Are the Paldean Starter Raids going to repeat? I forgot to get Meowscarada (I was busy this week, I had made myself some time tonight to get it... and turns out the new day for UTC starts early for those of us in New York).
Unlike the other starter raids they didn't list a rerun week for them, so I doubt it.
Here are the detailed raid script details from
https://stevecooktu.github.io/sv_raid_lookup/. Skeledirge follows Meowscarada's example with a 40% HP gate for the double attacks phase, fortunately marked by Flame Charge, and a longer 550s timer and shorter 25% HP shield. With all the focus on scripted moves, gamefreak kind of tossed everyone a (loud) bone with this one.
Apparently Flame Charge, Disarming Voice, and Stomping Tantrum are moves that Roy's Fuecoco used in the anime though, so I guess that's kind of neat.
For the mon with the most recorded 7-star solo wins of all time and counting, Azumarill still manages to have a poor reputation online as a mon that does "no damage because of Unaware" and has "no way to survive Skeledirge after it uses Torch Song" as I have commonly seen while trying to spread the good word of Azumarill. I have also commonly noticed that Azumarill detractors usually don't tend to bring up damage calculations, its historical records, or personal experiences playing Azumarill, but besides that in the end, only the results of actual gameplay matter. And when it comes down to it, what really matters in Pokemon is that Water always beats Fire so it was a foregone conclusion.
Well, Skeledirge doesn't really use Torch Song as often as you would imagine in practice, and unlike Bulk Up it can actually miss its setup move, and Azumarill has plenty of ways to multiply its Attack. It turns out that if you do any amount of damage after Belly Drum, then you're only doing 4x less than that normally, which can be made up for by multipliers not ignored by Unaware like STAB, Tera boost, Rain Dance, Huge Power, super effectiveness, attack cheers (which I didn't use), and defense debuffs. And as usual with Azumarill, you could call this playing Legends Z-A with how you can mostly dodge everything with accuracy debuffs.
Good AI can also still help out a lot, though. Here Arcanine can contribute with Leers and Intimidate, Dudunsparce goes for Glare when possible which allows Azumarill to outspeed +1 Speed Skeledirge (but not +2), and Sylveon's Moonblasts/Charms are both appreciated for offensive debuffs. They also don't seem to elicit Torch Songs too often, either.
Thanks to Unaware, Azumarill's moveset can be condensed into 3 main moves: the super-effective STAB Liquidation (which also boosts its own damage output by lowering Defense), the utility setup survival of Mud-Slap, and Rain Dance just for any added damage. I was deciding between Light Screen, Tail Whip, and Substitute before the raid dropped and decided to go for Substitute, though in my final winning attempt I didn't use Substitute just to save time. I feel like Tail Whip/Tickle would still be fine to potentially get greedy with defense debuffs early on.
The rest of the build is Tera Water, maximum Attack EVs, and a bunch of HP/Def/SpD EVs that are still scattered around (362/198/210/132/225/149 stats for the sake of it). It's still Jolly because playthrough Azumarill. At first I was using Shell Bell for the usual safety, but in the winning attempt I decided to try Metronome to see if I could push enough damage post-shield to end the fight sooner. I think Shell Bell could still work but it did also save a lot of time which might have mattered.
My first attempt was a timeout but went much better than expected, seeing mostly Stomping Tantrums. I did take a faint and didn't stack any cheers, but was able to keep my Substitute almost all the way to the end.
The second attempt took a faint near the end after getting to the 2nd debuff reset with some unfortunate hits. This is where I realized Liquidation + Shell Bell healing was not doing enough alone and getting double hit was a problem. I also should have set at least 1 Mud-Slap post-reset, and/or Substitute.
The last attempt actually seemed kind of hopeless for a while, but it turned out to be a success. Due to feeling like I was wasting a lot of time watching Substitute and Shell Bell animations while not actually getting hit that often, I switched to Metronome (the item) thinking about trying to push out a ton of damage between the shield breaking and the 50% HP debuff reset, and I did end up getting a critical hit to make up for it.
Here's me getting -6 Mud-Slaps early in the battle. I was actually trying to die while I was at low HP but it just wasn't happening, and I wasted 2 attack cheers trying to fish for a stack on death. I ended up using 6 nontera'd Liquidations against the shield (with Rain Dance) just to burn turns until it happened, and wasn't expecting this attempt to really go anywhere otherwise.
Here's Sylveon carrying hard with Moonblast procs a bit later. After I died, I did end up setting up Rain Dance again and going for tera, which hit decently.
A crit post-shield break made up for a lot of damage building up, though I wonder if a single hit would have still been above half.
Post-shield I set another Mud-Slap and decided to go for broke with Liquidations.
Here's Skeledirge living on a sliver and wasting its final turn.
Overall this clear could definitely be improved to be cleaner, but it was a "first-try with this set" victory and I feel there's always lots of room for improvisation here in the process, especially when the early attempts look as viable as they did here compared to tighter fights like Incineroar. This is the first time I even ran Metronome, and I think it ended up working out, but I think the damage/crit could still be made up for if I had gotten an attack cheer stack from the faint I took, or ran Tail Whip/Tickle over the unused Substitute. At the least, the worst of the upcoming raids may have passed for Azumarill without incident, and I'm once again thankful for gamefreak's mercy with how they wrote up the script here. Hopefully Quaquaval follows in the same footsteps.
EDIT: I forgot to mention this explicitly, but my gameplan was pretty much just spam Mud-Slap and hope to not get hit too badly with nothing better to do, then set up and start on the offense. In this attempt the setup part just involved waiting to faint and respawn with full health to tera, and then also throwing in another Mud-Slap post-shield. Didn't really end up seeing if rain discourages Torch Song early, it did Torch Song early on but not much afterwards from what I could tell across attempts, and I feel like it didn't go for it that often later.
EDIT 2:
Here's my stat screen since someone asked elsewhere.