Monotype Azumarill (Water)

QT

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[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.
 
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Overview:
- Explain individually why the abilities are so good. Use the first line to talk about Huge Power and how powerful Azumarill is: one of the strongest physical wallbreakers on Water teams.
- Expand on the typing. What relevant immunities and resistances does it bring that Water teams need?
- Huge Power Choice Band is a pretty safe assumption for Azumarill unless it's a stall team, in which case Sap Sipper is assumed. So I wouldn't really say that it's unpredictable. However, it is definitely versatile as you said, so keep the idea and talk about how the multiple viable sets lets it be useful on many different teams.
- What moves in the movepool specifically? You should mention Superpower for hitting Ferrothorn and Knock Off for Slowbro.
- To go off the idea that its stats are poor, you could talk about how it's too weak offensively without Huge Power but also relatively vulnerable defensively without Sap Sipper.

Choice Band:
Set:
- Aqua Tail isn't worth it. Many Skarmory use Leftovers anyway, so the chance to 2HKO is minute.
- Reordered the moves. Aqua Jet's really nice for revenge kiling but Azumarill's main role is as a wallbreaker.
- Also fixed some formatting, so c/p this:

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: 252 Atk / 4 SpD / 252 Spe

Moves:
- Reorder the bullet points to reflect new slashing. (Also remove Aqua Tail)
- Every move is boosted by Huge Power, so don't bother mentioning that for Play Rough. You should point out that it OHKOes basically every Dragon-type.
- Mention Waterfall's flinch chance, which is actually somewhat useful given the Speed investment.
- When referring to Knock Off's coverage, I'd specifically point out Psychic-types, since that's really all it's commonly used for.

Set Details:
- 4 SpD is used to give Download Porygon2 and Porygon-Z +1 Attack.
- For your alternative spread: 164 Speed EVs with 92 HP EVs. 164 hits 177. 168 would use up 512 EVs anyway.

Usage Tips:
- This set is a great revenge killer and late-game sweeper, as you said. However, early- and mid-game Azumarill is one of the strongest wallbreakers and should be used for that purpose.
- So, Azumarill should try to get pivoted in as often as possible to wallbreak.
- Use its typing to find extra opportunities. Although Azumarill's a pretty good switch-in for Dark-types, try to avoid getting Knocked Off because Azumarill relies on its Choice Band. Similarly, although it does have a very useful Dragon immunity, be careful letting it take coverage hits on the way in and mainly take advantage of Choice-locked foes.
- If it's running Knock Off, though, Azumarill should spam that early-game to help remove items, of course.

Team Options:
- Add that Defoggers like Pelipper and Tapu Fini are very helpful for reducing the chip damage that Azumarill takes as it pivots in and out.
- Move Volcanion to the list of Grass checks and then use Keldeo as a replacement for special attackers.
- Add that Manaphy's ability to use Tail Glow-boosted Psychic to break Mega Venusaur and Toxapex makes it an especially good teammate.
- Regarding Greninja, specify Ash-Greninja as the wallbreaker, and add that its ability to pivot into Azumarill with U-turn is an added bonus. Battle Bond Greninja has an easier time transforming when Azumarill helps to weaken teams and break walls.
- Mention that Swampert's ability to both set Stealth Rock and serve as a Electric check is useful for compressing roles.
- Generally mention that sweepers such as Mega Sharpedo appreciate having Azumarill's wallbreaking power.

Belly Drum:
Set:
- Max Speed is used. Outspeeding Klefki and Mega Scizor is really nice. Also at least Speed ties with other Azumarill.
- Adding Z-Belly Drum as the first slash. When you use this set over Choice Band, you only really care about the sweep. Z-Belly Drum guarantees the activation and leaves Azumarill at a respectable 51% HP. That's usually more than enough to work with.
- Also moved Aqua Jet to move 2. It's the main tool for sweeping, so it's most important.

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

Moves:
- Reorder Aqua Jet to be first attacking move.
- Explain why Z-Belly Drum is good; it guarantees that Belly Drum will succeed, given that Azumarill isn't fainted already of course. Because the only reason to use this set is to sweep, it's not important to have the utility of Sitrus Berry.
- Superpower's only use is to OHKO bulky Mega Scizor. Knock Off doesn't do 100% to Skarmory, but you need to break Sturdy anyway, and it almost always OHKOes after Stealth Rock damage anyway.
- Waterfall isn't good, don't mention it.

Set Details:
- Change to just be max Speed.
- 4 SpD is used to give Download Porygon2 and Porygon-Z +1 Attack.
- If using Sitrus Berry, use 4 HP EVs to have an even number for the reason you mentioned.

Usage Tips:
- This set is only used for sweeping, so try to avoid letting Azumarill take too much damage before it's ready to sweep.
- That being said, Z-Belly Drum will heal Azumarill to full HP before activating, so as long as Azumarill can survive a hit, it doesn't matter how much HP it has lost.
- Make it clear that it should generally only be revenge killing with Aqua Jet, though, since it lacks the power to wallbreak.
- Try to have entry hazards set before sweeping, as they can break Skarmory's Sturdy and Focus Sash that other Pokemon may use. The chip damage can also help put Pokemon like Mega Scizor into range of Aqua Jet.
- Also, try to keep hazards off of your side to preserve Azumarill's HP and make it easier to safely set up.

Team Options:
- I understand the idea behind rain. I think you should say that Azumarill fits well on rain teams because wallbreakers like Choice Specs Kingdra can set up its sweep and the rain boosts its Aqua Jet damage.
- Golisopod is horrible, don't mention it.
- Tapu Fini is an amazing teammate because it can set Misty Terrain to protect Azumarill from status effects and also Defog entry hazards to let Azumarill come in with maximum health.
- For a similar reason, Empoleon's ability to Defog hazards and set Stealth Rock is greatly appreciated.
- Because Grass-types resist Aqua Jet and can generally revenge kill Azumarill, it's important to have good checks such as Volcanion and Toxapex.
- In particular, make sure to have a good Mega Venusaur check like Choice Specs Volcanion or Psychic Manaphy, as Azumarill is countered by it completely.
- Other sweepers like Mega Sharpedo and Mega Gyarados can either weaken the opposing team to support Azumarill or clean up a team after Azumarill sweeps.

Stall Water:
Set:
- Toxic is needed to let Azumarill cripple threats.
- Not using Protect isn't viable in SuMo. You need Protect for easing prediction against Choice-locked foes.
- There just isn't room for Rest anymore in SuMo, so it needs to be dropped.
- Perish Song is needed to "check" setup sweepers.
- Maximum Special Defense helps Azumarill take hits from Tail Glow Manaphy better. (Psychic Manaphy can outplay Haze Toxapex. Rain Dance / Energy Ball will break Quagsire)

name: Stall Water
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

Moves:
- Scald does like 0 damage. It's only used for burns and to prevent Azumarill from being Taunt fodder.
- Remove Rest line.
- Toxic is used to put setup sweepers on a timer while also crippling other threats as well such as Porygon2.
- Note most importantly that Protect helps ease prediction against Choice-locked foes.
- Add that Perish Song has nice synergy with Protect, as Protect can stall an extra turn as well.
- Encore can also trip up setup sweepers. For example, Manaphy might want to use Rain Dance to use Hydration to remove Toxic poison and boost its Scald, but it fears Encore.

Set Details:
- EV spread is explained above. Mainly for Tail Glow Manaphy.
- For the record, Breloom and Mega Heracross were the only reason to use the previous spread. Mega Heracross is unreleased, and Breloom really isn't a thing anymore, let alone Swords Dance + Rock Tomb.
- Explain why Sap Sipper! It's the only Grass immunity that Water teams have.

Usage Tips:
- Spread status with Scald and Toxic once Azumarill is in. Scald burning a physical attacker can neuter it, while Toxic poisoning setup sweepers will put them on a clock, as many Pokemon carry Protect on stall teams.
- While Azumarill can check setup sweepers with Toxic and one of Perish Song or Encore, it's very unreliable, so try to avoid using it unless the other checks to setup sweepers cannot do so, such as against Tail Glow Manaphy. The threat of Encore is usually enough to deter Pokemon from setting up on Azumarill.
- Preserve Azumarill's HP as much as possible, as it has a hard time recovering and is often needed for its Grass immunity.
- Perish Song also has the niche use of forcing a win against an opponent with only one Pokemon left.

Team Options:
- Don't bother mentioning Gastrodon or Vaporeon, they're awful.
- Include that Lanturn uses Heal Bell effectively, which is necessary to keep Azumarill healthy.
- Add that Empoleon's ability to compress multiple roles by using Defog, setting Stealth Rock, phazing with Roar, and serving as another Grass check makes it one of the best teammates for Azumarill. Empoleon is also one of the only Pokemon that can take Freeze-Dry easily.
- Toxapex is nice thanks to its use of Haze and the ability to set Toxic Spikes. It also serves as a Mega Venusaur counter, which is needed because Azumarill cannot touch Mega Venusaur.
- Add Mantine as a reliable Landorus and Ground switch-in, which Water teams often lack. It also learns Defog, which can open up a moveslot for Empoleon.
- Add a few offensive Pokemon that beat stall, as Azumarill is pretty useless vs stall teams. Examples: Rain Dance Manaphy and Rest Mega Slowbro as stallbreakers.

Other Options:
- Remove Aqua Tail.
- Add Assault Vest.

Checks and Counters:
- Mega Venusaur needs its own section because it counters all sets completely.
- Toxapex does too for a similar reason.
- Volcanion doesn't use Sludge Bomb.
- Roserade isn't a thing.
- Revenge Killers should be a section. Azumarill can be easily revenge killed by Pokemon that aren't weak to Aqua Jet. For example, Magnezone, Kyurem-B, and Alolan Raichu.
- Taunt users should be listed for checking non-Choice Band sets. Taunt prevents the use of Belly Drum while also shutting down the stall set completely.
- Chip Damage should be added. Azumarill has no way to heal and is often very vulnerable to chip damage. Entry hazards, status, etc. will all bring any Azumarill set down over time.

