Azumarill

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Overview
########

Don't be fooled by its cute and seemingly harmless exterior, because Azumarill happens to be one of the most threatening Pokemon in OU. Gifted with an amazing ability in Huge Power, which gives it a massive Attack stat nearly equivalent to that of Groudon, Azumarill is no slouch when it comes to wallbreaking. It was even given a major buff this generation with its new Fairy-typing, which gives it an incredible STAB combination to go along with its previously bland lone Water-typing, as well as a useful immunity to the Dragon-type attacks, among a few other new resistances. Unfortunately for Azumarill, its very low Speed stat leaves it vulnerable to being revenge killed by common Pokemon such as Thundurus, Mega Venusaur, and Rotom-W. Luckily, Azumarill has access to priority in Aqua Jet and solid 100 / 80 / 80 defenses to help offset its abysmal Speed stat. The new breeding mechanics now make it possible for Azumarill to run both Aqua Jet and Belly Drum on the same set, allowing for it to function as a terrifying sweeper. Despite its few shortcomings, Azumarill is a top-tier threat that every team must prepare for in order to succeed.


Belly Drum
########
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Waterfall / Superpower
ability: Huge Power
item: Sitrus Berry
evs: 92 HP / 252 Atk / 164 Spe
nature: Adamant

Moves
========

This set aims to turn Azumarill into one of the most terrifying and unstoppable sweepers in the metagame. For the cost of 50% of its HP, Belly Drum skyrockets Azumarill's Attack stat all the way to a jaw dropping 1308, allowing for it to OHKO the majority of the metagame with Aqua Jet alone. Aqua Jet is the most important attack, because it allows Azumarill to hit Pokemon that would normally be able to outspeed and revenge kill it, such as Landorus, Gengar, and Thundurus. Play Rough is essential to break through Pokemon that aren't KOed by Aqua Jet, such as Dragonite, Rotom-W, Latias, and Gyarados. Waterfall provides Azumarill with a backup Water STAB move to OHKO very bulky Steel-types such as Mega Scizor and Skarmory. On the other hand, Superpower is Azumarill's only chance at OHKOing Ferrothorn at full health, but with the added disadvantage of lowering Azumarill Attack and Defense stats, which makes Azumarill more vulnerable to priority moves.

Set Details
========

The EV spread allows Azumarill to outpace minimum Speed base 70 Pokemon and below, while an Adamant nature gives it as much power as possible. A Jolly nature and max Speed gives it the jump on physically defensive Rotom-W before it can retaliate with a Will-O-Wisp, but most tend to run Speed investment. A Sitrus Berry is the preferred item because it gives Azumarill an extra bit of HP after using Belly Drum, which keeps it from being worn down too quickly by residual damage or faster priority users. Leftovers is also a fine option to give Azumarill some form of passive recovery before it sweeps, but it's not nearly as helpful as a Sitrus Berry once Azumarill sets up. Lum Berry gives Azumarill free setup opportunities against Pokemon that carry status-inducing moves such as Rotom-W, but it's too situational.

Usage Tips
========

This set is meant to tear apart teams once its few checks and counters are gone, so it is important not to sweep before they are removed or else it can be cut short. It's best to set up on Dragon-types locked into a move, such as Choice Band Dragonite or Choice Scarf Kyurem-B. Azumarill is also quite bulky, so it can successfully set up on weaker Bug-, Dark-, Water-, Fighting-, and Fire-type attacks. Because Azumarill forces a lot of switches, it finds many opportunities to set up on predicted switches. It's very important to keep Azumarill as healthy as possible before it sets up, because once its HP reaches below 50%, it's no longer possible for it to use Belly Drum.

