http://www.smogon.com/dp/pokemon/azumarill
status: probably done
updated Azumarill for the new metagame (move preferences, more effective partners, removed OU/BL Pokemon and added newly UU Pokemon)
complies with the new format standards
[SET]
name: Choice Band
move 1: Waterfall
move 2: Aqua Jet
move 3: Return / Double-Edge
move 4: Ice Punch / Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
EVs: 240 HP / 252 Atk / 16 Spe
[SET COMMENTS]
<p>Azumarill's convenient resistances to Water-, Ice-, and Fire-type attacks paired with respectable 100 / 80 / 80 defenses grant it multiple opportunities to switch in and inflict damage. Waterfall and Return provide great type coverage; the attacking combination of Water + Normal is resisted only by Shedinja (in UU) and Empoleon (in OU). Double-Edge’s additional power can be useful at times (it allows Azumarill to sometimes 2HKO Slowbro with Stealth Rock support), but in general, the recoil sacrifices too much of Azumarill’s bulk. Aqua Jet allows Azumarill to function as a potent revenge killer and even gives it a chance at a late-game sweep once Water-type resists are weakened or eliminated. The last slot is allocated for type coverage; Ice Punch helps Azumarill combat Venusaur, Tangrowth, and Altaria switch-ins, while Superpower gives a super effective hit on the likes of Registeel and Umbreon.</p>
[ADDITIONAL COMMENTS]
<p>Bulky Waters such as Slowbro and Milotic can shrug off Azumarill's attacks and recover off any damage taken. Other physically bulky Pokemon, such as Venusaur, Tangrowth, Cresselia, and Weezing, may also be problematic. Pairing Azumarill with a Grass-type and a specially-based Fire-type is recommended to take advantage of the defensive and offensive synergy inherent in the Fire / Grass / Water combination. Venusaur can easily switch into Slowbro, Milotic, and Tangrowth. Houndoom can take advantage of a fleeing Grass-type to get in a Nasty Plot, and also has access to Dark STAB to combat Slowbro. Blaziken can OHKO opposing Grass-types and even 2HKO bulky Waters with appropriate prediction.</p>
<p>Azumarill can 2HKO the majority of UU with the appropriate move, but choosing the wrong attack can often mean a free turn for the opponent. The key to defeating the set is the same as the key to success—whenever Azumarill appears in battle, it is recommended to read your opponent like a large-print copy of Dr. Seuss and pick your move accordingly. Oftentimes, even when Azumarill is brought into a Fire- or Ground-type, opening with Return may be more beneficial than using Waterfall. Your opponent is unlikely to keep his or her Pokemon in or bring in a Regirock, Steelix, Registeel, or physically frail Ghost; on the other hand, Return can hit the majority of Azumarill's common switch-ins like Venusaur or Milotic for neutral damage.</p>
[SET]
name: SubPuncher
move 1: Substitute
move 2: Focus Punch
move 3: Waterfall
move 4: Aqua Jet / Encore
item: Leftovers
ability: Huge Power
nature: Adamant
EVs: 252 HP / 240 Atk / 16 Spe
[SET COMMENTS]
<p>While the Choice Band set is dependent on prediction to inflict massive amounts of damage, this set takes advantage of Azumarill's ability to create 101 HP Substitutes to function more as a team player in wearing down the opponent.</p>
<p>The first two moves are self-explanatory, and Waterfall provides a reliable STAB attack. Aqua Jet is the preferred option in the last slot, as it allows Azumarill to reliably revenge kill low-HP opponents and threaten Fire-types such as Houndoom, Ninetales, Arcanine, and Magmortar. Azumarill can also use Aqua Jet and its low Speed to garner a free Substitute: use Substitute as an attack from a faster but weakened opponent hits Azumarill, then Aqua Jet for the KO before the Substitute is broken. Encore is also an option to help Azumarill set up a Substitute more reliably and rack up Spikes and Stealth Rock damage; it also stops RestTalkers such as Milotic in their tracks.
