[OVERVIEW]
Azumarill presents itself as a highly versatile attacker for teams, able to fulfill a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set up and allow it to be an effective switch-in when used with Assault Vest. Water / Fairy typing is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. Azumarill's low Speed stat is somewhat of a weakness, as foes that resist or take little damage from Aqua Jet can prove to be problematic. However, this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame, such as Thundurus and Amoonguss.
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
[SET COMMENTS]
Moves
========
Belly Drum maximizes Azumarill's Attack at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with a priority STAB move that, while initially weak, can OHKO foes after a Belly Drum boost before they can move. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan and bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which is otherwise able to OHKO Azumarill even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.
Set Details
========
Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power pushes Azumarill's Attack stat from subpar to excellent and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2, which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may opt to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control move. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, while 12 Speed EVs let it outpace -1 Rotom-A. If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.
Usage Tips
========
Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, simply leading with it may be the optimal choice; this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.
Team Options
========
A redirection or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, which resists Grass, might also be fine depending on your team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by immobilizing a problematic foe for a turn, which may be all Azumarill needs to set up. Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing, Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability, and Weavile does a great job at eliminating the Grass-types that threaten Azumarill. Other allies that can beat the Grass-types that often wall Azumarill, particularly when you're not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and STAB Hydro Pump.
[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def
[SET COMMENTS]
Moves
========
Play Rough is Azumarill's strongest physical STAB move at 90 Base Power, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to achieve a KO. A Water-type attack also threatens many of the foes that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is useful for picking off weakened foes because of its priority. Knock Off deals good damage to foes such as Aegislash and Cresselia, which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, which although not OHKOed by the move, take significant damage from it.
Set Details
========
Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, moving just enough to Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan. If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A. Do bear in mind that you'll want to avoid giving up too much bulk, since being bulky is the whole point of the set.
Usage Tips
========
This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and deals immediate damage to them in return. For this reason, it should preferably start by being off the field and ready to switch in, rather than be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill picking off weakened foes in the late-game with Aqua Jet. Although lacking STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar one-on-one with the combination of a strong attack followed up by an Aqua Jet. An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.
Team Options
========
Azumarill has a hard time dealing with Grass-types, so partners that can handle them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although you should bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are just as able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types is Ice-types such as Weavile, Abomasnow, and Mamoswine, which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill with Rage Powder.
[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def
[SET COMMENTS]
Moves
========
Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest-hitting STAB move. All three of the types Play Rough hits super effectively are common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-hitting alternative to Aqua Jet and a more consistent backup to the 90% accurate Play Rough. Superpower's high Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.
Set Details
========
Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge. If Azumarill is used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70 Speed Pokemon such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A. If Azumarill is used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.
Usage Tips
========
In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid- to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, with the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the stat drops incurred by the move further punish a good switch from your opponent.
Team Options
========
Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are options proficient at handling Grass-types. All three are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.
[STRATEGY COMMENTS]
Other Options
=============
Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water- and Fairy-resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's usually better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk, which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.
Checks and Counters
===================
**Electric-type Pokemon**: While Electric-types can struggle to safely switch into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.
**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to their resistance to Water and ability to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch in, as it risks a 30% chance of burn.
**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and enables the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given its weakness to Water.
**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with Belly Drum.
**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they switch in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
Azumarill presents itself as a highly versatile attacker for teams, able to fulfill a variety of roles. It is foremost one of the best setup sweepers in the metagame thanks to its access to both Aqua Jet and Belly Drum. This alone is enough to put pressure on your opponent right from Team Preview. Its good defensive stats and plentiful resistances also aid its ability to set up and allow it to be an effective switch-in when used with Assault Vest. Water / Fairy typing is additionally great offensively, as Fairy imparts good neutral coverage and Water deals with Fire-types and many popular Steel-types. Heatran is a notable example of this, as while it ordinarily has a great matchup against Fairies, it struggles against Azumarill. Azumarill's low Speed stat is somewhat of a weakness, as foes that resist or take little damage from Aqua Jet can prove to be problematic. However, this is something that can be patched up through the use of speed control such as Trick Room. Finally, while its weaknesses are few, they do still leave it threatened by Pokemon prominent in the metagame, such as Thundurus and Amoonguss.