I know it looks like a lot. Barring the defensive set, Other Options, and Checks and Counters, though, they're mainly just minor additions and comments. I need to talk to QC about something before I stamp this, but you can essentially consider this QC 1/3 once you implement. I'll just edit this post and VM you or tell you on Showdown after I speak with the others.
 
Thanks, implemented! (Sorry this took so long lol)
Overview:
- Explain individually why the abilities are so good. Use the first line to talk about Huge Power and how powerful Azumarill is: one of the strongest physical wallbreakers on Water teams.
- Expand on the typing. What relevant immunities and resistances does it bring that Water teams need?
- Huge Power Choice Band is a pretty safe assumption for Azumarill unless it's a stall team, in which case Sap Sipper is assumed. So I wouldn't really say that it's unpredictable. However, it is definitely versatile as you said, so keep the idea and talk about how the multiple viable sets lets it be useful on many different teams.
- What moves in the movepool specifically? You should mention Superpower for hitting Ferrothorn and Knock Off for Slowbro.
- To go off the idea that its stats are poor, you could talk about how it's too weak offensively without Huge Power but also relatively vulnerable defensively without Sap Sipper.

Choice Band:
Set:
- Aqua Tail isn't worth it. Many Skarmory use Leftovers anyway, so the chance to 2HKO is minute.
- Reordered the moves. Aqua Jet's really nice for revenge kiling but Azumarill's main role is as a wallbreaker.
- Also fixed some formatting, so c/p this:

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: 252 Atk / 4 SpD / 252 Spe

Moves:
- Reorder the bullet points to reflect new slashing. (Also remove Aqua Tail)
- Every move is boosted by Huge Power, so don't bother mentioning that for Play Rough. You should point out that it OHKOes basically every Dragon-type.
- Mention Waterfall's flinch chance, which is actually somewhat useful given the Speed investment.
- When referring to Knock Off's coverage, I'd specifically point out Psychic-types, since that's really all it's commonly used for.

Set Details:
- 4 SpD is used to give Download Porygon2 and Porygon-Z +1 Attack.
- For your alternative spread: 164 Speed EVs with 92 HP EVs. 164 hits 177. 168 would use up 512 EVs anyway.

Usage Tips:
- This set is a great revenge killer and late-game sweeper, as you said. However, early- and mid-game Azumarill is one of the strongest wallbreakers and should be used for that purpose.
- So, Azumarill should try to get pivoted in as often as possible to wallbreak.
- Use its typing to find extra opportunities. Although Azumarill's a pretty good switch-in for Dark-types, try to avoid getting Knocked Off because Azumarill relies on its Choice Band. Similarly, although it does have a very useful Dragon immunity, be careful letting it take coverage hits on the way in and mainly take advantage of Choice-locked foes.
- If it's running Knock Off, though, Azumarill should spam that early-game to help remove items, of course.

Team Options:
- Add that Defoggers like Pelipper and Tapu Fini are very helpful for reducing the chip damage that Azumarill takes as it pivots in and out.
- Move Volcanion to the list of Grass checks and then use Keldeo as a replacement for special attackers.
- Add that Manaphy's ability to use Tail Glow-boosted Psychic to break Mega Venusaur and Toxapex makes it an especially good teammate.
- Regarding Greninja, specify Ash-Greninja as the wallbreaker, and add that its ability to pivot into Azumarill with U-turn is an added bonus. Battle Bond Greninja has an easier time transforming when Azumarill helps to weaken teams and break walls.
- Mention that Swampert's ability to both set Stealth Rock and serve as a Electric check is useful for compressing roles.
- Generally mention that sweepers such as Mega Sharpedo appreciate having Azumarill's wallbreaking power.

Belly Drum:
Set:
- Max Speed is used. Outspeeding Klefki and Mega Scizor is really nice. Also at least Speed ties with other Azumarill.
- Adding Z-Belly Drum as the first slash. When you use this set over Choice Band, you only really care about the sweep. Z-Belly Drum guarantees the activation and leaves Azumarill at a respectable 51% HP. That's usually more than enough to work with.
- Also moved Aqua Jet to move 2. It's the main tool for sweeping, so it's most important.

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

Moves:
- Reorder Aqua Jet to be first attacking move.
- Explain why Z-Belly Drum is good; it guarantees that Belly Drum will succeed, given that Azumarill isn't fainted already of course. Because the only reason to use this set is to sweep, it's not important to have the utility of Sitrus Berry.
- Superpower's only use is to OHKO bulky Mega Scizor. Knock Off doesn't do 100% to Skarmory, but you need to break Sturdy anyway, and it almost always OHKOes after Stealth Rock damage anyway.
- Waterfall isn't good, don't mention it.

Set Details:
- Change to just be max Speed.
- 4 SpD is used to give Download Porygon2 and Porygon-Z +1 Attack.
- If using Sitrus Berry, use 4 HP EVs to have an even number for the reason you mentioned.

Usage Tips:
- This set is only used for sweeping, so try to avoid letting Azumarill take too much damage before it's ready to sweep.
- That being said, Z-Belly Drum will heal Azumarill to full HP before activating, so as long as Azumarill can survive a hit, it doesn't matter how much HP it has lost.
- Make it clear that it should generally only be revenge killing with Aqua Jet, though, since it lacks the power to wallbreak.
- Try to have entry hazards set before sweeping, as they can break Skarmory's Sturdy and Focus Sash that other Pokemon may use. The chip damage can also help put Pokemon like Mega Scizor into range of Aqua Jet.
- Also, try to keep hazards off of your side to preserve Azumarill's HP and make it easier to safely set up.

Team Options:
- I understand the idea behind rain. I think you should say that Azumarill fits well on rain teams because wallbreakers like Choice Specs Kingdra can set up its sweep and the rain boosts its Aqua Jet damage.
- Golisopod is horrible, don't mention it.
- Tapu Fini is an amazing teammate because it can set Misty Terrain to protect Azumarill from status effects and also Defog entry hazards to let Azumarill come in with maximum health.
- For a similar reason, Empoleon's ability to Defog hazards and set Stealth Rock is greatly appreciated.
- Because Grass-types resist Aqua Jet and can generally revenge kill Azumarill, it's important to have good checks such as Volcanion and Toxapex.
- In particular, make sure to have a good Mega Venusaur check like Choice Specs Volcanion or Psychic Manaphy, as Azumarill is countered by it completely.
- Other sweepers like Mega Sharpedo and Mega Gyarados can either weaken the opposing team to support Azumarill or clean up a team after Azumarill sweeps.

Stall Water:
Set:
- Toxic is needed to let Azumarill cripple threats.
- Not using Protect isn't viable in SuMo. You need Protect for easing prediction against Choice-locked foes.
- There just isn't room for Rest anymore in SuMo, so it needs to be dropped.
- Perish Song is needed to "check" setup sweepers.
- Maximum Special Defense helps Azumarill take hits from Tail Glow Manaphy better. (Psychic Manaphy can outplay Haze Toxapex. Rain Dance / Energy Ball will break Quagsire)

name: Stall Water
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

Moves:
- Scald does like 0 damage. It's only used for burns and to prevent Azumarill from being Taunt fodder.
- Remove Rest line.
- Toxic is used to put setup sweepers on a timer while also crippling other threats as well such as Porygon2.
- Note most importantly that Protect helps ease prediction against Choice-locked foes.
- Add that Perish Song has nice synergy with Protect, as Protect can stall an extra turn as well.
- Encore can also trip up setup sweepers. For example, Manaphy might want to use Rain Dance to use Hydration to remove Toxic poison and boost its Scald, but it fears Encore.

Set Details:
- EV spread is explained above. Mainly for Tail Glow Manaphy.
- For the record, Breloom and Mega Heracross were the only reason to use the previous spread. Mega Heracross is unreleased, and Breloom really isn't a thing anymore, let alone Swords Dance + Rock Tomb.
- Explain why Sap Sipper! It's the only Grass immunity that Water teams have.

Usage Tips:
- Spread status with Scald and Toxic once Azumarill is in. Scald burning a physical attacker can neuter it, while Toxic poisoning setup sweepers will put them on a clock, as many Pokemon carry Protect on stall teams.
- While Azumarill can check setup sweepers with Toxic and one of Perish Song or Encore, it's very unreliable, so try to avoid using it unless the other checks to setup sweepers cannot do so, such as against Tail Glow Manaphy. The threat of Encore is usually enough to deter Pokemon from setting up on Azumarill.
- Preserve Azumarill's HP as much as possible, as it has a hard time recovering and is often needed for its Grass immunity.
- Perish Song also has the niche use of forcing a win against an opponent with only one Pokemon left.

Team Options:
- Don't bother mentioning Gastrodon or Vaporeon, they're awful.
- Include that Lanturn uses Heal Bell effectively, which is necessary to keep Azumarill healthy.
- Add that Empoleon's ability to compress multiple roles by using Defog, setting Stealth Rock, phazing with Roar, and serving as another Grass check makes it one of the best teammates for Azumarill. Empoleon is also one of the only Pokemon that can take Freeze-Dry easily.
- Toxapex is nice thanks to its use of Haze and the ability to set Toxic Spikes. It also serves as a Mega Venusaur counter, which is needed because Azumarill cannot touch Mega Venusaur.
- Add Mantine as a reliable Landorus and Ground switch-in, which Water teams often lack. It also learns Defog, which can open up a moveslot for Empoleon.
- Add a few offensive Pokemon that beat stall, as Azumarill is pretty useless vs stall teams. Examples: Rain Dance Manaphy and Rest Mega Slowbro as stallbreakers.

Other Options:
- Remove Aqua Tail.
- Add Assault Vest.