[ADDITIONAL COMMENTS]
<p>Since this Azumarill loses the raw power granted by a Choice Band and Double-Edge, bulky Pokemon like Milotic and Cresselia become more of a problem, and Toxic can be used over an attack to cripple them. Ice Punch can be used in the last slot, but it is really only useful for Venusaur; furthermore, it doesn’t OHKO, and Venusaur outpaces Azumarill, which means this is an uphill battle—Azumarill is generally better off sticking to another attack.</p>
<p>Pokemon who can withstand assaults from the Choice Band set will also fare well against the SubPuncher. For example, while Slowbro is occasionally 2HKOed by a Choice Banded Double-Edge, it is never 4HKOed by this set's attacks. However, with the decreased power comes increased unpredictability. While a SubPunching Azumarill cannot defeat Slowbro or Cresselia through raw power, it can cripple them with Toxic or rack up entry hazards damage by Encoring a Slack Off or Moonlight.</p>
<p>As with any Substitute user, Azumarill benefits from a way to restore lost HP. Wish support, perhaps from Clefable or Umbreon, can greatly extend Azumarill’s lifespan. Defensive screens are also a great option because they allow Azumarill's Substitutes to live through two hits from Slowbro and four hits from Milotic (unless it has a super effective Hidden Power). Torterra is a fine choice for a partner, as it can set up both Reflect and Light Screen and has access to Leech Seed to restore Azumarill's HP. Azumarill resists Torterra's Fire and Ice weaknesses while Torterra is immune to the Electric attacks that Azumarill attracts. Gardevoir and Clefable can also set up dual screens, and both have access to Wish to replenish Azumarill's HP.</p>
[SET]
name: RestTalk
move 1: Waterfall
move 2: Return / Double-Edge
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Huge Power
nature: Adamant
EVs: 244 HP / 240 Atk / 4 Def / 4 SpD / 16 Spe
[SET COMMENTS]
<p>This set absorbs status for the team while retaining a 438 attack stat. It hits every UU Pokemon except Shedinja for at least neutral damage. Return is the preferred option over Double-Edge because this Azumarill is primarily designed to take hits, and any recoil damage reduces its staying power.</p>
[ADDITIONAL COMMENTS]
<p>It is essential that your team features an strong defensive core to deal with any threats who may set up on Azumarill while it is Resting. It may be worth including a cleric on your team to wake up Azumarill in case it is needed immediately. Altaria learns Heal Bell and has great defensive synergy with Azumarill. Other possible clerics include Umbreon, Miltank, and Chansey.</p>
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Substitute / Ice Punch
move 3: Waterfall
move 4: Return
item: Salac Berry
ability: Huge Power
nature: Jolly
IVs: 30 HP
EVs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
<p>The potency of Belly Drum cannot be ignored on a Pokémon with Azumarill's Huge Power ability. Water + Normal offers great type coverage, and Azumarill reaches 327 Speed after the Salac Berry boost. Unfortunately, Belly Drum + Aqua Jet is an illegal move combination (and probably for good reason).</p>
[ADDITIONAL COMMENTS]
<p>The 30 IV in HP makes Azumarill's HP divisible by four, which activates the Salac Berry after one Substitute and subsequent Belly Drum.</p>
<p>One of the main faults of this Azumarill is that it is easily revenge killed; even with a Salac boost, its maximum Speed falls one point short of the maximum speed of positive-natured base 100s. It will also fall to many of the common priority moves in the tier, including Ambipom and Hitmontop's Fake Out (and Mach Punch, in Hitmontop's case), Blaziken's Vacuum Wave, and Absol's Sucker Punch. It is recommended to thoroughly scout your opponent's team for these Pokemon and eliminate them before attempting a sweep. Since this Azumarill is a make-or-break sweeper, having a teammate to setup Stealth Rock in addition to a layer or two of Spikes is highly recommended, as it aids the sweep.</p>
[Team Options]