Team Options
========

As with most sweeping Pokemon, the best partners for this set are the ones that can eliminate Azumarill's checks and counters, allowing for it to sweep without worry. Thundurus can wear down bulky Water-types such as Rotom-W, and with Hidden Power Flying it's a great lure to Mega Venusaur and Amoonguss. Mega Scizor can set up on Mega Venusaur and most other Grass-types that threaten to cut Azumarill's sweep short. Garchomp and Landorus can remove Aegislash before it tries to come in and lower Azumarill's Attack with King's Shield or pick it off with Shadow Sneak. Scolipede can pass Speed boosts to Azumarill so it no longer has to rely so much on Aqua Jet, while Shuckle can use Sticky Web to slow down opposing grounded Pokemon. Users of Rapid Spin or Defog are very important because Azumarill needs to be as healthy as possible before it can sweep; Excadrill is a good spinner while Latios and Scizor can use Defog. Entry hazard support is also extremely important for breaking Focus Sashes, Sturdy, and securing a few OHKOs. Ferrothorn is probably the best partner for the job because it can easily shrug off all Electric-, Grass-, and Poison-type attacks, and use them to freely set up Stealth Rock. Drizzle support from Politoed is also an option to give Azumarill a much more lethal Aqua Jet. Deoxys-D is also a great partner for its ability to fit nicely on pretty much any offensive team.

Choice Band
########
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Knock Off / Superpower
move 4: Waterfall
ability: Huge Power
item: Choice Band
evs: 228 HP / 252 Atk / 28 Spe
nature: Adamant

Moves
========

Because of Azumarill's awful Speed stat, Aqua Jet is an absolute necessity in order to get the jump on faster Pokemon that would normally outspeed it, such as Mamoswine, Excadrill, and Volcarona. Play Rough is an incredibly powerful STAB move that can 2HKO bulky Water-types such as Rotom-W and Quagsire, and provides very useful coverage against the likes of Greninja, Dragonite, and Keldeo. Knock Off can smack predicted switch-ins such as Aegislash and dispose of their item. Superpower is specifically for dealing massive damage to Ferrothorn, as it resists both of Azumarill's STAB moves and could potentially set up entry hazards against it with ease. As for the last moveslot, Waterfall is the preferred option for a much more powerful Water-type STAB attack to hit bulkier threats such as Heatran, Hippowdon, and Mega Scizor, which can all take at least one Aqua Jet.

Although Azumarill doesn't really have too many other viable attacking options, there are a few moves in particular that it can use to get around a few of its counters. Return or Double-Edge can be used to 2HKO Mega Venusaur, which resists every single one of Azumarill's coverage moves, but it's not entirely worth the loss in power from dropping Waterfall.

Set Details
========

Maximum Attack investment and an Adamant nature give this set maximum power, while the Speed EVs are to outpace minimum Speed Tyranitar. Although Azumarill will primarily want to invest as much in bulk as possible to take advantage of its above-average defenses, you could alternatively invest 124 EVs in Speed for Azumarill to outpace Choice Banded Scizor. If you prefer Azumarill to have more move flexibility, then Mystic Water is an option for being able to switch between moves and bluff a Choice Band, but Azumarill loses out on a lot of power and the ability to break through bulkier Pokemon, such as Rotom-W.

Usage Tips
========

The purpose of this set is to punch massive holes into the opponent's defenses so a teammate can come in and clean up. Thanks to Aqua Jet and Azumarill's high Attack stat, it can also pose as a decent revenge killer, capable of picking off weakened foes and frail sweepers. One must not forget that Azumarill is also quite bulky, so it's more than capable of taking weaker hits multiple times in a battle if it has to, but keep in mind that without reliable recovery, it can be worn down quite easily. Because of Azumarill's low Speed stat and Choice Band locking it into one move, it's best to use a hit-and-run strategy to get the best results with this set, or else you open up opportunities for the opponent to set up on one of its attacks.