Checks and Counters:
- Mega Venusaur needs its own section because it counters all sets completely.
- Toxapex does too for a similar reason.
- Volcanion doesn't use Sludge Bomb.
- Roserade isn't a thing.
- Revenge Killers should be a section. Azumarill can be easily revenge killed by Pokemon that aren't weak to Aqua Jet. For example, Magnezone, Kyurem-B, and Alolan Raichu.
- Taunt users should be listed for checking non-Choice Band sets. Taunt prevents the use of Belly Drum while also shutting down the stall set completely.
- Chip Damage should be added. Azumarill has no way to heal and is often very vulnerable to chip damage. Entry hazards, status, etc. will all bring any Azumarill set down over time.

I know it looks like a lot. Barring the defensive set, Other Options, and Checks and Counters, though, they're mainly just minor additions and comments. I need to talk to QC about something before I stamp this, but you can essentially consider this QC 1/3 once you implement. I'll just edit this post and VM you or tell you on Showdown after I speak with the others.
Some stuff I altered or didn't add, but will if you think it's important enough:
-Chip Damage. Unlike something like Volcarona that's super hazard weak and has to constantly have them managed, setting up Stealth Rocks or Spikes isn't really a counterplay to Azumarill, at least not to the extent of C&C--especially since it's already in team options so much.
-Taunt. Altered the wording and put it at the bottom, as Taunt doesn't actually block Z-Status moves (and thus not Z-bellydrum)

Questions on QC:
-Why do you have me say that Superpower only hits bulky Mega Scizor? it's been my experience that it also has targets like the occasional Physically Defensive Ferrothorn or other Steels. Besides, if the only thing you click Superpower against is Scizor, wouldn't that make it 100% outclassed by Waterfall?
- Should I add rain to TO of CB as well? I didn't add it the first time because CB doesn't really need it and rain is more something you build around than team support, but at the same time I did end up mentioning it for set 2.
 
Chip damage is actually really important against Azumarill. Choice Band Azumarill's bulk is quite useless when it starts to get lower and lower in HP and more reliant on Aqua Jet. Against Sitrus Berry, chip damage is also very important to bring it into range of a priority attack to the point where entry hazards can be factored in when trying to check it.

Superpower is only used against bulky Mega Scizor because that's really the only reason to use it, compared to what we already have in the 4th moveslot: Knock Off. Knock Off is superior against everything else. Waterfall is really bad because you're walled by Ferrothorn.

I'd leave rain out of Choice Band. Choice Band tends to be good support for rain, but rain supports Belly Drum more, if that makes sense? You can remove it from both if you want, but it shouldn't be in Choice Band.

I talked to the others and I think we're good to go here. Nicely done. QC 1/3
psnqb7S.gif
 
Eien now that ash greninja's has been banned
The council has voted on the next round of quickbans.

Battle Bond (Ash-Greninja): Ban (7 votes to ban)
Greninja: Wait (7 votes to wait)
Metagrossite: Wait (1 vote to ban; 6 votes to wait)
Slowbronite: Wait (7 votes to wait)

The ability Battle Bond is banned from Monotype.

Tagging The Immortal to please implement this change
should I replace is with regular greninja, or slot in a different special attacker?
 
Eien now that ash greninja's has been banned

should I replace is with regular greninja, or slot in a different special attacker?
Regular Greninja is okay.

Also, this isn't related, but I honestly have no idea what I was thinking when I said to call Kyurem-B and Magnezone revenge killers in Checks and Counters. They should definitely be called Faster Pokemon instead. Sorry about that!
 
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Nothing on topic, but tfw no one looks at the analysis for a long time
Yeah, the ordinary first QC checker /AM Checkers have either already looked it over (Eien ), are writing this (me), or just havent. Unless HNBL would be so kind as to AMcheck this I'll just have to wait until this rises to the top of QC's priority list.
 
You don't have to be so formal with me lol

Amcheck
changes/minor edits
[OVERVIEW]

Water
========

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall
* Has a great typing that leaves it with good coverage, few exploitable weaknesses, and nice resistances and immunities to common types such as Dragon and Dark
* Multiple viable sets allow for use on nearly every archetype.
* 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.
* Poor stats leave it weak without Huge Power and vulnerable without Sap Sipper, preventing it from operating at it's theoretical potential.
* 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: 252 Atk / 4 SpD / 252 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 flinch. Add that this flinch chance is only good against slower mons.
* Aqua Jet is a STAB priority attack, allowing Azumarill to do decent damage even while weakened and to revenge kill faster threats. Give a few examples of such threats.
* Superpower hits Steel types such as Ferrothorn hard, but isn’t very spammable due to the Defense and Attack drops caused.
* Knock Off dissuades item reliant switchins, 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
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor and prevent it from roosting off damage.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
* An alternate set with 164 Speed EVs and 92 HP EVs can be used to give Azumarill some bulk while still outspeeding Skarmory.

Usage Tips
========

* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* It is also an excellent wall breaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch. Mention slow volt switch from lanturn and rotom-w
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* Avoid switching Azumarill into neutral hits, Knock Off or Scald; it needs all the bulk it can get, requires a Choice Band to keep up its damage output, and despises Burns.
* However, resisted hits and Dragon-type attacks, particularly choice-locked ones, are great targets to bring Azumarill in on.
* If there isn’t a need to revenge kill, such as versus stall, Azumarill can wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up.
* If Azumarill runs Knock Off, spamming it early game to remove items is rarely a bad choice. Double negative sometimes leaves people confused, say 'is a good choice' instead

Team Options
========

* Grass neutralities such as Empoleon, Volcanion, and Toxapex are useful due to how much Azumarill struggle with bulky Grass-types.
* Special Attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the latter also appreciates the weakening of pokemon to change form and can use U-turn to bring Azumarill in freely.
* Hazard clearers such as Defog Pelliper and Tapu Fini or Rapid Spin Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or Swampert allow Azumarill to capitalize on the switches it forces and breaks sashes on frail pokemon for Aqua Jet; the latter of which 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 does well with Azumarill thanks to it’s access to Heal Bell, which cures burn, and Volt Switch, which brings Azumarill in safely.

[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.
* Z-Belly Drum ensures that Azumarill will always get off a belly drum and leaves it with a respectable 51% HP, but Sitrus Berry is also an option if you can guarentee a free Belly Drum. Sitrus doesn't guarantee a free belly drum if the foe's move leaves Azumarill at less than 25%.
* Play Rough is the mandatory STAB, hitting most pokemon hard after a boost.
* Aqua Jet prevents Azumarill from being Revenge KOed still deals solid damage.
* 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. Asterisk, not a hyphen. Also, waterfall does the same as Superpower and doesn't cause a stat drop. Mention Ferrothorn instead.

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 Clefable and Skarmory, and prevents them from recovering off damage.
* 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 Belly Drumming.

Usage Tips
========

* Wait until checks and counters are worn down before Belly Drumming, as you only have one shot at sweeping.
* This set is only used for sweeping, so try and prevent it from taking too much damage before it's ready to sweep. Move this bullet to the top
* However, this is mostly only to allow it to survive to set up--Z-Belly Drum will restore Azumarill to full HP before cutting its HP. Too many hyphens
* When possible, set up on something that Azumarill forces out in order to get to +6 freely, such as most Fighting and Dark types.
* In the early game, use this to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, it cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, allowing you to sweep unimpeded by Focus Sashes or Sturdy.
* Attempt to keep entry Hazards off your side of the field so that Azumarill can safely set up.

Team Options
========

* Rain support from Pelliper or Politoed increases the damage of Azumarill’s Aqua Jet allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill.
* Defoggers such as Tapu Fini and Empoleon are great tammates 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.
* Stealth Rock allows Azumarill to wear down checks such as Volcanion, and grants several crucial KOes; for this reason, setters such as Swampert are good partners.
* 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: Stall Water
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 switchins with Burns and prevents it from being total Taunt bait.
* Toxic allows Azumarill to wear down and 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. It also has a nice synergy with Perish Song.
* Perish Song is another option to force out boosting pokemon such as Keldeo.
* 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 sweepers such as Mega Charizard Y.
*Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such teams.

Usage Tips
========

* Spread status with Scald and Toxic; the former is better to cripple physical attackers, 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,
* Use Protect freely to stall out Burn and Toxic damage as well as regaining health, but be careful not to let them set up freely.
* While Azumarill can force out many Special Attackers, its unique Grass-immune status means that it should be preserved for pokemon only it can answer such as Psychic Manaphy.

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. The last of these also gets Heal Bell, which is crucial for keeping Azumarill healthy. Replace 'the last of these' with Lanturn
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks for Azumarill while providing a Grass neutrality to take pressure of Azumarill. Also mention that Steel and Poison types are able to switch into Toxic aimed at Azumarill, which may otherwise wear it down.
* Empoleon in particlar compresses many roles such as Defogger and Stealth Rocker, making it an excellent use of teamslots.
* 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 Venusaur greatly threatens Azumarill and Azumarill can do nothing back.
* Wish passers such as Alomomola greatly improve Azumarill’s longevity and give it a way to check sweepers multiple times.
* Mantine is a reliable Landorus check and Defogger, freeing up slots on teammates and acting as a backup special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Rest or Protect.
* As Azumarill cannot touch most bulky pokemon, Stall- and Wallbreakers such as Tail Glow Manaphy and Rest Mega Slowbro are helpful.

[STRATEGY COMMENTS]
Other Options
=============

Water
--------

* Knock Off on the Stall Water set lets it remove items and use its attack boost, but is generally less useful.
* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost. Is this even OO worthy? imo it's just plain bad, but it's up to QC
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at each role than the other sets, but compresses the utility into one pokemon.
* Maybe mention Return or Frustration here, since it is the only way for Azumarill to hit Mega Venu. Also mention that it doesn't next to nothing outside of hitting mega venu
* Mention Whirlpool to use on the stall set, traps foes to wear down with toxic and perish song


Checks and Counters
===================

Water
--------

**Volcanion**: Between its excellent stats, immunity to water, and resistance to Fairy attacks, Volcanion is basically the perfect counter. While Azumarill can chip with Rocks 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 weakened sets from being threatened by Azumarill.