<p>As an offensive Pokemon who focuses on getting KOs through raw power, Azumarill appreciates Stealth Rock support. In addition, since the majority of its counters (mainly bulky Waters and Grasses) are grounded Pokemon, Spikes support makes its life much easier. For example, the standard Slowbro doesn't even come close to being 2HKOed by a Choice Banded Double-Edge without Stealth Rock on the field, but has a 20.19% of being 2HKOed with Stealth Rock damage (factoring in Leftovers recovery). Toxic Spikes support is extremely effective in combating bulky Waters such as Milotic and Slowbro, who usually carry moves to recover health (Recover and Slack Off, respectively) but not status. Be aware that using Toxic Spikes will activate Milotic's Marvel Scale, making it bulkier than Slowbro while it's alive. Most offensive teams can easily slot in a Froslass, Qwilfish, or Omastar to provide Spikes; Qwilfish and Omastar also have the added benefit of being able to use Toxic Spikes, and Omastar can even set up Stealth Rock as well.</p>
<p>Venusaur makes an ideal partner to Azumarill since it can switch in relatively easily against Milotic and set up with Swords Dance/Sleep Powder, attack with Leaf Storm, or start a SubSeeding chain. It is also able to take on Tangrowth with a STAB Sludge Bomb. Specially defensive Drapion can also set up Toxic Spikes and can utilize STAB Poison Jab against Grass-types and Crunch against Slowbro, and it has the added ability of stopping bulky Waters from recovering by Taunting. Torterra also scares out bulky Waters and can help replenish Azumarill's HP with Leech Seed, but it adds an additional Pokemon to your team who is walled by Tangrowth. Fire-types like Moltres, Arcanine, Blaziken, and Houndoom can beat opposing Grass-types by switching in on predicted Leaf Storms or Power Whips but must beware of Sleep Powder.</p>
<p>A core of Water, Fire, and Grass Pokemon provides excellent defensive as well as offensive support; the common super effective attacks on each member are typically resisted by one or more of the other members. Ground-type Pokemon such as Steelix, Donphan, Rhyperior, or Nidoqueen can help absorb Electric attacks aimed at Azumarill. All of these Pokemon can lay down Stealth Rock, and Nidoqueen also has the ability to set up Toxic Spikes. Steelix has access to Explosion, and utilizing that in conjunction with a Passho Berry can be an easy way to eliminate opposing Milotic or Slowbro. While the same bulky Waters who love switching into Azumarill can hit Nidoqueen super effectively, she has the bulk to survive several hits and lay down Toxic Spikes regardless.</p>
<p>Azumarill's most common counters are often seen on balanced or bulky offensive teams. The most common teammates for its counters include Cresselia, Arcanine, Mismagius, Clefable, and Registeel. Nasty Plot Houndoom and Swords Dance Drapion can handle these threats relatively well, but must beware of Thunder Wave (and Will-O-Wisp for Drapion); however, using a Lum Berry or Taunt can alleviate these worries. Mixed Blaziken can also take on these Pokemon to an extent and happens to threaten to 2HKO bulky Waters with an appropriate combination of Fire Blast, Superpower, and Hidden Power. Magmortar also deserves a nod for having access to Thunderbolt to KO opposing bulky waters.</p>
[Optional Changes]
<p>If you don't care about using moves with 90% accuracy, Aqua Tail is a stronger alternative to Waterfall and can be substituted on any of the sets. Leftovers is a viable option instead of a Choice Band on offensive teams looking to capitalize on Azumarill's bulk and resists; this makes it harder for Pokemon like Toxicroak or Mismagius to set up on Azumarill, but obviously comes at the cost of some power—this makes Toxic an attractive option in conjunction with Leftovers. Sing can be used by Azumarill to send its counter to sleep, but it is generally too unreliable. </p>
<p>The primary EV spread given in the sets is optimal. 16 Speed EVs guarantees that Azumarill outspeeds other neutral-nature base 50s who may invest slightly in Speed, including Regirock, Registeel, Chansey, Hariyama, and Tangrowth. Attack is maximized and the remaining EVs are placed into HP. On the SubPuncher set, HP is maximized to create 101 HP Substitutes, and the remainder is placed into Attack. 84 Speed EVs outspeeds no-Speed base 60 Pokemon such as Clefable, Porygon2, and Weezing. On the RestTalk set, moving 4 EVs from HP into each of Defense and Special Defense maximizes its ability to take hits.</p>
[Counters]