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough / Knock Off
move 4: Protect
item: Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
[SET COMMENTS]
Moves
========
Belly Drum maximizes Azumarill's Attack at the cost of half its HP, granting it the potential to sweep through the opposing team. Aqua Jet provides the set with a priority STAB move that, while initially weak, can OHKO foes after a Belly Drum boost before they can move. It's worth noting that at +6 it still falls short of OHKOing particularly bulky foes like Mega Kangaskhan and bulky Thundurus, though. That's where Play Rough comes in. It provides a secondary STAB move capable of OHKOing the majority of foes that would not be OHKOed by Aqua Jet. Knock Off is an alternative that prevents Azumarill from being walled by foes like Amoonguss and Ferrothorn. However, using Knock Off significantly hampers Azumarill's ability to offensively check certain Dark-types such as Hydreigon and Scrafty. Further, it weakens Azumarill's matchup against Mega Salamence, which is otherwise able to OHKO Azumarill even without a boost. Protect shields Azumarill for a turn, allowing a partner to KO a threat to Azumarill or switch to improve positioning.
Set Details
========
Sitrus Berry is an important component to the set, recovering 25% of Azumarill's HP after Belly Drum is used, allowing it to remain reasonably healthy even after setting up. Huge Power pushes Azumarill's Attack stat from subpar to excellent and is required in order to put on offensive pressure. An Adamant nature and 252 Attack EVs are used in order to maximize Azumarill's damage output. Removing any Attack EVs is not recommended, as Huge Power means that Azumarill will lose double the number of stat points compared to other Pokemon. While the bulk EVs may appear complex, they're merely the most efficient distribution of overall bulk possible. With that said, they do notably make Azumarill's HP a multiple of both 4 and 2, which is important for Sitrus Berry. The former makes Sitrus Berry's recovery a greater percentage of Azumarill's total health, and the latter ensures that Sitrus Berry will activate after Belly Drum is used from full health. You may opt to take EVs out of bulk and place them into Speed in order to outpace certain threats after the use of a teammate's speed control move. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, while 12 Speed EVs let it outpace -1 Rotom-A. If Azumarill is used on a Trick Room team, then drop the Speed EVs and use a Brave nature with 0 Speed IVs.
Usage Tips
========
Azumarill most often finds the opportunity to set up late-game alongside a redirector or Fake Out user, after the opponent's Electric- and Grass-type Pokemon have been KOed. However, if the opposing team is not particularly threatening to Azumarill, simply leading with it may be the optimal choice; this presents an easy way to get Azumarill onto the field safely and with the proper support. Try to avoid switching Azumarill into damaging moves in order to preserve its HP for setting up with Belly Drum. This means you'll often want to switch Azumarill in after a teammate has been KOed. As for which foes are ideal to start setting up on, Fighting-types and more defensive foes such as Cresselia make prime candidates. Should you feel setting up to be a daunting task but still need Azumarill's coverage, it's still possible to just play Azumarill as a bulky attacker with Sitrus Berry. In that scenario, Play Rough will generally be the superior move choice, as an unboosted Aqua Jet often struggles to do much damage.
Team Options
========
A redirection or Fake Out user is essential to grant Azumarill the opportunity to set up. Rage Powder Amoonguss is generally the best choice for redirection, as it resists the Electric- and Grass-type attacks Azumarill is weak to. Alternatives such as Rage Powder Volcarona, which resists Grass, might also be fine depending on your team composition. Fake Out users such as Mega Kangaskhan, Raichu, and Weavile can also protect Azumarill by immobilizing a problematic foe for a turn, which may be all Azumarill needs to set up. Mega Kangaskhan enjoys being defended against Fighting-types by Azumarill's Fairy typing, Raichu can protect Azumarill against Electric-type moves thanks to its Lightning Rod ability, and Weavile does a great job at eliminating the Grass-types that threaten Azumarill. Other allies that can beat the Grass-types that often wall Azumarill, particularly when you're not using Knock Off, are highly desirable. Fire-types such as Heatran, Arcanine, and Mega Charizard Y can hit them hard with their super effective STAB moves. Mega Charizard Y is interesting in that although Drought weakens Aqua Jet, it otherwise threatens Grass-types the most out of the aforementioned three. Flying-types such as Mega Salamence and Talonflame likewise prove effective at eliminating Grass-types. For dealing with the Electric-types that also threaten Azumarill, Ground-types such as Landorus-T, Excadrill, and Mamoswine make great choices. Mamoswine is particularly notable, as its Ice typing further allows it to hit Grass-types hard. Bear in mind, though, that most Ground-types will still struggle against Rotom-W thanks to its Ground immunity and STAB Hydro Pump.