Team Options
========

One of the best offensive teammates that can be paired with Azumarill is Nasty Plot Thundurus because with Hidden Power Flying or Psychic it can deal with some of its biggest counters, such as Mega Venusaur and Amoonguss, as well as frying Skarmory. Thundurus-I also benefits from the pressure Azumarill puts on Hippowdon, Chansey, Mamoswine, and Latias, which are some of its most common checks. Rotom-W also checks bulky Water-types and can provide Azumarill with tons of free switch-ins thanks to Volt Switch. Mega Scizor and Talonflame can both set up on Grass-type Pokemon such as Mega Venusaur that threaten Azumarill. Much like Thundurus, Heatran also appreciates the removal of special walls, and can also deal with problematic Pokemon such as Scizor. Even with the recent nerf to Drizzle, Politoed can power up Azumarill's Water-type attacks, allowing for it to be a much more potent wallbreaker. Because Azumarill will be switching in and out quite often, Defog or Rapid Spin support is very beneficial to remove those pesky entry hazards. Defog Latias is by far the best entry hazard remover due to its fantastic defensive synergy with Azumarill, resisting both Electric- and Grass-type moves while Azumarill can easily shrug off Ice-, Bug-, Dragon-, and Dark-type attacks.

Assault Vest
########
name: Assault Vest
move 1: Aqua Jet
move 2: Play Rough
move 3: Knock Off
move 4: Waterfall
ability: Huge Power
item: Assault Vest
evs: 16 HP / 252 Atk / 240 SpD
nature: Adamant

Moves
========

Aqua Jet is mandatory because without it, Azumarill can't revenge kill weakened Pokemon or outspeed faster Pokemon such as Mamoswine, Volcarona, and Landorus. Play Rough is a powerful STAB move that is great for wearing down Rotom-W, as well as dealing massive damage to Dragon-, Dark-, and Fighting-types. Knock Off is the preferred move in the third moveslot because Azumarill can screw around with its common switch-ins by removing their item. It's also a decently powerful Dark-type move to hit Aegislash with on the switch. The major advantage that this set has over the Choice Band set is that Azumarill is no longer restricted to using one move at a time, giving it the freedom to alternate between moves, limiting its pool of reliable switch-ins. Waterfall gives Azumarill a much more powerful Water-type STAB move to hit bulkier Pokemon such as Hippowdon and Heatran.

Set Details
========

Azumarill's Special Defense is maximized in order to make it as bulky as possible, while an Adamant nature and max Attack EVs allows it to become a powerful offensive tank. Azumarill already has very solid defensive stats, but with an Assault Vest and the given bulk investment, its Special Defense stat reaches a whopping 399, allowing it to sponge special attacks with ease.

Usage Tips
========

Although most of its sets are designed to put immense offensive pressure on the opposing team, this set is meant to transform Azumarill into an amazing offensive tank. Azumarill's massive special bulk when equipped with an Assault Vest allows it to take on a plethora of special attackers, such as Greninja, Kingdra, Landorus, and Keldeo. Azumarill is even able to take on Pokemon it couldn't before, such as Thundurus, which does a maximum of 79% to Azumarill with a Life Orb Thunderbolt and its KOed with the combination of Play Rough and Aqua Jet.

Assault Vest Azumarill best fits on teams in need of a reliable offensive pivot. Azumarill is able to easily switch in on common special attackers that threaten offensive teams, such as Greninja and Keldeo, and can deal massive damage to them in return without losing valuable momentum. Remember to play conservatively with Assault Vest Azumarill, because its lack of recovery and susceptibility to entry hazards can wear it down relatively fast. Only directly switch Azumarill into resisted or weak special attacks, because very powerful special attackers such as Landorus and Mega Charizard Y can still deal a significant amount of damage to it on the switch.

Team Options
========

As usual, this set struggles to break through bulky Grass-types. Mega Scizor is a great offensive partner because it is able to provide Azumarill with useful switching initiative with U-turn and it can set up on Grass-types such as Mega Venusaur and Ferrothorn. Mega Manectric is able to weaken physical attackers with Intimidate and bring in Azumarill safely with Volt Switch, which makes it immensely hard to break through physically and specially. On top of that, Manectric can lure Electric-type attacks before it Mega Evolves with its Lightningrod ability, OHKO Gyarados, and fry Grass-types such as Ferrothorn with Flamethrower or Overheat. Breloom can deal massive damage to bulky Water-types such as Rotom-W and Suicune. Entry hazards are a huge problem for Azumarill due to its lack of reliable recovery. Latias is once again the best Pokemon for removing them with Defog, and also has useful Electric- and Grass-type resistances.