**Mega Venusaur**: Azumarill can barely touch 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or Regenerator.

**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple it and return, but they cannot switch in more than once without healing.

**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing solid 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-Black, Magnezone, and Alolan Raichu can force out or take out Azumarill. Alolan Raichu can be revenge killed by band aqua jet, mention Serperior or Garchomp instead

**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. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall set, as Scald does pitiful damage, and if Sitrus Berry was chosen it also prevents the Belly Drum set from setting up.

Quite a few grammatical mistakes as well, fix these up before proceeding to GP.
 
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bump

am check you probably know how this works, doesnt count as a qc check and dont implement anything until a qc member goes over this
red are edits and black are comments

[OVERVIEW]

Water
========

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall.
* Has a great typing that leaves gives it with good coverage It should be clear that Azumarill's Water and Fairy-typing is good coverage, currently it might be misread as Fairy or Water-types naturally have good coverage moves, few exploitable weaknesses, and nice resistances and immunities to common types such as Dragon and Dark Dark first then Dragon second because you mentioned resistances first and immunities second
* Multiple viable sets allow for use on nearly every archetype. This could be moved to after the movepool point, and there you can mention how the above points (abilities, typing, and moves) allow it to be used on every archetype
* 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. Azumarill's movepool isn't limited to just good attacks that let it heavily damage opposing Pokemon, this can also include some of its moves from the Stall set
* Poor stats Not all of Azumarill's stats are bad, it has decent defensive stats (100/80/80). If you making a point about its bad stats (Attack and Speed) then I think its better to mention it as "Poor Attack and Speed Stats..." leave it weak without Huge Power and vulnerable to Grass-type moves without Sap Sipper Sap Sipper doesn't make Azu invincible, just invincible to Grass moves, preventing it from operating at its theoretical potential.What is the theoretical potential of Azumarill? This is kind of confusing and, if I'm getting the point right, can be changed to "Prevent it from filling multiple roles at once effectively" or something similar
* 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: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Play Rough is the most a powerful Waterfall can be more powerful under rain move Azumarill possesses, OHKOing nearly every Dragon-type Pokemon and doing heavy damage to anything that doesn't resist it Play Rough wont do a lot to things that resist Fairy that switches in.
* Waterfall is a powerful second STAB attack that gives Azumarill good coverage is it good because it hits things that resist Fairy or is it good because it hits threats super effectively that Fairy is neutral to? alongside Play Rough and doesn’t risk a miss while giving a handy chance to flinch against 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 Hoopa-U.
* Superpower hits Steel-type Pokemon such as Ferrothorn hard, but isn’t very spammable due to the Defense and Attack drops caused.
* Knock Off dissuades item reliant switch-ins, 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
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor and prevent it from roosting off damage.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
* An alternate set with 164 Speed EVs and 92 HP EVs can be used to give Azumarill some bulk while still outspeeding Skarmory.

Usage Tips
========

* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* It is also an excellent wall breaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch from the likes of Rotom-W and Lanturn.
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* Avoid switching Azumarill into neutral hits, Knock Off, or Scald; it needs all the bulk it can get, requires a Choice Band to keep up its damage output, and despises Burns. This should be closer to the volt switch/wallbreaker bullet because it also talks about when to bring Azu in
* However, resisted hits and Dragon-type attacks, particularly choice-locked ones, are great targets to bring Azumarill in on. Same as above
* If there isn’t a need to revenge kill, such as versus stall, Azumarill can wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up. This seems a bit to cautious on when Azumarill can wallbreak, especially after you mention that this is one of it's roles its supposed to be doing.
* If Azumarill runs Knock Off, spamming it early game to remove items is usually a good choice. When is it not a good choice?

Team Options
========

* Grass neutralities such as Empoleon, Volcanion, and Toxapex are useful due to how much Azumarill struggle with bulky Grass-types. This can be two bullets, Emp and Toxa deal with Grass-types defensively and also cover Azu's Poison weakness. Volcanion and something like Z Bounce Gyarados deals with Grass-types offensively
* Special Attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the latter also appreciates the weakening of Pokemon to change form RIP Ash-Ninja 2016-2017 and can use U-turn to bring Azumarill in freely.
* Hazard clearers such as Defog Pelliper and Tapu Fini or Rapid Spin Tentacruel Starmie can also be mentioned for more offensive teams are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or Swampert allow Azumarill to capitalize on the switches it forces and breaks sashes on frail Pokemon for Aqua Jet; the latter of which also functions as an Electric-type immunity and Poison resistance.
* Electric immunities pair well with Azumarill due to them covering one of its three weaknesses. Lanturn, in particular, does well with Azumarill thanks to it’s access to Heal Bell, which cures burn removes status While burns are the most annoying for Azu Toxic damage also chips it a lot which really hurts its bulk, and Volt Switch, which brings Azumarill in safely.
- I personally really like Azu on rain because it can break walls for Kingdra / Seismi and with the loss of Mega Pert Azu's physical wallbreaker role is needed a lot more

[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 It would be more relevant to talk about the other group of Pokemon that can revenge kill it (things that survive Aqua Jet and KO Azumarill from 75% or 50%).
* Z-Belly Drum ensures that Azumarill will always not always because it can still get KOd, instead Z BD allows Azumarill to use the move from any amount of HP, and also gets past Taunt (Z status moves ignore Taunt) get off a Belly Drum and leaves it with a respectable 51% HP, but Sitrus Berry is also an option if you can guarantee keep Azumarill above 50% that Azumarill will get off a free Belly Drum.
- You can also mention that Z BD can be used more aggressively throughout the match, but Sitrus has an easier time sweeping because it will have more HP after the BD
* Play Rough is the mandatory STAB, hitting most Pokemon hard after a boost. Why is it mandatory/preferred instead of Waterfall?
* Aqua Jet prevents Azumarill from being Revenge KOed still deals solid damage. Azumarill can still be revenged, things that survive AJ like Jirachi and faster priority like Mega Scizor can still KO it
* 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.
* You have a - here jsykSuperpower is another option to bypass bulky Mega Scizor and Ferrothorn but comes at the cost of one of the above, more important, moves. Superpower isn't slashed in the moveset

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 Clefable and Skarmory and prevents them from recovering off damage.
* 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 Belly Drumming.

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. True for Sitrus sets, Z BD can be a bit more reckless though
* Wait until checks and counters are worn down before Belly Drumming, as you only have one shot at sweeping.
* However, this what is this? the most recent things you've mentioned are wearing down checks and counters and having one chance at sweeping is mostly only to allow it to survive to set up – Z-Belly Drum will restore Azumarill to full HP before cutting its HP.
* When possible, set up on something that Azumarill forces out in order to get to +6 freely, such as most Fighting and Dark types.
* In the early game, use this to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, it cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, allowing you to sweep unimpeded by Focus Sashes or Sturdy.
* Attempt to keep entry Hazards off your side of the field so that Azumarill can safely set up.

Team Options
========

* Rain support from Pelliper or Politoed increases the damage of Azumarill’s Aqua Jet allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill. How does Azu's Aqua Jets being more powerful help Kingdra 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. All wallbreakers or just special ones? Shared checked/counters can imply physical wallbreakers but the examples you gave imply special wallbreakers
* Having Stealth Rock on the field allows It should be clear that Stealth Rocks are a hazard on the field and not a Pokemon on the team or something Azumarill to wear down checks such as Volcanion Is Azumarill wearing down checks or luring them out? , and grants several crucial KOs; for this reason, setters such as Swampert are good partners.
* Pivots such as Rotom-W and Lanturn can bring Azumarill in safely to set up. Slow pivots or just pivots? If just any pivot then Greninja can also be included here as a more offensive pivot.
* Since Grass-types resist Aqua Jet and can deal heavy damage to Azumarill with their STAB attacks, checks having Pokemon or Grass 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: Stall Water
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, and 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. It also has a nice synergy with Perish Song.
* Perish Song is another option to force out boosting Pokemon such as Keldeo. Why are you forcing out Keldeo with Perish Song instead of Toxic? It should be explained that Pokemon like Keldeo and Raikou use Substitute which blocks Toxic.
* Encore allows Azumarill to lock Pokemon into moves, removing prediction from switching, crippling setup sweepers when do you Encore and when do you Perish Song or Toxic?, 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 sweepers such as Mega Charizard Y.
*Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such teams.

Usage Tips
========

* Spread status with Scald and Toxic; the former is better to cripple physical attackers, 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,
* Use Protect freely to stall out wouldn't rack up be better here? Burn and Toxic damage as well as regaining health, but be careful not to let them set up freely.
* While Azumarill can force out many Special Attackers, its unique Grass-immune status means that it should be preserved for Pokemon only it can answer such as Psychic Energy Ball Manaphy.

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 has unaware and good Physical Bulk.
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill while providing a Grass neutrality to take pressure off of Azumarill.
* Empoleon in particular compresses many roles such as Defogger and Stealth Rocker, making it an excellent use of teamslots.
* 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 Venusaur greatly threatens Azumarill and Azumarill can do nothing back.
* Wish passers such as Alomomola Should be reworded imo because Alo is p much the only wish pasher (vaporeon isnt that good) greatly improve Azumarill’s longevity and give it a way to check sweepers multiple times.
* Mantine is a reliable Landorus check doesnt rock slide break mantine? and Defogger, freeing up slots on teammates and acting as a backup special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Rest Who is using rest? or Protect.
* As Azumarill cannot touch most bulky Pokemon, Stall- and Wallbreakers such as Tail Glow Manaphy and Rest Mega Slowbro are helpful.

