Battle Spot Azumarill

ethan06

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Overview
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Azumarill may look unassuming, but it's actually one of Battle Spot's most enduring mainstays. Its stellar defensive typing, small but perfect movepool, and its incredible ability in Huge Power make it a poster boy for bulky offense and arguably Battle Spot's best available Water-type. Its ability to go toe-to-toe against threatening Pokemon such as Garchomp, Mamoswine, and Heatran and come out on top makes it a valuable asset for many players; however, while Azumarill is capable of doing a lot of damage to unprepared teams, its small movepool makes it vulnerable to several common threats, and it sometimes has difficulty taking out even some frail attackers. Also, its pitiful base 50 Speed means that it has to rely on Aqua Jet quite often to KO faster opponents or it risks losing a chunk of its HP - or even being KOed - as there are some situations that even its above-average 100 / 80 / 80 bulk can't save it from. In spite of its flaws, however, Azumarill makes a fine offensive and defensive cornerstone for a lot of teams and excels in most matchups and situations.

Belly Drum
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name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Waterfall / Knock Off / Superpower
ability: Huge Power
item: Sitrus Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
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Belly Drum is used for boosting Azumarill's Attack stat at the cost of half of its health. Aqua Jet is a priority move and Azumarill's main means of damaging faster opponents. Play Rough is Azumarill's secondary STAB attack and achieves decent neutral coverage with Aqua Jet. The choice between the last three moves depends on your team structure; Waterfall is an alternative STAB option that is more accurate than Play Rough, Knock Off removes troublesome items such as Eviolite and Rocky Helmet, and Superpower gives Azumarill the coverage necessary to get past Ferrothorn.

Set Details
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This EV spread maximizes Azumarill's Attack and overall bulk whilst also giving an even HP stat at level 50; this is important, as it puts it into Sitrus Berry's activation range after Belly Drum is used. The leftover 4 EVs are put into Speed to allow Azumarill to outpace opposing base 50s, such as Chansey, Aggron, Tangrowth and Mega Mawile. The EV spread can be tweaked depending on what you want Azumarill to outspeed; 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe with an Adamant nature is the safest due to the large amount of bulk, but points can be moved from HP into Speed to outpace faster threats; for instance, 132 HP / 252 Atk / 124 Spe with an Adamant nature allows Azumarill to outspeed Pokemon with an uninvested base 65 Speed stat while still keeping Azumarill's HP at an even number. This jump point encompasses Pokemon such as Scizor, Tyranitar, Abomasnow, and Clefable, greatly improving Azumarill's matchup against them and making it less dependent on Aqua Jet. Huge Power is Azumarill's preferred ability for all of its sets, as it doubles Azumarill's Attack stat, bringing it from a middling 112 to a much more impressive stat of 224, allowing it to do much greater damage than it would be capable of with either of its other two abilities. Sitrus Berry synergizes well with Belly Drum, recovering 25% of Azumarill's health when it has 50% HP or less remaining. This leaves Azumarill at the maximum possible amount of HP after boosting and makes it more likely to survive oncoming attacks during its sweep.

Usage Tips
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Despite its bulk, Belly Drum Azumarill can sometimes be a risky Pokemon to play with due to the health lost while setting up and the free turn required to do so. However, there are several Pokemon in the format that cannot significantly hurt Azumarill with certain attacks and as such make good setup opportunities: examples include Heatran, Mega Sableye, Hydreigon, Tyranitar, and Garchomp locked into Outrage or Rock Tomb. Because the list of setup opportunities for Azumarill is quite specific, some scouting is usually required before Azumarill can commit to a sweep by clicking Belly Drum. However, if you have other viable win conditions, Azumarill can be used effectively as an early hole puncher. At +6, Azumarill's Aqua Jets are strong enough to do solid damage to a significant portion of the format. Due to this, it makes a fine win condition, especially against slower teams. However, Azumarill still has difficulty breaking through Pokemon such as Cresselia, Mega Venusaur, Zapdos, Ferrothorn, and Porygon2 without prior damage. This is where scouting can be useful: if these threatening Pokemon can be knocked out or sufficiently damaged, Azumarill can easily clean up with its moves. While clicking Belly Drum and spamming Aqua Jet can be tempting, there are occasions where Azumarill can hold off on boosting and save its item (and its health) for a later opportunity. Aqua Jet makes Azumarill a fairly effective revenge killer, and there will also be occasions where it's wiser to simply damage the opponent rather than go for the boost and risk having Azumarill faint.

Team Options
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While Azumarill is strong, its base 50 Speed is lackluster and makes it easy to revenge kill. As such, plenty of faster Pokemon can stop its sweep, either by resisting Aqua Jet or possessing faster priority. Azumarill's main concern is opposing Grass-types: if they outspeed it, they are capable of easily taking a +6 Aqua Jet and OHKOing in return with a STAB Grass-type move. Azumarill also has trouble with Talonflame, as Choice Band Brave Bird easily does enough damage to OHKO Azumarill after the HP loss from Belly Drum. For these reasons, Heatran makes a very effective teammate for Azumarill, as it resists both of Talonflame's STAB types and also walls many common Grass-types, including Venusaur, Ferrothorn, and Roserade. They also synergize defensively and Azumarill can beat Heatran's answers, including Garchomp, Landorus-T, and Conkeldurr, in return. Electric-types make good teammates for Azumarill thanks to their above-average Speed stats, passable physical bulk, and resistance to priority moves such as Bullet Punch and Brave Bird. Mega Manectric in particular excels at this role thanks to its ability, Intimidate, which allows it to switch in on priority for Azumarill and remove the threat with its coverage. Pokemon like Garchomp, Mamoswine, Excadrill, and Landorus-T are useful supporters for Azumarill thanks to their positive matchup against Electric-types with their immunity to Electric-type moves and STAB Earthquake; however, Garchomp and Landorus must take care around carriers of Hidden Power Ice. Azumarill doesn't like to take damage if it can avoid it, as too much can keep it from successfully getting a Belly Drum off. For this reason it appreciates Volt Switch or U-turn support from teammates such as Assault Vest Landorus-T and Raikou. Finally, this variant of Azumarill benefits a lot from Mega Gengar, which can switch in on Grass- and Poison-type moves and trap and remove problematic Pokemon such as Zapdos, Cresselia, Mega Slowbro, Mega Kangaskhan, Mega Venusaur, Ferrothorn, and Serperior for Azumarill. In turn, Azumarill can dispatch Dark-type Pokemon that threaten Gengar, such as Hydreigon and Tyranitar.

All Out Attacker
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name: All Out Attacker
move 1: Aqua Jet
move 2: Waterfall
move 3: Play Rough
move 4: Knock Off / Superpower
ability: Huge Power
item: Assault Vest / Lum Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========

Aqua Jet is a STAB priority move that allows Azumarill to bypass its low Speed, hit faster attackers, and finish off weakened attackers. Waterfall and Play Rough are its main STAB options and main means of dealing damage. Knock Off gives Azumarill a utility option in removing key items such as Leftovers, Sitrus Berry, Choice items, Eviolite, and Rocky Helmet, while the main alternative, Superpower, gives it a way to hit Ferrothorn and Porygon2 super effectively.

Set Details
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An Adamant nature and maximum Attack investment help to make Azumarill as threatening as possible. The EV spread maximizes Azumarill's overall bulk and allows it to outspeed opposing base 50s. An alternative spread of 100 HP / 252 Atk / 156 Def with an Adamant nature can be used to guarantee that Azumarill survive a 252+ Mega Salamence Double-Edge from full HP and KO back most of the time with Play Rough and Aqua Jet. The choice of item is determined by the purpose you want Azumarill to fulfill: Lum Berry is a technical option that allows Azumarill to get the jump on Pokemon like Breloom and Sableye, which otherwise threaten it with their status moves, while Assault Vest boosts Special Defense and grants Azumarill the ability to check both of Charizard's Mega Evolutions - the Assault Vest allows Azumarill to comfortably survive Mega Charizard Y's Solar Beam and KO back with Waterfall followed by Aqua Jet. A third option that can be considered is Life Orb: the damage boost allows Azumarill to do upwards of 90% to Life Orb Blaziken with Aqua Jet and makes Azumarill harder to switch into overall; however, it loses out on a lot of its bulk thanks to the recoil and makes moves such as Toxic, Will-O-Wisp, and Scald much more of a concern for Azumarill.

