LC Azurill



QC Checks: Corporal Levi / Hawkstar / TCR

Final QC Check: Heysup

GP Checks: fleurdyleurse / Legitimate Username

Overview
########

Azurill is one of the only Pokemon in Little Cup with the ability Huge Power, which doubles its Attack. Azurill's lack of Speed makes it a good Trick Room sweeper. Its Fairy typing provides a resistance to Sucker Punch and Knock Off, two very common moves. Its typing isn't very useful outside of that, however, as it has no Fairy-type STAB move to complement it. It also has a fairly shallow movepool and faces competition from Bunnelby as a Huge Power user, as Bunnelby hits 28 Attack as opposed to Azurill's 24 Attack, and it is much faster. It also requires a lot of support, including teammates that run Trick Room.

Trick Room Sweeper
########
name: Trick Room Sweeper
move 1: Return
move 2: Knock Off
move 3: Waterfall
move 4: Iron Tail / Double-Edge
ability: Huge Power
item: Life Orb
evs: 116 HP / 196 Atk / 116 Def / 36 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Return is your go-to reliable STAB move that hits anything that doesn't resist it very hard. Knock Off is a great coverage move that allows Azurill to hit Ghost-types, while Waterfall rounds off the coverage by hitting Rock-, Ground-, and Fire-types super effectively. Iron Tail allows Azurill to beat a few things that otherwise wall it such as Lileep and Spritzee. Lastly, Double-Edge is another heavy hitting STAB attack, but the recoil is not appreciated.

Set Details
========

A Brave nature is used because you're going to be using this in Trick Room, so the loss of Speed is actually beneficial, while its Attack is maximized in order to hit as hard as possible. The Defense EVs add substantial bulk, allowing it to take less damage from opposing priority such as Quick Attack. Finally, a Life Orb is the item of choice, as it allows Azurill to hit even harder.

Usage Tips
========

Azurill is best brought in after a teammate has been knocked out as an early-game wallbreaker. Don't switch Azurill into an attack, as it will most likely be weakened to the point where it's useless, if it doesn't outright get KOed. Try to avoid Pawniard as much as possible, and if you can't KO a wall, Knock Off is helpful to for crippling it. Azurill's goal is to weaken the opposing team to the point that whatever cleaner you have can finish the job with relative ease.

Team Options
========

Trick Room setters such as Porygon, Spritzee, and Pumpkaboo are mandatory. Late-game cleaners such as Choice Scarf Bunnelby work well and appreciate Azurill for softening up the opponent's team. Hazard setters can help to break Sturdy, something that Azurill is very much grateful for, as with just one layer of Spikes and some prior damage, it can OHKO Magnemite and Dwebble. Azurill requires a lot of support to use effectively, but late-game sweepers and cleaners appreciate its help of busting through even the bulkiest of Little Cup walls with ease.

Other Options
########

Azurill has very few other options due to its barren movepool. Substitute can be used to block status, but the coverage will be missed. Eviolite can be used for extra bulk at the cost of some damage output. Bounce can be used to hit annoying Grass-types. Work Up, as a boosting move, can be used, but Azurill is too frail to utilize it most of the time, and it would rather have the coverage options. Azurill can be used outside of a Trick Room team with a healthy amount of Baton Pass or Thunder Wave support. Finally, it can use maximum Speed investment to outspeed most walls outside of Trick Room, for an easier time taking them down.

Checks & Counters
########

**Steel-types**: Most Steel-types, such as Eviolite Pawniard, Honedge, Aron, and Ferroseed can all beat Azurill thanks to their type advantage. Honedge should watch out for Knock Off, however, and Aron should watch out for Waterfall.

**Rock-types**: Eviolite Tirtouga, Omanyte, and Kabuto can all take on Azurill with relative ease due to their high Defense and good typing to take Azurill's coverage moves.

**Bulky Physical Walls**: Physical walls such as Spritzee, Slowpoke, and Koffing can all take hits well, and dispose of Azurill. Spritzee must be wary of Iron Tail, however.

**Status**: Burns, paralysis, and poison can all deter Azurill, as burns halve its Attack, paralysis can cause it to not move for a turn, and poison whittles its health down.
 
Last edited:

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Overview:
I wouldn't say it's incredibly frail; since it's a Trick Room sweeper, it can afford to invest in its defenses, so remove that point.