[STRATEGY COMMENTS]
Other Options
=============

Water
--------

* Knock Off on the Stall Water set lets it remove items and use its attack boost, but is generally less useful.
* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost.
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at each role than the other sets, but compresses the utility into one Pokemon.
* Return is Azumarill's strongest option versus Mega Venusaur, but has no other use and does not allow Choice Band sets to defeat it.
* Whirlpool on the Stall Water set allows Azumarill to trap foes for Perish Song and Toxic while dealing chip damage.

Checks and Counters
===================

Water
--------

**Volcanion**: Between its excellent stats, immunity to water, and resistance to Fairy attacks, Volcanion is basically the perfect counter. While Azumarill can chip with Rocks 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 weakened sets from being threatened by Azumarill.

**Mega Venusaur**: Azumarill can barely touch 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or Regenerator.

**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple int and return, but they cannot switch in more than once without healing.

**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing solid 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-Black, Magnezone, and Garchomp can force out or take out Azumarill.This is kinda a lot of checks at once. You have AJ resistances like Kyub and grass types, bulky pokemon like mag and chomp, and you can maybe include pokemon like thundy who threatens choice band sets but cant beat bd sets

**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. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall set, as Scald does pitiful damage, and if Sitrus Berry was chosen it also prevents the Belly Drum set from setting up.
 
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Comments[OVERVIEW]

Water
========

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall
* Has a great typing that leaves it with good coverage, few exploitable weaknesses, and nice resistances and immunities to common types such as Dragon and Dark
* Multiple viable sets allow for use on nearly every archetype.
* 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.
* Poor stats leave it weak without Huge Power and vulnerable without Sap Sipper, preventing it from operating at it's theoretical potential.
* 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: 252 Atk / 4 SpD / 252 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 flinch. Add that this flinch chance is only good against slower mons.
* Aqua Jet is a STAB priority attack, allowing Azumarill to do decent damage even while weakened and to revenge kill faster threats. Give a few examples of such threats.
* Superpower hits Steel types such as Ferrothorn hard, but isn’t very spammable due to the Defense and Attack drops caused.
* Knock Off dissuades item reliant switchins, 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
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor and prevent it from roosting off damage.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
* An alternate set with 164 Speed EVs and 92 HP EVs can be used to give Azumarill some bulk while still outspeeding Skarmory.

Usage Tips
========

* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* It is also an excellent wall breaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch. Mention slow volt switch from lanturn and rotom-w
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* Avoid switching Azumarill into neutral hits, Knock Off or Scald; it needs all the bulk it can get, requires a Choice Band to keep up its damage output, and despises Burns.
* However, resisted hits and Dragon-type attacks, particularly choice-locked ones, are great targets to bring Azumarill in on.
* If there isn’t a need to revenge kill, such as versus stall, Azumarill can wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up.
* If Azumarill runs Knock Off, spamming it early game to remove items is rarely a bad choice. Double negative sometimes leaves people confused, say 'is a good choice' instead

Team Options
========

* Grass neutralities such as Empoleon, Volcanion, and Toxapex are useful due to how much Azumarill struggle with bulky Grass-types.
* Special Attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the latter also appreciates the weakening of pokemon to change form and can use U-turn to bring Azumarill in freely.
* Hazard clearers such as Defog Pelliper and Tapu Fini or Rapid Spin Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or Swampert allow Azumarill to capitalize on the switches it forces and breaks sashes on frail pokemon for Aqua Jet; the latter of which 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 does well with Azumarill thanks to it’s access to Heal Bell, which cures burn, and Volt Switch, which brings Azumarill in safely.

[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.
* Z-Belly Drum ensures that Azumarill will always get off a belly drum and leaves it with a respectable 51% HP, but Sitrus Berry is also an option if you can guarentee a free Belly Drum. Sitrus doesn't guarantee a free belly drum if the foe's move leaves Azumarill at less than 25%.
* Play Rough is the mandatory STAB, hitting most pokemon hard after a boost.
* Aqua Jet prevents Azumarill from being Revenge KOed still deals solid damage.
* 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. Asterisk, not a hyphen. Also, waterfall does the same as Superpower and doesn't cause a stat drop. Mention Ferrothorn instead. Waterfall isn't in bd so reasoning is fine for superpower knock off also kills ferro at plus 6

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 Clefable and Skarmory, and prevents them from recovering off damage.
* 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 Belly Drumming.

Usage Tips
========

* Wait until checks and counters are worn down before Belly Drumming, as you only have one shot at sweeping.
* This set is only used for sweeping, so try and prevent it from taking too much damage before it's ready to sweep. Move this bullet to the top
* However, this is mostly only to allow it to survive to set up--Z-Belly Drum will restore Azumarill to full HP before cutting its HP. Too many hyphens
* When possible, set up on something that Azumarill forces out in order to get to +6 freely, such as most Fighting and Dark types.
* In the early game, use this to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, it cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, allowing you to sweep unimpeded by Focus Sashes or Sturdy.
* Attempt to keep entry Hazards off your side of the field so that Azumarill can safely set up.

Team Options
========

* Rain support from Pelliper or Politoed increases the damage of Azumarill’s Aqua Jet allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill.
* Defoggers such as Tapu Fini and Empoleon are great tammates 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.
* Stealth Rock allows Azumarill to wear down checks such as Volcanion, and grants several crucial KOes; for this reason, setters such as Swampert are good partners.
* 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: Stall Water
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 switchins with Burns and prevents it from being total Taunt bait.
* Toxic allows Azumarill to wear down and 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. It also has a nice synergy with Perish Song.
* Perish Song is another option to force out boosting pokemon such as Keldeo.
* 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 sweepers such as Mega Charizard Y.
*Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such teams.

Usage Tips
========

* Spread status with Scald and Toxic; the former is better to cripple physical attackers, 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,
* Use Protect freely to stall out Burn and Toxic damage as well as regaining health, but be careful not to let them set up freely.
* While Azumarill can force out many Special Attackers, its unique Grass-immune status means that it should be preserved for pokemon only it can answer such as Psychic Manaphy.

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. The last of these also gets Heal Bell, which is crucial for keeping Azumarill healthy. Replace 'the last of these' with Lanturn
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks for Azumarill while providing a Grass neutrality to take pressure of Azumarill. Also mention that Steel and Poison types are able to switch into Toxic aimed at Azumarill, which may otherwise wear it down.
* Empoleon in particlar compresses many roles such as Defogger and Stealth Rocker, making it an excellent use of teamslots.
* 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 Venusaur greatly threatens Azumarill and Azumarill can do nothing back.
* Wish passers such as Alomomola greatly improve Azumarill’s longevity and give it a way to check sweepers multiple times.
* Mantine is a reliable Landorus check and Defogger, freeing up slots on teammates and acting as a backup special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Rest or Protect.
* As Azumarill cannot touch most bulky pokemon, Stall- and Wallbreakers such as Tail Glow Manaphy and Rest Mega Slowbro are helpful.

[STRATEGY COMMENTS]
Other Options
=============

Water
--------

* Knock Off on the Stall Water set lets it remove items and use its attack boost, but is generally less useful.
* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost. Is this even OO worthy? imo it's just plain bad, but it's up to QC
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at each role than the other sets, but compresses the utility into one pokemon.
* Maybe mention Return or Frustration here, since it is the only way for Azumarill to hit Mega Venu. Also mention that it doesn't next to nothing outside of hitting mega venu No water has better options to deal with Mega Venusaur
* Mention Whirlpool to use on the stall set, traps foes to wear down with toxic and perish song Make sure if this is added say why it's outclassed

Checks and Counters
===================

Water
--------

**Volcanion**: Between its excellent stats, immunity to water, and resistance to Fairy attacks, Volcanion is basically the perfect counter. While Azumarill can chip with Rocks 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 weakened sets from being threatened by Azumarill.

**Mega Venusaur**: Azumarill can barely touch 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or Regenerator.

**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple it and return, but they cannot switch in more than once without healing.

**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing solid 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-Black, Magnezone, and Alolan Raichu can force out or take out Azumarill. Alolan Raichu can be revenge killed by band aqua jet, mention Serperior or Garchomp instead This is fine for change but wrong reasoning because Aqua Jet only doesn't ohko Riachu 252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Raichu-Alola: 205-243 (78.5 - 93.1%) -- guaranteed 2HKO. The change is fine, but some facts are wrong. Riachu-A is a shaky check so remove is good
**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. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall set, as Scald does pitiful damage, and if Sitrus Berry was chosen it also prevents the Belly Drum set from setting up.
SubMindRaikou
Comments[OVERVIEW]Format didn't copy, so this was hard to find issues with AM Check. So Quantum Tesseract be careful when implementing

Water
========

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall.
* Has a great typing that leaves gives it with good coverage It should be clear that Azumarill's Water and Fairy-typing is good coverage, currently it might be misread as Fairy or Water-types naturally have good coverage moves, few exploitable weaknesses, and nice resistances and immunities to common types such as Dragon and Dark Dark first then Dragon second because you mentioned resistances first and immunities second
* Multiple viable sets allow for use on nearly every archetype. This could be moved to after the movepool point, and there you can mention how the above points (abilities, typing, and moves) allow it to be used on every archetype
* 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. Azumarill's movepool isn't limited to just good attacks that let it heavily damage opposing Pokemon, this can also include some of its moves from the Stall set
* Poor stats Not all of Azumarill's stats are bad, it has decent defensive stats (100/80/80). If you making a point about its bad stats (Attack and Speed) then I think its better to mention it as "Poor Attack and Speed Stats..." leave it weak without Huge Power and vulnerable to Grass-type moves without Sap Sipper Sap Sipper doesn't make Azu invincible, just invincible to Grass moves, preventing it from operating at its theoretical potential.What is the theoretical potential of Azumarill? This is kind of confusing and, if I'm getting the point right, can be changed to "Prevent it from filling multiple roles at once effectively" or something similar
* 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: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

* Play Rough is the most a powerful Waterfall can be more powerful under rain move Azumarill possesses, OHKOing nearly every Dragon-type Pokemon and doing heavy damage to anything that doesn't resist it Play Rough wont do a lot to things that resist Fairy that switches in.
* Waterfall is a powerful second STAB attack that gives Azumarill good coverage is it good because it hits things that resist Fairy or is it good because it hits threats super effectively that Fairy is neutral to? I think he's trying to say what does it cover that fairy-stab doesn't alongside Play Rough and doesn’t risk a miss while giving a handy chance to flinch against 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 Hoopa-U.
* Superpower hits Steel-type Pokemon such as Ferrothorn hard, but isn’t very spammable due to the Defense and Attack drops caused.
* Knock Off dissuades item reliant switch-ins, 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
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor and prevent it from roosting off damage.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
* An alternate set with 164 Speed EVs and 92 HP EVs can be used to give Azumarill some bulk while still outspeeding Skarmory.