Usage Tips
========
This variant of Azumarill is geared less towards sweeping and extreme power and more towards being a reliable switch-in to attacks aimed at Azumarill's teammates. This means that this variant of Azumarill isn't quite as reliant on support from it's teammates as other variants are; the all out attacker set should therefore be used as a bulky pivot and hole-puncher, switching in on resisted attacks and getting immediate damage off with its moves. This set is similar to the Belly Drum set in that it has a positive matchup against Dragon-, Dark- and Fire-types like Hydreigon, Tyranitar, Heatran and Mega Charizard X, but takes a more immediate approach to attacking: while the Belly Drum build sets up on a Pokemon it threatens and then attempts to take out the switch-in with a +6 attack, the all out attacker simply fires off an attack into the switch-in and then responds accordingly. For this reason, this set isn't as scared of Pokemon like Zapdos and Ferrothorn, as it can damage them on the switch-in and then respond by either switching into a teammate to take an incoming attack or attacking again, depending on how much prior damage they've taken.

Team Options
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While this Azumarill set is quite resilient, it still suffers from a few issues inherent in physical Water-type attackers: Grass-types, priority abuse, physical tanks, and Electric-types still give it a hard time. However, all-out attacker Azumarill makes for a more reliable switch-in, so it can support it's teammates as well. Landorus-T, Zapdos, Garchomp, Thundurus, Mega Manectric, Raikou, Aegislash, and Heatran are all solid Pokemon that complement Azumarill's weaknesses and that can get strong hits off on the things that beat it, while Azumarill can do the same in kind.

Choice Band
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name: Choice Band
move 1: Aqua Jet
move 2: Waterfall
move 3: Play Rough
move 4: Knock Off / Superpower
ability: Huge Power
item: Choice Band
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========

Aqua Jet is Azumarill's priority STAB attack and its main revenge killing tool; Waterfall doesn't benefit from increased priority like Aqua Jet does, but it is a much more powerful attack; Play Rough has stellar coverage with Azumarill's Water-type move and is the hardest-hitting attack on the set; Knock Off removes the items of Pokémon like Porygon2; and Superpower allows Azumarill to hit Kangaskhan, Ferrothorn and Mega Aggron for super-effective damage.

Set Details
========
Huge Power is mandatory on a physical attacker, set as it doubles Azumarill's otherwise mediocre base 50 attack stat, making Azumarill into a formidable threat, especially when equipped with a Choice Band, which adds a further multiplier of 1.5x, making Azumarill's attacks monstrously strong. With this level of power, there's no reason not to max out Attack; otherwise, you can adjust Azumarill's HP and Speed investment depending on what you want to creep, but the hit-and-run nature of the set makes maxing out bulk the most practical choice. Therefore, running 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe is your safest bet, as it maximises Azumarill's bulk while still maintaining the maximum possible power. Other options include a 244 HP / 252 Atk / 12 Spe spread which grants Azumarill another point of Speed, giving you more assurance against other base 50s that may be trying to Speed creep. 132 HP / 252 Atk / 124 Spe is another spread to consider for outpacing uninvested base 65 Pokemon such as bulky Scizor.

Usage Tips
========
Choice Band Azumarill works rather differently to the All-Out Attacker despite being almost identical in every way other than the item choice; it trades the flexibility of a defensive item for the immediate strength of a Choice Band. The biggest draw of the Choice Band set is the ability to switch in and do immediate damage with a very powerful Aqua Jet, which can 2HKO many of the targets hit neutrally in the format and can OHKO some frailer threats such as Mega Blaziken. On top of that, Azumarill's Play Rough is incredibly hard to switch into when boosted by a Choice Band. With great power, however, comes great responsibility; the move-locking side-effect of the Choice Band places much more emphasis on predicting correctly, as it is very easy to force Azumarill out if the opponent does have a switch-in for it's moves (such as Ferrothorn or Zapdos). Be sure to take advantage of Azumarill's typing and natural bulk to bring it in on things that cannot threaten it (such as Hydreigon or Blaziken) and use the free turn to damage the switch-in with a powerful STAB Waterfall or Play Rough.

Team Options
========
Choice Band Azumarill needs to switch in and out a lot, but it lacks recovery; while it can switch in on a hit and tank it well, it can't do so repeatedly. For this reason, it's a good idea to bring some methods of getting Azumarill safely onto the field with minimal damage. Pokemon that bait attacks that Azumarill doesn't mind taking are useful here; for example, Salamence can lure in Dragon-type moves or weak Rock-type coverage from Garchomp and switch to Azumarill, which can shrug off either option easily. U-turn, Volt Switch, and Baton Pass are also good for getting Azumarill safely onto the field when used by slow, bulky Pokemon such as Scizor, Sylveon, and Rotom-W. As with the Belly Drum set, Choice Band Azumarill really appreciates the support of Mega Gengar, as it can trap problematic Pokemon such as Cresselia, Ferrothorn, and Zapdos and remove them so that they can't switch in on Azumarill and force it out. Likewise, Azumarill deals with Dark-type attackers for Gengar.

Other Options
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Azumarill can use its other two abilities, Sap Sipper and Thick Fat, in a defensive set with moves like Scald, Toxic, Encore, and Perish Song. However, while these Azumarill variants are quite effective at catching people off-guard, they have no recovery and are often too passive to have any lasting impact on a battle. On top of that, Encore is incompatible with Aqua Jet, so it cannot find a place on an offensive set. Bounce is an interesting option that Azumarill can use in the fourth slot of the Belly Drum or all-out attacker set as a way of getting past Mega Venusaur, but Venusaur is very uncommon nowadays and Bounce leaves Azumarill vulnerable to more common answers such as Ferrothorn and Porygon2. It's usually better just to leave Venusaur to a teammate like Talonflame.


Checks & Counters
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**Grass-types**: Grass-types such as Mega Venusaur, Ferrothorn, and Breloom can give Azumarill some trouble thanks to their resistance to Aqua Jet, generally superior Speed, and super effective STAB moves. Grass / Poison types are capable of hard-walling Azumarill, as none of its common attacks hit any better than neutrally.

**Electric-types**: Electric-types such as Rotom-W, Zapdos, Mega Manectric, and Magnezone are all capable of taking an Aqua Jet at full health and dispatching Azumarill with their STAB Electric-type moves. However, they are less effective against Belly Drum variants due to the lack of a resistance to Water (aside from Rotom-W), meaning that a +6 Aqua Jet does a lot of damage to them.

**Water-types**: Most of the Water-types give Azumarill issues due to their good physical bulk and resistance to Aqua Jet; bulky Water-types such as opposing Azumarill, Suicune, Mega Slowbro, and Rotom-W can tank Azumarill's hits comfortably and threaten it with a burn from Scald or Will-O-Wisp, whereas the most popular offensive Water-type, Greninja, can survive even a +6 Aqua Jet (if it hasn't changed type via Protean) and OHKO Azumarill comfortably with Life Orb Gunk Shot or Grass Knot.

**Faster Priority**: While Azumarill's strong defensive typing gives it resistances to most common priority moves such as Ice Shard, Sucker Punch, Aqua Jet, and Mach Punch, powerful priority users like Talonflame and Mega Lucario can outspeed Azumarill's Aqua Jet and finish it off, cutting its sweep short. All-out attacker variants are less worried about these Pokemon than Belly Drum variants are, but they are still capable of doing significant damage to Azumarill.

**Rocky Helmet**: As all of Azumarill's commonly used attacks are contact moves, Pokemon like Cresselia, Porygon2, Slowbro, Suicune, Zapdos, and Ferrothorn, all of which commonly hold Rocky Helmet, are very effective for repeatedly taking Azumarill's hits and essentially causing it to deplete its own HP with passive damage. Knock Off Azumarill is capable of stopping this before it gets too problematic; however, many of these Pokemon are still capable of crippling or damaging Azumarill outside of their item with moves like Scald, Thunder Wave, Power Whip, and Thunderbolt.

