Since Nrom7 on discord has been doing some clears with Tera Ice Marill and Draining Kiss Igglybuff already, I wanted to find my own unique approach to an Azurill solo clear and decided to go for the speedkill/not quite OHKO I was denied earlier, even despite the early shield at 75% timer/80% HP, on top of the stat resets tied to both triggers.
https://stevecooktu.github.io/sv_raid_lookup/ helpfully shows Rayquaza's total time is 450 seconds as a reference point, with the relevant resets/shield going up being at just over 100 seconds.
The Goal
Here is Azurill's base damage output with just the typical Belly Drum:
+6 252+ Atk Huge Power Tera Fairy Azurill Tera Blast (80 BP) vs. Lvl 75 0 HP / 0 Def Tera Dragon Rayquaza: 1708-2012 (18.4 - 21.6% of 35x hp boss) -- possible 5HKO
(Technically this Rayquaza has a fair chance of rolling imperfect bulk IVs but I don't have a good way to tell or rely on that.)
Azurill isn't too far from an ideal kill range by stacking enough multipliers, but it does require spending turns on an attack cheer and quite a few defense debuffs, though the latter can be compressed by Leer AI like Arcanine and Weavile.
+6 252+ Atk Huge Power Tera Fairy Azurill Atk Cheer Tera Blast (80 BP) vs. -4 Lvl 75 0 HP / 0 Def Tera Dragon Rayquaza: 7720-9084 (83.2 - 97.9% of 35x hp boss) -- guaranteed 2HKO
Unlike most 7-star bosses, Rayquaza’s shield has an 80% damage rate on matching tera moves instead of 70%, so I figured -4 would be enough after hitting the 80% shield and letting the AI chip and maybe getting a high roll. But in this attempt Arcanine actually managed to Leer every chance he got, and so I actually got Rayquaza down to -5 defense to seal the deal.
+6 252+ Atk Huge Power Tera Fairy Azurill Atk Cheer Tera Blast (80 BP) vs. -5 Lvl 75 0 HP / 0 Def Tera Dragon Rayquaza: 9064-10664 (97.7 - 114.9% of 35x hp boss) -- 87.5% chance to OHKO
Offense/Moves
Azurill maximizes Attack with 252 EVs/Adamant/Huge Power/Belly Drum as usual.
Unlike most pokemon with actual movesets like Marill, Azurill has to rely on Tera Blast as its best physical Fairy option and damaging move in general to kill Rayquaza with. This forces Azurill in the more unique dilemma of scrounging up 3 extra turns to charge tera within time, on top of Defense debuffs, Belly Drum, and an attack cheer, but fortunately Mud-Slap can do its job and also give Azurill a chance to survive all these turns. Combined with the 75% time limit for the boss debuff reset, it doesn't seem like there's much leeway to fit in an early kill, but it turns out the turns can work out if the AI just cooperates.
I personally noticed Azurill can exactly fit in the 7 turns of setup at worst before the Draco Meteor/reset triggers to end the run. The worst attempt I recall only got in 6 turns, but I think I was trying to fit in Draining Kiss as my charging move and taking on full animation time.
I use Tail Whip over Tickle just to save time from the extra -1 Attack message. I don't know if it's totally necessary but the AI covers attack debuffs well enough anyway.
Defense/Item
I just left Azurill with the same defensive EVs as I left for Torterra. It is worth noting that 40 Speed EVs allows Azurill to outspeed a paralyzed 31 Speed IV Rayquaza, or you could work with a lower speed IV Rayquaza as well which I accidentally found at first until the day rolled over.
I think Eviolite is still Azurill's best item here, because while Azurill wants to avoid hits to save time and HP, Turn 1 is basically a guaranteed hit anyway, so taking less damage upfront helps the chance of success when Azurill can take another hit or two while staying in Belly Drum range. After turn 1 you have the AI defense cheer to help further, and having AI like Sylveon's Charm/Moonblast in my case can also help mitigate both sides. I noticed generally Azurill can afford to take two hits even near the start.