Other Options
########

Azumarill has a few other move and set options that all have decent potential. A Life Orb can be used on the Choice Band set for more move freedom, but Azumarill's lack of reliable recovery, susceptibility to entry hazards, and recoil from Life Orb can wear it down very quickly. A specially defensive Sap Sipper set with Scald / Toxic / Protect / Knock Off can work well on defensive teams in need of a solid counter to both Charizard forms, Dragon-, and Fighting-types. It's lack of offensive presence and reliable recovery really hurt it though, so make sure to pair it with a cleric and or a Wish passer. A SubPunch set with Leftovers is somewhat viable because it forces a lot of switches and can demolish Ferrothorn, but it requires a lot of prediction to work properly. Encore can give Azumarill opportunities to potentially set up a Belly Drum, but it then misses out on the extra coverage move or the reliability of Waterfall. Aqua Tail is slightly more powerful than Waterfall, but it has a 10% drop in accuracy and loses out on the ability to flinch, and it doesn't score any significant OHKOes.

Checks & Counters
########

**Steel-types**: Skarmory is a fantastic switch-in to most of Azumarill's sets, as it resists Play Rough and can avoid the 2HKO from Waterfall. Ferrothorn walls the hell out of any set lacking Superpower because it resists both of Azumarill's STAB moves. Mega Scizor is extremely bulky and can threaten to set up on Aqua Jet or Play Rough. Aegislash can check Azumarill very well with King's Shield, which can harshly lower Azumarill's Attack stat. It can also deal heavy damage with Shadow Ball or set up Swords Dance once Azumarill's Attack stat has been lowered.

**Bulky Water-types**: Rotom-W resists Azumarill's Water-type STAB and can also burn Azumarill with Will-O-Wisp, or it can deal heavy damage to it with an Electric-type attack. RestTalk Gyarados can lower Azumarill's Attack stat with Intimidate and phaze it out with Roar.

**Grass-, Poison-, and Electric-types**: Mega Venusaur is by far the greatest counter to Azumarill in OU, as it resists both of its STAB moves and can threaten back with either Giga Drain or Sludge Bomb. It's also not weak to Ice Punch due to Thick Fat, nor can its item be taken away by Knock Off. Ferrothorn only fears the stray Superpower and is a complete stop to the Belly Drum set. Amoonguss is also a great counter to Azumarill, but it must be careful of a stray Ice Punch. Thundurus, Magnezone, and Mega Manectric are very powerful Electric-types that can deal a ton of damage to Azumarill with Thunderbolt; Mega Manectric can also lower its Attack with Intimidate. Breloom and Gengar outspeed Azumarill and can threaten to OHKO it with their respective STAB moves.
 
Last edited by a moderator:
For speed, there are quite a few options to outspeed specific threats. This is most useful for the Bellyjet set, but even the CB-set appreciates outspeeding certain things. (I'm no QC, but I thought, this helps)
  • 44 Spe: outspeeds uninvested base 55's, including Blissey. Blissey is never staying on something with more firepower than CB-Scizor, though I suppose, it helps to avoid being Thunderwaved or Toxicked.
  • 84 Spe: outspeeds uninvested base 60's, including Jellicent and Aegislash. It helps to jump on either before they try to burn you or out-prioritise you while at 75% health.
  • 92 Spe: outspeeds uninvested Tyranitar.
  • 124 Spe: outspeeds uninvested Scizor; this works well for the Bellydrum-set to use priority before Scizor does.
On the last moveslot in either one, Return could be an option to hit Tentacruel, M-Venusaur, Amoonguss, and Qwilfish, which are the best counters to Azumarill. It 2HKO's specially-defensive M-Venusaur with Stealth Rock, but it's hopeless against physical-defensive variants, so it would probably be a mention in AC.
 