**Faster Bulky Attackers**: Azumarill is easily overwhelmed by powerful neutral attacks such as Mega Kangaskhan's Double-Edge, Scizor's Bullet Punch, and Mega Salamence's Double-Edge, especially when it can't do enough damage to overcome the situation with Aqua Jet.
 
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Jibaku

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Some quick notes:
- EV spread shouldn't encourage Speed Creep because it's an arbitrary number without any real justification. Also 252 HP/252 Atk isnt exactly efficient. Try 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe, with the 4 Speed being the leftover EV and can also signify the need to outrun other base 50s without going to some random number.

- It may be feasible to invest more in Defense to guarantee that Salamence's Double Edge will not OHKO, but I don't know the calcs off the top of my head.

- Assault Vest Azumarill does a fantastic job scouting and dueling Charizard, as it will survive Charizard' Y's Solarbeam and KO back with Waterfall + Aqua Jet. Thanks to its typing, Azumarill will also handle Charizard X well, short of the rare Thunderpunch.

- Gengar is a fantastic partner to Azumarill due to its ability to remove just about anything (most notably Grass types and bulky Pokemon such as Zapdos and Cresselia), and resists 2 of Azu's weaknesses. In return, Azumarill resists Dark and can dispatch dangerous threats such as Hydreigon and Tyranitar.

- May also be worth noting that Gengar is pretty annoying to Azumarill as it can trap and KO with Sludge Bomb, and/or Will-O-Wisp Azu.
 

cant say

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After playing on the damage calc for a bit, the EV spread needed to live M-Mence's Double Edge (with the highest amount of HP investment to allow for some special bulk) was 100 HP / 252 Atk / 156 Def
  • 252+ Atk Aerilate Mega Salamence Double-Edge vs. 100 HP / 156 Def Azumarill: 159-187 (84.5 - 99.4%) -- guaranteed 2HKO
And you need the max attack investment, since even at 252+ you can still roll 97% minimum with Play Rough + Aqua Jet (but that's only if you're really unlucky). Is surviving that one move worth the cut to Azu's special bulk?

I don't understand why the All Out Attacker has the same EV spread as the Belly Drum set. I would have just had it at 252 HP / 252 Atk / 4 Spe like the Choice Band set, although Jiba's 228/252/12/12/4 spread is probably the most efficient, so it might be worth going with that instead. (edit: it is, I did calcs and everything hits you for ~1% less damage)

Anyway, everything else looks fine to me. 1/3
 

ethan06

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Some quick notes:
- EV spread shouldn't encourage Speed Creep because it's an arbitrary number without any real justification. Also 252 HP/252 Atk isnt exactly efficient. Try 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe, with the 4 Speed being the leftover EV and can also signify the need to outrun other base 50s without going to some random number.

- It may be feasible to invest more in Defense to guarantee that Salamence's Double Edge will not OHKO, but I don't know the calcs off the top of my head.

- Assault Vest Azumarill does a fantastic job scouting and dueling Charizard, as it will survive Charizard' Y's Solarbeam and KO back with Waterfall + Aqua Jet. Thanks to its typing, Azumarill will also handle Charizard X well, short of the rare Thunderpunch.

- Gengar is a fantastic partner to Azumarill due to its ability to remove just about anything (most notably Grass types and bulky Pokemon such as Zapdos and Cresselia), and resists 2 of Azu's weaknesses. In return, Azumarill resists Dark and can dispatch dangerous threats such as Hydreigon and Tyranitar.

- May also be worth noting that Gengar is pretty annoying to Azumarill as it can trap and KO with Sludge Bomb, and/or Will-O-Wisp Azu.
After playing on the damage calc for a bit, the EV spread needed to live M-Mence's Double Edge (with the highest amount of HP investment to allow for some special bulk) was 100 HP / 252 Atk / 156 Def
  • 252+ Atk Aerilate Mega Salamence Double-Edge vs. 100 HP / 156 Def Azumarill: 159-187 (84.5 - 99.4%) -- guaranteed 2HKO
And you need the max attack investment, since even at 252+ you can still roll 97% minimum with Play Rough + Aqua Jet (but that's only if you're really unlucky). Is surviving that one move worth the cut to Azu's special bulk?

I don't understand why the All Out Attacker has the same EV spread as the Belly Drum set. I would have just had it at 252 HP / 252 Atk / 4 Spe like the Choice Band set, although Jiba's 228/252/12/12/4 spread is probably the most efficient, so it might be worth going with that instead. (edit: it is, I did calcs and everything hits you for ~1% less damage)

Anyway, everything else looks fine to me. 1/3
Alright, I'll put that EV spread in over the ones I have listed and I'll probably start using it too n.n I'll make a mention of cant say's spread as well.

I'll put in a few sentences regarding Azu's relationship to Charizard (under All-Out Attacker) and Mega Gengar (under Choice Band). Thanks guys :)
 
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Hulavuta

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Yo my man ethan06 I have some things for you too:

Make sure you mention Gengar in the teammates section for the Belly Drum section, maybe even as the first mention (there is a reason it's the number 1 used teammate for Azumarills!). It can trap and kill Mega Venusaur, Cresselia, Zapdos, Ferrothorn, and other things that are a pain for Azumarill, which helps it to get a Belly Drum sweep. I've used Mega Gengar a lot with Azumarill and it is seriously an invaluable teammate.

Second, I'd be a little careful about mentioning Tyranitar and Garchomp in the list of Pokemon that Azumarill is free to set up on, as they are both able to do over 50% to it with Stone Edge or Earthquake respectively. If your opponent suspects it's Belly Drum (which is not a bad guess) they will stay in and attack predicting the Belly Drum. So I'd just say try to word this a little more cautiously because it's not a sure set up. Maybe add a line about how you don't always have to go for the Belly Drum and you can attack if you predict the opponent will stay in.

For the Choice Band set, it's very low in usage, and while I won't say it shouldn't be on the analysis, I think you should make sure you give a lot of good reasoning in it. In Usage Tips, make sure you give some solid situations where you'd want to use this Azumarill set over the other two main sets. Also list some Pokemon that Choice Band Azumarill deals with better and jobs it does better than the other two.

In Checks and Counters, you might want to mention some bulky water-types like Suicune, Slowbro, or Mega Slowbro. They all can burn Azumarill and use recovery to heal the damage which gives it some major problems. You also can expand priority into priority and outspeeding; Mega Kangaskhan and Greninja with Gunk Shot outspeed Azumarill and can KO it. Neither of them take much from Aqua Jet either unless it's already used Belly Drum.

That's all I've got for now!
 

ethan06

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Yo my man ethan06 I have some things for you too:

Make sure you mention Gengar in the teammates section for the Belly Drum section, maybe even as the first mention (there is a reason it's the number 1 used teammate for Azumarills!). It can trap and kill Mega Venusaur, Cresselia, Zapdos, Ferrothorn, and other things that are a pain for Azumarill, which helps it to get a Belly Drum sweep. I've used Mega Gengar a lot with Azumarill and it is seriously an invaluable teammate.

Second, I'd be a little careful about mentioning Tyranitar and Garchomp in the list of Pokemon that Azumarill is free to set up on, as they are both able to do over 50% to it with Stone Edge or Earthquake respectively. If your opponent suspects it's Belly Drum (which is not a bad guess) they will stay in and attack predicting the Belly Drum. So I'd just say try to word this a little more cautiously because it's not a sure set up. Maybe add a line about how you don't always have to go for the Belly Drum and you can attack if you predict the opponent will stay in.

For the Choice Band set, it's very low in usage, and while I won't say it shouldn't be on the analysis, I think you should make sure you give a lot of good reasoning in it. In Usage Tips, make sure you give some solid situations where you'd want to use this Azumarill set over the other two main sets. Also list some Pokemon that Choice Band Azumarill deals with better and jobs it does better than the other two.

In Checks and Counters, you might want to mention some bulky water-types like Suicune, Slowbro, or Mega Slowbro. They all can burn Azumarill and use recovery to heal the damage which gives it some major problems. You also can expand priority into priority and outspeeding; Mega Kangaskhan and Greninja with Gunk Shot outspeed Azumarill and can KO it. Neither of them take much from Aqua Jet either unless it's already used Belly Drum.

