[OVERVIEW]
Water
========
* Azumarill has two excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or switch-in to Grass-type attacks.
* It also has a great typing that gives it good combined coverage, few exploitable weaknesses, and nice resistances and immunities to common types such as Dark and Dragon.
* A good movepool lets it deal heavy damage to almost any Pokemon, such as Superpower for Ferrothorn, Knock Off for Slowbro, and Aqua Jet for faster threats, while also providing support options in Perish Song and Scald.
* Multiple viable sets allow for Azumarill's use on nearly every archetype.
* Poor stats leave it weak without Huge Power and vulnerable to Grass-type Attacks without Sap Sipper, preventing it from fulfilling multiple roles at a time.
* Azumarill is very slow, leaving it often reliant on Aqua Jet to get off an attack.
[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Superpower / Knock Off
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 88 HP / 252 Atk / 4 SpD / 164 Spe
[SET COMMENTS]
Moves
========
* Play Rough is the most powerful move Azumarill possesses, OHKOing nearly every Dragon-type Pokemon and doing heavy damage to anything that switches in.
* Waterfall is a powerful second STAB attack that gives good coverage alongside Play Rough and doesn’t risk a miss while giving a handy chance to induce a flinch on slower Pokemon.
* Aqua Jet is a STAB priority attack, allowing Azumarill to do decent damage even while weakened and to revenge kill faster threats such as Alolan Raichu and Tapu Koko.
* Superpower hits Steel-types such as Ferrothorn hard but isn’t very spammable due to the Defense and Attack drops it causes.
* Knock Off dissuades item-reliant switch-ins such as Porygon2, potentially crippling them for the match, and has decent coverage against Psychic-types such as Slowbro.
Set Details
========
* 252 Attack EVs, an Adamant Nature, a Choice Band, and Huge Power ensure that Azumarill hits as hard as possible and turn it into a frightening wallbreaker
* 164 Speed EVs are used to let Azumarill outspeed Skarmory and everything slower.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* The remaining 88 EVs are placed in HP to maximize Azumarill's mixed bulk.
* Huge Power is superior to Sap Sipper for the immediate damage output.
* An alternate set with 252 Speed EVs allows Azumarill to outspeed bulky Mega Scizor and prevent it from Roosting off damage.
Usage Tips
========
* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* It is also an excellent wallbreaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch from Rotom-W and Lanturn.
* Avoid switching Azumarill into neutral hits, Knock Off, or Scald; it needs all the health it can get, requires a Choice Band to keep up its damage output, and despises Burns.
* However, resisted hits and Pokemon using Dragon-type attacks, particularly Choice-locked ones, are great targets to bring Azumarill in on.
* If Azumarill runs Knock Off, spamming it early-game to remove items is usually a good choice unless the foe has a solid Knock Off absorber such as Z-Move-using Magearna or Mega Venusaur.
Team Options
========
* Grass neutralities such as Empoleon, Mantine, and Toxapex are useful Pokemon to pivot to due to how much Azumarill struggles with bulky Grass-types; Empoleon is also immune to Poison-type moves, while Toxapex resists them.
* In the same vein, Volcanion and Supersonic Skystrike Gyarados are useful to break defensive Grass-type Pokemon such as Mega Venusaur.
* Special attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the last of these can use U-turn to bring Azumarill in freely.
* Entry hazard clearers such as Pelipper, Mantine, Tapu Fini and Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from Empoleon and Swampert allows Azumarill to capitalize on the switches it forces and breaks Focus Sashes on frail Pokemon for Aqua Jet; Swampert also functions as an Electric-type immunity.
* Electric immunities pair well with Azumarill due to them covering one of its three weaknesses. Lanturn in particular works well with Azumarill thanks to it’s access to Heal Bell, which cures status, and Volt Switch, which brings Azumarill in safely.
* Rotom-W pairs well with Azumarill, as it can bring Azumarill in safely with a slow Volt Switch.
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Normalium Z / Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
* Belly Drum increases Azumarill’s damage output to ludicrous levels, allowing only a select few Pokemon to wall it and is superior alongside a Sitrus berry if Azumarill is at full HP.