Now has access to the almighty Belly Drum, allowing for it to become a terrifying sweeper
Azumarill always had belly drum. What's new is that it can run belly drum and aqua jet on the same set.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Okay I finally managed to finish this up. Anyways, I'm a bit iffy on whether or not the Belly Drum set should or shouldn't run Speed. I was thinking that 84 Speed would be a good benchmark for Jellicent, but I rarely see that Pokemon at all anymore, so it's not nearly as relevant. I would definitely like some of QC's thoughts though.
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
Since Jellicent generally can't burn/Recover stall a +6 burned Azumarill's Play Rough (I believe Specially Defensive Jellicent is OHKO'd anyways, while Physically Defensive struggles to live with Recover), I think it's okay not to.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Since Jellicent generally can't burn/Recover stall a +6 burned Azumarill's Play Rough (I believe Specially Defensive Jellicent is OHKO'd anyways, while Physically Defensive struggles to live with Recover), I think it's okay not to.
Yeah that makes sense, but I was leaning more towards whether or not Azumarill needs to outspeed Jellicent so it can't be burned in general. I mean sure, Azumarill can still beat it 1v1, but now Azumarill is heavily crippled and probably can't sweep the rest of the opponent's team when burned. Still, while testing out Azumarill I've yet to see ONE Jellicent, so I don't think it's relevant enough anymore at least ATM to try and outspeed it.
 
Isn't it worth trying to outspeed defensive rotom on the Belly drum set? Seeing as how that is many team's only check to it, that can be the difference between sweeping and not sweeping.
 
To do that Azu would have to run a jolly nature and nearly max speed investment. It's not worth sacrificing that much bulk and power. And if the opposing Rotom-W is doing some speed creeping of his own then it's all for naught.
 
I would at least mention it as an option, as most rotoms don't speed creep, and if anything speed creep down for a slow voltswitch. It is also helpful for pokemon like bisharp and scizor so you out prioritize them. That one team that everyone uses with the deo d and scarf chomp and shit uses it, and that shit has peaked like everywhere. Not that one team makes it good, but it's success proves that it is viable.
 
  • Aqua Jet is very important for much needed priority to hit faster threats such as Talonflame, Excadrill, and Mamoswine, while picking off weakened threats

Aqua Jet won't help against Talonflame. Its Brave Bird also gets priority.

  • Superpower is once again really only for Ferrothorn, but it's actually OHKOed by Waterfall after Stealth Rock and a bit of residual damage
In that case, why not hit it with Play Rough? I mean, could it OHKO with out the previous damage?

  • Once again, Azumarill can choose to run 84 Speed EVs to outpace Azumarill and OHKO it with Play Rough before it burns it
 
Last edited:

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Aqua Jet won't help against Talonflame. Its Brave Bird also gets priority.

In that case, why not hit it with Play Rough? I mean, could it OHKO with out the previous damage?
Fixed those little nitpicks.
 
So what do you guys think of an Assault Vest set?

Play Rough
Aqua Jet
Power-up Punch
Knock Off / Ice Punch
16 HP / 252 Atk / 240 SpD
Adamant

I know Plus came up with this and I saw him ladder with it, and then we made a team with Bloo using it, and I think it's actually pretty good. Azumarill has excellent defensive typing and is really bulky on the special side, and with one Power-up Punch essentially turning it into a Choice Bander, except with the freedom to change moves, it's really strong.
 
Last edited:

Colonel M

I COULD BE BORED!
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Top Contributor Alumnus
Looks pretty good. I would mention at worst some Heal Bell / Aromatherapy support - this allows Azumarill to freely switch into shit like Heatran and bulky Water-types without receiving too much punishment if it gets burned or poisoned. It's a great Plot Mega Lucario check too as PuP + Aqua Jet KOes.