<p>Slowbro stands out as Azumarill's number one counter. It resists all of Azumarill's commonly used moves except for Double-Edge / Return and has access to reliable recovery. Despite this, Slowbro must beware of Toxic, since a Slowbro inflicted with Toxic is essentially neutered (and can be stalled out by Substitute if Slowbro lacks Psychic or Hidden Power Electric). In the same vein, defensive variants of Milotic fare relatively well but risk a 2HKO from Choice Banded Double-Edge. However, Milotic actually outspeeds Azumarill, meaning it can escape the 2HKO by abusing Double-Edge's recoil damage with Recover, activating Marvel Scale through Rest, or KOing Azumarill with Hidden Power Electric or Grass.</p>
<p>Venusaur sports a resistance to Waterfall and Focus Punch and can strike back with powerful STAB Grass attacks or Leech Seed and recover lost HP with Synthesis. With an immunity to Azumarill's STAB, Water Absorb Pokemon are also fine counters. Poliwrath can use Azumarill as an excuse to start using Bulk Up while Encoring Azumarill’s Substitute, while Quagsire can Curse. Lapras has a massive HP stat, higher Speed, and access to Thunderbolt, but it will have to beware of Stealth Rock and the possibility of taking a heavy hit from Superpower or Focus Punch. While Toxicroak is also immune to Water attacks because of its ability, Dry Skin, its relative physical frailty means switching it directly into Azumarill is not recommended. However, it does sport a resistance to Fighting-type attacks, which allows it to more easily set up on a Choice Banded Superpower or a Substitute Azumarill without Encore.</p>
<p>Cresselia is never 2HKOed by a Choice Banded Waterfall and can cripple Azumarill with Thunder Wave while setting up a Reflect and recovering any lost HP with Moonlight. Weezing is also never 2HKOed by Waterfall and can force Azumarill out with the threat of Will-O-Wisp or Thunderbolt, but it lacks reliable recovery. Tangrowth, possessing defensive stats that make Skarmory a tad green, can defeat Azumarill even if it has a Choice Band and Ice Punch (but will lose if it has taken previous or residual damage). Altaria works against variants without Ice Punch, resisting the entirety of Azumarill's moveset except for Double-Edge. Luxray can switch in easily thanks to Intimidate and threaten with a STAB Thunderbolt.</p>
status: probably done
updated Azumarill for the new metagame (move preferences, more effective partners, removed OU/BL Pokemon and added newly UU Pokemon)
complies with the new format standards
[SET]
name: Choice Band
move 1: Waterfall
move 2: Aqua Jet
move 3: Return / Double-Edge
move 4: Ice Punch / Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
EVs: 240 HP / 252 Atk / 16 Spe
[SET COMMENTS]
<p>Azumarill's convenient resistances to Water-, Ice-, and Fire-type attacks paired with respectable 100 / 80 / 80 defenses grant it multiple opportunities to switch in and inflict damage. Waterfall and Return provide great type coverage; the attacking combination of Water + Normal is resisted only by Shedinja (in UU) and Empoleon (in OU). Double-Edge’s additional power can be useful at times (it allows Azumarill to sometimes 2HKO Slowbro with Stealth Rock support), but in general, the recoil sacrifices too much of Azumarill’s bulk. Aqua Jet allows Azumarill to function as a potent revenge killer and even gives it a chance at a late-game sweep once Water-type resists are weakened or eliminated. The last slot is allocated for type coverage; Ice Punch helps Azumarill combat Venusaur, Tangrowth, and Altaria switch-ins, while Superpower gives a super effective hit on the likes of Registeel and Umbreon.</p>
[ADDITIONAL COMMENTS]
<p>Bulky Waters such as Slowbro and Milotic can shrug off Azumarill's attacks and recover off any damage taken. Other physically bulky Pokemon, such as Venusaur, Tangrowth, Cresselia, and Weezing, may also be problematic. Pairing Azumarill with a Grass-type and a specially-based Fire-type is recommended to take advantage of the defensive and offensive synergy inherent in the Fire / Grass / Water combination. Venusaur can easily switch into Slowbro, Milotic, and Tangrowth. Houndoom can take advantage of a fleeing Grass-type to get in a Nasty Plot, and also has access to Dark STAB to combat Slowbro. Blaziken can OHKO opposing Grass-types and even 2HKO bulky Waters with appropriate prediction.</p>