[SET]
name: Assault Vest
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Knock Off / Superpower
item: Assault Vest
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def
[SET COMMENTS]
Moves
========
Play Rough is Azumarill's strongest physical STAB move at 90 Base Power, although its 90% accuracy leaves something to be desired. However, this set also features Waterfall, which grants Azumarill a 100% accurate STAB move to use in situations where the additional power of Play Rough is unneeded to achieve a KO. A Water-type attack also threatens many of the foes that resist Fairy such as Fire-types and some Steel-types such as Heatran. Aqua Jet, while weaker than Waterfall, is useful for picking off weakened foes because of its priority. Knock Off deals good damage to foes such as Aegislash and Cresselia, which take little from Azumarill's other attacks, and has utility in removing items. Superpower's high Base Power allows it to OHKO foes like 4 HP Mega Kangaskhan at the cost of dropping two of Azumarill's best stats in Attack and Defense. It also provides coverage for foes like Ferrothorn, which although not OHKOed by the move, take significant damage from it.
Set Details
========
Assault Vest allows Azumarill to more easily switch into special attacks by granting it a 50% boost to Special Defense. Huge Power is an easy ability choice, as doubling Azumarill's Attack stat grants a huge increase to its damage output. An Adamant nature and 252 Attack EVs are used to allow Azumarill to hit as hard as possible. It's not recommended to take any EVs out of Attack, as Huge Power means that each stat point is worth double what it normally is. The remaining EVs are invested mostly in HP to improve overall bulk, moving just enough to Defense for Azumarill to survive a Double-Edge from Jolly Mega Kangaskhan. If you don't mind sacrificing bulk, Azumarill's Speed EVs can be increased to allow it to outpace certain foes after speed control. For example, 92 Speed EVs allow Azumarill to outrun -1 neutral-natured base 70 Speed Pokemon like Breloom, and 12 Speed EVs allow Azumarill to outpace -1 Rotom-A. Do bear in mind that you'll want to avoid giving up too much bulk, since being bulky is the whole point of the set.
Usage Tips
========
This set functions as a reliable switch-in against special attackers that threaten Azumarill's allies and deals immediate damage to them in return. For this reason, it should preferably start by being off the field and ready to switch in, rather than be a lead. Since this Azumarill set is the one most debilitated by Intimidate, doing so also helps it avoid the associated Attack drop. Further, it improves the chances of Azumarill picking off weakened foes in the late-game with Aqua Jet. Although lacking STAB, Knock Off will often find itself an excellent choice of move, as the majority of switch-ins to Azumarill's attacks don't appreciate losing their items. Don't be too afraid to take on special attackers that Azumarill has a type disadvantage against. For example, this Azumarill can beat many Thundurus and Gengar one-on-one with the combination of a strong attack followed up by an Aqua Jet. An exception would be against Scald users, as the high chance to burn means Azumarill could potentially be crippled for the remainder of the match.
Team Options
========
Azumarill has a hard time dealing with Grass-types, so partners that can handle them are recommended. Fire-types such as Heatran, Arcanine, and Volcarona make good options, particularly when equipped with Safety Goggles to put a stop to the popular Amoonguss. Arcanine is especially notable out of the three, as its Intimidate rounds out Azumarill's defenses by weakening both foes' Attack stats. Volcarona also has access to both Rage Powder and Tailwind as a means of supporting Azumarill. Mega Charizard Y joins the aforementioned Fire-types, although you should bear in mind that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Togekiss are just as able to beat Grass-types. All three of the aforementioned are also able to provide Tailwind support to help Azumarill outpace much of its otherwise quicker competition. A final option for dealing with Grass-types is Ice-types such as Weavile, Abomasnow, and Mamoswine, which deal heavy damage to them with their various STAB moves. Mamoswine also joins other Ground-types such as Landorus-T, Excadrill, and Garchomp in being able to check the Electric-types that likewise threaten Azumarill. Landorus-T is notably akin to Arcanine in its ability to provide Intimidate support. Grass- and Electric-types of your own such as Amoonguss and Thundurus may moreover prove valuable for their ability to power through Water-types, which Azumarill might otherwise struggle against offensively. Thundurus additionally provides speed control in the form of Thunder Wave, and Amoonguss can redirect otherwise super effective Electric- and Grass-type attacks aimed at Azumarill with Rage Powder.