Also mention some of the things it can tackle too. For example Greninja does crap to it unless it packs Grass Knot or HP Grass (the latter is more useful since Rotom-W exists). Azu can easily take HP Grass and Grass Knot at least once and OHKO with Play Rough (assuming Greninja takes LO recoil or SR is on their side of the field). Looks like Knock Off allows Azu to take out Gengar easily too (LO Sludge Bomb doesn't OHKO at worst).

Yeah I would add it.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
So what do you guys think of an Assault Vest set?

Play Rough
Aqua Jet
Power-up Punch
Knock Off / Ice Punch
16 HP / 252 Atk / 240 SpD
Adamant

I know Plus came up with this and I saw him ladder with it, and then we made a team with Bloo using it, and I think it's actually pretty good. Azumarill has excellent defensive typing and is really bulky on the special side, and with one Power-up Punch essentially turning it into a Choice Bander, except with the freedom to change moves, it's really strong.
Yeah this set looks interesting on paper, but I'm a bit wary of adding it simply because of how different it plays from the other sets. I'm going to test this out a bit first and come back with my findings.
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Okay so I got to testing the Assault Vest set that Fuzznip posted, and I was pretty surprised how much of a tank Azumarill is. Like, it takes maximum of 79% from Thundurus-I's LO Thunderbolt, and then proceeds to OHKO it with Play Rough. That's pretty damn cool. Personally though, Power Up Punch wasn't really doing much for me. Although Azumarill is so fucking bulky with Assault Vest, it's still very vulnerable to quite a few physical attackers, and it can be worn down relatively easy because of hazards, residual damage, and slow Speed, so I rarely found many opportunities to set up. Even with Azumarill's new-found bulk, I still had to play more of a hit and run style, mostly just because of how slow it is and still fearing powerful physical attackers. PuP is still a cool move though that can be quite useful once its checks and counters are removed, so I think it should slashed first, simply because of how scary it makes Azumarill.

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 16 HP / 252 Atk / 240 SDef
Adamant Nature
- Aqua Jet
- Play Rough
- Power-Up Punch / Superpower or Waterfall?
- Knock Off


I'd like some kind of explanation for the EV spread, cause I can't figure out what 16 HP is doing for the set. Ice Punch didn't really hit anything more significant than Knock Off, which a much more useful move all around for fucking with its switch-ins. Superpower is the most reliable coverage move in third slot, while PuP forgoes coverage for cleaning/wallbreaking capabilities. Waterfall could potentially be slashed over Superpower cause it's really just for Ferro, but it walls this set completely without it.

I'd like more QC input before I add this as a set though.
 
Last edited:
16 HP / 240 SpD gives it more Special Defense bulk than straight 252 SpD if I'm not mistaken.

I liked Power-Up Punch because Azumarill forces switches like mad, so I was happy getting +1 Attack and basically becoming CB Azumarill with the freedom to switch moves and with insane special bulk.

The moveset can be looked at more closely, but I've grown to really enjoy AV Azuma itself. I would argue it's almost as scary as CB Azuma.
 
Mystic water shouldn't even be a slash with the Belly Drum set, Sitrus Berry makes it infinitely easier to pull off the drum. Eg: on Genesect U-turns after rocks. I can't imagine Mystic Water mattering much as Aqua Jet to things like Rotom-W and Latios do about 65%, I don't see Mystic Water adding many kills. The rest looks great.
 

Jukain

!_!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
I agree with Laurel on removing Mystic Water from Belly Drum. Sitrus is so important so that you don't just die to everything you can't OHKO as well as Bullet Punches.

Now, CB. I honestly don't see it as the first option on the first set. You have Mystic Water, LO, and Leftovers as options (not that all deserve a slash). CB is just too limiting. While powerful, it eliminates Azumarill's flexibility to switch moves, which proves useful to it in countless scenarios. After facing a bunch of Azumarill, I can safely say that CB is the easiest set to play around. Lots of people I've talked to have had a similar impression of CB. I would probably slash Mystic Water first, but it's honestly your choice. I just find that an Azumarill able to switch moves is way more threatening than a more powerful one that can't.
 