<p>Azumarill can 2HKO the majority of UU with the appropriate move, but choosing the wrong attack can often mean a free turn for the opponent. The key to defeating the set is the same as the key to success—whenever Azumarill appears in battle, it is recommended to read your opponent like a large-print copy of Dr. Seuss and pick your move accordingly. Oftentimes, even when Azumarill is brought into a Fire- or Ground-type, opening with Return may be more beneficial than using Waterfall. Your opponent is unlikely to keep his or her Pokemon in or bring in a Regirock, Steelix, Registeel, or physically frail Ghost; on the other hand, Return can hit the majority of Azumarill's common switch-ins like Venusaur or Milotic for neutral damage.</p>
[SET]
name: SubPuncher
move 1: Substitute
move 2: Focus Punch
move 3: Waterfall
move 4: Aqua Jet / Encore
item: Leftovers
ability: Huge Power
nature: Adamant
EVs: 252 HP / 240 Atk / 16 Spe
[SET COMMENTS]
<p>While the Choice Band set is dependent on prediction to inflict massive amounts of damage, this set takes advantage of Azumarill's ability to create 101 HP Substitutes to function more as a team player in wearing down the opponent.</p>
<p>The first two moves are self-explanatory, and Waterfall provides a reliable STAB attack. Aqua Jet is the preferred option in the last slot, as it allows Azumarill to reliably revenge kill low-HP opponents and threaten Fire-types such as Houndoom, Ninetales, Arcanine, and Magmortar. Azumarill can also use Aqua Jet and its low Speed to garner a free Substitute: use Substitute as an attack from a faster but weakened opponent hits Azumarill, then Aqua Jet for the KO before the Substitute is broken. Encore is also an option to help Azumarill set up a Substitute more reliably and rack up Spikes and Stealth Rock damage; it also stops RestTalkers such as Milotic in their tracks.
[ADDITIONAL COMMENTS]
<p>Since this Azumarill loses the raw power granted by a Choice Band and Double-Edge, bulky Pokemon like Milotic and Cresselia become more of a problem, and Toxic can be used over an attack to cripple them. Ice Punch can be used in the last slot, but it is really only useful for Venusaur; furthermore, it doesn’t OHKO, and Venusaur outpaces Azumarill, which means this is an uphill battle—Azumarill is generally better off sticking to another attack.</p>
<p>Pokemon who can withstand assaults from the Choice Band set will also fare well against the SubPuncher. For example, while Slowbro is occasionally 2HKOed by a Choice Banded Double-Edge, it is never 4HKOed by this set's attacks. However, with the decreased power comes increased unpredictability. While a SubPunching Azumarill cannot defeat Slowbro or Cresselia through raw power, it can cripple them with Toxic or rack up entry hazards damage by Encoring a Slack Off or Moonlight.</p>
<p>As with any Substitute user, Azumarill benefits from a way to restore lost HP. Wish support, perhaps from Clefable or Umbreon, can greatly extend Azumarill’s lifespan. Defensive screens are also a great option because they allow Azumarill's Substitutes to live through two hits from Slowbro and four hits from Milotic (unless it has a super effective Hidden Power). Torterra is a fine choice for a partner, as it can set up both Reflect and Light Screen and has access to Leech Seed to restore Azumarill's HP. Azumarill resists Torterra's Fire and Ice weaknesses while Torterra is immune to the Electric attacks that Azumarill attracts. Gardevoir and Clefable can also set up dual screens, and both have access to Wish to replenish Azumarill's HP.</p>
[SET]
name: RestTalk
move 1: Waterfall
move 2: Return / Double-Edge
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Huge Power
nature: Adamant
EVs: 244 HP / 240 Atk / 4 Def / 4 SpD / 16 Spe
[SET COMMENTS]
<p>This set absorbs status for the team while retaining a 438 attack stat. It hits every UU Pokemon except Shedinja for at least neutral damage. Return is the preferred option over Double-Edge because this Azumarill is primarily designed to take hits, and any recoil damage reduces its staying power.</p>
[ADDITIONAL COMMENTS]