That's all I've got for now!
Okay, I think I'll move the section on Mega Gengar from the Choice Band set to the Belly Drum set and just refer to it on the All-Out Attacker and CB - having never really played with Mega Gengar myself, I'm not sure which set it applies to so I'll follow your lead on that.

I agree on Tyranitar and Garchomp, however Azu does have the positive matchup. I'll come up with some more names that Azumarill can set up on more convincingly though as you're absolutely right.

Will add Bulky Waters to C&C, as well as a small piece on bulky attackers that outspeed Azumarill. Not really sure about how to approach Choice Band so I'll hold off on it for now and maybe test it a little before attempting to flesh it out. Thanks for the feedback Hula ^.^
 

DragonWhale

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I don't have much to add on top of everyone else, just some very minor things I wanted to mention (not necessarily mandatory for the analysis, but might be useful/cool to know):

- 244EVs gives an even number (206HP) as well, but 228EVs is used instead to have 204HP, which optimizes Sitrus recovery due to being a multiple of 4.

- On top of that, 12EVs on both defenses brings it to 204HP, 102Def, 102SpD, and 2:1:1 is the optimal defensive ratio (as cant say mentioned, it reduces damage% even further). It's also an option to shift 8 of the EVs in defense to special defense to prevent Download from boosting Porygon2's special attack (since special attack is boosted when both defenses are equal).

- You mentioned Encore in the 'other options' section, but keep in mind that it's impossible to have it with Aqua Jet, since Encore is Azurill exclusive while Aqua Jet is Marill exclusive. EDIT: nor Belly Drum for that matter.

But yeah, looks good to me. 2/3
 
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Theorymon

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I only have one thing to add here really.

I'd give Life Orb a mention in the set details of all out attacker. It can be neat because it allows Aqua Jet to OHKO Blaziken after Life Orb damage, and the extra power in general makes switching into Azumarill tougher. The main issue with it (and why I'd regulate it to set comments atm) is that it reduces Azumarill's survivability, and makes it have less room for mistakes: Its less bulky than Assualt Vest, and it gets owned by Will-O-Wisp.

Otherwise, tell me when you implement all the stuff that's been mentioned here, and I'll give this a final QC approval so this can be grammar checked and put onsite!
 

ethan06

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I only have one thing to add here really.

I'd give Life Orb a mention in the set details of all out attacker. It can be neat because it allows Aqua Jet to OHKO Blaziken after Life Orb damage, and the extra power in general makes switching into Azumarill tougher. The main issue with it (and why I'd regulate it to set comments atm) is that it reduces Azumarill's survivability, and makes it have less room for mistakes: Its less bulky than Assualt Vest, and it gets owned by Will-O-Wisp.

Otherwise, tell me when you implement all the stuff that's been mentioned here, and I'll give this a final QC approval so this can be grammar checked and put onsite!
Definitely worth a mention. I've implemented everything else that's been mentioned except for Hula's Choice Band comments - I think I'll definitely need some input on that, and I'll build a team around it to get an angle on it myself when I have time. Other than that this is done. n_n
 

Theorymon

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The big thing CB Azumarill does better than any other Azumarill is picking stuff off with priority. CB Azumarill has a 93.8% chance of OHKOing Mega Blaziken with Aqua Jet for example. And of course, CB Azumarill can be rather hard to switch into at the cost of requiring better prediction, because boosted Play Roughs off an attack stat that's around Groudon level REALLY hurts!
 

ethan06

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is a Community Contributor Alumnus
The big thing CB Azumarill does better than any other Azumarill is picking stuff off with priority. CB Azumarill has a 93.8% chance of OHKOing Mega Blaziken with Aqua Jet for example. And of course, CB Azumarill can be rather hard to switch into at the cost of requiring better prediction, because boosted Play Roughs off an attack stat that's around Groudon level REALLY hurts!
Yup, having played around a little with CB Azumarill myself on Showdown, I can verify this. Thanks for the boost, I added some more words to the Usage Tips section of the Choice Band section. With that, I believe the analysis is finished, so unless anything needs to be added, I'll tag you for a final verdict. :]

Theorymon
 
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Overview
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Azumarill may look unassuming, but it's actually one of Battle Spot's most enduring mainstays. Its stellar defensive typing, small but perfect movepool, and its incredible ability in Huge Power make it a poster boy for bulky offense and arguably Battle Spot's best available Water-type. Its ability to go toe-to-toe against threatening Pokémon like Garchomp, Mamoswine, and Heatran and come out on top makes it a valuable asset for many players; however, while the aqua bunny (not really a fan of the pet name and this sort of stuff is discouraged in general) is capable of doing a lot of damage to unprepared teams, its small movepool makes it vulnerable to several common threats, and it sometimes has difficulty taking out even some frail attackers. Also, its pitiful base 50 Speed means that it has to rely on Aqua Jet quite often to KO faster opponents or it risks losing a chunk of its HP—or even being KOed—as there are some situations that even its above-average 100 / 80 / 80 bulk can't save it from. In spite of its flaws, however, Azumarill makes a fine offensive and defensive cornerstone for a lot of teams and excels in most matchups and situations.

Belly Drum
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name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Waterfall / Knock Off / Superpower
ability: Huge Power
item: Sitrus Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========
Belly Drum is used for boosting Azumarill's Attack stat at the cost of half of its health. Aqua (fixed double spcae) Jet is a priority move and Azumarill's main means of damaging faster opponents. Play Rough is Azumarill's secondary STAB attack and achieves decent neutral coverage with Aqua Jet. The choice between the last three moves depends on your team structure; Waterfall is an alternative STAB option that is more accurate than Play Rough, Knock Off removes troublesome items such as Eviolite and Rocky Helmet, and Superpower gives Azumarill the coverage necessary to get past Ferrothorn.

Set Details
========
This EV spread maximizes Azumarill's Attack and overall bulk whilst also giving an even HP stat at level 50; this is important as it means that it will be in Sitrus Berry's activation range after Belly Drum is used. The leftover 4 EVs are put into Speed to allow Azumarill to outpace opposing base 50s, like Mega Mawile and opposing Azumarill (probably more of a QC thing, but as you're assuming the analysis spread for opposing pkmn you're gonna tie w/ opposing azu (also I believe that otherwise it's just creeping opposing Azu), idk about Metagross though). The EV spread can be tweaked depending on what you want Azumarill to outspeed; 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe with an Adamant nature is the safest due to the large amount of bulk but points can be moved from HP into Speed to outpace faster threats; for instance, 132 HP / 252 Atk / 124 Spe with an Adamant nature allows Azumarill to outspeed Pokémon with an uninvested base 65 Speed stat by one point (fairly elementary and unnecessary) while still keeping Azumarill's HP at an even number. This jump point encompasses Pokémon such as Scizor, Tyranitar, Abomasnow, and Clefable, greatly improving Azumarill's matchup against them and making it less dependent on Aqua Jet. Huge Power is Azumarill's preferred ability for all of its sets as it doubles Azumarill's Attack stat, bringing it from a middling 112 to a much more impressive stat of 224, allowing it to do much greater damage than it would be capable of with either of it's other two abilities. Sitrus Berry synergizes well with Belly Drum, recovering 25% of Azumarill's health when it has 50% HP or less remaining. This leaves Azumarill at the maximum possible amount of HP after boosting and making it more likely to survive oncoming attacks during its sweep.

Usage Tips
========

Despite its bulk, Belly Drum Azumarill can sometimes be a risky Pokemon to play with due to the health lost while setting up and the free turn required to do so. However, there are several Pokemon in the format that cannot significantly hurt Azumarill with certain attacks and as such make good setup opportunities: examples include Heatran, Mega Sableye, Hydreigon, Tyranitar, and Garchomp locked into Outrage or Rock Tomb. Because the list of setup opportunities for Azumarill is quite specific, some scouting is usually required before Azumarill can commit to a sweep by clicking Belly Drum. However, if you have other viable win conditions, Azumarill can be used effectively as an early hole puncher. At +6, Azumarill's Aqua Jets are strong enough to do solid damage to a significant portion of the format. Due to this, it makes a fine win condition, especially against slower teams. However, Azumarill still has difficulty breaking through Pokémon such as Cresselia, Mega Venusaur, Zapdos, Ferrothorn and Porygon2 without prior damage. This is where scouting can be useful: if these threatening Pokémon can be knocked out or sufficiently damaged, Azumarill can easily clean up with it's moves. While clicking Belly Drum and spamming Aqua Jet can be tempting, there are occasions where Azumarill can hold off on boosting and save its item (and its health) for a later opportunity. Aqua Jet makes Azumarill a fairly effective revenge killer, and there will also be occasions where it's wiser to simply damage the opponent rather than go for the boost and risk having Azumarill faint.