Regarding the AV + PuP Azumarill set,
I decided to give the set a little run and here's my 2 cents:
- PuP is somewhat difficult to utilize effectively in the long-run. Usually Azumarill must waste a turn using PuP which will allow the opposing player to send in an appropriate answer to it. Maybe I'm not using it correctly but I feel like Protect, Substitute, Superpower, etc would hold greater merit in PuP's slot.
- Knock Off is simply amazing on the AV set as Azumarill forces many switches.
- AV is great but maybe Mystic Water would simply be better because Aqua Jet is seriously weaker and considering that's Azumarill's only priority STAB, it's best if it had some "punch" behind it.

**regarding PuP: Is it supposed to be a makeshift pseudo CB or is it meant to be used late-game where Azumarill is hoping to catch a sweep?
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Regarding the AV + PuP Azumarill set,
I decided to give the set a little run and here's my 2 cents:
- PuP is somewhat difficult to utilize effectively in the long-run. Usually Azumarill must waste a turn using PuP which will allow the opposing player to send in an appropriate answer to it. Maybe I'm not using it correctly but I feel like Protect, Substitute, Superpower, etc would hold greater merit in PuP's slot.
- Knock Off is simply amazing on the AV set as Azumarill forces many switches.
- AV is great but maybe Mystic Water would simply be better because Aqua Jet is seriously weaker and considering that's Azumarill's only priority STAB, it's best if it had some "punch" behind it.

**regarding PuP: Is it supposed to be a makeshift pseudo CB or is it meant to be used late-game where Azumarill is hoping to catch a sweep?
Removing Assault Vest for Mystic Water would completely ruin the point of the set. Assault Vest Azumarill is basically a tank that is able to absorb special attacks like its nothing and proceed to waste them with Play Rough, Knock Off their item and cripple them, or just use them as set up bait so it can go on a tear after a few boosts. Mystic Water is just a weaker variation of CB but without the massive increase in bulk And yes, PuP is a bit situational, but without it Azumarill is a lot weaker then its Banded counterpart, and when it gets an opportunity to set up on special attackers, it's quite hard to switch into it. That's kind of the advantage that Azumarill has; it lacks enough reliable switch-ins, allowing for it to use PuP without much fear. Still, I personally think Waterfall is a great option over PuP for that extra powerful STAB against bulkier Pokemon. And yes, to answer your last question, it's supposed to give it the same power as CB, but with the ability to change moves. Thanks to its massive SpD, you'd be surprised how often it gets to use the move.

So yeah, Mystic Water vs. AV isn't really comparable IMO. They're two totally different sets.

I agree with Laurel on removing Mystic Water from Belly Drum. Sitrus is so important so that you don't just die to everything you can't OHKO as well as Bullet Punches.

Now, CB. I honestly don't see it as the first option on the first set. You have Mystic Water, LO, and Leftovers as options (not that all deserve a slash). CB is just too limiting. While powerful, it eliminates Azumarill's flexibility to switch moves, which proves useful to it in countless scenarios. After facing a bunch of Azumarill, I can safely say that CB is the easiest set to play around. Lots of people I've talked to have had a similar impression of CB. I would probably slash Mystic Water first, but it's honestly your choice. I just find that an Azumarill able to switch moves is way more threatening than a more powerful one that can't.
This is definitely something that QC needs to discuss, because I definitely don't feel the same way about CB. The point of CB is to basically punch massive holes into the opposing team, and it utilizes a more hit and run style. Mystic Water not only makes its Fairy-STAB, coverage moves, and even AJ significantly weaker, but it also takes away the insane wallbreaking potential that Azumarill has with a CB. It can be played around, like most Choiced attackers, but you're always having to take massive risks when trying to play around it successfully, which makes CB even more terrifying IMO. Life Orb is the closest thing to Banded power and move freedom, but I just absolutely despise the recoil. Combined this recoil with slow Speed, vulnerability to all entry hazards, and the omnipresence of priority on almost every team, Azumarill is going to be worn down WAYY too fast. Leftovers adds nice healing, but all of its moves are very weak compared to its other items.