[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall
move 4: Superpower
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 228 HP / 252 Atk / 28 Def
[SET COMMENTS]
Moves
========
Aqua Jet provides Azumarill with a priority STAB move that is reasonably powerful thanks to the boost from Choice Band. When priority is unneeded, Play Rough pulls through as Azumarill's hardest-hitting STAB move. All three of the types Play Rough hits super effectively are common in the Battle Spot Doubles metagame, making it particularly compelling. Waterfall serves as both a harder-hitting alternative to Aqua Jet and a more consistent backup to the 90% accurate Play Rough. Superpower's high Base Power allows it to OHKO the majority of foes that are hit super effectively by it. Knock Off is an alternative should you need the Dark-type coverage to power through foes such as Aegislash and Cresselia, but being locked into it isn't great, as it loses potency after the first hit.
Set Details
========
Choice Band boosts Azumarill's Attack stat by 50%, granting it a substantial increase in damage output. Huge Power is one of the best abilities in the game, as it doubles the user's Attack stat, making it an essential component to an Azumarill set aiming to be as immediately threatening as possible. An Adamant nature and 252 Attack EVs are similarly used to augment Azumarill's damage output. Removing any Attack EVs is not recommended, as they're indispensable to the set's goal, and Huge Power means that the associated stat drop is double that of normal. The remaining investment improves overall bulk as much as possible while ensuring that Jolly Mega Kangaskhan cannot OHKO Azumarill with Double-Edge. If Azumarill is used alongside speed control such as Icy Wind, Speed investment can be increased to better take advantage of it. For example, 92 Speed EVs allow Azumarill to outpace -1 neutral-natured base 70 Speed Pokemon such as Breloom. 12 Speed EVs are also an option to outrun -1 uninvested Rotom-A. If Azumarill is used on a team featuring Trick Room, you may opt for a Brave nature and 0 Speed IVs instead in order to move sooner when under its effect.
Usage Tips
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In comparison to Azumarill's other options, this set has the greatest amount of power for immediate pressure. Try to bring Azumarill out in the mid- to late-game when an allied Pokemon's speed control has taken effect. Even without speed control, this increases the chance that Azumarill can KO weakened foes with Aqua Jet. An alternative approach is to lead with Azumarill with the intent of bluffing the Belly Drum set, with the ideal scenario being that a foe attempts to use a move like Taunt and must take a powerful boosted attack in return. Be mindful of making the right prediction, as being locked into an ineffectual move is an easy way to force Choice Band Azumarill out. This is especially the case when using Superpower, as the stat drops incurred by the move further punish a good switch from your opponent.
Team Options
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Partners that deal with Grass-types are a great starting point when picking teammates for Azumarill, as they're highly problematic for it. Fire-types such as Heatran, Arcanine, and Volcarona can accomplish this, particularly when equipped with Safety Goggles to thwart powder moves such as Spore. Volcarona is a distinctly good partner, as it can support Azumarill with moves such as Tailwind and Rage Powder. Mega Charizard Y is another Fire-type that threatens Grass-types, but be aware that Drought weakens Azumarill's Water-type attacks. Flying-types such as Mega Salamence, Talonflame, and Staraptor are options proficient at handling Grass-types. All three are additionally able to use Tailwind to patch up Azumarill's otherwise mediocre Speed stat. Alternatively, Ice-types such as Weavile, Abomasnow, and Mamoswine can deal with Grass-types using their own super effective STAB moves. Mamoswine, like other Ground-types such as Landorus-T, Excadrill, and Garchomp, moreover provides the benefit of checking Electric-types for Azumarill. Electric- and Grass-type partners such as Thundurus and Amoonguss are also advised in order to deal with Water-types, which Azumarill might otherwise struggle against offensively. Thundurus's ability to provide speed control in Thunder Wave makes it especially useful, while Amoonguss's Rage Powder can defend Azumarill against the Electric- and Grass-type attacks it's weak to.