Team Options
========
While Azumarill is strong, its base 50 Speed is lackluster and makes it easy to revenge kill. As such, plenty of faster Pokemon can stop its sweep, either by resisting Aqua Jet or possessing faster priority. Azumarill's main concern is for opposing Grass-types: if they outspeed it, they are capable of easily taking a +6 Aqua Jet and OHKOing in return with a STAB Grass-type move. Azumarill also has trouble with Talonflame, as Choice Band Brave Bird easily does enough damage to OHKO Azumarill after the HP loss from Belly Drum. For these reasons, Heatran makes a very effective teammate for Azumarill, as it resists both of Talonflame's STABs and also walls many common Grass-types, including Venusaur, Ferrothorn, and Roserade. They also synergize defensively and Azumarill can beat Heatran's answers, including Garchomp, Landorus-T, and Conkeldurr, in return. Electric-types make good teammates for Azumarill thanks to their above-average Speed stats, passable physical bulk, and resistance to priority moves such as Bullet Punch and Brave Bird. Mega Manectric in particular excels at this role thanks to its ability, Intimidate, which allows it to switch in on priority for Azumarill and remove the threat with its coverage. Pokemon like Garchomp, Mamoswine, Excadrill, and Landorus-T are useful supporters for Azumarill thanks to their positive matchup against Electric-types with their immunity to Electric-type moves and their STAB Earthquake; however, Garchomp and Landorus must take care around carriers of Hidden Power Ice. Azumarill doesn't like to take damage if it can avoid it, as too much can keep it from successfully getting a Belly Drum off. For this reason it appreciates Volt Switch or U-turn support from teammates such as Assault Vest Landorus-T and Raikou. Finally, this variant of Azumarill benefits a lot from Mega Gengar, which can switch in on Grass- and Poison-type moves, and trap and remove problematic Pokémon like Zapdos, Cresselia, Mega Slowbro, Mega Kangaskhan, Mega Venusaur, Ferrothorn, and Serperior for Azumarill. In turn, Azumarill can dispatch Dark-type Pokemon that threaten Gengar, such as Hydreigon and Tyranitar.

All Out Attacker
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name: All Out Attacker
move 1: Aqua Jet
move 2: Waterfall
move 3: Play Rough
move 4: Knock Off / Superpower
ability: Huge Power
item: Assault Vest / Lum Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========

Aqua Jet is STAB priority that allows Azumarill to bypass its Speed, hit faster attackers and finish off weakened attackers. Waterfall and Play Rough are its main STAB options and your main means of dealing damage. Knock Off gives Azumarill a utility option in removing key items such as Leftovers, Sitrus Berry, Choice items, Eviolite and Rocky Helmets, while the main alternative, Superpower, gives you a way to hit Ferrothorn and Porygon2 super effectively.

Set Details
========

An Adamant nature and maximum Attack investment help to make Azumarill as threatening as possible. The EV spread is the same as the one used for the Belly Drum set. An alternative spread of 100 HP / 252 Atk / 156 Def with an Adamant nature can be used to guarantee that Azumarill survive a 252+ Mega Salamence Double-Edge from full HP and KO back most of the time with Play Rough and Aqua Jet. The choice of item is determined by the purpose you want Azumarill to fulfill: Lum Berry is a technical option that allows Azumarill to get the jump on Pokemon like Breloom and Sableye that otherwise threaten it with their status moves, while Assault Vest boosts Special Defense and grants Azumarill the ability to check both of Charizard's mega evolutions - the Assault Vest allows Azumarill to comfortably survive Mega Charizard Y's Solarbeam and KO back with Waterfall and Aqua Jet. A third option that can be considered is Life Orb: the damage boost allows Azumarill to do upwards of 90% to Life Orb Blaziken (might wanna specify this is Aqua Jet, atm it seems as if that's the max damage it can do to chicken) and makes Azumarill harder to switch into overall; however, it loses out on a lot of its bulk thanks to the recoil and makes moves such as Toxic, Will-O-Wisp, and Scald much more of a concern for Azumarill.

Usage Tips
========
This variant of Azumarill is geared less towards sweeping and extreme power and more towards being a reliable switch-in, allowing Azumarill more freedom to take damage without having to worry about jeopardizing the feasibility of a Belly Drum sweep. This means that this variant of Azumarill isn't quite as reliant on support from it's teammates as other variants are; the all-out attacker set should therefore be used as a bulky pivot and hole-puncher, switching in on resisted attacks and getting immediate damage off with its moves. This set beats more or less the same portions of the metagame that the Belly Drum does, but takes a more immediate approach: while the Belly Drum build sets up on the opponents, it threatens and then attempts to take out the switch-in with a +6 attack, the all-out attacker simply fires off an attack into the switch-in and then responds accordingly. For this reason, this set isn't as scared of Pokemon like Zapdos and Ferrothorn as it can damage them on the switch-in and then respond accordingly by either switching into a teammate to take an incoming attack or attacking again, depending on how much prior damage they've taken.

Team Options
========
While Azumarill is slightly more resilient when it doesn't require to set up Belly Drum, it still suffers from a few of the same issues: Grass-types, priority abuse, physical tanks, and Electric-types still give it a hard time. However, all-out attacker Azumarill makes for a more reliable switch-in so it can support it's teammates as well. Landorus-T, Zapdos, Garchomp, Thundurus, Mega Manectric, Raikou, Aegislash, and Heatran are all solid Pokemon that complement Azumarill's weaknesses and that can get strong hits off on the things that beat it, while Azumarill can do the same in kind.

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

Moves
========

Aqua Jet is Azumarill's priority STAB attack and its main revenge-killing tool; Waterfall doesn't benefit from increased priority like Aqua Jet does but it is twice as strong so that's something (informal prose is not really recommended in c&c; reword pls); Play Rough has stellar coverage with Azumarill's Water-type move and is the hardest-hitting attack on the set; Knock Off removes the items of Pokémon like Porygon2 and Superpower allows Azumarill to hit Kangaskhan, Ferrothorn and Mega Aggron for super-effective damage.

Set Details
========
Huge Power is, as always, mandatory on a physical attacker set as it doubles Azumarill's otherwise mediocre 50 attack stat, making Azumarill into a formidable threat, especially when equipped with a Choice Band, which adds a further multiplier of 1.5x, skyrocketing Azumarill's Attack from 112 to an astounding 336, which at Lv50 equates roughly to the power of Life Orb Deoxys-A (honestly feels like fluff and doesn't really add to the analysis). With this level of power, there's no reason not to max out Attack; as usual, you can adjust your HP and Speed investment depending on what you want to creep, but the hit-and-run nature of the set makes maxing out bulk the most practical choice. Therefore, running max HP and 4 in Speed is probably your safest bet. Other options include the 244 HP / 252 Atk / 12 Spe Belly Drum spread which grants you another point of Speed, giving you more assurance against other base 50s that may be trying to speed creep; however, without a Sitrus Berry to activate there isn't really any need for an even HP stat. 132 HP / 252 Atk / 124 Spe is another spread to consider for outpacing 0 Spe base 65 Pokemon.

Usage Tips
========
Choice Band Azumarill works rather differently to the All-Out Attacker despite being almost identical in every way other than the item choice; it trades the flexibility of an Assault Vest or a Lum Berry for the immediate strength of a Choice Band. It's not nearly as overwhelmingly powerful as the Belly Drum set but it requires no boosts and is still quite powerful. The biggest draw of the Choice Band set is the ability to switch in and do immediate damage with a very powerful Aqua Jet, which can 2HKO many of the targets hit neutrally in the format, and can OHKO some frailer threats like Mega Blaziken. On top of that, Azumarill's Play Rough is incredibly hard to switch in on when boosted by a Choice Band. With great power, however, comes great responsibility; the move-locking side-effect of the Choice Band places much more emphasis on predicting correctly, as it is very easy to force Azumarill out if the opponent does have a switch-in for it's moves (such as Ferrothorn or Zapdos). Be sure to take advantage of Azumarill's typing and natural bulk to bring it in on things that cannot threaten it (such as Hydreigon or Blaziken) and use the free turn to damage the switch-in with a powerful STAB Waterfall or Play Rough.