* Z-Belly Drum ensures that Azumarill will always get off a Belly Drum and leaves it with a respectable 51% HP.
* Aqua Jet prevents Azumarill from being easily revenge KOed still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam.
* Play Rough is the mandatory STAB attack, hitting most Pokemon extremely hard after a boost, and deals with most Pokemon that resist Water-type attacks.
* Knock Off is a coverage move that hits most targets neutrally, which at +6 is usually all that is needed, and removes items to provide utility even without boosts.
* Superpower is another option to bypass bulky Mega Scizor but comes at the cost of one of the above more important moves.
Set Details
========
* 252 Attack EVs and an Adamant nature maximize Azumarill’s damage output.
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor as well as base 70 Speed Pokemon such as Mantine and Skarmory and prevents them from recovering off damage by attacking first.
* 4 Special Defense EVs ensure that Porygon-Z gets an Attack boost instead of a Special Attack boost.
* If Sitrus Berry is used, put 4 EVs in HP to ensure that Azumarill ends up eating the Berry after using Belly Drum.
Usage Tips
========
* This set is only used for sweeping, so try and prevent it from taking too much damage before it's ready to sweep.
* Wait until checks and counters are worn down before using Belly Drum, as you only have one shot at sweeping.
* Attempt to keep entry hazards off your side of the field so that Azumarill can safely set up.
* Z-Belly Drum will restore Azumarill to full HP before cutting its HP, however, so this is mostly to ensure Azumarill survives to set up.
* If you are at or near full HP, do not waste the Z-Move; if Azumarill is at +6 attack, it may be used to fully restore Azumarill's HP versus pokemon such as Celesteela or give it another setup chance.
* When possible, set up on something such as most Fighting- and Dark-type Pokemon that Azumarill forces out in order to get to +6 freely.
* In the early game, use Azumarill to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, Belly Drum Azumarill cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, as it allows Azumarill to sweep unimpeded by Focus Sashes or Sturdy.
Team Options
========
* Rain support from Pelpiper and Politoed increases the damage of Azumarill’s Aqua Jet and allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill.
* Defoggers such as Tapu Fini and Empoleon are great teammates for this set; The former can also set misty terrain, preventing Azumarill from getting burned, and the latter can also set Stealth Rocks for Azumarill's sweep.
* Wallbreakers such as Keldeo, Manaphy, and Greninja pair well with Azumarill, wearing down and KOing shared answers and breaking holes in defensive cores.
* Having Stealth Rock on the field allows Azumarill to wear down checks such as Volcanion and grants several crucial KOs; for this reason, setters such as Swampert and Empoleon are good partners.
* Slow pivots such as Rotom-W and Lanturn can bring Azumarill in safely to set up.
* Since Grass-types resist Aqua Jet and can deal heavy damage to Azumarill with their STAB attacks, checks such as Volcanion and Toxapex are useful to take them out.
* Other physical sweepers such as Mega Gyarados and Mega Sharpedo can work together with Azumarill to wear down shared checks and counters.
[SET]
name: Defensive Sap Sipper
move 1: Scald
move 2: Toxic
move 3: Protect
move 4: Perish Song / Encore
item: Leftovers
ability: Sap Sipper
nature: Calm
Evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Moves
========
* Scald allows Azumarill to threaten switch-ins with burns and prevents it from being total Taunt bait.
* Toxic allows Azumarill to wear down, stall, and force out setup sweepers as well as crippling opposing walls such as Porygon2.
* Protect gives Azumarill another turn of Leftovers recovery, lets it stall out status, and scout for opposing moves.
* Perish Song forces out Pokemon that are unbothered by Toxic such as Manaphy and Substitute attackers. It also has nice synergy with Protect.
* Encore allows Azumarill to lock Pokemon into moves, removing prediction from switching, crippling setup sweepers, and potentially locking walls out of Recover.
Set Details
========
* Leftovers gives Azumarill some much-needed recovery, allowing it to avoid being easily worn down.