Usage Tips
========

* Azumarill should be mainly used to revenge KO weakened threats with Aqua Jet.
* It is also an excellent wall breaker, so attempt to bring it in on predicted double switches and with pivoting moves such as Volt Switch from the likes of Rotom-W and Lanturn.
* After the opposing team is weakened, however, it becomes a fearsome sweeper.
* Avoid switching Azumarill into neutral hits, Knock Off, or Scald; it needs all the bulk it can get, requires a Choice Band to keep up its damage output, and despises Burns. This should be closer to the volt switch/wallbreaker bullet because it also talks about when to bring Azu in
* However, resisted hits and Dragon-type attacks, particularly choice-locked ones, are great targets to bring Azumarill in on. Same as above
* If there isn’t a need to revenge kill, such as versus stall, Azumarill can wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up. This seems a bit to cautious on when Azumarill can wallbreak, especially after you mention that this is one of it's roles its supposed to be doing.
* If Azumarill runs Knock Off, spamming it early game to remove items is usually a good choice. When is it not a good choice? I think this means specific examples

Team Options
========

* Grass neutralities such as Empoleon, Volcanion, and Toxapex are useful due to how much Azumarill struggle with bulky Grass-types. This can be two bullets, Emp and Toxa deal with Grass-types defensively and also cover Azu's Poison weakness. Volcanion and something like Z Bounce Gyarados deals with Grass-types offensively That works
* Special Attackers such as Manaphy, Keldeo, and Greninja are handy to defeat the physical walls that threaten Azumarill; the latter also appreciates the weakening of Pokemon to change form RIP Ash-Ninja 2016-2017 and can use U-turn to bring Azumarill in freely.
* Hazard clearers such as Defog Pelliper and Tapu Fini or Rapid Spin Tentacruel Starmie can also be mentioned for more offensive teams are useful to prevent Azumarill from taking chip damage. Starmie is kind of eh in Sun and Moon up to writer on this
* Stealth Rock support from the likes of Empoleon or Swampert allow Azumarill to capitalize on the switches it forces and breaks sashes on frail Pokemon for Aqua Jet; the latter of which also functions as an Electric-type immunity and Poison resistance. Isn't Emp immune to Poison? That makes the reader confused
* Electric immunities pair well with Azumarill due to them covering one of its three weaknesses. Lanturn, in particular, does well with Azumarill thanks to it’s access to Heal Bell, which cures burn removes status While burns are the most annoying for Azu Toxic damage also chips it a lot which really hurts its bulk, and Volt Switch, which brings Azumarill in safely.
- I personally really like Azu on rain because it can break walls for Kingdra / Seismi and with the loss of Mega Pert Azu's physical wallbreaker role is needed a lot more If this is added do not mention Mega Pert at all only mention the swift swim Pokemon this is optional
[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 It would be more relevant to talk about the other group of Pokemon that can revenge kill it (things that survive Aqua Jet and KO Azumarill from 75% or 50%).
* Z-Belly Drum ensures that Azumarill will always not always because it can still get KOd, instead Z BD allows Azumarill to use the move from any amount of HP, and also gets past Taunt (Z status moves ignore Taunt) get off a Belly Drum and leaves it with a respectable 51% HP, but Sitrus Berry is also an option if you can guarantee keep Azumarill above 50% that Azumarill will get off a free Belly Drum.
- You can also mention that Z BD can be used more aggressively throughout the match, but Sitrus has an easier time sweeping because it will have more HP after the BD Not necessarily
* Play Rough is the mandatory STAB, hitting most Pokemon hard after a boost. Why is it mandatory/preferred instead of Waterfall?
* Aqua Jet prevents Azumarill from being Revenge KOed still deals solid damage. Azumarill can still be revenged, things that survive AJ like Jirachi and faster priority like Mega Scizor can still KO it Jirachi isn't really relevant because typically clicking knock off is better than clicking aqua jet on Jirachi. A different and better way would be to talk about what notable Pokemon does plus 6 aqua jet break
* 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.
*You have a - here jsykSuperpower is another option to bypass bulky Mega Scizor and Ferrothorn but comes at the cost of one of the above, more important, moves. Superpower isn't slashed in the moveset It not being slashed is fine if it isn't better than knock off, but is better than most other options. Up to the writer on this one

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 Clefable and Skarmory and prevents them from recovering off damage.
* 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 Belly Drumming.

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. True for Sitrus sets, Z BD can be a bit more reckless though
* Wait until checks and counters are worn down before Belly Drumming, as you only have one shot at sweeping.
* However, this what is this? the most recent things you've mentioned are wearing down checks and counters and having one chance at sweeping is mostly only to allow it to survive to set up – Z-Belly Drum will restore Azumarill to full HP before cutting its HP.
* When possible, set up on something that Azumarill forces out in order to get to +6 freely, such as most Fighting and Dark types.
* In the early game, use this to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, it cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, allowing you to sweep unimpeded by Focus Sashes or Sturdy.
* Attempt to keep entry Hazards off your side of the field so that Azumarill can safely set up.

Team Options
========

* Rain support from Pelliper or Politoed increases the damage of Azumarill’s Aqua Jet allows for powerful wallbreakers such as Choice Specs Kingdra to support Azumarill. How does Azu's Aqua Jets being more powerful help Kingdra 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. All wallbreakers or just special ones? Shared checked/counters can imply physical wallbreakers but the examples you gave imply special wallbreakers
* Having Stealth Rock on the field allows It should be clear that Stealth Rocks are a hazard on the field and not a Pokemon on the team or something Azumarill to wear down checks such as Volcanion Is Azumarill wearing down checks or luring them out? , and grants several crucial KOs; for this reason, setters such as Swampert are good partners.
* Pivots such as Rotom-W and Lanturn can bring Azumarill in safely to set up. Slow pivots or just pivots? If just any pivot then Greninja can also be included here as a more offensive pivot.
* Since Grass-types resist Aqua Jet and can deal heavy damage to Azumarill with their STAB attacks, checks having Pokemon or Grass 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: Stall Water
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, and 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. It also has a nice synergy with Perish Song.
* Perish Song is another option to force out boosting Pokemon such as Keldeo. Why are you forcing out Keldeo with Perish Song instead of Toxic? It should be explained that Pokemon like Keldeo and Raikou use Substitute which blocks Toxic. Raikou isn't relevant same with Sub Cm Keldeo in Sun and Moon
* Encore allows Azumarill to lock Pokemon into moves, removing prediction from switching, crippling setup sweepers when do you Encore and when do you Perish Song or Toxic?, 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 sweepers such as Mega Charizard Y.
*Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such teams.

Usage Tips
========

* Spread status with Scald and Toxic; the former is better to cripple physical attackers, 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,
* Use Protect freely to stall out wouldn't rack up be better here? Burn and Toxic damage as well as regaining health, but be careful not to let them set up freely.
* While Azumarill can force out many Special Attackers, its unique Grass-immune status means that it should be preserved for Pokemon only it can answer such as Psychic Energy Ball Manaphy.

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 has unaware and good Physical Bulk.
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill while providing a Grass neutrality to take pressure off of Azumarill.
* Empoleon in particular compresses many roles such as Defogger and Stealth Rocker, making it an excellent use of teamslots.
* 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 Venusaur greatly threatens Azumarill and Azumarill can do nothing back.
* Wish passers such as Alomomola Should be reworded imo because Alo is p much the only wish pasher (vaporeon isnt that good) greatly improve Azumarill’s longevity and give it a way to check sweepers multiple times.
* Mantine is a reliable Landorus check doesnt rock slide break mantine? and Defogger, freeing up slots on teammates and acting as a backup special wall.
* Answers to setup sweepers such as Quagsire are good to prevent the foe from exploiting Rest Who is using rest? or Protect.
* As Azumarill cannot touch most bulky Pokemon, Stall- and Wallbreakers such as Tail Glow Manaphy and Rest Mega Slowbro are helpful.

[STRATEGY COMMENTS]
Other Options
=============

Water
--------

* Knock Off on the Stall Water set lets it remove items and use its attack boost, but is generally less useful.
* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost.
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at each role than the other sets, but compresses the utility into one Pokemon.
* Return is Azumarill's strongest option versus Mega Venusaur, but has no other use and does not allow Choice Band sets to defeat it.
* Whirlpool on the Stall Water set allows Azumarill to trap foes for Perish Song and Toxic while dealing chip damage.

Checks and Counters
===================

Water
--------

**Volcanion**: Between its excellent stats, immunity to water, and resistance to Fairy attacks, Volcanion is basically the perfect counter. While Azumarill can chip with Rocks 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 weakened sets from being threatened by Azumarill.

**Mega Venusaur**: Azumarill can barely touch 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or Regenerator.

**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple int and return, but they cannot switch in more than once without healing.