Trick Room Sweeper:
Does 36 SpD EVs survive anything important that 0 SpD EVs doesn't? If not, most priority moves are physical so it would probably be better to just run 196 Def EVs. If so, ignore that.

Other Options:
Mention that an Eviolite set can work to take advantage of Azurill's decent bulk, but Azurill really needs to OHKO its targets before Trick Room runs out, so more power through Life Orb is preferred.
Add Substitute to block status and take advantage of the opponent trying to stall Trick Room out through Protect, but mention that a wrong prediction can cost precious Trick Room turns.

Checks and Counters:
Remove the Poison-type section; the only one I would even consider a valid check is Koffing. Croagunk and Trubbish are almost always OHKOed by Double-Edge, and Trubbish is additionally OHKOed by Return. Koffing can go as an example of a bulky physical wall.
In the Steel-types section, mention that Honedge has to watch for Knock Off and Aron for Waterfall. Mention that Eviolite Pawniard is the only variant of Pawniard that is actually capable of avoiding the 2HKO from all of Azurill's attacks. Put special mention of Ferroseed here, and explain why it is especially effective (Iron Barbs and Protect stall).
Priority doesn't actually cover Azurill very well given how even Fletchling's Acrobatics almost never OHKOs after Stealth Rock and one layer of Spikes; Timburr's Mach Punch rarely even 3HKOs. Just say that priority can pick off a weakened Azurill.
Say that even bulky physical walls are usually 2HKOed by Azurill's attacks, but they are rarely OHKOed, allowing them to attack back or utilize recovery to stall Trick Room out. Put special mention on those that utilize Protect, such as Spritzee, which allows them to try to stall Trick Room out further.
Add a Rock-type section. Mention that Eviolite Tirtouga is able to avoid the 2HKO from any combination of Azurill's attacks and retaliate with their STAB attacks, and that Omanyte is able to do the same if it does not switch in on Knock Off.

You're really improving n.n
QC 1/3
 

Celestavian

Smooth
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
196+ Atk Life Orb Huge Power Azurill Double-Edge vs. 76 HP / 76+ Def Eviolite Timburr: 19-23 (76 - 92%) -- 6.3% chance to OHKO after 1 layer of Spikes

196+ Atk Life Orb Huge Power Azurill Knock Off (97.5 BP) vs. 0 HP / 92 Def Tirtouga: 13-16 (61.9 - 76.1%) -- guaranteed 2HKO after 1 layer of Spikes

One layer of Spikes does not guarantee the OHKO on standard Timburr like you claim it does, not even with the extra power of Double-Edge. It's not even close to OHKOing Tirtouga, either. Seeing as how you imply that the hazards are breaking Sturdy (meaning they were at full HP before), I think you should add in that it requires some extra damage before Azurill can get OHKOes.

QC 2/3
 

tcr

sage of six tabs
is a Tutor Alumnusis a Team Rater Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
I wouldn't really say that Paralysis "cripples" Azurill, especially since it is best used as a Trick Room sweeper. Paralysis only makes it slower with the offchance of a full Para.

I would remove Vullaby from counters, as Return 2hkoes without Rocks (Guaranteed with rocks) while Vullaby cannot really do anything back (afaik people stopped running Brave Bird, regardless it does at most 57%).

please expand on your checks and counters, explain how they counter (you should do this before you have to write it up anyway) as you say azurill can run iron tail for spritzee yet have it as a counter. You can say something like "Spritzee is usually a counter but has to be wary of Iron Tail" or something. you can write up after this unless theres something i missed.
 

