually max speed. I don't think rotom scarf would do well in the spirit of the team, it's a huge loss of momentum on a team that really needs it with pivot and powerful wallbreaker. the absence of electric resist is indeed a concern that might be solved with pert over azu, azu bulk allows to damage a lot any electric type coming in with offensive zap being rarebut it is a problem I don't rly see how to counter it without pert over azu, changing dnite for mix gon doesn't fit it is ass without spikes and I need espeed without scarfer.
crocune if it isn't roar might be beatable by scizor sding, I haven't seen the Mon in ages so I never rly build with the Mon in mind
 
starmie is indeed a Mon that I think could be trouble, I used to play return on azumarill, but excal preferred superpower, those set rarely are recover so chipping it to e speed is how I would do. I don't think I'm too weak to Lucario in practice because he doesn't set up on any of my mons but jirachi, and except if u know the team u generally wouldn't try to set up on a jirachi, also it needs to be bp
however I did find that this jira set was very sub weak, and that it means trouble vs sub zap or sub cune, and even sub jira, and it's supposed to be my switching to it, hence I considered thunder over twave which helps vs Lucario water and zap, it's still kinda weak to sub spam and more speed could be appreciated, but 8 wanna keep bulk and sub mons are usually max speed. I don't think rotom scarf would do well in the spirit of the team, it's a huge loss of momentum on a team that really needs it with pivot and powerful wallbreaker. the absence of electric resist is indeed a concern that might be solved with pert over azu, azu bulk allows to damage a lot any electric type coming in with offensive zap being rarebut it is a problem I don't rly see how to counter it without pert over azu, changing dnite for mix gon doesn't fit it is ass without spikes and I need espeed without scarfer.
crocune if it isn't roar might be beatable by scizor sding, I haven't seen the Mon in ages so I never rly build with the Mon in mind
I do agree with you that every single one of your team members here does not allow LO Lucario to set up unscathed. But in the presences of status conditions like sleep and paralysis, I suppose it could so I thought that could be worth mentioning. Mabe a bulkier water that could roar out a substitute threat like Swampert/Suicune/Vaporeon could be further useful in addition to Azumarill, or possible in its place. I would agree that Azumarill hits hard, especially electric types if they are switching it into Azumarill. Perhaps it would only complement the existing Azumarill set?
 
I do agree with you that every single one of your team members here does not allow LO Lucario to set up unscathed. But in the presences of status conditions like sleep and paralysis, I suppose it could so I thought that could be worth mentioning. Mabe a bulkier water that could roar out a substitute threat like Swampert/Suicune/Vaporeon could be further useful in addition to Azumarill, or possible in its place. I would agree that Azumarill hits hard, especially electric types if they are switching it into Azumarill. Perhaps it would only complement the existing Azumarill set?
I'll do some try with pert over azu, I don't think a bulky roar goes well with the spirit of the team, I lose too much momentum. I won't try now though cause conjonctivis
 
Hi DriDri! This is a cool team that I've had the honor of losing to. On paper the team looks a bit weak to Suicune, and I was wondering how that match-up played out in practice.
For me, the biggest problem with Azu on this team is that it is checked very well by water types. I think in this case you could consider CB Azu. A set with Waterfall, Double-Edge, Aqua Jet, Superpower might work, giving you a strong neutral move to hit the mons that would resist Waterfall.For example:

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 0 HP / 0 Def Latias: 260-307 (86.3 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 76 HP / 0 Def Breloom: 287-338 (102.5 - 120.7%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 252 HP / 208 Def Breloom: 226-267 (69.7 - 82.4%) -- guaranteed 2HKO after Stealth Rock and Poison Heal

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 252 HP / 4 Def Starmie: 272-320 (83.9 - 98.7%) -- 75% chance to OHKO after Stealth Rock

-1 252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 0 HP / 4 Def Gyarados: 192-226 (58 - 68.2%) -- guaranteed 2HKO after Stealth Rock

The biggest downside of CB is obvioulsy being locked into a move, but I feel like Azu can make it work. In my eyes, Azu is the better choice on this team over Pert because while you are a bit weak to Zap, I think not having a water-resist would make the team far less defensively sound. A TTar over Sciz maybe? Might just have to live with being weak to Zapdos.
 
Hi DriDri! This is a cool team that I've had the honor of losing to. On paper the team looks a bit weak to Suicune, and I was wondering how that match-up played out in practice.
For me, the biggest problem with Azu on this team is that it is checked very well by water types. I think in this case you could consider CB Azu. A set with Waterfall, Double-Edge, Aqua Jet, Superpower might work, giving you a strong neutral move to hit the mons that would resist Waterfall.For example:

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 0 HP / 0 Def Latias: 260-307 (86.3 - 101.9%) -- 93.8% chance to OHKO after Stealth Rock

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 76 HP / 0 Def Breloom: 287-338 (102.5 - 120.7%) -- guaranteed OHKO

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 252 HP / 208 Def Breloom: 226-267 (69.7 - 82.4%) -- guaranteed 2HKO after Stealth Rock and Poison Heal

252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 252 HP / 4 Def Starmie: 272-320 (83.9 - 98.7%) -- 75% chance to OHKO after Stealth Rock

-1 252+ Atk Choice Band Huge Power Azumarill Double-Edge vs. 0 HP / 4 Def Gyarados: 192-226 (58 - 68.2%) -- guaranteed 2HKO after Stealth Rock

The biggest downside of CB is obvioulsy being locked into a move, but I feel like Azu can make it work. In my eyes, Azu is the better choice on this team over Pert because while you are a bit weak to Zap, I think not having a water-resist would make the team far less defensively sound. A TTar over Sciz maybe? Might just have to live with being weak to Zapdos.
that is true, excal was talking about cb but i don't think it goes that well in that team cause the bulk of azu is rly appreciated, but it's possible to play this, return over superpower is always possible for starmie and gyara, i don't touch empo anymore and clef is more trouble, suicune i usually para with jira, i can flinch a little to put in range if there's sand, or go azu and finish it with superpower, hp electric doesn't hurt me that much, Overall bulky water can be trouble and band azu could be a solution, especially if the jira isn't healing wish anymore (previous discussions...)

edit: tried band, it's pretty good, i don't rly like the fact that ii can't rly predicit my ice punch without too much repercussions. but 654att rocks anyway
https://replay.pokemonshowdown.com/gen4ou-2335835333-hvsduqd9bhkmem5y4a5m959tm9ktao2pw gyara mu better, i'm thinking agility empoleon agility can probably be killed at 25 with aqua jet i guess
 
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