* 252 HP EVs in conjunction with 252 Special Defense EVs allows Azumarill to take on Psychic Manaphy while being more reliable against special attackers such as Mega Charizard Y.
* Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to teams with Grass-type coverage.
Usage Tips
========
* Spread status with Scald and Toxic; the former is better to cripple physical attackers with, while the latter ruins setup sweepers, especially with the number of Pokemon on stall that carry Protect.
* Scald is the most spammable move in most situations, so if you are unsure what to do, it's generally a good option.
* Azumarill’s primary role is to switch into Grass-type attacks for its teammates; while Azumarill can force out many special attackers, its unique Grass-immune status and lack of recovery means that it should be preserved for Pokemon only it can answer such as Psychic Manaphy.
* Use Protect freely to rack up burn and Toxic poison damage as well as to regain health, but be careful not to let the opponent set up freely.
* Encore should be used on setup sweepers to cripple them and prevent them from taking advantage of Azumarill's passivity.
Team Options
========
* Electric-type immunities such as Quagsire and Lanturn pair well with Azumarill due to their combined immunity to both of Water’s weaknesses. Lanturn also gets Heal Bell, which is crucial for keeping Azumarill healthy, while Quagsire acts as a physical wall to cover Azumarill's weaker Defense and checks setup sweepers that may exploit Protect and Azumarill's low offensive pressure.
* Steel- and Poison-types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill, while in return it takes off pressure as a Grass-type switch-in.
* Empoleon in particular compresses many roles such as Defogger and Stealth Rock setter, making it an excellen teammate.
* Toxapex gets Haze and Toxic Spikes, allowing it to support Azumarill at its role in other ways. It is also a Mega Venusaur counter, which is important because Mega Venusaur greatly threatens Azumarill, and Azumarill can do nothing back.
* Wish passing from Alomomola greatly improves Azumarill’s longevity and gives it a way to check sweepers multiple times.
* Mantine is a reliable Mega Charizard Y check and Defogger, freeing up slots on teammates and acting as a primary special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Protect and Azumarill's low offensive pressure.
* As Azumarill cannot touch most bulky Pokemon like Gliscor, stallbreakers and wallbreakers such as Tail Glow Manaphy, Keldeo, and Rest Mega Slowbro are helpful.
[STRATEGY COMMENTS]
Other Options
=============
Water
--------
* Knock Off on the Stall Water set lets it remove items but is generally less useful.
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at most roles than the other sets but compresses a lot of utility into one Pokemon.
Checks and Counters
===================
Water
--------
**Mega Venusaur**: Azumarill can barely touch Mega Venusaur at all, and it has to be extremely weakened before Azumarill can take it out. In return, Mega Venusaur threatens to OHKO and has access to reliable recovery in Synthesis.
**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy losing its Black Sludge. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover and Regenerator.
**Volcanion**: While Azumarill can chip Volcanion with if Stealth Rock is on the field and slam it with Knock Off, high powered attacks and Steam Eruption burns easily defeat Azumarill, and its higher Speed stat combined with its immunity to Azumarill's priority prevents it from being threatened by Azumarill even when weakened.
**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple it in return, but they cannot switch in more than once without healing.
**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing damage every turn. This is especially problematic, as most of the Pokemon that can cause burns are also those Azumarill likes to set up in.
**Faster Pokemon**: Faster Pokemon that can take Aqua Jet such as Kyurem-B, Magnezone, and Garchomp can force out or take out Azumarill.
**Chip Damage**: Azumarill has no real way to heal and so is very vulnerable to chip damage; entry hazards, status, and weak attacks will wear down any Azumarill set over time, making its bulk less useful and often putting it into range of priority attacks.
**Taunt**: Taunt completely destroys the defensive set, as Scald does pitiful damage, and if Sitrus Berry is used, it also prevents the Belly Drum set from setting up.
Water
========
* Azumarill has two excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or switch-in to Grass-type attacks.
* It also has a great typing that gives it good combined coverage, few exploitable weaknesses, and nice resistances and immunities to common types such as Dark and Dragon.