<p>It is essential that your team features an strong defensive core to deal with any threats who may set up on Azumarill while it is Resting. It may be worth including a cleric on your team to wake up Azumarill in case it is needed immediately. Altaria learns Heal Bell and has great defensive synergy with Azumarill. Other possible clerics include Umbreon, Miltank, and Chansey.</p>
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Substitute / Ice Punch
move 3: Waterfall
move 4: Return
item: Salac Berry
ability: Huge Power
nature: Jolly
IVs: 30 HP
EVs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
<p>The potency of Belly Drum cannot be ignored on a Pokémon with Azumarill's Huge Power ability. Water + Normal offers great type coverage, and Azumarill reaches 327 Speed after the Salac Berry boost. Unfortunately, Belly Drum + Aqua Jet is an illegal move combination (and probably for good reason).</p>
[ADDITIONAL COMMENTS]
<p>The 30 IV in HP makes Azumarill's HP divisible by four, which activates the Salac Berry after one Substitute and subsequent Belly Drum.</p>
<p>One of the main faults of this Azumarill is that it is easily revenge killed; even with a Salac boost, its maximum Speed falls one point short of the maximum speed of positive-natured base 100s. It will also fall to many of the common priority moves in the tier, including Ambipom and Hitmontop's Fake Out (and Mach Punch, in Hitmontop's case), Blaziken's Vacuum Wave, and Absol's Sucker Punch. It is recommended to thoroughly scout your opponent's team for these Pokemon and eliminate them before attempting a sweep. Since this Azumarill is a make-or-break sweeper, having a teammate to setup Stealth Rock in addition to a layer or two of Spikes is highly recommended, as it aids the sweep.</p>
[Team Options]
<p>As an offensive Pokemon who focuses on getting KOs through raw power, Azumarill appreciates Stealth Rock support. In addition, since the majority of its counters (mainly bulky Waters and Grasses) are grounded Pokemon, Spikes support makes its life much easier. For example, the standard Slowbro doesn't even come close to being 2HKOed by a Choice Banded Double-Edge without Stealth Rock on the field, but has a 20.19% of being 2HKOed with Stealth Rock damage (factoring in Leftovers recovery). Toxic Spikes support is extremely effective in combating bulky Waters such as Milotic and Slowbro, who usually carry moves to recover health (Recover and Slack Off, respectively) but not status. Be aware that using Toxic Spikes will activate Milotic's Marvel Scale, making it bulkier than Slowbro while it's alive. Most offensive teams can easily slot in a Froslass, Qwilfish, or Omastar to provide Spikes; Qwilfish and Omastar also have the added benefit of being able to use Toxic Spikes, and Omastar can even set up Stealth Rock as well.</p>
<p>Venusaur makes an ideal partner to Azumarill since it can switch in relatively easily against Milotic and set up with Swords Dance/Sleep Powder, attack with Leaf Storm, or start a SubSeeding chain. It is also able to take on Tangrowth with a STAB Sludge Bomb. Specially defensive Drapion can also set up Toxic Spikes and can utilize STAB Poison Jab against Grass-types and Crunch against Slowbro, and it has the added ability of stopping bulky Waters from recovering by Taunting. Torterra also scares out bulky Waters and can help replenish Azumarill's HP with Leech Seed, but it adds an additional Pokemon to your team who is walled by Tangrowth. Fire-types like Moltres, Arcanine, Blaziken, and Houndoom can beat opposing Grass-types by switching in on predicted Leaf Storms or Power Whips but must beware of Sleep Powder.</p>
<p>A core of Water, Fire, and Grass Pokemon provides excellent defensive as well as offensive support; the common super effective attacks on each member are typically resisted by one or more of the other members. Ground-type Pokemon such as Steelix, Donphan, Rhyperior, or Nidoqueen can help absorb Electric attacks aimed at Azumarill. All of these Pokemon can lay down Stealth Rock, and Nidoqueen also has the ability to set up Toxic Spikes. Steelix has access to Explosion, and utilizing that in conjunction with a Passho Berry can be an easy way to eliminate opposing Milotic or Slowbro. While the same bulky Waters who love switching into Azumarill can hit Nidoqueen super effectively, she has the bulk to survive several hits and lay down Toxic Spikes regardless.</p>