fleurdyleurse

nobody,not even the rain,has such small hands
is a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus
hi
Overview
########
Azurill is one of the only Pokemon in Little Cup with the ability Huge pPower, which givdoubles it 24 as Attack, as much as Cranidos. Azurill's lack of sSpeed makes it a good Trick Room sweeper. Its Fairy typing provides a resistance to Sucker Punch and Knock Off, two very common moves. It's typing isn't very useful outside of that, however, as it has no Fairy STAB move to complement it. It also has a fairly shallow movepool, and faces competition from Bunnelby as a Huge Power abuser, as it hits 28 aAttack as opposed to Azurill's 24 Attack, and is much faster. It also requires a lot of support, including teammates that run Trick Room.
Trick Room Sweeper
########
name: Trick Room Sweeper
move 1: Return
move 2: Knock Off
move 3: Waterfall
move 4: Iron Tail / Double-Edge
ability: Huge Power
item: Life Orb
evs: 116 HP / 196 Atk / 116 Def / 36 SpD
ivs: 0 Spe
nature: Brave
Moves
========
Return is your go-to reliable STAB, move that hits anything nothat doesn't resisting it very hard. Knock oOff is a great coverage move that allows Azurill to hit Ghost-types, while Waterfall rounds off the coverage by hitting Rock-, Ground-, and Fire-types super effectively. Iron Tail allows Azurill to beat a few things that otherwise wall it such as Lileep and Spritzee. Lastly, Double-Edge is another heavy hitting STAB option, but the recoil is not appreciated.
Set Details
========
Brave is used because you're going to be using this in Trick Room, so the loss of Speed is actually beneficial, while it's Attack is maxed to hit as hard as possible. The Defense EVs are for substantial bulk, and to weakentake less damage from opposing priority such as Quick Attack. Finally, Life oOrb is the item of choice that allows Azurill to hit even harder.
Usage Tips
========
Azurill is best brought in after a teammate is knocked out as an early-game wallbreaker. Don't switch Azurill in to an attack, as it will most likely be weakened to the point where it's useless, if it doesn't outright get KO'ed. Try to avoid Pawniard as much as possible, and if you can't KO a wall, Knock Off is helpful to cripple it. Azurill's goal is to weaken the opposing team to the point that whatever cleaner you have can finish the job with relative ease.
Team Options
========
Trick Room setters such as Porygon, Spritzee, and Pumpkaboo are mandatory. Late-game cleaners such as Choice Scarf Bunnelby work well, and like Azurill for softening up the opponent's team. Hazard setters help to break Sturdy, something that Azurill is very much grateful for, as with just one layer of sSpikes and some prior damage, it can OHKO Magnemite and Timburr and possibly OHKO Tirtouga before they can OHKO it. Azurill requires a lot of support to use effectively, but late-game sweepers and cleaners appreciate its help in busting through even the bulkiest of Little Cup walls with ease.
Other Options
########
Azurill has very few other options due to its barren movepool. Substitute can be used to block status, but the coverage will be missed. Eviolite can be used for extra bulk, at the disposal of some damage output. Bounce can be used to hit annoying Grass-types. Work Up, as a boosting move, can be used, but typically Azurill is too frail to utilize it most of the time, and would rather have the coverage options. Azurill can be used outside of a Trick Room team with a healthy amount of Baton Pass or Thunder Wave support. Finally, it can have maximum sSpeed investment to outspeed most walls outside of Trick Room.
Checks & Counters
########
**Steel-types**: Most Steel-types, such as Eviolite Pawniard, Honedge, Aron, and especially Ferroseed can all beat Azurill withanks to their type advantage. Honedge should watch out for Knock Off, however, and Aron should watch out for Waterfall.
**Rock-types**: Eviolite tTirtouga, Omanyte, and Kabuto can all KO Azurill with relative ease with their high Defenses and good typing to take on Azurill's coverage moves.
**Bulky Physical Walls**: Physical walls such as Spritzee, Slowpoke, and Koffing can all take hits well, and dispose of Azurill. Spritzee must be wary of Iron Tail, however.
**Status**: Burns, paralysis, and poison ailments all deter Azurill, as burns halve its Attack, paralysis can cause parahaxAzurill to not move for a turn, and poison whittles Azurill's health down.

GP 1/2
 
Last edited:

Legitimate Username

NO PLAN SURVIVES
is a Top Artist Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
Additions
Removals
(Comments)
Overview
########

Azurill is one of the only Pokemon in Little Cup with the ability Huge Power, which doubles its Attack. Azurill's lack of Speed makes it a good Trick Room sweeper. Its Fairy typing provides a resistance to Sucker Punch and Knock Off, two very common moves. Its typing isn't very useful outside of that, however, as it has no Fairy Fairy-type STAB move to complement it. It also has a fairly shallow movepool, and faces competition from Bunnelby as a Huge Power abuser user, as it Bunnelby hits 28 Attack as opposed to Azurill's 24 Attack, and it is much faster. It also requires a lot of support, including teammates that run Trick Room.