Lvl 75 0 SpA Tera Dragon Rayquaza Hurricane vs. 12 HP / 176 SpD Eviolite Tera Fairy Azurill: 96-114 (39.3 - 46.7%) -- guaranteed 3HKO
-1 Lvl 75 0+ Atk Tera Dragon Rayquaza Earthquake vs. 12 HP / 68 Def Eviolite Tera Fairy Azurill: 51-61 (20.9 - 25%) -- 0% chance to 4HKO
-1 Lvl 75 0+ Atk Tera Dragon Rayquaza Extreme Speed vs. 12 HP / 68 Def Eviolite Tera Fairy Azurill: 41-49 (16.8 - 20%) -- possible 5HKO
AI setup
As usual, I locked in a favourable AI setup by using the group raid trick. My goal here was generally just to find Arcanine for a Leer user as the first thing I needed, since I worried about Weavile going for too much damage. I ended up getting slot 1 Arcanine/Dudunsparce/Sylveon which I found workable.
Arcanine in slot 1 is not ideal because it will forgo a T1 move for a defense cheer, but I felt the other two mons here make up for it.
Ideally Arcanine would use 2 Leers while I use Mud-Slap x2 and Tail Whip to get to -4 Defense right as the shield goes up. Unfortunately I kept noticing it going for 1 Leer and 2 Bites more often than not and seeing the shield go up anyway at -3 Defense. On one occasion the AI somehow didn't chip it into the 80% HP shield, maybe because of Hurricane confusion, but I was once able to provide 2 Tail Whips on my own which would be nice if it was more reliable.
Dudunsparce was a pleasant surprise for me. It pretty much always Glares T1, which adds another 25% chance for Rayquaza to miss a turn, stacking on top of Mud-Slap making it a 9/16 coinflip. If Azurill outspeeds after paralysis as mentioned, setting up the next Mud-Slaps without taking damage becomes more reliable as well, though it can still randomly go for Extreme Speed. Maybe without Dudunsparce I also might have been able to get to -4 defense more reliably on my own without it always going for Hyper Drill.
Sylveon can kind of contribute early with Charm and Moonblast to ward off both offenses as well. I think it's a pretty alright support. Charm really helps lower Attack more than Arcanine's Intimidate in the long run, since Rayquaza doesn't end up causing much death, and it definitely mattered in the final run to let Azurill take a few hits with ease.
Strategy
Getting hit by T0 Dragon Ascent is a reset.
Azurill uses Mud-Slap 3 times. Generally I would just start paying attention/clipping from Mud-Slap 2 to see if Arcanine Leered and Rayquaza hit.
Azurill uses Tail Whip, hopefully getting Rayquaza down to -4 Defense after Dragon Ascent and Arcanine moving 3 times by now. The shield usually goes up either way at this point and this is where I most often reset because of Arcanine using 2 Bites after a Leer.
Azurill casts an Attack Cheer (for more AI chip) and Belly Drums (ideally having the spare HP for it).
Azurill finally terastallizes and uses Tera Blast to end Rayquaza.
Unlike Torterra, there's not really much to adapt to in terms of respawning and the attempts go by quickly, so I followed a pretty rigid set of moves. I had one run early on while I was trying Bright Powder over Eviolite and actually afforded using a heal cheer to make it to Belly Drum while Rayquaza was at -5 defense, but it didn't kill because I had to forsake the attack cheer instead.
Successful run
I started fighting Rayquaza pretty late in the night and had to go find a new Rayquaza after midnight rolled over. It wasn't slower than me after paralysis, but I ended up winning right afterwards. I actually managed to get the whole run clipped so I can provide a full log of events here.
T0: Dragon Ascent targeted Arcanine. (-1)
T1: Rayquaza led with Earthquake (185/244), Dudunsparce Glared, Sylveon Moonblasted.
T2: Rayquaza outsped with EQ and missed, AI used Leer/Hyper Drill/Charm (-2)
T3: Rayquaza EQ missed, AI used Leer/Hyper Drill/Charm (-3)
T4: Rayquaza Extreme Speeds (159/244), Azurill Tail Whips to -4, Arcanine Leers for -5, Dudunsparce Hyper Drills, Sylveon Moonblasts, shield/buff reset goes up on HP
T5: cast Attack Cheer, Rayquaza hits Extreme Speed (135/244)
T6: Rayquaza misses EQ, Azurill Belly Drums
T7: Rayquaza misses Hurricane, Azurill teras and wins.
Overall figuring out an actual challenge out of Rayquaza to push Azurill with was a nice way to cap off the year. I can't blame gamefreak for making this fight lighter even after all the promotion, but it goes to show you can still make your own fun, and I have to admit it's still better than another setup spammer. Hopefully gamefreak still has more interesting boss ideas to release in 2025.
EDIT: I think Extreme Speed feels like a faster animation than Earthquake too for what it's worth.