* A good movepool lets it deal heavy damage to almost any Pokemon, such as Superpower for Ferrothorn, Knock Off for Slowbro, and Aqua Jet for faster threats, while also providing support options in Perish Song and Scald.
* Multiple viable sets allow for Azumarill's use on nearly every archetype.
* Poor stats leave it weak without Huge Power and vulnerable to Grass-type Attacks without Sap Sipper, preventing it from fulfilling multiple roles at a time.
* Azumarill is very slow, leaving it often reliant on Aqua Jet to get off an attack.
[SET]
name: Choice Band
move 1: Play Rough
move 2: Waterfall
move 3: Aqua Jet
move 4: Superpower / Knock Off
item: Choice Band
ability: Huge Power
nature: Adamant
evs: 88 HP / 252 Atk / 4 SpD / 164 Spe
[SET COMMENTS]
Moves
========
* Play Rough is the most powerful move Azumarill possesses, OHKOing nearly every Dragon-type Pokemon and doing heavy damage to anything that switches in.
* Waterfall is a powerful second STAB attack that gives good coverage alongside Play Rough and doesn’t risk a miss while giving a handy chance to induce a flinch on slower Pokemon.
* Aqua Jet is a STAB priority attack, allowing Azumarill to do decent damage even while weakened and to revenge kill faster threats such as Alolan Raichu and Tapu Koko.
* Superpower hits Steel-types such as Ferrothorn hard but isn’t very spammable due to the Defense and Attack drops it causes.
* Knock Off dissuades item-reliant switch-ins such as Porygon2, potentially crippling them for the match, and has decent coverage against Psychic-types such as Slowbro.
Set Details
========
* 252 Attack EVs, an Adamant Nature, a Choice Band, and Huge Power ensure that Azumarill hits as hard as possible and turn it into a frightening wallbreaker
* 164 Speed EVs are used to let Azumarill outspeed Skarmory and everything slower.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* The remaining 88 EVs are placed in HP to maximize Azumarill's mixed bulk.
* Huge Power is superior to Sap Sipper for the immediate damage output.
* An alternate set with 252 Speed EVs allows Azumarill to outspeed bulky Mega Scizor and prevent it from Roosting off damage.
Usage Tips
========
* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* It is also an excellent wallbreaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch from Rotom-W and Lanturn.
* Avoid switching Azumarill into neutral hits, Knock Off, or Scald; it needs all the health it can get, requires a Choice Band to keep up its damage output, and despises Burns.
* However, resisted hits and Pokemon using Dragon-type attacks, particularly Choice-locked ones, are great targets to bring Azumarill in on.
* If Azumarill runs Knock Off, spamming it early-game to remove items is usually a good choice unless the foe has a solid Knock Off absorber such as Z-Move-using Magearna or Mega Venusaur.
Team Options
========
* Grass neutralities such as Empoleon, Mantine, and Toxapex are useful Pokemon to pivot to due to how much Azumarill struggles with bulky Grass-types; Empoleon is also immune to Poison-type moves, while Toxapex resists them.
* In the same vein, Volcanion and Supersonic Skystrike Gyarados are useful to break defensive Grass-type Pokemon such as Mega Venusaur.
* Special attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the last of these can use U-turn to bring Azumarill in freely.
* Entry hazard clearers such as Pelipper, Mantine, Tapu Fini and Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from Empoleon and Swampert allows Azumarill to capitalize on the switches it forces and breaks Focus Sashes on frail Pokemon for Aqua Jet; Swampert also functions as an Electric-type immunity.
* Electric immunities pair well with Azumarill due to them covering one of its three weaknesses. Lanturn in particular works well with Azumarill thanks to it’s access to Heal Bell, which cures status, and Volt Switch, which brings Azumarill in safely.
* Rotom-W pairs well with Azumarill, as it can bring Azumarill in safely with a slow Volt Switch.