**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing solid 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-Black, Magnezone, and Garchomp can force out or take out Azumarill.This is kinda a lot of checks at once. You have AJ resistances like Kyub and grass types, bulky pokemon like mag and chomp, and you can maybe include pokemon like thundy who threatens choice band sets but cant beat bd sets Thundy is a no since it isn't really relevant in Sun and Moon

**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. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall set, as Scald does pitiful damage, and if Sitrus Berry was chosen it also prevents the Belly Drum set from setting up.
I did this really fast to wrap this analysis up, since with AM QC's the amount of time QC increases exponentially. I'll check this one once the AM QCs have been implemented, since they fix issues with the analysis. Good job to both AM Checkers
Sorry for the wait Quantum Tesseract
 
Comments
[OVERVIEW]

Water
========

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall
* Has a great typing gives it good combined coverage, few exploitable weaknesses, and nice resistances and immunities to common types such as Dark and Dragon.
* 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 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.
* Very slow, leaving it often reliant on Aqua Jet to get off an attack.I would say something about how Aqua Jet is very weak

[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: 252 Atk / 4 SpD / 252 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 flinch against 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 Hoopa-U.
* Superpower hits Steel types such as Ferrothorn hard, but isn’t very spammable due to the Defense and Attack drops caused.
* Knock Off dissuades item reliant switch-ins, potentially crippling them for the match examples?, 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
* 252 Speed EVs allow Azumarill to outspeed bulky Mega Scizor and prevent it from roosting off damage.
* 4 Special Defense EVs ensure Download Porygon-Z gets an Attack boost.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
* An alternate set with 164 Speed EVs and 92 HP EVs can be used to give Azumarill some bulk while still outspeeding Skarmory.

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 wall breaker, 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 bulk it can get, requires a Choice Band to keep up its damage output, and despises Burns.
* However, resisted hits and Dragon-type attacks, particularly choice-locked ones, are great targets to bring Azumarill in on.
* If there isn’t a need to revenge kill, such as versus stall, Azumarill can switch in tp wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up by taking a direct attack.
* If Azumarill runs Knock Off, spamming it early game to remove items is usually a good choice unless the foe has a solid absorber such as Z-move Magearna or Mega Venusaur.

Team Options
========

* Grass neutralities such as Empoleon and Toxapex are useful Pokemon to pivot to due to how much Azumarill struggle with bulky Grass-types.
* In the same vein, Volcanion and Z-Bounce 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.
* Hazard clearers such as Defog Pelliper and Tapu Fini or Rapid Spin Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or Swampert allow Azumarill to capitalize on the switches it forces and breaks sashes on frail Pokemon for Aqua Jet; the latter of these 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.

[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.
* Z-Belly Drum ensures that Azumarill will always get off a Belly Drum and leaves it with a respectable 51% HP, but Sitrus Berry is also an option if you can guarantee that Azumarill will get off a free Belly Drum. avoid using you
* Play Rough is the mandatory STAB, hitting most Pokemon extremely hard after a boost, and deals with most Pokemon that resist Water-type attacks.
* Aqua Jet prevents Azumarill from being easily revenge KOed still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam.
* 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 Clefable and Skarmory and prevents them from recovering off damage.
* 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 Belly Drumming.

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 Belly Drumming, 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.
* When possible, set up on something that Azumarill forces out in order to get to +6 freely, such as most Fighting and Dark types.
* In the early game, use this to revenge KO any threatening sweepers much like you would Choice Band Azumarill; unlike that set, however, it cannot wallbreak.
* If at all possible, get entry hazards on the field before sweeping, allowing you to sweep unimpeded by Focus Sashes or Sturdy. avoid using you

Team Options
========

* Rain support from Pelliper or 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 feild 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: Stall Water
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 and 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. It also has a nice synergy with Perish Song.
* Perish Song forces out Pokemon that are unbothered by Toxic such as Manaphy and Substitute attackers.
* 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 sweepers such as Mega Charizard Y.
*Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such teams.

Usage Tips
========

* Spread status with Scald and Toxic; the former is better to cripple physical attackers, 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, This usage tip seems to be very similar to one of the bottom
* Use Protect freely to rack up Burn and Toxic damage as well as regaining health, but be careful not to let the opponent set up freely.
* While Azumarill can force out many Special Attackers, its unique Grass-immune status means that it should be preserved for Pokemon only it can answer such as Psychic Manaphy.

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 a s a physical wall to cover Azumarill's weaker Defense.
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill while providing a Grass neutrality to take pressure off of Azumarill.
* Empoleon in particular compresses many roles such as Defogger and Stealth Rocker, making it an excellent use of teamslots.
* 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 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, Stall- and Wallbreakers such as Tail Glow Manaphy and Rest Mega Slowbro are helpful. here I would special mention Gliscor because that's a nightmare for most stall water teams to take on and also add Keldeo here

[STRATEGY COMMENTS]
Other Options
=============

Water
--------

* Knock Off on the Stall Water set lets it remove items and use its attack boost, but is generally less useful.
* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost.
* Assault Vest is a decent option that allows Azumarill to function as a special tank with an offensive presence. It's worse at each role than the other sets, but compresses the utility into one Pokemon.
* Whirlpool on the Stall Water set allows Azumarill to trap foes for Perish Song and Toxic while dealing chip damage but comes at the cost of a crucial moveslot.

Checks and Counters
===================

Water
--------

**Volcanion**: Between its excellent stats, immunity to water, and resistance to Fairy attacks, Volcanion is basically the perfect counter. While Azumarill can chip with Rocks 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 weakened sets from being threatened by Azumarill.

**Mega Venusaur**: Azumarill can barely touch 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or Regenerator.

**Physically Bulky Pokemon**: Bulky walls such as Quagsire, Skarmory, and Mew can take attacks from Azumarill and cripple it and return, but they cannot switch in more than once without healing.

**Burns**: Being Burned halves Azumarill’s attack, crippling it and dealing solid 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-Black, 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. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall set, as Scald does pitiful damage, and if Sitrus Berry was chosen it also prevents the Belly Drum set from setting up.
Nice Work, sorry for the wait
QC 2/3
bbM5cDS.gif
 
You need to use full sentences for bullets in Overview.

[OVERVIEW]

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall
- 'wall' isn't the best word, I'd reword it to 'a switchin to Grass-type moves'

[SET 1]

[SET]

I'm not really a fan of 252 Speed because Choice Band Azumarill really likes some bulk to back up is wallbreaking power. 164 Speed is just enough for Choice Band Azumarill, outpaces what it needs to and has enough bulk.

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: 92 HP / 252 Atk / 164 Spe

Moves

* 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 Hoopa-U.

Set Details


- Mention the updated spread first and put Max/Max as an alternate.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
- All Water teams dislike Grass-types, just say 'Water teams' instead.

Team Options

* Grass neutralities such as Empoleon and Toxapex are useful Pokemon to pivot to due to how much Azumarill struggle with bulky Grass-types.
- Empoleon is also immune to Poison-type moves while Toxapex resists them.
- Mention Rotom-W, supporting Azumarill with a generally slow Volt Switch.
- Mention Mantine in both the Grass neutrality and hazard control bullets.

[SET 2]

Usage Tips

- Ok, this is a bit complex but: never waste your Z-Move when you're against a slower opponent and you have full HP (or close to it). This lets you recover all your HP back in a turn by using Z-Belly Drum (the Belly Drum effect fails because you're already at maximum Attack) and you get all your health back. This is useful against stuff like Celesteela that try to wear you down with Leech Seed + Protect.

[SET 3]

[SET]

just a little nitpick but idt 'Stall Water' is a great set name. Switch it to 'Defensive Sap Sipper'

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

Usage Tips

- Mention how you should use Encore on a Pokemon that may set up on Azumarill to prevent it from threatening Azumarill with a boosted hit.

Team Options

- Mention how it fits best on stall teams but doesn't work as well on balance teams because of how passive it is.
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill while providing a Grass neutrality to take pressure off of Azumarill.
- Switch the last part; Azumarill takes pressure off the aforementioned Pokemon by being an extremely reliable switchin to Grass-type moves.

[STRATEGY COMMENTS]

Other Options

* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost.
- please no. Sap Sipper CB Azu has horrible damage output and I don't see how it helps versus Grass teams if it gets walled by Mega Venusaur.
- Whirlpool is incompatible with Sap Sipper, remove that.

Checks and Counters

- Volcanion is not common or viable enough to justify the top bullet and its not even as good a counter to Azumarill as Mega Venusaur or Toxapex. Put it below both.

Good job. QC 3/3
 
Last edited:
You need to use full sentences for bullets in Overview.

[OVERVIEW]

* Has 2 excellent abilities to choose from in Huge Power and Sap Sipper, allowing it to function as a powerful wallbreaker or wall
- 'wall' isn't the best word, I'd reword it to 'a switchin to Grass-type moves'

[SET 1]

[SET]

I'm not really a fan of 252 Speed because Choice Band Azumarill really likes some bulk to back up is wallbreaking power. 164 Speed is just enough for Choice Band Azumarill, outpaces what it needs to and has enough bulk.

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: 92 HP / 252 Atk / 164 Spe

Moves

* 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 Hoopa-U.

Set Details


- Mention the updated spread first and put Max/Max as an alternate.
* Huge Power is superior to Sap Sipper for the immediate damage output, even on grass-weak teams
- All Water teams dislike Grass-types, just say 'Water teams' instead.

Team Options

* Grass neutralities such as Empoleon and Toxapex are useful Pokemon to pivot to due to how much Azumarill struggle with bulky Grass-types.
- Empoleon is also immune to Poison-type moves while Toxapex resists them.
- Mention Rotom-W, supporting Azumarill with a generally slow Volt Switch.
- Mention Mantine in both the Grass neutrality and hazard control bullets.

[SET 2]

Usage Tips

- Ok, this is a bit complex but: never waste your Z-Move when you're against a slower opponent and you have full HP (or close to it). This lets you recover all your HP back in a turn by using Z-Belly Drum (the Belly Drum effect fails because you're already at maximum Attack) and you get all your health back. This is useful against stuff like Celesteela that try to wear you down with Leech Seed + Protect.