Team Options
========
Choice Band Azumarill needs to switch in and out a lot, but it lacks recovery; while it can switch in on a hit and tank it well, it can't do so repeatedly. For this reason, it's a good idea to bring some methods of getting Azumarill safely onto the field with minimal damage. Pokemon that bait attacks that Azumarill doesn't mind taking are useful here; for example, Salamence can lure in Dragon-type moves or weak Rock-type coverage from Garchomp and switch to Azumarill, which can shrug off either option easily. U-turn, Volt Switch, and Baton Pass are also good for getting Azumarill safely onto the field when used by slow, bulky Pokemon like Scizor, Sylveon, and Rotom-W. As with the Belly Drum set, Choice Band Azumarill really appreciates the support of Mega Gengar, as it can trap problematic Pokemon such as Cresselia, Ferrothorn, and Zapdos and remove them so that they can't switch in on Azumarill and force it out. Likewise, Azumarill deals with Dark-type attackers for Gengar.

Other Options
########
Azumarill can use its other two abilities, Sap Sipper and Thick Fat, in a defensive set with moves like Scald, Toxic, Encore, and Perish Song. However, while these Azumarill variants are quite effective at catching people off-guard, they have no recovery and are often too passive to have any lasting impact on a battle. On top of that, Encore is incompatible with Aqua Jet so it cannot find a place on an offensive set. Bounce is an interesting option that Azumarill can use in the fourth slot of the Belly Drum or all-out attacker set as a way of getting past Mega Venusaur, but Venusaur is very uncommon nowadays and Bounce leaves you vulnerable to more common answers like Ferrothorn and Porygon2. It's usually better just to leave Venusaur to a teammate like Talonflame.


Checks & Counters
########
**Grass-types**: Grass-types such as Mega Venusaur, Ferrothorn, and Breloom can give Azumarill some trouble thanks to their resistance to Aqua Jet, generally superior Speed and super effective STAB moves. Grass / Poison types are capable of hard-walling Azumarill as none of its common attacks hit any better than neutrally.

**Electric-types**: Electric-types such as Rotom-W, Zapdos, Mega Manectric, and Magnezone are all capable of taking an Aqua Jet at full health and dispatching Azumarill with their STAB Electric-type moves. However, they are less effective against Belly Drum variants due to the lack of a resistance to Water (aside from Rotom-W), meaning that a +6 Aqua Jet does a lot of damage to them.

**Water-types**: Most of the Water-types give Azumarill issues due to their good physical bulk and resistance to Aqua Jet; bulky Water-types such as opposing Azumarill, Suicune, Mega Slowbro, and Rotom-W can tank Azumarill's hits comfortably and threaten it with a burn from Scald or Will-O-Wisp, whereas the most popular offensive Water-type, Greninja, can survive even a +6 Aqua Jet (if it hasn't changed type via Protean) and OHKO Azumarill comfortably with Life Orb Gunk Shot or Grass Knot.

**Faster Priority**: While Azumarill's strong defensive typing gives it resistances to most common priority moves such as Ice Shard, Sucker Punch, Aqua Jet, and Mach Punch, powerful priority users like Talonflame and Mega Lucario can outspeed Azumarill's Aqua Jet and finish it off, cutting its sweep short. All-out attacker variants are less worried about these Pokemon than Belly Drum variants are but they are still capable of doing significant damage to Azumarill.

**Rocky Helmet**: As all of Azumarill's commonly used attacks are contact moves, Pokemon like Cresselia, Porygon2, Slowbro, Suicune, Zapdos, and Ferrothorn—Pokemon that all commonly hold Rocky Helmet—are very effective for repeatedly taking Azumarill's hits and essentially causing it to deplete its own HP with passive damage. Knock Off Azumarill is capable of stopping this before it gets too problematic; however, many of these Pokemon are still capable of damaging or crippling Azumarill outside of their item with moves like Scald, Thunder Wave, Power Whip, and Thunderbolt.

**Faster Bulky Attackers**: Azumarill is easily overwhelmed by powerful neutral attacks such as Mega Kangaskhan's Double-Edge, Scizor's Bullet Punch and Mega Salamence's Double-Edge, especially when it can't do enough damage to overcome the situation with Aqua Jet.


Your writing style is pretty interesting, but there were common errors such as it's/its, not using serial commas, Pokemon with the accented e being used, etc. I'd recommend giving the Spelling and Grammar standards a quick look.

Also, honestly Huge Power doesn't really seem worth explaining and giving the stats you reach (for example, the 224 attack thing) isn't really required; generally, stuff that doesn't add much to an analysis is highly discouraged.
 
Last edited:

ethan06

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is a Community Contributor Alumnus
Your writing style is pretty interesting, but there were common errors such as it's/its, not using serial commas, Pokemon with the accented e being used, etc. I'd recommend giving the Spelling and Grammar standards a quick look.

Also, honestly Huge Power doesn't really seem worth explaining and giving the stats you reach (for example, the 224 attack thing) isn't really required; generally, stuff that doesn't add much to an analysis is highly discouraged.
Implemented, thankyou n.n I'll be sure to take all this into account for future analyses.
 

Lumari

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Overview
########
Azumarill may look unassuming, but it's actually one of Battle Spot's most enduring mainstays. Its stellar defensive typing, small but perfect movepool, and its incredible ability in Huge Power make it a poster boy for bulky offense and arguably Battle Spot's best available Water-type. Its ability to go toe-to-toe against threatening Pokémon like Pokemon such as (in C&C standards, Pokemon is spelled without the acute) Garchomp, Mamoswine, and Heatran and come out on top makes it a valuable asset for many players; however, while Azumarill is capable of doing a lot of damage to unprepared teams, its small movepool makes it vulnerable to several common threats, and it sometimes has difficulty taking out even some frail attackers. Also, its pitiful base 50 Speed means that it has to rely on Aqua Jet quite often to KO faster opponents or it risks losing a chunk of its HP - or even being KOed - as there are some situations that even its above-average 100 / 80 / 80 bulk can't save it from. In spite of its flaws, however, Azumarill makes a fine offensive and defensive cornerstone for a lot of teams and excels in most matchups and situations.

Belly Drum
########
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Waterfall / Knock Off / Superpower
ability: Huge Power
item: Sitrus Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========
Belly Drum is used for boosting Azumarill's Attack stat at the cost of half of its health. Aqua Jet is a priority move and Azumarill's main means of damaging faster opponents. Play Rough is Azumarill's secondary STAB attack and achieves decent neutral coverage with Aqua Jet. The choice between the last three moves depends on your team structure; Waterfall is an alternative STAB option that is more accurate than Play Rough, Knock Off removes troublesome items such as Eviolite and Rocky Helmet, and Superpower gives Azumarill the coverage necessary to get past Ferrothorn.

Set Details
========
This EV spread maximizes Azumarill's Attack and overall bulk whilst also giving an even HP stat at level 50; this is important, (AC) as it means that it will be in puts it into Sitrus Berry's activation range after Belly Drum is used. The leftover 4 EVs are put into Speed to allow Azumarill to outpace opposing base 50s, like such as Mega Mawile and opposing 0 Spe Azumarill (it's probably better just to mention a different base 50 altogether/cut out Azu in order to avoid any speed-creepy sketchiness). The EV spread can be tweaked depending on what you want Azumarill to outspeed; 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe with an Adamant nature is the safest due to the large amount of bulk, (AC) but points can be moved from HP into Speed to outpace faster threats; for instance, 132 HP / 252 Atk / 124 Spe with an Adamant nature allows Azumarill to outspeed Pokémon Pokemon with an uninvested base 65 Speed stat while still keeping Azumarill's HP at an even number. This jump point encompasses Pokémon Pokemon such as Scizor, Tyranitar, Abomasnow, and Clefable, greatly improving Azumarill's matchup against them and making it less dependent on Aqua Jet. Huge Power is Azumarill's preferred ability for all of its sets, (AC) as it doubles Azumarill's Attack stat, bringing it from a middling 112 to a much more impressive stat of 224, allowing it to do much greater damage than it would be capable of with either of it's its other two abilities. Sitrus Berry synergizes well with Belly Drum, recovering 25% of Azumarill's health when it has 50% HP or less remaining. This leaves Azumarill at the maximum possible amount of HP after boosting and making makes it more likely to survive oncoming attacks during its sweep.