[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
item: Normalium Z / Sitrus Berry
ability: Huge Power
nature: Adamant
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
* Belly Drum increases Azumarill’s damage output to ludicrous levels, allowing only a select few Pokemon to wall it and is superior alongside a Sitrus berry if Azumarill is at full HP.
* Z-Belly Drum ensures that Azumarill will always get off a Belly Drum and leaves it with a respectable 51% HP.
* Aqua Jet prevents Azumarill from being easily revenge KOed still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam.
* Play Rough is the mandatory STAB attack, hitting most Pokemon extremely hard after a boost, and deals with most Pokemon that resist Water-type attacks.
* Knock Off is a coverage move that hits most targets neutrally, which at +6 is usually all that is needed, and removes items to provide utility even without boosts.
* Superpower is another option to bypass bulky Mega Scizor but comes at the cost of one of the above more important moves.
Set Details
========
* 252 Attack EVs and an Adamant nature maximize Azumarill’s damage output.
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor as well as base 70 Speed Pokemon such as Mantine and Skarmory and prevents them from recovering off damage by attacking first.
* 4 Special Defense EVs ensure that Porygon-Z gets an Attack boost instead of a Special Attack boost.
* If Sitrus Berry is used, put 4 EVs in HP to ensure that Azumarill ends up eating the Berry after using Belly Drum.
Usage Tips
========
* This set is only used for sweeping, so try and prevent it from taking too much damage before it's ready to sweep.
* Wait until checks and counters are worn down before using Belly Drum, as you only have one shot at sweeping.
* Attempt to keep entry hazards off your side of the field so that Azumarill can safely set up.
* Z-Belly Drum will restore Azumarill to full HP before cutting its HP, however, so this is mostly to ensure Azumarill survives to set up.
* If you are at or near full HP, do not waste the Z-Move; if Azumarill is at +6 attack, it may be used to fully restore Azumarill's HP versus pokemon such as Celesteela or give it another setup chance.
* When possible, set up on something such as most Fighting- and Dark-type Pokemon that Azumarill forces out in order to get to +6 freely.
* In the early game, use Azumarill to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, Belly Drum Azumarill cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, as it allows Azumarill to sweep unimpeded by Focus Sashes or Sturdy.
Team Options
========
* Rain support from Pelpiper and Politoed increases the damage of Azumarill’s Aqua Jet and allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill.
* Defoggers such as Tapu Fini and Empoleon are great teammates for this set; The former can also set misty terrain, preventing Azumarill from getting burned, and the latter can also set Stealth Rocks for Azumarill's sweep.
* Wallbreakers such as Keldeo, Manaphy, and Greninja pair well with Azumarill, wearing down and KOing shared answers and breaking holes in defensive cores.
* Having Stealth Rock on the field allows Azumarill to wear down checks such as Volcanion and grants several crucial KOs; for this reason, setters such as Swampert and Empoleon are good partners.
* Slow pivots such as Rotom-W and Lanturn can bring Azumarill in safely to set up.
* Since Grass-types resist Aqua Jet and can deal heavy damage to Azumarill with their STAB attacks, checks such as Volcanion and Toxapex are useful to take them out.
* Other physical sweepers such as Mega Gyarados and Mega Sharpedo can work together with Azumarill to wear down shared checks and counters.
[SET]
name: Defensive Sap Sipper
move 1: Scald
move 2: Toxic
move 3: Protect
move 4: Perish Song / Encore
item: Leftovers
ability: Sap Sipper
nature: Calm
Evs: 252 HP / 4 Def / 252 SpD
[SET COMMENTS]
Moves
========
* Scald allows Azumarill to threaten switch-ins with burns and prevents it from being total Taunt bait.
* Toxic allows Azumarill to wear down, stall, and force out setup sweepers as well as crippling opposing walls such as Porygon2.
* Protect gives Azumarill another turn of Leftovers recovery, lets it stall out status, and scout for opposing moves.
* Perish Song forces out Pokemon that are unbothered by Toxic such as Manaphy and Substitute attackers. It also has nice synergy with Protect.