[SET 3]

[SET]

just a little nitpick but idt 'Stall Water' is a great set name. Switch it to 'Defensive Sap Sipper'

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

Usage Tips

- Mention how you should use Encore on a Pokemon that may set up on Azumarill to prevent it from threatening Azumarill with a boosted hit.

Team Options

- Mention how it fits best on stall teams but doesn't work as well on balance teams because of how passive it is.
* Steel and Poison types such as Empoleon, Tentacruel, and Toxapex are good partners to take Poison-type attacks and Toxic for Azumarill while providing a Grass neutrality to take pressure off of Azumarill.
- Switch the last part; Azumarill takes pressure off the aforementioned Pokemon by being an extremely reliable switchin to Grass-type moves.

[STRATEGY COMMENTS]

Other Options

* Sap Sipper Choice Band sets are an option for a better matchup versus Grass, but is far weaker even with the occasional attack boost.
- please no. Sap Sipper CB Azu has horrible damage output and I don't see how it helps versus Grass teams if it gets walled by Mega Venusaur.
- Whirlpool is incompatible with Sap Sipper, remove that.

Checks and Counters

- Volcanion is not common or viable enough to justify the top bullet and its not even as good a counter to Azumarill as Mega Venusaur or Toxapex. Put it below both.

Good job. QC 3/3
Implemented, thanks. I feel intuitively as though 88 HP / 4 SpD > 92 HP; if there's reasons not to, let me know and I'll swap it back.
 
add
remove
(comments)
AC = add comma
RC = remove comma

[OVERVIEW]

Water
========

* Azumarill has 2 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 secondary STAB attack that gives good coverage alongside Play Rough and doesn’t risk a miss while giving a handy chance to induce flinch on against 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 (Add hyphen) such as Ferrothorn hard, (RC) but isn’t very spammable due to the Defense and Attack drops it causes caused.
* Knock Off dissuades item-reliant (Add hyphen) 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, (AC) 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 as well as 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 wall breaker, 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, (AC) or Scald; it needs all the bulk 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 there isn’t a need to revenge kill, such as versus stall, Azumarill can switch in to wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up by taking a direct attack. (How is this different from the past 3 bullet?)
* If Azumarill runs Knock Off, spamming it early-game (Add hyphen) 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; (remove extra space here) Empoleon is also immune to Poison-type moves, while Toxapex resists them.
* In the same vein, Volcanion and Z-Bounce 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 Defog Pelliper, Mantine, and Tapu Fini or Rapid Spin and Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or and Swampert allows Azumarill to capitalize on the switches it forces and breaks Focus Sashes on frail Pokemon for Aqua Jet; the latter of these 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]
<remove this space>
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 and still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam. (to fit set order)
* 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.
* Aqua Jet prevents Azumarill from being easily revenge KOed still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam.
* 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, (RC) more important, (RC) 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 Clefable (Content: This isn't a base 70 Speed Pokemon. Mantine is a suitable replacement.) and Skarmory and prevents them from recovering off damage (How?).
* 4 Special Defense EVs ensure that Porygon-Z gets an Attack boost instead of a Special Attack boost from Download.
* If Sitrus Berry is used, put 4 EVs in HP to ensure that Azumarill ends up eating the Sitrus Berry after using Belly Drumming.

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 Drumming, 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. (Add period)
* (Remove extra space here) 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 to set up.
* When possible, set up on something such as most Fighting- and Dark-types that Azumarill forces out in order to get to +6 Attack freely, such as most Fighting and Dark types.
* In the early game, use this Azumarill to revenge KO any threatening sweepers much like you would use Choice Band Azumarill; unlike that set, however, it 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 Pelliper Pelipper or 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 feild field allows Azumarill to wear down checks such as Volcanion, (RC) and grants several crucial KOs; for this reason, setters such as Swampert and Empoleonare 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, (AC) and stall, (AC) 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 scouts for opposing moves. It also has a nice synergy with Perish Song.
* Perish Song forces out Pokemon that are unbothered by Toxic such as Manaphy and Substitute attackers and has nice synergy with Protect. (I'm making this change because Perish Song is not on all sets with Protect, but Protect is on all sets with Perish Song)
* 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 sweepers such as Mega Charizard Y.
* (Add a space here) Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such 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, (AC) 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 regaining 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 a s 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- (Add hyphen) and Poison-types (Add hyphen) 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 Rocker, making it an excellent teammate use of teamslots.
* 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, (AC) 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. (Combining this into the first Quagsire mention)
* As Azumarill cannot touch most bulky Pokemon like Gliscor, stall- 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 defensive set lets it remove items and use its attack boost (Content: should probably remove this. Realistically this is irrelevant because Azumarill will do no damage regardless), (RC) 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 each most roles than the other sets, (RC) but compresses the 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Black Sludge Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or and Regenerator.

**Volcanion**: While Azumarill can chip Volcanion with Rocks (how?) 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 weakened sets 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 and in return, but they cannot switch in more than once without healing.

**Burns**: Being burned halves Azumarill’s attack, crippling it and dealing solid damage (Wouldn't call 6.25% solid tbh) 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-Black, 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, (AC) making its bulk less useful and often putting it into range of priority. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall defensive set, as Scald does pitiful damage, and if Sitrus Berry was chosen is used, (AC) it also prevents the Belly Drum set from setting up.
Nice job GP 1/1 after you address the comments
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add
remove
(comments)
AC = add comma
RC = remove comma

[OVERVIEW]

Water
========

* Azumarill has 2 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 secondary STAB attack that gives good coverage alongside Play Rough and doesn’t risk a miss while giving a handy chance to induce flinch on against 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 (Add hyphen) such as Ferrothorn hard, (RC) but isn’t very spammable due to the Defense and Attack drops it causes caused.
* Knock Off dissuades item-reliant (Add hyphen) 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, (AC) 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 as well as 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 wall breaker, 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, (AC) or Scald; it needs all the bulk 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 there isn’t a need to revenge kill, such as versus stall, Azumarill can switch in to wallbreak or 1v1 a single threat, but its ability to remove threats without taking damage is often too good to pass up by taking a direct attack. (How is this different from the past 3 bullet?)
* If Azumarill runs Knock Off, spamming it early-game (Add hyphen) 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; (remove extra space here) Empoleon is also immune to Poison-type moves, while Toxapex resists them.
* In the same vein, Volcanion and Z-Bounce 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 Defog Pelliper, Mantine, and Tapu Fini or Rapid Spin and Tentacruel are useful to prevent Azumarill from taking chip damage.
* Stealth Rock support from the likes of Empoleon or and Swampert allows Azumarill to capitalize on the switches it forces and breaks Focus Sashes on frail Pokemon for Aqua Jet; the latter of these 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]
<remove this space>
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 and still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam. (to fit set order)
* 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.
* Aqua Jet prevents Azumarill from being easily revenge KOed still deals solid damage, allowing Azumarill to take on fast foes such as Mega Alakazam.
* 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, (RC) more important, (RC) 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 Clefable (Content: This isn't a base 70 Speed Pokemon. Mantine is a suitable replacement.) and Skarmory and prevents them from recovering off damage (How?).
* 4 Special Defense EVs ensure that Porygon-Z gets an Attack boost instead of a Special Attack boost from Download.
* If Sitrus Berry is used, put 4 EVs in HP to ensure that Azumarill ends up eating the Sitrus Berry after using Belly Drumming.

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 Drumming, 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. (Add period)
* (Remove extra space here) 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 to set up.
* When possible, set up on something such as most Fighting- and Dark-types that Azumarill forces out in order to get to +6 Attack freely, such as most Fighting and Dark types.
* In the early game, use this Azumarill to revenge KO any threatening sweepers much like you would use Choice Band Azumarill; unlike that set, however, it 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 Pelliper Pelipper or 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 feild field allows Azumarill to wear down checks such as Volcanion, (RC) and grants several crucial KOs; for this reason, setters such as Swampert and Empoleonare 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, (AC) and stall, (AC) 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 scouts for opposing moves. It also has a nice synergy with Perish Song.
* Perish Song forces out Pokemon that are unbothered by Toxic such as Manaphy and Substitute attackers and has nice synergy with Protect. (I'm making this change because Perish Song is not on all sets with Protect, but Protect is on all sets with Perish Song)
* 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 sweepers such as Mega Charizard Y.
* (Add a space here) Sap Sipper Azumarill is the only Grass immunity Water-type teams get, preventing them from automatically losing to such 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, (AC) 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 regaining 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 a s 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- (Add hyphen) and Poison-types (Add hyphen) 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 Rocker, making it an excellent teammate use of teamslots.
* 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, (AC) 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. (Combining this into the first Quagsire mention)
* As Azumarill cannot touch most bulky Pokemon like Gliscor, stall- 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 defensive set lets it remove items and use its attack boost (Content: should probably remove this. Realistically this is irrelevant because Azumarill will do no damage regardless), (RC) 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 each most roles than the other sets, (RC) but compresses the 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 semi-reliable recovery in Synthesis.

**Toxapex**: Toxapex walls Azumarill solidly, although it doesn't enjoy loosing its Black Sludge Leftovers. It can remove boosts with Haze, freely set Toxic Spikes, and heal off damage with Recover or and Regenerator.

**Volcanion**: While Azumarill can chip Volcanion with Rocks (how?) 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 weakened sets 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 and in return, but they cannot switch in more than once without healing.

**Burns**: Being burned halves Azumarill’s attack, crippling it and dealing solid damage (Wouldn't call 6.25% solid tbh) 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-Black, 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, (AC) making its bulk less useful and often putting it into range of priority. It makes Azumarill's bulk much less useful, and against Sitrus Berry sets can bring it into range of priority.

**Taunt**: Taunt completely destroys the stall defensive set, as Scald does pitiful damage, and if Sitrus Berry was chosen is used, (AC) it also prevents the Belly Drum set from setting up.
Nice job GP 1/1 after you address the comments
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Implemented, this is ready for upload.
 
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