<p>Azumarill's most common counters are often seen on balanced or bulky offensive teams. The most common teammates for its counters include Cresselia, Arcanine, Mismagius, Clefable, and Registeel. Nasty Plot Houndoom and Swords Dance Drapion can handle these threats relatively well, but must beware of Thunder Wave (and Will-O-Wisp for Drapion); however, using a Lum Berry or Taunt can alleviate these worries. Mixed Blaziken can also take on these Pokemon to an extent and happens to threaten to 2HKO bulky Waters with an appropriate combination of Fire Blast, Superpower, and Hidden Power. Magmortar also deserves a nod for having access to Thunderbolt to KO opposing bulky waters.</p>
[Optional Changes]
<p>If you don't care about using moves with 90% accuracy, Aqua Tail is a stronger alternative to Waterfall and can be substituted on any of the sets. Leftovers is a viable option instead of a Choice Band on offensive teams looking to capitalize on Azumarill's bulk and resists; this makes it harder for Pokemon like Toxicroak or Mismagius to set up on Azumarill, but obviously comes at the cost of some power—this makes Toxic an attractive option in conjunction with Leftovers. Sing can be used by Azumarill to send its counter to sleep, but it is generally too unreliable. </p>
<p>The primary EV spread given in the sets is optimal. 16 Speed EVs guarantees that Azumarill outspeeds other neutral-nature base 50s who may invest slightly in Speed, including Regirock, Registeel, Chansey, Hariyama, and Tangrowth. Attack is maximized and the remaining EVs are placed into HP. On the SubPuncher set, HP is maximized to create 101 HP Substitutes, and the remainder is placed into Attack. 84 Speed EVs outspeeds no-Speed base 60 Pokemon such as Clefable, Porygon2, and Weezing. On the RestTalk set, moving 4 EVs from HP into each of Defense and Special Defense maximizes its ability to take hits.</p>
[Counters]
<p>Slowbro stands out as Azumarill's number one counter. It resists all of Azumarill's commonly used moves except for Double-Edge / Return and has access to reliable recovery. Despite this, Slowbro must beware of Toxic, since a Slowbro inflicted with Toxic is essentially neutered (and can be stalled out by Substitute if Slowbro lacks Psychic or Hidden Power Electric). In the same vein, defensive variants of Milotic fare relatively well but risk a 2HKO from Choice Banded Double-Edge. However, Milotic actually outspeeds Azumarill, meaning it can escape the 2HKO by abusing Double-Edge's recoil damage with Recover, activating Marvel Scale through Rest, or KOing Azumarill with Hidden Power Electric or Grass.</p>
<p>Venusaur sports a resistance to Waterfall and Focus Punch and can strike back with powerful STAB Grass attacks or Leech Seed and recover lost HP with Synthesis. With an immunity to Azumarill's STAB, Water Absorb Pokemon are also fine counters. Poliwrath can use Azumarill as an excuse to start using Bulk Up while Encoring Azumarill’s Substitute, while Quagsire can Curse. Lapras has a massive HP stat, higher Speed, and access to Thunderbolt, but it will have to beware of Stealth Rock and the possibility of taking a heavy hit from Superpower or Focus Punch. While Toxicroak is also immune to Water attacks because of its ability, Dry Skin, its relative physical frailty means switching it directly into Azumarill is not recommended. However, it does sport a resistance to Fighting-type attacks, which allows it to more easily set up on a Choice Banded Superpower or a Substitute Azumarill without Encore.</p>
<p>Cresselia is never 2HKOed by a Choice Banded Waterfall and can cripple Azumarill with Thunder Wave while setting up a Reflect and recovering any lost HP with Moonlight. Weezing is also never 2HKOed by Waterfall and can force Azumarill out with the threat of Will-O-Wisp or Thunderbolt, but it lacks reliable recovery. Tangrowth, possessing defensive stats that make Skarmory a tad green, can defeat Azumarill even if it has a Choice Band and Ice Punch (but will lose if it has taken previous or residual damage). Altaria works against variants without Ice Punch, resisting the entirety of Azumarill's moveset except for Double-Edge. Luxray can switch in easily thanks to Intimidate and threaten with a STAB Thunderbolt.</p>