Usage Tips
========

Despite its bulk, Belly Drum Azumarill can sometimes be a risky Pokemon to play with due to the health lost while setting up and the free turn required to do so. However, there are several Pokemon in the format that cannot significantly hurt Azumarill with certain attacks and as such make good setup opportunities: examples include Heatran, Mega Sableye, Hydreigon, Tyranitar, and Garchomp locked into Outrage or Rock Tomb. Because the list of setup opportunities for Azumarill is quite specific, some scouting is usually required before Azumarill can commit to a sweep by clicking Belly Drum. However, if you have other viable win conditions, Azumarill can be used effectively as an early hole puncher. At +6, Azumarill's Aqua Jets are strong enough to do solid damage to a significant portion of the format. Due to this, it makes a fine win condition, especially against slower teams. However, Azumarill still has difficulty breaking through Pokémon Pokemon such as Cresselia, Mega Venusaur, Zapdos, Ferrothorn, (AC) and Porygon2 without prior damage. This is where scouting can be useful: if these threatening Pokémon Pokemon can be knocked out or sufficiently damaged, Azumarill can easily clean up with it's its moves. While clicking Belly Drum and spamming Aqua Jet can be tempting, there are occasions where Azumarill can hold off on boosting and save its item (and its health) for a later opportunity. Aqua Jet makes Azumarill a fairly effective revenge killer, and there will also be occasions where it's wiser to simply damage the opponent rather than go for the boost and risk having Azumarill faint.

Team Options
========
While Azumarill is strong, its base 50 Speed is lackluster and makes it easy to revenge kill. As such, plenty of faster Pokemon can stop its sweep, either by resisting Aqua Jet or possessing faster priority. Azumarill's main concern is opposing Grass-types: if they outspeed it, they are capable of easily taking a +6 Aqua Jet and OHKOing in return with a STAB Grass-type move. Azumarill also has trouble with Talonflame, as Choice Band Brave Bird easily does enough damage to OHKO Azumarill after the HP loss from Belly Drum. For these reasons, Heatran makes a very effective teammate for Azumarill, as it resists both of Talonflame's STAB types and also walls many common Grass-types, including Venusaur, Ferrothorn, and Roserade. They also synergize defensively and Azumarill can beat Heatran's answers, including Garchomp, Landorus-T, and Conkeldurr, in return. Electric-types make good teammates for Azumarill thanks to their above-average Speed stats, passable physical bulk, and resistance to priority moves such as Bullet Punch and Brave Bird. Mega Manectric in particular excels at this role thanks to its ability, Intimidate, which allows it to switch in on priority for Azumarill and remove the threat with its coverage. Pokemon like Garchomp, Mamoswine, Excadrill, and Landorus-T are useful supporters for Azumarill thanks to their positive matchup against Electric-types with their immunity to Electric-type moves and STAB Earthquake; however, Garchomp and Landorus must take care around carriers of Hidden Power Ice. Azumarill doesn't like to take damage if it can avoid it, as too much can keep it from successfully getting a Belly Drum off. For this reason it appreciates Volt Switch or U-turn support from teammates such as Assault Vest Landorus-T and Raikou. Finally, this variant of Azumarill benefits a lot from Mega Gengar, which can switch in on Grass- and Poison-type moves (RC) and trap and remove problematic Pokémon like Pokemon such as Zapdos, Cresselia, Mega Slowbro, Mega Kangaskhan, Mega Venusaur, Ferrothorn, and Serperior for Azumarill. In turn, Azumarill can dispatch Dark-type Pokemon that threaten Gengar, such as Hydreigon and Tyranitar.

All Out Attacker
########
name: All Out Attacker
move 1: Aqua Jet
move 2: Waterfall
move 3: Play Rough
move 4: Knock Off / Superpower
ability: Huge Power
item: Assault Vest / Lum Berry
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
nature: Adamant

Moves
========

Aqua Jet is a STAB priority move that allows Azumarill to bypass its low Speed, hit faster attackers, (AC) and finish off weakened attackers. Waterfall and Play Rough are its main STAB options and your main means of dealing damage. Knock Off gives Azumarill a utility option in removing key items such as Leftovers, Sitrus Berry, Choice items, Eviolite, (AC) and Rocky Helmets Helmet, (consistency with other singular) while the main alternative, Superpower, gives you it a way to hit Ferrothorn and Porygon2 super effectively.

Set Details
========

An Adamant nature and maximum Attack investment help to make Azumarill as threatening as possible. The EV spread is the same as the one used for the Belly Drum set. The EV spread maximizes Azumarill's overall bulk and allows it to outspeed opposing base 50s. (cross-set referencing isn't allowed, analyses are fluid and the set you're referring to might be axed tomorrow for all we know, so all sets must be written like they're completely independent) An alternative spread of 100 HP / 252 Atk / 156 Def with an Adamant nature can be used to guarantee that Azumarill survive a 252+ Mega Salamence Double-Edge from full HP and KO back most of the time with Play Rough and Aqua Jet. The choice of item is determined by the purpose you want Azumarill to fulfill: Lum Berry is a technical option that allows Azumarill to get the jump on Pokemon like Breloom and Sableye, (AC) that which otherwise threaten it with their status moves, while Assault Vest boosts Special Defense and grants Azumarill the ability to check both of Charizard's Mega Evolutions - the Assault Vest allows Azumarill to comfortably survive Mega Charizard Y's Solarbeam Solar Beam and KO back with Waterfall and followed by (clarity) Aqua Jet. A third option that can be considered is Life Orb: the damage boost allows Azumarill to do upwards of 90% to Life Orb Blaziken with Aqua Jet and makes Azumarill harder to switch into overall; however, it loses out on a lot of its bulk thanks to the recoil and makes moves such as Toxic, Will-O-Wisp, and Scald much more of a concern for Azumarill.

Usage Tips
========
This variant of Azumarill is geared less towards sweeping and extreme power and more towards being a reliable switch-in, allowing Azumarill more freedom to take damage without having to worry about jeopardizing the feasibility of a Belly Drum sweep. (same here, BD isn't relevant for this set) This means that this variant of Azumarill isn't quite as reliant on support from it's teammates as other variants are; (here it's fine though because it's obviously fine to acknowledge that there are other -indefinite- Azu sets) the all-out (both spelling for 'all-out' are fine afaik, but you should be consistent, so either remove the hyphen here or hyphenate 'all out' in the set names) attacker set should therefore be used as a bulky pivot and hole-puncher, switching in on resisted attacks and getting immediate damage off with its moves. This set beats more or less the same portions of the metagame that the Belly Drum does (RC) but takes a more immediate approach: while the Belly Drum build sets up on a Pokemon it threatens and then attempts to take out the switch-in with a +6 attack, the all-out attacker simply fires off an attack into the switch-in and then responds accordingly. (same here, you should repeat what portions of the metagame it beats and somewhat rewrite this sentence too :<) For this reason, this set isn't as scared of Pokemon like Zapdos and Ferrothorn, (AC) as it can damage them on the switch-in and then respond by either switching into a teammate to take an incoming attack or attacking again, depending on how much prior damage they've taken.

Team Options
========
While this Azumarill set is slightly more quite resilient when it isn't reliant on setting up Belly Drum, it still suffers from a few of the same issues as its other sets: (feel free to reword this differently, but again, cross-set referencing isn't allowed) Grass-types, priority abuse, physical tanks, and Electric-types still give it a hard time. However, all-out attacker Azumarill makes for a more reliable switch-in, (AC) so it can support it's teammates as well. Landorus-T, Zapdos, Garchomp, Thundurus, Mega Manectric, Raikou, Aegislash, and Heatran are all solid Pokemon that complement Azumarill's weaknesses and that can get strong hits off on the things that beat it, while Azumarill can do the same in kind.