Still, move freedom is very nice, and this is why I could definitely vouch for one of them being slashed with CB, preferably Mystic Water simply because most of the time Azumarill is spamming AJ. I firmly believe CB is its best item, because the massive power is just so amazing.
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
Great analysis, I just have a few minor nitpicks
Play Rough hits Latios, Latias, Garchomp, and Dragonite very hard, while vaporizing Dark-types such as Greninja and Tyranitar
You neglected to mention the most important Play Rough target; Rotom-W. Play Rough is the sole reason why bulky Rotom-W can't hard check Azumarill anymore. I also think the Tyranitar & Greninja mentions are unnecessary; there former is already hit by the more reliable Waterfall, and the latter wouldn't dream of switching into Azumarill anyway. I'd probably mention Gastrodon; it's not very relevant, but physically defensive Gastrodon was already one of the more reliable Azumarill checks, but it gets completely destroyed by Play Rough.

In the usage tips, you can definitely go into detail on how to use Choice Band Azumarill's attacking moves. In particular, Play Rough is a strong move for damaging or breaking through Azumarill's best checks, whereas Waterfall is more of a move you spam when you the advantage in a matchup (ie vs a water-weak Pokemon), but you aren't concerned with your opponents other Pokemon (ie, they have a 30% Rotom-W waiting in the wings, etc)
Fairy typing gives it an extra weakness to the Poison-type, and it also has other easily exploitable weaknesses
This is such a disingenuous con. Fairy-typing gives it a whopping 6 resistances + a fantastic immunity, and only 3 weaknesses (none of which exploitable; Electric, Grass & Poison are ridiculously easy to deal with in OU). You'd be better off removing this entirely, and ending it at that. You don't need to any more cons (the big ones were already covered)

And finally, in the checks & counters section you can remove Jolteon & Heliolisk and move Mega Venusaur to the top; its the #1 stop to Azumarill by far.

QC (2/3)
 

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Great analysis, I just have a few minor nitpicks

You neglected to mention the most important Play Rough target; Rotom-W. Play Rough is the sole reason why bulky Rotom-W can't hard check Azumarill anymore. I also think the Tyranitar & Greninja mentions are unnecessary; there former is already hit by the more reliable Waterfall, and the latter wouldn't dream of switching into Azumarill anyway. I'd probably mention Gastrodon; it's not very relevant, but physically defensive Gastrodon was already one of the more reliable Azumarill checks, but it gets completely destroyed by Play Rough.

In the usage tips, you can definitely go into detail on how to use Choice Band Azumarill's attacking moves. In particular, Play Rough is a strong move for damaging or breaking through Azumarill's best checks, whereas Waterfall is more of a move you spam when you the advantage in a matchup (ie vs a water-weak Pokemon), but you aren't concerned with your opponents other Pokemon (ie, they have a 30% Rotom-W waiting in the wings, etc)

This is such a disingenuous con. Fairy-typing gives it a whopping 6 resistances + a fantastic immunity, and only 3 weaknesses (none of which exploitable; Electric, Grass & Poison are ridiculously easy to deal with in OU). You'd be better off removing this entirely, and ending it at that. You don't need to any more cons (the big ones were already covered)

And finally, in the checks & counters section you can remove Jolteon & Heliolisk and move Mega Venusaur to the top; its the #1 stop to Azumarill by far.
QC (2/3)
Thanks PK, I've implemented your changes. Just a heads, I'm still going to add the AV set to the OP because I feel like it's definitely viable enough to be warranted a set. I'll try not to fuck anything up when I write up the set so we can avoid having to prolong this check. I'll write this up as soon as I can.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top