[STRATEGY COMMENTS]
Other Options
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Return can be used over Play Rough on the Belly Drum set, following a similar line of reasoning to that of Knock Off, where hitting both Water- and Fairy-resistant foes such as Amoonguss neutrally is desirable. Aqua Tail can be used over Waterfall on the latter two sets if you'd prefer additional power, but Azumarill already has an equally powerful STAB move in Play Rough, and trading away the option for a more accurate STAB move is generally unwise. Ice Punch is a decent option on the Assault Vest set to sometimes OHKO Landorus-T after Intimidate, as well as to deal decent damage to Grass-types such as Amoonguss. Sitrus Berry with three attacking moves and Protect can be used as a bulky alternative to Assault Vest, but it's mostly outclassed by it. Lum Berry is another option on a three attacks set to help Azumarill deal with status such as burn, although it's usually better to prevent status with team support and not have to sacrifice an item. The final option on such a set is Life Orb, which would grant Azumarill some of the immediate power of Choice Band while retaining the ability to switch moves. However, sacrificing HP with every attack cuts into Azumarill's otherwise great bulk, which is one of its selling points. If you're feeling adventurous, a set of Perish Song, Dive, Light Screen, and Protect can be used to assist PerishTrap teams in picking up KOs. Sap Sipper, Sitrus Berry, and EVs of 252 HP / 108 Def / 148 SpD are recommended for this should you wish to try it.
Checks and Counters
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**Electric-type Pokemon**: While Electric-types can struggle to safely switch into Azumarill's attacks, they're often the most effective at eliminating it. Bulky Thundurus can either put Azumarill into a HP range where it can't use Belly Drum even after Sitrus Berry recovery with Thunderbolt or use Taunt to prevent its use directly. Offensive Thundurus can outright OHKO Azumarill even without a boosting item. It also makes an excellent Safety Goggles user, allowing it to bypass Azumarill's common partner, Amoonguss. Zapdos sports an equally high base Special Attack, and its superior defensive stats allow it to take Azumarill's attacks better. Rotom-W resists Azumarill's Water-type attacks thanks to its own Water typing and retaliates hard with its Electric-type STAB moves.
**Grass-type Pokemon**: Grass-types have a solid matchup against Azumarill thanks to their resistance to Water and ability to hit Azumarill super effectively with their STAB moves. Further, they ignore powder moves such as Rage Powder, allowing them to bypass its redirection. Amoonguss's Poison typing causes it to resist Fairy in addition to Water, allowing it to tank Azumarill's attacks with relative ease. It's worth noting, though, that Azumarill's Belly Drum set can still threaten an OHKO at +6 when using Knock Off, so it's potentially not an entirely one-sided matchup. Ferrothorn's Steel typing likewise enables it to resist Fairy-type attacks and it can threaten Azumarill with a strong Power Whip. Ludicolo, while taking significant damage from Play Rough, 4x resists Water and deals good damage with Giga Drain. Its access to Scald also makes Azumarill more difficult to switch in, as it risks a 30% chance of burn.
**Mega Charizard Y**: Mega Charizard Y's Drought weakens Azumarill's Water-type attacks, improving its team's matchup against it significantly, and enables the immediate use of Solar Beam to threaten Azumarill. It does have to be fairly bulky to have a chance at surviving a +6 Aqua Jet itself, though, given its weakness to Water.
**Talonflame**: Talonflame's Gale Wings ability allows it to move before Azumarill's Aqua Jet thanks to its higher Speed stat, and its access to Quick Guard means it's capable of blocking Aqua Jet's use entirely. When holding a Choice Band, it also has an excellent chance to OHKO an Azumarill that reduced its health with Belly Drum.
**Intimidate and Burn**: As Azumarill is a physical attacker, any means of reducing its Attack stat will hinder it significantly. Intimidate users such as Salamence and Mawile lower Azumarill's Attack stat by one stage when they switch in. Note that the Belly Drum set is less affected by this, as it raises Azumarill's Attack to +6 regardless of the drop. Burns from Will-O-Wisp users such as Rotom-W, Talonflame, and Gengar halve Azumarill's Attack stat and inflict chip damage equivalent to 1/8 of maximum HP, which helps impede Azumarill's otherwise good longevity.
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