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

Moves
========

Aqua Jet is Azumarill's priority STAB attack and its main revenge killing (remove hyphen) tool; Waterfall doesn't benefit from increased priority like Aqua Jet does, (AC) but it is a much more powerful attack; Play Rough has stellar coverage with Azumarill's Water-type move and is the hardest-hitting attack on the set; Knock Off removes the items of Pokémon like Porygon2; (SC) and Superpower allows Azumarill to hit Kangaskhan, Ferrothorn and Mega Aggron for super-effective damage.

Set Details
========
Huge Power is, as always, mandatory on a physical attacker, (AC) set as it doubles Azumarill's otherwise mediocre base 50 attack stat, making Azumarill into a formidable threat, especially when equipped with a Choice Band, which adds a further multiplier of 1.5x, making Azumarill's attacks monstrously strong. With this level of power, there's no reason not to max out Attack; as usual, otherwise, you can adjust your Azumarill's HP and Speed investment depending on what you want to creep, but the hit-and-run nature of the set makes maxing out bulk the most practical choice. Therefore, running max HP and 4 in Speed is probably (some more confidence please haha, you don't want to come off as if you don't really know what you're talking about. Also, any reason you're not using that 228 HP spread here? Just wondering...) your safest bet. Other options include the a 244 HP / 252 Atk / 12 Spe Belly Drum spread which that grants you Azumarill another point of Speed, giving you more assurance against other base 50s that may be trying to Speed creep; however, without a Sitrus Berry to activate there isn't really any need for an even HP stat. 132 HP / 252 Atk / 124 Spe is another spread to consider for outpacing 0 Spe uninvested (considering the only options that can be taken into account as speed benchmarks are zero investment and full investment and the rest is creeping, it makes more sense to avoid the numbers) base 65 Pokemon.

Usage Tips
========
Choice Band Azumarill works rather differently to the All-Out Attacker despite being almost identical in every way other than the item choice; it trades the flexibility of an Assault Vest or a Lum Berry for the immediate strength of a Choice Band. It's not nearly as overwhelmingly powerful as the Belly Drum set but it requires no boosts and is still quite powerful. (same here with the cross-set referencing; probably just generalise the items in the first sentence to 'defensive item' and axe the second one outright) The biggest draw of the Choice Band set is the ability to switch in and do immediate damage with a very powerful Aqua Jet, which can 2HKO many of the targets hit neutrally in the format (RC) and can OHKO some frailer threats like such as Mega Blaziken. On top of that, Azumarill's Play Rough is incredibly hard to switch into when boosted by a Choice Band. With great power, however, comes great responsibility; the move-locking side-effect of the Choice Band places much more emphasis on predicting correctly, as it is very easy to force Azumarill out if the opponent does have a switch-in for it's moves (such as Ferrothorn or Zapdos). Be sure to take advantage of Azumarill's typing and natural bulk to bring it in on things that cannot threaten it (such as Hydreigon or Blaziken) and use the free turn to damage the switch-in with a powerful STAB Waterfall or Play Rough.

Team Options
========
Choice Band Azumarill needs to switch in and out a lot, but it lacks recovery; while it can switch in on a hit and tank it well, it can't do so repeatedly. For this reason, it's a good idea to bring some methods of getting Azumarill safely onto the field with minimal damage. Pokemon that bait attacks that Azumarill doesn't mind taking are useful here; for example, Salamence can lure in Dragon-type moves or weak Rock-type coverage from Garchomp and switch to Azumarill, which can shrug off either option easily. U-turn, Volt Switch, and Baton Pass are also good for getting Azumarill safely onto the field when used by slow, bulky Pokemon like such as Scizor, Sylveon, and Rotom-W. As with the Belly Drum set, Choice Band Azumarill really appreciates the support of Mega Gengar, as it can trap problematic Pokemon such as Cresselia, Ferrothorn, and Zapdos and remove them so that they can't switch in on Azumarill and force it out. Likewise, Azumarill deals with Dark-type attackers for Gengar.

Other Options
########
Azumarill can use its other two abilities, Sap Sipper and Thick Fat, in a defensive set with moves like Scald, Toxic, Encore, and Perish Song. However, while these Azumarill variants are quite effective at catching people off-guard, they have no recovery and are often too passive to have any lasting impact on a battle. On top of that, Encore is incompatible with Aqua Jet, (AC) so it cannot find a place on an offensive set. Bounce is an interesting option that Azumarill can use in the fourth slot of the Belly Drum or all-out attacker set as a way of getting past Mega Venusaur, but Venusaur is very uncommon nowadays and Bounce leaves you Azumarill vulnerable to more common answers like such as Ferrothorn and Porygon2. It's usually better just to leave Venusaur to a teammate like Talonflame.


Checks & Counters
########
**Grass-types**: Grass-types such as Mega Venusaur, Ferrothorn, and Breloom can give Azumarill some trouble thanks to their resistance to Aqua Jet, generally superior Speed, (AC) and super effective STAB moves. Grass / Poison types are capable of hard-walling Azumarill, (AC) as none of its common attacks hit any better than neutrally.

**Electric-types**: Electric-types such as Rotom-W, Zapdos, Mega Manectric, and Magnezone are all capable of taking an Aqua Jet at full health and dispatching Azumarill with their STAB Electric-type moves. However, they are less effective against Belly Drum variants due to the lack of a resistance to Water (aside from Rotom-W), meaning that a +6 Aqua Jet does a lot of damage to them.

**Water-types**: Most of the Water-types give Azumarill issues due to their good physical bulk and resistance to Aqua Jet; bulky Water-types such as opposing Azumarill, Suicune, Mega Slowbro, and Rotom-W can tank Azumarill's hits comfortably and threaten it with a burn from Scald or Will-O-Wisp, whereas the most popular offensive Water-type, Greninja, can survive even a +6 Aqua Jet (if it hasn't changed type via Protean) and OHKO Azumarill comfortably with Life Orb Gunk Shot or Grass Knot.

**Faster Priority**: While Azumarill's strong defensive typing gives it resistances to most common priority moves such as Ice Shard, Sucker Punch, Aqua Jet, and Mach Punch, powerful priority users like Talonflame and Mega Lucario can outspeed Azumarill's Aqua Jet and finish it off, cutting its sweep short. All-out attacker variants are less worried about these Pokemon than Belly Drum variants are, (AC) but they are still capable of doing significant damage to Azumarill.

**Rocky Helmet**: As all of Azumarill's commonly used attacks are contact moves, Pokemon like Cresselia, Porygon2, Slowbro, Suicune, Zapdos, and Ferrothorn, (AC) - Pokemon that all of which commonly hold Rocky Helmet, (dash to comma) are very effective for repeatedly taking Azumarill's hits and essentially causing it to deplete its own HP with passive damage. Knock Off Azumarill is capable of stopping this before it gets too problematic; however, many of these Pokemon are still capable of damaging or crippling or damaging (matching order with examples) Azumarill outside of their item with moves like Scald, Thunder Wave, Power Whip, and Thunderbolt.

**Faster Bulky Attackers**: Azumarill is easily overwhelmed by powerful neutral attacks such as Mega Kangaskhan's Double-Edge, Scizor's Bullet Punch, (AC) and Mega Salamence's Double-Edge, especially when it can't do enough damage to overcome the situation with Aqua Jet.


As an additional note: you make quite a few cross-set references (e.g. 'as with the Belly Drum set'), but this isn't allowed because analyses are fluid and sets can be chopped or added at any time, so I had to remove these throughout. Obviously this unfortunately also required me to reword a few bits, but if you prefer to reword them differently feel free of course ^^



GP 2/2
 
Last edited:

ethan06

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is a Community Contributor Alumnus
As an additional note: you make quite a few cross-set references (e.g. 'as with the Belly Drum set'), but this isn't allowed because analyses are fluid and sets can be chopped or added at any time, so I had to remove these throughout. Obviously this unfortunately also required me to reword a few bits, but if you prefer to reword them differently feel free of course ^^



GP 2/2
Thankyou for the check, this has been implemented. Unless anyone feels that there's anything missing, this is ready for upload ^.^
 

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