Trick Room Sweeper
########
name: Trick Room Sweeper
move 1: Return
move 2: Knock Off
move 3: Waterfall
move 4: Iron Tail / Double-Edge
ability: Huge Power
item: Life Orb
evs: 116 HP / 196 Atk / 116 Def / 36 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Return is your go-to reliable STAB move that hits anything that doesn't resist it very hard. Knock Off is a great coverage move that allows Azurill to hit Ghost-types, while Waterfall rounds off the coverage by hitting Rock-, Ground-, and Fire-types super effectively. Iron Tail allows Azurill to beat a few things that otherwise wall it such as Lileep and Spritzee. Lastly, Double-Edge is another heavy hitting STAB option attack, but the recoil is not appreciated.

Set Details
========

A Brave nature is used because you're going to be using this in Trick Room, so the loss of Speed is actually beneficial, while its Attack is maxed maximized in order to hit as hard as possible. The Defense EVs are for add substantial bulk, and allowing it to take less damage from opposing priority such as Quick Attack. Finally, a Life Orb is the item of choice, as it that allows Azurill to hit even harder.

Usage Tips
========

Azurill is best brought in after a teammate is has been knocked out as an early-game wallbreaker. Don't switch Azurill in to into an attack, as it will most likely be weakened to the point where it's useless, if it doesn't outright get KOed. Try to avoid Pawniard as much as possible, and if you can't KO a wall, Knock Off is helpful to cripple for crippling it. Azurill's goal is to weaken the opposing team to the point that whatever cleaner you have can finish the job with relative ease.

Team Options
========

Trick Room setters such as Porygon, Spritzee, and Pumpkaboo are mandatory. Late-game cleaners such as Choice Scarf Bunnelby work well, and like appreciate Azurill for softening up the opponent's team. Hazard setters can help to break Sturdy, something that Azurill is very much grateful for, as with just one layer of Spikes and some prior damage, it can OHKO Magnemite and Timburr and possibly OHKO Tirtouga before they can OHKO it. Azurill requires a lot of support to use effectively, but late-game sweepers and cleaners appreciate its help in of busting through even the bulkiest of Little Cup walls with ease.

Other Options
########

Azurill has very few other options due to its barren movepool. Substitute can be used to block status, but the coverage will be missed. Eviolite can be used for extra bulk, at the disposal cost of some damage output. Bounce can be used to hit annoying Grass-types. Work Up, as a boosting move, can be used, but Azurill is too frail to utilize it most of the time, and it would rather have the coverage options. Azurill can be used outside of a Trick Room team with a healthy amount of Baton Pass or Thunder Wave support. Finally, it can have use maximum Speed investment to outspeed most walls outside of Trick Room.

Checks & Counters
########

**Steel-types**: Most Steel-types, such as Eviolite Pawniard, Honedge, Aron, and Ferroseed can all beat Azurill thanks to their type advantage. Honedge should watch out for Knock Off, however, and Aron should watch out for Waterfall.

**Rock-types**: Eviolite Tirtouga, Omanyte, and Kabuto can all take on Azurill on with relative ease with due to their high Defense and good typing to take on Azurill's coverage moves.

**Bulky Physical Walls**: Physical walls such as Spritzee, Slowpoke, and Koffing can all take hits well, and dispose of Azurill. Spritzee must be wary of Iron Tail, however.

**Status**: Burns, paralysis, and poison can all deter Azurill, as burns halve its Attack, paralysis can cause it to not move for a turn, and poison whittles it's its health down.

GP approved 2/2
 
Last edited:

tehy

Banned deucer.
So uh

[quote="Water Drone, post: 5753298,
with just one layer of Spikes and some prior damage, it can OHKO Magnemite and Timburr and possibly OHKO Tirtouga before they can OHKO it.

[/quote]

This phrase doesn't really make much sense. Magnemite dies 100% after 1 layer of spikes, so that's fine. But timburr needs at least 2 more hp and quite possibly another 2. And smash tirt... yea, that needs, minimum, about 7 hp. (Unless highest roll for either, though it still won't hit tirtouga.)

So, you could maybe mention timburr dies 56% after sr+1 spikes. Don't even bother with tirt tbh, it needs a lot of prior damage, too much to reliably cause in any real battle.
 

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

Top