* Encore allows Azumarill to lock Pokemon into moves, removing prediction from switching, crippling setup sweepers, and potentially locking walls out of Recover.
Set Details
========
* Leftovers gives Azumarill some much-needed recovery, allowing it to avoid being easily worn down.
* 252 HP EVs in conjunction with 252 Special Defense EVs allows Azumarill to take on Psychic Manaphy while being more reliable against special attackers such as Mega Charizard Y.
* Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to teams with Grass-type coverage.
Usage Tips
========
* Spread status with Scald and Toxic; the former is better to cripple physical attackers with, while the latter ruins setup sweepers, especially with the number of Pokemon on stall that carry Protect.
* Scald is the most spammable move in most situations, so if you are unsure what to do, it's generally a good option.
* Azumarill’s primary role is to switch into Grass-type attacks for its teammates; while Azumarill can force out many special attackers, its unique Grass-immune status and lack of recovery means that it should be preserved for Pokemon only it can answer such as Psychic Manaphy.
* Use Protect freely to rack up burn and Toxic poison damage as well as to regain health, but be careful not to let the opponent set up freely.
* Encore should be used on setup sweepers to cripple them and prevent them from taking advantage of Azumarill's passivity.
Team Options
========
* Electric-type immunities such as Quagsire and Lanturn pair well with Azumarill due to their combined immunity to both of Water’s weaknesses. Lanturn also gets Heal Bell, which is crucial for keeping Azumarill healthy, while Quagsire acts as a physical wall to cover Azumarill's weaker Defense and checks setup sweepers that may exploit Protect and Azumarill's low offensive pressure.
* Steel- and Poison-types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill, while in return it takes off pressure as a Grass-type switch-in.
* Empoleon in particular compresses many roles such as Defogger and Stealth Rock setter, making it an excellen teammate.
* Toxapex gets Haze and Toxic Spikes, allowing it to support Azumarill at its role in other ways. It is also a Mega Venusaur counter, which is important because Mega Venusaur greatly threatens Azumarill, and Azumarill can do nothing back.
* Wish passing from Alomomola greatly improves Azumarill’s longevity and gives it a way to check sweepers multiple times.
* Mantine is a reliable Mega Charizard Y check and Defogger, freeing up slots on teammates and acting as a primary special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Protect and Azumarill's low offensive pressure.
* As Azumarill cannot touch most bulky Pokemon like Gliscor, stallbreakers and wallbreakers such as Tail Glow Manaphy, Keldeo, and Rest Mega Slowbro are helpful.
[STRATEGY COMMENTS]
Other Options
=============
Water
--------
* Knock Off on the Stall Water set lets it remove items but is generally less useful.
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at most roles than the other sets but compresses a lot of utility into one Pokemon.
Checks and Counters
===================
Water
--------
**Mega Venusaur**: Azumarill can barely touch Mega Venusaur at all, and it has to be extremely weakened before Azumarill can take it out. In return, Mega Venusaur threatens to OHKO and has access to reliable recovery in Synthesis.
**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy losing its Black Sludge. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover and Regenerator.
**Volcanion**: While Azumarill can chip Volcanion with if Stealth Rock is on the field and slam it with Knock Off, high powered attacks and Steam Eruption burns easily defeat Azumarill, and its higher Speed stat combined with its immunity to Azumarill's priority prevents it from being threatened by Azumarill even when weakened.
**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple it in return, but they cannot switch in more than once without healing.
**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing damage every turn. This is especially problematic, as most of the Pokemon that can cause burns are also those Azumarill likes to set up in.
**Faster Pokemon**: Faster Pokemon that can take Aqua Jet such as Kyurem-B, Magnezone, and Garchomp can force out or take out Azumarill.
**Chip Damage**: Azumarill has no real way to heal and so is very vulnerable to chip damage; entry hazards, status, and weak attacks will wear down any Azumarill set over time, making its bulk less useful and often putting it into range of priority attacks.
**Taunt**: Taunt completely destroys the defensive set, as Scald does pitiful damage, and if Sitrus Berry is used, it also prevents the Belly Drum set from setting up.
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